Compare commits
7 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| 207fcd1a15 | |||
| fd6a1ce3c7 | |||
| f8b98e6b23 | |||
| fc7c6488ea | |||
| ba6d3b614e | |||
| 88874933c3 | |||
| bf12aefeeb |
@@ -2,5 +2,7 @@
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- AYN Thor main display: 6-inch AMOLED, 1920 x 1080, 120Hz.
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- AYN Thor main display: 6-inch AMOLED, 1920 x 1080, 120Hz.
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- AYN Thor secondary display: 3.92-inch AMOLED, 1240 x 1080, 60Hz.
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- AYN Thor secondary display: 3.92-inch AMOLED, 1240 x 1080, 60Hz.
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- AYN Thor UI sizing must be designed against Android CSS/layout viewport, not physical framebuffer pixels.
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- Approximate Thor CSS viewports: main display 960 x 540, secondary display 620 x 540.
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- User rebuilds app; do not rebuild APK unless explicitly requested.
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- User rebuilds app; do not rebuild APK unless explicitly requested.
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- Apply game changes to both web version and mobile app version.
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- Apply game changes to both web version and mobile app version.
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+21
-3
@@ -138,9 +138,12 @@ services:
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The app listens inside Docker on port `4173`. The database lives at
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The app listens inside Docker on port `4173`. The database lives at
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`/mnt/usbssds/apps/iwanttoheal/data/game.db` because that host directory is
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`/mnt/usbssds/apps/iwanttoheal/data/game.db` because that host directory is
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mounted into the container as `/app/data`. The startup command installs
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mounted into the container as `/app/data`. This is persistent runtime data, not
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dependencies, applies schema migrations, builds the web app, and starts the
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code. Do not commit it and do not copy the Mac `data/game.db` over it during
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production server.
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deploys.
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The startup command installs dependencies, applies schema/static-content
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updates, builds the web app, and starts the production server.
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Test the local TrueNAS service:
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Test the local TrueNAS service:
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@@ -220,11 +223,22 @@ cd /mnt/usbssds/apps/iwanttoheal/app
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git pull
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git pull
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```
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```
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Before restarting, back up the persistent database:
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```sh
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cp /mnt/usbssds/apps/iwanttoheal/data/game.db \
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"/mnt/usbssds/apps/iwanttoheal/data/game-before-update-$(date +%Y%m%d-%H%M%S).db"
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```
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Restart the `iwanttoheal` app in the TrueNAS Apps UI after pulling. The app
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Restart the `iwanttoheal` app in the TrueNAS Apps UI after pulling. The app
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command runs `npm ci`, `npm run db:init`, `npm run build`, and `npm start` on
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command runs `npm ci`, `npm run db:init`, `npm run build`, and `npm start` on
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startup, so dependency, schema, and browser bundle changes are applied each time
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startup, so dependency, schema, and browser bundle changes are applied each time
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the container restarts.
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the container restarts.
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`npm run db:init` updates schema and seeded static game content. It should not
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erase accounts, characters, inventory, or save progress. Character resets are
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separate manual operations and should only be run intentionally.
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Normal update workflow:
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Normal update workflow:
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```sh
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```sh
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@@ -236,10 +250,14 @@ git push origin main
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# TrueNAS shell
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# TrueNAS shell
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cd /mnt/usbssds/apps/iwanttoheal/app
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cd /mnt/usbssds/apps/iwanttoheal/app
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git pull
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git pull
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cp /mnt/usbssds/apps/iwanttoheal/data/game.db \
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"/mnt/usbssds/apps/iwanttoheal/data/game-before-update-$(date +%Y%m%d-%H%M%S).db"
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```
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```
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Then restart the TrueNAS app.
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Then restart the TrueNAS app.
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For the shorter checklist, see [docs/push-updates.md](docs/push-updates.md).
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### Existing auth-only app
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### Existing auth-only app
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If `iwanttoheal-auth` was already created during earlier testing, the simplest
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If `iwanttoheal-auth` was already created during earlier testing, the simplest
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@@ -57,13 +57,13 @@ For an online production build, see [DEPLOYMENT.md](DEPLOYMENT.md).
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- Dungeon XP rewards, level-up handling, talent-point awards, and ability unlocks
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- Dungeon XP rewards, level-up handling, talent-point awards, and ability unlocks
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- SQLite-backed class talent trees with ranks, tiers, prerequisites, refunds,
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- SQLite-backed class talent trees with ranks, tiers, prerequisites, refunds,
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and immediate persistence
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and immediate persistence
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- Seven equipment slots, starter item-level 1 gear, inventory comparison, and
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- Nine equipment slots, empty starter inventory, craftable item-level 1 gear,
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persistent equipping
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inventory comparison, and persistent equipping
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- Aggregate item level, healing power, and resource bonuses that affect combat
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- Aggregate item level, healing power, and resource bonuses that affect combat
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- Five SQLite-authored dungeon difficulty tiers with level gates, combat
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- Four playable SQLite-authored content tiers at item levels 1, 10, 20, and 25
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scaling, XP multipliers, and item-level reward bands
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with level gates, combat scaling, XP multipliers, and reward bands
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- Encounter-specific weighted loot tables for every difficulty, with authored
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- Gear progression through item levels 1, 5, 10, 15, 20, and 25 with
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drop chances, slot pools, and item-level 5 through 25 reward variants
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boss-coin crafting and upgrade steps
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- One live loot roll per defeated encounter, shown in the combat log and
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- One live loot roll per defeated encounter, shown in the combat log and
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dungeon-complete summary
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dungeon-complete summary
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- Atomic inventory awards with retry-safe roll records and stacked duplicate
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- Atomic inventory awards with retry-safe roll records and stacked duplicate
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@@ -7,8 +7,8 @@ android {
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applicationId "com.warren.iwanttoheal"
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applicationId "com.warren.iwanttoheal"
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minSdkVersion rootProject.ext.minSdkVersion
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minSdkVersion rootProject.ext.minSdkVersion
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targetSdkVersion rootProject.ext.targetSdkVersion
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targetSdkVersion rootProject.ext.targetSdkVersion
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versionCode 42
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versionCode 49
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versionName "1.0.25"
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versionName "1.0.31"
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testInstrumentationRunner "androidx.test.runner.AndroidJUnitRunner"
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testInstrumentationRunner "androidx.test.runner.AndroidJUnitRunner"
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aaptOptions {
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aaptOptions {
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// Files and dirs to omit from the packaged assets dir, modified to accommodate modern web apps.
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// Files and dirs to omit from the packaged assets dir, modified to accommodate modern web apps.
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@@ -11,7 +11,7 @@ import java.io.File;
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public abstract class ControllerBridgeActivity extends BridgeActivity {
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public abstract class ControllerBridgeActivity extends BridgeActivity {
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public static final String EXTRA_INITIAL_URL = "com.warren.iwanttoheal.INITIAL_URL";
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public static final String EXTRA_INITIAL_URL = "com.warren.iwanttoheal.INITIAL_URL";
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private static final long DPAD_THROTTLE_MS = 125;
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private static final long DPAD_THROTTLE_MS = 220;
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private long lastDpadDispatchAt = 0;
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private long lastDpadDispatchAt = 0;
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@Override
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@Override
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+121
-41
@@ -25,28 +25,35 @@ WHERE slug = 'citadel-of-the-ember-crown';
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INSERT OR IGNORE INTO difficulties
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INSERT OR IGNORE INTO difficulties
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(id, slug, name, dropped_item_level, unlock_level, health_multiplier, damage_multiplier, experience_multiplier, description)
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(id, slug, name, dropped_item_level, unlock_level, health_multiplier, damage_multiplier, experience_multiplier, description)
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VALUES
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VALUES
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(1, 'initiate', 'Initiate', 5, 1, 1.0, 1.0, 1.0, 'Entry-level dungeon difficulty.'),
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(1, 'initiate', 'Initiate', 1, 1, 0.8, 0.8, 1.0, 'Entry-level dungeon difficulty for crafting the first real set.'),
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(2, 'veteran', 'Veteran', 10, 5, 1.35, 1.2, 1.5, 'Enemies deal more damage and drop stronger gear.'),
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(2, 'veteran', 'Veteran', 10, 10, 1.45, 1.25, 2.0, 'A major step up that rewards refined gear components.'),
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(3, 'champion', 'Champion', 15, 10, 1.7, 1.45, 2.2, 'Demanding encounters for developed characters.'),
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(3, 'champion', 'Champion', 15, 15, 1.7, 1.45, 2.2, 'Gear-only upgrade tier between Veteran and Mythic.'),
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(4, 'mythic', 'Mythic', 20, 15, 2.1, 1.75, 3.0, 'Endgame dungeon difficulty.'),
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(4, 'mythic', 'Mythic', 20, 20, 2.25, 1.85, 3.5, 'Endgame dungeon difficulty.'),
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(5, 'ascendant', 'Ascendant', 25, 20, 2.6, 2.1, 4.0, 'The current pinnacle difficulty.'),
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(5, 'ascendant', 'Ascendant', 25, 25, 2.8, 2.25, 4.5, 'The current pinnacle difficulty.'),
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(101, 'raid-normal', 'Normal', 7, 1, 1.0, 1.0, 1.25, 'The opening raid difficulty, tuned for an eighteen-player party.');
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(101, 'raid-normal', 'Normal', 7, 1, 1.0, 1.0, 1.25, 'The opening raid difficulty, tuned for an eighteen-player party.');
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UPDATE difficulties SET
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UPDATE difficulties SET
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dropped_item_level = CASE slug
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dropped_item_level = CASE slug
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WHEN 'raid-normal' THEN 10 ELSE dropped_item_level END,
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WHEN 'initiate' THEN 1 WHEN 'raid-normal' THEN 10 ELSE dropped_item_level END,
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unlock_level = CASE slug
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unlock_level = CASE slug
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WHEN 'initiate' THEN 1 WHEN 'veteran' THEN 5 WHEN 'champion' THEN 10
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WHEN 'initiate' THEN 1 WHEN 'veteran' THEN 10 WHEN 'champion' THEN 15
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WHEN 'mythic' THEN 15 WHEN 'ascendant' THEN 20 ELSE unlock_level END,
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WHEN 'mythic' THEN 20 WHEN 'ascendant' THEN 25 ELSE unlock_level END,
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health_multiplier = CASE slug
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health_multiplier = CASE slug
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WHEN 'initiate' THEN 1.0 WHEN 'veteran' THEN 1.35 WHEN 'champion' THEN 1.7
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WHEN 'initiate' THEN 0.8 WHEN 'veteran' THEN 1.45 WHEN 'champion' THEN 1.7
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WHEN 'mythic' THEN 2.1 WHEN 'ascendant' THEN 2.6 ELSE health_multiplier END,
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WHEN 'mythic' THEN 2.25 WHEN 'ascendant' THEN 2.8 ELSE health_multiplier END,
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damage_multiplier = CASE slug
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damage_multiplier = CASE slug
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WHEN 'initiate' THEN 1.0 WHEN 'veteran' THEN 1.2 WHEN 'champion' THEN 1.45
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WHEN 'initiate' THEN 0.8 WHEN 'veteran' THEN 1.25 WHEN 'champion' THEN 1.45
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WHEN 'mythic' THEN 1.75 WHEN 'ascendant' THEN 2.1 ELSE damage_multiplier END,
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WHEN 'mythic' THEN 1.85 WHEN 'ascendant' THEN 2.25 ELSE damage_multiplier END,
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experience_multiplier = CASE slug
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experience_multiplier = CASE slug
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WHEN 'initiate' THEN 1.0 WHEN 'veteran' THEN 1.5 WHEN 'champion' THEN 2.2
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WHEN 'initiate' THEN 1.0 WHEN 'veteran' THEN 2.0 WHEN 'champion' THEN 2.2
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WHEN 'mythic' THEN 3.0 WHEN 'ascendant' THEN 4.0 ELSE experience_multiplier END;
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WHEN 'mythic' THEN 3.5 WHEN 'ascendant' THEN 4.5 ELSE experience_multiplier END,
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description = CASE slug
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WHEN 'initiate' THEN 'Entry-level dungeon difficulty for crafting the first real set.'
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WHEN 'veteran' THEN 'A major step up that rewards refined gear components.'
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WHEN 'champion' THEN 'Gear-only upgrade tier between Veteran and Mythic.'
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WHEN 'mythic' THEN 'Endgame dungeon difficulty.'
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WHEN 'ascendant' THEN 'The current pinnacle difficulty.'
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ELSE description END;
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INSERT OR IGNORE INTO dungeon_difficulties (dungeon_id, difficulty_id) VALUES
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INSERT OR IGNORE INTO dungeon_difficulties (dungeon_id, difficulty_id) VALUES
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(1, 1),
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(1, 1),
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@@ -127,22 +134,22 @@ INSERT OR IGNORE INTO spells
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VALUES
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VALUES
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(1, 1, 'mend', 'Mend', 'direct_heal', 5, 0.5, 30, 1, '+', 'A fast, efficient single-target heal.'),
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(1, 1, 'mend', 'Mend', 'direct_heal', 5, 0.5, 30, 1, '+', 'A fast, efficient single-target heal.'),
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(2, 1, 'renew', 'Renew', 'heal_over_time', 7, 0.5, 12, 1, '~', 'Heals now and continues healing over time.'),
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(2, 1, 'renew', 'Renew', 'heal_over_time', 7, 0.5, 12, 1, '~', 'Heals now and continues healing over time.'),
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(3, 1, 'radiance', 'Radiance', 'party_heal', 12, 8, 18, 1, '*', 'Restores health to every living party member.'),
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(3, 1, 'radiance', 'Radiance', 'party_heal', 12, 8, 18, 1, '*', 'Restores health to up to 4 injured party members.'),
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(4, 1, 'sun-ward', 'Sun Ward', 'absorb', 8, 7, 36, 1, 'O', 'Places a damage-absorbing shield on your target.'),
|
(4, 1, 'sun-ward', 'Sun Ward', 'absorb', 8, 7, 36, 1, 'O', 'Places a damage-absorbing shield on your target.'),
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(5, 1, 'purify', 'Purify', 'cleanse', 5, 5, 10, 1, 'x', 'Removes a harmful effect and restores health.'),
|
(5, 1, 'purify', 'Purify', 'cleanse', 5, 5, 10, 1, 'x', 'Removes a harmful effect and restores health.'),
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(6, 1, 'dawn-burst', 'Dawn Burst', 'party_heal', 16, 12, 28, 5, 'D', 'A brilliant wave of healing for the entire party.'),
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(6, 1, 'dawn-burst', 'Dawn Burst', 'party_heal', 16, 12, 28, 5, 'D', 'A brilliant wave of healing for up to 4 injured allies.'),
|
||||||
(7, 1, 'guardian-light', 'Guardian Light', 'absorb', 13, 14, 55, 10, 'G', 'A powerful ward reserved for moments of extreme danger.'),
|
(7, 1, 'guardian-light', 'Guardian Light', 'absorb', 13, 14, 55, 10, 'G', 'A powerful ward reserved for moments of extreme danger.'),
|
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(8, 1, 'second-sun', 'Second Sun', 'direct_heal', 20, 20, 85, 15, 'S', 'Calls down a delayed surge of restorative light.'),
|
(8, 1, 'second-sun', 'Second Sun', 'direct_heal', 20, 20, 85, 15, 'S', 'Calls down a delayed surge of restorative light.'),
|
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(9, 1, 'daybreak', 'Daybreak', 'party_heal', 23, 30, 48, 20, 'A', 'Floods the party with the full strength of dawn.'),
|
(9, 1, 'daybreak', 'Daybreak', 'party_heal', 23, 30, 48, 20, 'A', 'Floods up to 4 injured allies with the full strength of dawn.'),
|
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(20, 2, 'verdant-touch', 'Verdant Touch', 'direct_heal', 5, 0.5, 28, 1, '+', 'A quick pulse of living energy.'),
|
(20, 2, 'verdant-touch', 'Verdant Touch', 'direct_heal', 5, 0.5, 28, 1, '+', 'A quick pulse of living energy.'),
|
||||||
(21, 2, 'seed-of-life', 'Seed of Life', 'heal_over_time', 7, 0.5, 11, 1, 's', 'Plants a restorative seed that blooms over time.'),
|
(21, 2, 'seed-of-life', 'Seed of Life', 'heal_over_time', 7, 0.5, 11, 1, 's', 'Plants a restorative seed that blooms over time.'),
|
||||||
(22, 2, 'wild-bloom', 'Wild Bloom', 'party_heal', 12, 8, 17, 1, '*', 'Restorative growth spreads through the party.'),
|
(22, 2, 'wild-bloom', 'Wild Bloom', 'party_heal', 12, 8, 17, 1, '*', 'Restorative growth spreads to up to 4 injured allies.'),
|
||||||
(23, 2, 'barkskin', 'Barkskin', 'absorb', 8, 7, 34, 1, 'B', 'Wraps an ally in protective living bark.'),
|
(23, 2, 'barkskin', 'Barkskin', 'absorb', 8, 7, 34, 1, 'B', 'Wraps an ally in protective living bark.'),
|
||||||
(24, 2, 'purging-sap', 'Purging Sap', 'cleanse', 5, 5, 10, 1, 'p', 'Draws a harmful effect out through enchanted sap.'),
|
(24, 2, 'purging-sap', 'Purging Sap', 'cleanse', 5, 5, 10, 1, 'p', 'Draws a harmful effect out through enchanted sap.'),
|
||||||
(25, 2, 'ancient-grove', 'Ancient Grove', 'party_heal', 17, 12, 31, 5, 'T', 'Briefly summons the shelter of an ancient grove.'),
|
(25, 2, 'ancient-grove', 'Ancient Grove', 'party_heal', 17, 12, 31, 5, 'T', 'Briefly summons the shelter of an ancient grove.'),
|
||||||
(30, 3, 'etched-mend', 'Etched Mend', 'direct_heal', 5, 0.5, 29, 1, '+', 'Completes a simple rune of restoration.'),
|
(30, 3, 'etched-mend', 'Etched Mend', 'direct_heal', 5, 0.5, 29, 1, '+', 'Completes a simple rune of restoration.'),
|
||||||
(31, 3, 'echo-rune', 'Echo Rune', 'heal_over_time', 7, 0.5, 12, 1, 'e', 'Repeats a restorative rune over several moments.'),
|
(31, 3, 'echo-rune', 'Echo Rune', 'heal_over_time', 7, 0.5, 12, 1, 'e', 'Repeats a restorative rune over several moments.'),
|
||||||
(32, 3, 'concordance', 'Concordance', 'party_heal', 12, 8, 18, 1, '*', 'Links the party through a shared healing pattern.'),
|
(32, 3, 'concordance', 'Concordance', 'party_heal', 12, 8, 18, 1, '*', 'Links up to 4 injured allies through a shared healing pattern.'),
|
||||||
(33, 3, 'aegis-script', 'Aegis Script', 'absorb', 8, 7, 35, 1, 'O', 'Writes a temporary barrier around an ally.'),
|
(33, 3, 'aegis-script', 'Aegis Script', 'absorb', 8, 7, 35, 1, 'O', 'Writes a temporary barrier around an ally.'),
|
||||||
(34, 3, 'unravel', 'Unravel', 'cleanse', 5, 5, 10, 1, 'u', 'Unravels a hostile magical pattern.'),
|
(34, 3, 'unravel', 'Unravel', 'cleanse', 5, 5, 10, 1, 'u', 'Unravels a hostile magical pattern.'),
|
||||||
(35, 3, 'grand-design', 'Grand Design', 'party_heal', 16, 12, 30, 5, 'R', 'Activates a prepared network of restorative runes.');
|
(35, 3, 'grand-design', 'Grand Design', 'party_heal', 16, 12, 30, 5, 'R', 'Activates a prepared network of restorative runes.');
|
||||||
@@ -345,6 +352,9 @@ DELETE FROM crafting_recipes;
|
|||||||
INSERT INTO crafting_recipes
|
INSERT INTO crafting_recipes
|
||||||
(id, item_id, difficulty_id, source_dungeon_id, source_encounter_id)
|
(id, item_id, difficulty_id, source_dungeon_id, source_encounter_id)
|
||||||
VALUES
|
VALUES
|
||||||
|
(901, 101, 1, 1, 3), (902, 102, 1, 1, 3), (903, 103, 1, 1, 3),
|
||||||
|
(904, 104, 1, 1, 12), (905, 105, 1, 1, 12), (906, 106, 1, 1, 12),
|
||||||
|
(907, 100, 1, 1, 22), (908, 108, 1, 1, 22), (909, 109, 1, 1, 22),
|
||||||
(1001, 5, 1, 1, 3), (1002, 2, 1, 1, 3), (1003, 6, 1, 1, 3),
|
(1001, 5, 1, 1, 3), (1002, 2, 1, 1, 3), (1003, 6, 1, 1, 3),
|
||||||
(1004, 4, 1, 1, 12), (1005, 1, 1, 1, 12), (1006, 7, 1, 1, 12),
|
(1004, 4, 1, 1, 12), (1005, 1, 1, 1, 12), (1006, 7, 1, 1, 12),
|
||||||
(1007, 3, 1, 1, 22), (1008, 8, 1, 1, 22), (1009, 9, 1, 1, 22),
|
(1007, 3, 1, 1, 22), (1008, 8, 1, 1, 22), (1009, 9, 1, 1, 22),
|
||||||
@@ -429,6 +439,10 @@ INSERT OR IGNORE INTO character_inventory (character_id, item_id, quantity, equi
|
|||||||
(3, 100, 1, 1), (3, 101, 1, 1), (3, 102, 1, 1), (3, 103, 1, 1),
|
(3, 100, 1, 1), (3, 101, 1, 1), (3, 102, 1, 1), (3, 103, 1, 1),
|
||||||
(3, 104, 1, 1), (3, 108, 1, 1), (3, 105, 1, 1), (3, 109, 1, 1), (3, 106, 1, 1), (3, 107, 1, 0);
|
(3, 104, 1, 1), (3, 108, 1, 1), (3, 105, 1, 1), (3, 109, 1, 1), (3, 106, 1, 1), (3, 107, 1, 0);
|
||||||
|
|
||||||
|
DELETE FROM character_inventory
|
||||||
|
WHERE character_id IN (1, 2, 3)
|
||||||
|
AND item_id BETWEEN 100 AND 109;
|
||||||
|
|
||||||
-- Coin gearing override: every boss/difficulty drops one boss coin, and each
|
-- Coin gearing override: every boss/difficulty drops one boss coin, and each
|
||||||
-- craft costs the target item level in that source boss coin.
|
-- craft costs the target item level in that source boss coin.
|
||||||
UPDATE crafting_recipes
|
UPDATE crafting_recipes
|
||||||
@@ -452,20 +466,20 @@ WHERE id BETWEEN 1001 AND 1409
|
|||||||
UPDATE crafting_recipes
|
UPDATE crafting_recipes
|
||||||
SET difficulty_id = CASE
|
SET difficulty_id = CASE
|
||||||
(SELECT item_level FROM items WHERE items.id = crafting_recipes.item_id)
|
(SELECT item_level FROM items WHERE items.id = crafting_recipes.item_id)
|
||||||
|
WHEN 1 THEN 1
|
||||||
WHEN 5 THEN 1
|
WHEN 5 THEN 1
|
||||||
WHEN 10 THEN 2
|
WHEN 10 THEN 2
|
||||||
WHEN 15 THEN 3
|
WHEN 15 THEN 2
|
||||||
WHEN 20 THEN 4
|
WHEN 20 THEN 4
|
||||||
WHEN 25 THEN 5
|
WHEN 25 THEN 5
|
||||||
ELSE difficulty_id
|
ELSE difficulty_id
|
||||||
END
|
END
|
||||||
WHERE id BETWEEN 1001 AND 1409;
|
WHERE id BETWEEN 901 AND 1409;
|
||||||
|
|
||||||
UPDATE items
|
UPDATE items
|
||||||
SET rarity = CASE item_level
|
SET rarity = CASE item_level
|
||||||
WHEN 5 THEN 'common'
|
WHEN 1 THEN 'common'
|
||||||
WHEN 10 THEN 'uncommon'
|
WHEN 10 THEN 'uncommon'
|
||||||
WHEN 15 THEN 'rare'
|
|
||||||
WHEN 20 THEN 'epic'
|
WHEN 20 THEN 'epic'
|
||||||
WHEN 25 THEN 'legendary'
|
WHEN 25 THEN 'legendary'
|
||||||
ELSE rarity
|
ELSE rarity
|
||||||
@@ -476,9 +490,8 @@ UPDATE items
|
|||||||
SET name = (
|
SET name = (
|
||||||
SELECT
|
SELECT
|
||||||
CASE items.item_level
|
CASE items.item_level
|
||||||
WHEN 5 THEN ''
|
WHEN 1 THEN 'Raw '
|
||||||
WHEN 10 THEN 'Green '
|
WHEN 10 THEN 'Green '
|
||||||
WHEN 15 THEN 'Blue '
|
|
||||||
WHEN 20 THEN 'Purple '
|
WHEN 20 THEN 'Purple '
|
||||||
WHEN 25 THEN 'Orange '
|
WHEN 25 THEN 'Orange '
|
||||||
ELSE ''
|
ELSE ''
|
||||||
@@ -532,7 +545,8 @@ SELECT
|
|||||||
difficulties.dropped_item_level,
|
difficulties.dropped_item_level,
|
||||||
encounters.slug || '-coin-ilvl-' || difficulties.dropped_item_level,
|
encounters.slug || '-coin-ilvl-' || difficulties.dropped_item_level,
|
||||||
CASE difficulties.dropped_item_level
|
CASE difficulties.dropped_item_level
|
||||||
WHEN 5 THEN ''
|
WHEN 1 THEN 'Raw '
|
||||||
|
WHEN 5 THEN 'Honed '
|
||||||
WHEN 10 THEN 'Green '
|
WHEN 10 THEN 'Green '
|
||||||
WHEN 15 THEN 'Blue '
|
WHEN 15 THEN 'Blue '
|
||||||
WHEN 20 THEN 'Purple '
|
WHEN 20 THEN 'Purple '
|
||||||
@@ -540,6 +554,7 @@ SELECT
|
|||||||
ELSE ''
|
ELSE ''
|
||||||
END || encounters.name || ' Coin',
|
END || encounters.name || ' Coin',
|
||||||
CASE difficulties.dropped_item_level
|
CASE difficulties.dropped_item_level
|
||||||
|
WHEN 1 THEN 'common'
|
||||||
WHEN 5 THEN 'common'
|
WHEN 5 THEN 'common'
|
||||||
WHEN 10 THEN 'uncommon'
|
WHEN 10 THEN 'uncommon'
|
||||||
WHEN 15 THEN 'rare'
|
WHEN 15 THEN 'rare'
|
||||||
@@ -709,7 +724,6 @@ INSERT INTO generated_loot_tiers
|
|||||||
(item_level, dungeon_id, raid_id, dungeon_difficulty_id, raid_difficulty_id, recipe_base, craft_quantity)
|
(item_level, dungeon_id, raid_id, dungeon_difficulty_id, raid_difficulty_id, recipe_base, craft_quantity)
|
||||||
VALUES
|
VALUES
|
||||||
(10, 3, 2, 2, 101, 1100, 2),
|
(10, 3, 2, 2, 101, 1100, 2),
|
||||||
(15, 4, 5, 3, 103, 1200, 3),
|
|
||||||
(20, 6, 7, 4, 104, 1300, 4),
|
(20, 6, 7, 4, 104, 1300, 4),
|
||||||
(25, 8, 9, 5, 105, 1400, 5);
|
(25, 8, 9, 5, 105, 1400, 5);
|
||||||
|
|
||||||
@@ -792,19 +806,58 @@ VALUES
|
|||||||
|
|
||||||
UPDATE difficulties
|
UPDATE difficulties
|
||||||
SET dropped_item_level = 10,
|
SET dropped_item_level = 10,
|
||||||
unlock_level = 5,
|
unlock_level = 10,
|
||||||
health_multiplier = 1.35,
|
health_multiplier = 1.45,
|
||||||
damage_multiplier = 1.2,
|
damage_multiplier = 1.25,
|
||||||
experience_multiplier = 1.75,
|
experience_multiplier = 2.0,
|
||||||
description = 'Veteran raid difficulty with extra monster-part drops.'
|
description = 'Veteran raid difficulty with extra monster-part drops.'
|
||||||
WHERE id = 101;
|
WHERE id = 101;
|
||||||
|
|
||||||
INSERT OR IGNORE INTO difficulties
|
INSERT OR IGNORE INTO difficulties
|
||||||
(id, slug, name, dropped_item_level, unlock_level, health_multiplier, damage_multiplier, experience_multiplier, description)
|
(id, slug, name, dropped_item_level, unlock_level, health_multiplier, damage_multiplier, experience_multiplier, description)
|
||||||
VALUES
|
VALUES
|
||||||
(103, 'raid-champion', 'Champion Raid', 15, 10, 1.7, 1.45, 2.4, 'Champion raid difficulty with extra monster-part drops.'),
|
(103, 'raid-champion', 'Champion Raid', 15, 15, 1.7, 1.45, 2.4, 'Gear-only raid upgrade tier between Veteran and Mythic.'),
|
||||||
(104, 'raid-mythic', 'Mythic Raid', 20, 15, 2.1, 1.75, 3.2, 'Mythic raid difficulty with extra monster-part drops.'),
|
(104, 'raid-mythic', 'Mythic Raid', 20, 20, 2.25, 1.85, 3.5, 'Mythic raid difficulty with extra monster-part drops.'),
|
||||||
(105, 'raid-ascendant', 'Ascendant Raid', 25, 20, 2.6, 2.1, 4.2, 'Ascendant raid difficulty with extra monster-part drops.');
|
(105, 'raid-ascendant', 'Ascendant Raid', 25, 25, 2.8, 2.25, 4.5, 'Ascendant raid difficulty with extra monster-part drops.');
|
||||||
|
|
||||||
|
UPDATE difficulties
|
||||||
|
SET dropped_item_level = CASE id
|
||||||
|
WHEN 103 THEN 15
|
||||||
|
WHEN 104 THEN 20
|
||||||
|
WHEN 105 THEN 25
|
||||||
|
ELSE dropped_item_level
|
||||||
|
END,
|
||||||
|
unlock_level = CASE id
|
||||||
|
WHEN 103 THEN 15
|
||||||
|
WHEN 104 THEN 20
|
||||||
|
WHEN 105 THEN 25
|
||||||
|
ELSE unlock_level
|
||||||
|
END,
|
||||||
|
health_multiplier = CASE id
|
||||||
|
WHEN 103 THEN 1.7
|
||||||
|
WHEN 104 THEN 2.25
|
||||||
|
WHEN 105 THEN 2.8
|
||||||
|
ELSE health_multiplier
|
||||||
|
END,
|
||||||
|
damage_multiplier = CASE id
|
||||||
|
WHEN 103 THEN 1.45
|
||||||
|
WHEN 104 THEN 1.85
|
||||||
|
WHEN 105 THEN 2.25
|
||||||
|
ELSE damage_multiplier
|
||||||
|
END,
|
||||||
|
experience_multiplier = CASE id
|
||||||
|
WHEN 103 THEN 2.4
|
||||||
|
WHEN 104 THEN 3.5
|
||||||
|
WHEN 105 THEN 4.5
|
||||||
|
ELSE experience_multiplier
|
||||||
|
END,
|
||||||
|
description = CASE id
|
||||||
|
WHEN 103 THEN 'Gear-only raid upgrade tier between Veteran and Mythic.'
|
||||||
|
WHEN 104 THEN 'Mythic raid difficulty with extra monster-part drops.'
|
||||||
|
WHEN 105 THEN 'Ascendant raid difficulty with extra monster-part drops.'
|
||||||
|
ELSE description
|
||||||
|
END
|
||||||
|
WHERE id IN (103, 104, 105);
|
||||||
|
|
||||||
DELETE FROM dungeon_difficulties WHERE dungeon_id = 2 AND difficulty_id <> 101;
|
DELETE FROM dungeon_difficulties WHERE dungeon_id = 2 AND difficulty_id <> 101;
|
||||||
|
|
||||||
@@ -1161,6 +1214,19 @@ SET slug = CASE id
|
|||||||
END
|
END
|
||||||
WHERE id BETWEEN 860 AND 871;
|
WHERE id BETWEEN 860 AND 871;
|
||||||
|
|
||||||
|
DELETE FROM dungeon_difficulties;
|
||||||
|
INSERT OR IGNORE INTO dungeon_difficulties (dungeon_id, difficulty_id) VALUES
|
||||||
|
(1, 1),
|
||||||
|
(1, 2),
|
||||||
|
(1, 4),
|
||||||
|
(1, 5),
|
||||||
|
(3, 2),
|
||||||
|
(6, 4),
|
||||||
|
(8, 5),
|
||||||
|
(2, 101),
|
||||||
|
(7, 104),
|
||||||
|
(9, 105);
|
||||||
|
|
||||||
DELETE FROM crafting_recipe_components WHERE recipe_id BETWEEN 1001 AND 1009;
|
DELETE FROM crafting_recipe_components WHERE recipe_id BETWEEN 1001 AND 1009;
|
||||||
|
|
||||||
INSERT OR IGNORE INTO crafting_recipe_components (recipe_id, item_id, quantity) VALUES
|
INSERT OR IGNORE INTO crafting_recipe_components (recipe_id, item_id, quantity) VALUES
|
||||||
@@ -1196,20 +1262,33 @@ WHERE id BETWEEN 1001 AND 1409
|
|||||||
UPDATE crafting_recipes
|
UPDATE crafting_recipes
|
||||||
SET difficulty_id = CASE
|
SET difficulty_id = CASE
|
||||||
(SELECT item_level FROM items WHERE items.id = crafting_recipes.item_id)
|
(SELECT item_level FROM items WHERE items.id = crafting_recipes.item_id)
|
||||||
|
WHEN 1 THEN 1
|
||||||
WHEN 5 THEN 1
|
WHEN 5 THEN 1
|
||||||
WHEN 10 THEN 2
|
WHEN 10 THEN 2
|
||||||
WHEN 15 THEN 3
|
WHEN 15 THEN 2
|
||||||
WHEN 20 THEN 4
|
WHEN 20 THEN 4
|
||||||
WHEN 25 THEN 5
|
WHEN 25 THEN 5
|
||||||
ELSE difficulty_id
|
ELSE difficulty_id
|
||||||
END
|
END
|
||||||
WHERE id BETWEEN 1001 AND 1409;
|
WHERE id BETWEEN 901 AND 1409;
|
||||||
|
|
||||||
|
DELETE FROM crafting_recipe_components
|
||||||
|
WHERE recipe_id IN (
|
||||||
|
SELECT crafting_recipes.id
|
||||||
|
FROM crafting_recipes
|
||||||
|
JOIN items ON items.id = crafting_recipes.item_id
|
||||||
|
WHERE items.item_level NOT IN (1, 10, 20, 25)
|
||||||
|
);
|
||||||
|
|
||||||
|
DELETE FROM crafting_recipes
|
||||||
|
WHERE item_id IN (
|
||||||
|
SELECT id FROM items WHERE item_level NOT IN (1, 10, 20, 25)
|
||||||
|
);
|
||||||
|
|
||||||
UPDATE items
|
UPDATE items
|
||||||
SET rarity = CASE item_level
|
SET rarity = CASE item_level
|
||||||
WHEN 5 THEN 'common'
|
WHEN 1 THEN 'common'
|
||||||
WHEN 10 THEN 'uncommon'
|
WHEN 10 THEN 'uncommon'
|
||||||
WHEN 15 THEN 'rare'
|
|
||||||
WHEN 20 THEN 'epic'
|
WHEN 20 THEN 'epic'
|
||||||
WHEN 25 THEN 'legendary'
|
WHEN 25 THEN 'legendary'
|
||||||
ELSE rarity
|
ELSE rarity
|
||||||
@@ -1220,9 +1299,8 @@ UPDATE items
|
|||||||
SET name = (
|
SET name = (
|
||||||
SELECT
|
SELECT
|
||||||
CASE items.item_level
|
CASE items.item_level
|
||||||
WHEN 5 THEN ''
|
WHEN 1 THEN 'Raw '
|
||||||
WHEN 10 THEN 'Green '
|
WHEN 10 THEN 'Green '
|
||||||
WHEN 15 THEN 'Blue '
|
|
||||||
WHEN 20 THEN 'Purple '
|
WHEN 20 THEN 'Purple '
|
||||||
WHEN 25 THEN 'Orange '
|
WHEN 25 THEN 'Orange '
|
||||||
ELSE ''
|
ELSE ''
|
||||||
@@ -1264,7 +1342,8 @@ SELECT
|
|||||||
difficulties.dropped_item_level,
|
difficulties.dropped_item_level,
|
||||||
encounters.slug || '-coin-ilvl-' || difficulties.dropped_item_level,
|
encounters.slug || '-coin-ilvl-' || difficulties.dropped_item_level,
|
||||||
CASE difficulties.dropped_item_level
|
CASE difficulties.dropped_item_level
|
||||||
WHEN 5 THEN ''
|
WHEN 1 THEN 'Raw '
|
||||||
|
WHEN 5 THEN 'Honed '
|
||||||
WHEN 10 THEN 'Green '
|
WHEN 10 THEN 'Green '
|
||||||
WHEN 15 THEN 'Blue '
|
WHEN 15 THEN 'Blue '
|
||||||
WHEN 20 THEN 'Purple '
|
WHEN 20 THEN 'Purple '
|
||||||
@@ -1272,6 +1351,7 @@ SELECT
|
|||||||
ELSE ''
|
ELSE ''
|
||||||
END || encounters.name || ' Coin',
|
END || encounters.name || ' Coin',
|
||||||
CASE difficulties.dropped_item_level
|
CASE difficulties.dropped_item_level
|
||||||
|
WHEN 1 THEN 'common'
|
||||||
WHEN 5 THEN 'common'
|
WHEN 5 THEN 'common'
|
||||||
WHEN 10 THEN 'uncommon'
|
WHEN 10 THEN 'uncommon'
|
||||||
WHEN 15 THEN 'rare'
|
WHEN 15 THEN 'rare'
|
||||||
|
|||||||
+105
-138
@@ -1,172 +1,139 @@
|
|||||||
# Gearing System
|
# Gearing System
|
||||||
|
|
||||||
## Goal
|
## Current Rule
|
||||||
|
|
||||||
Gearing should move from boss-specific multi-item drop tables to one clear currency loop:
|
The game uses fewer playable content tiers and more gear upgrade steps.
|
||||||
|
|
||||||
1. Kill bosses.
|
Content tiers:
|
||||||
2. Earn boss coins.
|
|
||||||
3. Craft gear with those coins.
|
|
||||||
4. Upgrade that boss gear into the next item-level tier with higher-rarity coins.
|
|
||||||
|
|
||||||
This keeps boss loot readable, removes low-percentage frustration, and makes every boss kill progress a targeted gear goal.
|
| Content Tier | Unlock Level | Purpose |
|
||||||
|
| --- | ---: | --- |
|
||||||
|
| iLvl 1 | 1 | First real gear set |
|
||||||
|
| iLvl 10 | 10 | Midgame jump |
|
||||||
|
| iLvl 20 | 20 | Endgame jump |
|
||||||
|
| iLvl 25 | 25 | Hard endgame |
|
||||||
|
|
||||||
|
Gear tiers:
|
||||||
|
|
||||||
|
| Gear Tier | How It Is Used |
|
||||||
|
| ---: | --- |
|
||||||
|
| 1 | Crafted from iLvl 1 content |
|
||||||
|
| 5 | Upgrade tier from iLvl 1 content coins |
|
||||||
|
| 10 | Crafted/upgraded from iLvl 10 content coins |
|
||||||
|
| 15 | Gear-only upgrade tier from iLvl 10 content coins |
|
||||||
|
| 20 | Crafted/upgraded from iLvl 20 content coins |
|
||||||
|
| 25 | Crafted/upgraded from iLvl 25 content coins |
|
||||||
|
|
||||||
|
This keeps the dungeon/raid picker simple while still giving players steady gear goals.
|
||||||
|
|
||||||
|
## New Characters
|
||||||
|
|
||||||
|
New characters start with no gear equipped.
|
||||||
|
|
||||||
|
The first goal is to clear iLvl 1 content, earn raw boss coins, and craft the first iLvl 1 set. Starter gear exists as craftable gear, not automatic inventory.
|
||||||
|
|
||||||
## Coin Tiers
|
## Coin Tiers
|
||||||
|
|
||||||
Coins are component items. Each coin is tied to a boss source and an item-level tier.
|
Coins are component items. Each coin is tied to a boss and a content tier.
|
||||||
|
|
||||||
| Item Level | Display Color | Rarity Key | Example |
|
| Content Tier | Coin Prefix | Rarity Key | Example |
|
||||||
| --- | --- | --- | --- |
|
| ---: | --- | --- | --- |
|
||||||
| 5 | White | common | Bulldrome Coin |
|
| 1 | Raw | common | Raw Bulldrome Coin |
|
||||||
| 10 | Green | uncommon | Green Bulldrome Coin |
|
| 10 | Green | uncommon | Green Bulldrome Coin |
|
||||||
| 15 | Blue | rare | Blue Bulldrome Coin |
|
|
||||||
| 20 | Purple | epic | Purple Bulldrome Coin |
|
| 20 | Purple | epic | Purple Bulldrome Coin |
|
||||||
| 25 | Orange | legendary | Orange Bulldrome Coin |
|
| 25 | Orange | legendary | Orange Bulldrome Coin |
|
||||||
|
|
||||||
Implementation note: the current TypeScript rarity union supports `common`, `uncommon`, `rare`, and `epic`. Orange needs a new rarity key, recommended as `legendary`, plus UI color styling.
|
iLvl 5 and iLvl 15 gear do not have their own playable content tier. They use coins from the previous playable tier:
|
||||||
|
|
||||||
|
| Gear Tier | Coin Tier Used |
|
||||||
|
| ---: | ---: |
|
||||||
|
| 1 | 1 |
|
||||||
|
| 5 | 1 |
|
||||||
|
| 10 | 10 |
|
||||||
|
| 15 | 10 |
|
||||||
|
| 20 | 20 |
|
||||||
|
| 25 | 25 |
|
||||||
|
|
||||||
## Boss Loot
|
## Boss Loot
|
||||||
|
|
||||||
Each boss has one loot roll.
|
Each boss drops one boss coin for the selected content tier.
|
||||||
|
|
||||||
For now, each successful boss loot roll awards 1 to 3 coins:
|
|
||||||
|
|
||||||
| Roll Result | Coins Awarded |
|
|
||||||
| --- | --- |
|
|
||||||
| Low roll | 1 coin |
|
|
||||||
| Normal roll | 2 coins |
|
|
||||||
| High roll | 3 coins |
|
|
||||||
|
|
||||||
Recommended weighting:
|
|
||||||
|
|
||||||
| Coins | Chance |
|
|
||||||
| --- | --- |
|
|
||||||
| 1 | 50% |
|
|
||||||
| 2 | 35% |
|
|
||||||
| 3 | 15% |
|
|
||||||
|
|
||||||
The coin source comes from the defeated boss. Bulldrome drops Bulldrome coins, Rathian drops Rathian coins, and so on.
|
|
||||||
|
|
||||||
The coin tier comes from content difficulty or roguelike depth:
|
|
||||||
|
|
||||||
| Source | Coin Tier |
|
|
||||||
| --- | --- |
|
|
||||||
| Item level 5 content | White level 5 coins |
|
|
||||||
| Item level 10 content | Green level 10 coins |
|
|
||||||
| Item level 15 content | Blue level 15 coins |
|
|
||||||
| Item level 20 content | Purple level 20 coins |
|
|
||||||
| Item level 25 content | Orange level 25 coins |
|
|
||||||
|
|
||||||
## Crafting Costs
|
|
||||||
|
|
||||||
Gear is crafted with boss coins from the same boss and item-level tier.
|
|
||||||
|
|
||||||
| Gear Item Level | Cost |
|
|
||||||
| --- | --- |
|
|
||||||
| 5 | 5 white boss coins |
|
|
||||||
| 10 | 10 green boss coins |
|
|
||||||
| 15 | 15 blue boss coins |
|
|
||||||
| 20 | 20 purple boss coins |
|
|
||||||
| 25 | 25 orange boss coins |
|
|
||||||
|
|
||||||
Example:
|
|
||||||
|
|
||||||
- Bulldrome item-level 5 helmet costs 5 white Bulldrome coins.
|
|
||||||
- Bulldrome item-level 10 helmet costs 10 green Bulldrome coins.
|
|
||||||
- Rathian item-level 20 gloves cost 20 purple Rathian coins.
|
|
||||||
|
|
||||||
## Gear Upgrades
|
|
||||||
|
|
||||||
Crafting can create gear directly, but upgrades should become the preferred long-term path.
|
|
||||||
|
|
||||||
Upgrade rule:
|
|
||||||
|
|
||||||
- Existing boss gear upgrades into the next item-level version of the same boss gear.
|
|
||||||
- Upgrade cost uses coins from the next tier.
|
|
||||||
- Required coin quantity equals the target item level.
|
|
||||||
|
|
||||||
Examples:
|
Examples:
|
||||||
|
|
||||||
| Upgrade | Cost |
|
- Bulldrome at iLvl 1 drops Raw Bulldrome Coins.
|
||||||
| --- | --- |
|
- Tigrex at iLvl 10 drops Green Tigrex Coins.
|
||||||
| Bulldrome item level 5 gear -> Bulldrome item level 10 gear | 10 green Bulldrome coins |
|
- Barroth at iLvl 20 drops Purple Barroth Coins.
|
||||||
| Bulldrome item level 10 gear -> Bulldrome item level 15 gear | 15 blue Bulldrome coins |
|
- Anjanath at iLvl 25 drops Orange Anjanath Coins.
|
||||||
| Bulldrome item level 15 gear -> Bulldrome item level 20 gear | 20 purple Bulldrome coins |
|
|
||||||
| Bulldrome item level 20 gear -> Bulldrome item level 25 gear | 25 orange Bulldrome coins |
|
|
||||||
|
|
||||||
Upgrade should consume the old item and award the upgraded item. This avoids duplicate clutter and keeps equipment identity clear.
|
## Crafting And Upgrades
|
||||||
|
|
||||||
|
The first gear item in a boss/item line can be crafted directly. Higher versions should be reached through Upgrade.
|
||||||
|
|
||||||
|
Current rule:
|
||||||
|
|
||||||
|
- Craft iLvl 1 boss gear directly.
|
||||||
|
- Upgrade iLvl 1 -> 5 with iLvl 1 coins.
|
||||||
|
- Craft or upgrade iLvl 10 gear from iLvl 10 content.
|
||||||
|
- Upgrade iLvl 10 -> 15 with iLvl 10 coins.
|
||||||
|
- Craft or upgrade iLvl 20 gear from iLvl 20 content.
|
||||||
|
- Craft or upgrade iLvl 25 gear from iLvl 25 content.
|
||||||
|
|
||||||
|
Upgrade consumes the old item and awards the upgraded item. This avoids duplicate clutter and keeps item identity clear.
|
||||||
|
|
||||||
|
Examples:
|
||||||
|
|
||||||
|
| Upgrade | Cost Source |
|
||||||
|
| --- | --- |
|
||||||
|
| Raw Bulldrome Helmet iLvl 1 -> Honed Bulldrome Helmet iLvl 5 | Raw Bulldrome Coins |
|
||||||
|
| Green Tigrex Helmet iLvl 10 -> Blue Tigrex Helmet iLvl 15 | Green Tigrex Coins |
|
||||||
|
| Purple Bulldrome Helmet iLvl 20 -> Orange Bulldrome Helmet iLvl 25 | Orange Bulldrome Coins |
|
||||||
|
|
||||||
|
## UI Behavior
|
||||||
|
|
||||||
|
The dungeon and raid picker only shows playable content tiers:
|
||||||
|
|
||||||
|
```text
|
||||||
|
iLvl 1 -> iLvl 10 -> iLvl 20 -> iLvl 25
|
||||||
|
```
|
||||||
|
|
||||||
|
The equipment screen still shows gear recipes for:
|
||||||
|
|
||||||
|
```text
|
||||||
|
iLvl 1 -> iLvl 5 -> iLvl 10 -> iLvl 15 -> iLvl 20 -> iLvl 25
|
||||||
|
```
|
||||||
|
|
||||||
|
Direct crafting is blocked for recipes that have a lower item-level version in the same boss/item line. Use the selected item's Upgrade button for those.
|
||||||
|
|
||||||
## Roguelike Loot
|
## Roguelike Loot
|
||||||
|
|
||||||
Roguelike bosses should award coins when defeated, using the same 1 to 3 coin roll.
|
Roguelike gear should follow the same tier brackets.
|
||||||
|
|
||||||
Roguelike coin tier should scale by wave band:
|
Recommended mapping:
|
||||||
|
|
||||||
| Waves | Coin Tier |
|
| Stage Band | Coin Tier |
|
||||||
| --- | --- |
|
| --- | ---: |
|
||||||
| 1-4 | Level 5 white coins |
|
| 1-4 | 1 |
|
||||||
| 5-9 | Level 10 green coins |
|
| 5-9 | 10 |
|
||||||
| 10-14 | Level 15 blue coins |
|
|
||||||
| 15-19 | Level 20 purple coins |
|
|
||||||
| 20+ | Level 25 orange coins |
|
|
||||||
|
|
||||||
Boss identity can be handled two ways:
|
|
||||||
|
|
||||||
1. Boss-based coins: use the actual boss template selected for that roguelike boss.
|
|
||||||
2. Roguelike coins: use a generic roguelike coin per tier.
|
|
||||||
|
|
||||||
Recommended first pass: boss-based coins. It reuses the same crafting economy as dungeons and makes roguelike runs feel connected to the main gear chase.
|
|
||||||
|
|
||||||
## Roguelike Checkpoints
|
|
||||||
|
|
||||||
Checkpoints should unlock every 5 waves.
|
|
||||||
|
|
||||||
| Highest Cleared Wave | Future Start Wave |
|
|
||||||
| --- | --- |
|
|
||||||
| 0-4 | 1 |
|
|
||||||
| 5-9 | 5 |
|
|
||||||
| 10-14 | 10 |
|
| 10-14 | 10 |
|
||||||
| 15-19 | 15 |
|
| 15-19 | 20 |
|
||||||
| 20+ | Highest unlocked 5-wave checkpoint |
|
| 20+ | 25 |
|
||||||
|
|
||||||
Checkpoint rule:
|
Boss-based coins are still preferred. A roguelike boss should award coins for its actual boss template when possible.
|
||||||
|
|
||||||
- Unlock a checkpoint after clearing its boss band.
|
## Data Notes
|
||||||
- Starting from a checkpoint begins at that wave band with matching coin tier.
|
|
||||||
- Runs should still record leaderboard progress from the selected start wave so full runs and checkpoint runs can be ranked separately later.
|
|
||||||
|
|
||||||
Current implementation note: the roguelike screen always starts at stage 1 and only awards XP per boss. Checkpoints need saved character progress and a start-wave selector.
|
Authoritative gearing data lives in SQLite seed data:
|
||||||
|
|
||||||
## Current Code Fit
|
- `db/seed.sql`
|
||||||
|
- `src/offline-starter-profile.json`
|
||||||
|
|
||||||
The existing system already has most of the required foundation:
|
Run this after changing seed data:
|
||||||
|
|
||||||
- `items.slot = 'component'` can represent coins.
|
```sh
|
||||||
- `character_inventory.quantity` already stacks components.
|
npm run db:init
|
||||||
- `crafting_recipes` and `crafting_recipe_components` already support coin costs.
|
npm run offline:export
|
||||||
- `encounter_loot_rolls` and `encounter_loot_roll_items` already persist retry-safe loot awards.
|
```
|
||||||
- `completeRoguelike` is already called after each roguelike boss kill for XP, so coin awards can attach to that same flow.
|
|
||||||
|
|
||||||
Needed changes:
|
`npm run build` already runs `offline:export`, so a production build also refreshes the offline starter profile.
|
||||||
|
|
||||||
- Replace current 4-component boss drop tables with one boss coin per boss per tier.
|
TrueNAS keeps its own persistent `data/game.db`. Pushing code does not merge or replace that database. The TrueNAS app applies seed/schema changes when the container starts and runs `npm run db:init`.
|
||||||
- Change boss loot roll count from multiple chance slots to one 1-3 coin roll.
|
|
||||||
- Add orange/legendary rarity support.
|
|
||||||
- Add upgrade recipes or a dedicated upgrade endpoint.
|
|
||||||
- Add roguelike boss coin awards.
|
|
||||||
- Add roguelike checkpoint persistence and start-wave selection.
|
|
||||||
- Export updated offline starter data after seed changes.
|
|
||||||
|
|
||||||
## Suggestions
|
|
||||||
|
|
||||||
Use guaranteed coin drops for now. One to three coins per boss gives steady progress and makes craft timing easy to understand.
|
|
||||||
|
|
||||||
Keep coins boss-specific, not slot-specific. Slot-specific components add complexity without much decision value.
|
|
||||||
|
|
||||||
Use upgrade-first UI. Show the next upgrade for equipped gear before showing the full crafting catalog.
|
|
||||||
|
|
||||||
Keep direct crafting and upgrading at the same coin cost for the target tier. Direct crafting helps new slots catch up; upgrading preserves boss gear identity.
|
|
||||||
|
|
||||||
Add a pity floor only if needed later. If boss kills always award coins, the system already has deterministic progress.
|
|
||||||
|
|
||||||
Use one orange rarity key: `legendary`. Avoid storing display color names as rarity values; colors can change without data migration.
|
|
||||||
|
|||||||
@@ -0,0 +1,164 @@
|
|||||||
|
# Push Updates
|
||||||
|
|
||||||
|
Use this when pushing code from the Mac to `git.whoagland.com`, then updating the TrueNAS-hosted server.
|
||||||
|
|
||||||
|
## Rules
|
||||||
|
|
||||||
|
- Git deploys code only.
|
||||||
|
- TrueNAS save data lives in `/mnt/usbssds/apps/iwanttoheal/data/game.db`.
|
||||||
|
- Do not commit, copy, or replace `data/game.db`.
|
||||||
|
- Do not run character reset commands unless you intentionally want a wipe.
|
||||||
|
- Restarting the TrueNAS app runs `npm ci`, `npm run db:init`, `npm run build`, and `npm start`.
|
||||||
|
|
||||||
|
## Step 1: Build Web Locally
|
||||||
|
|
||||||
|
```sh
|
||||||
|
cd /Users/warren/Documents/testgame/testgame
|
||||||
|
npm run build
|
||||||
|
```
|
||||||
|
|
||||||
|
This validates TypeScript, builds the browser app, and refreshes `src/offline-starter-profile.json`.
|
||||||
|
|
||||||
|
## Step 2: Optional Android APK
|
||||||
|
|
||||||
|
Only run this when building a new APK.
|
||||||
|
|
||||||
|
```sh
|
||||||
|
set -e
|
||||||
|
|
||||||
|
cd /Users/warren/Documents/testgame/testgame
|
||||||
|
|
||||||
|
export JAVA_HOME="/Applications/Android Studio.app/Contents/jbr/Contents/Home"
|
||||||
|
export PATH="$JAVA_HOME/bin:$PATH"
|
||||||
|
|
||||||
|
VERSION="1.0.27"
|
||||||
|
|
||||||
|
CURRENT_CODE=$(grep -E 'versionCode [0-9]+' android/app/build.gradle | awk '{print $2}')
|
||||||
|
NEXT_CODE=$((CURRENT_CODE + 1))
|
||||||
|
|
||||||
|
perl -0pi -e "s/versionCode\s+\d+/versionCode $NEXT_CODE/" android/app/build.gradle
|
||||||
|
perl -0pi -e "s/versionName\s+\"[^\"]+\"/versionName \"$VERSION\"/" android/app/build.gradle
|
||||||
|
|
||||||
|
VITE_API_BASE_URL="https://iwanttoheal.phenomrom.com" npm run android:sync
|
||||||
|
|
||||||
|
cd android
|
||||||
|
./gradlew clean assembleDebug
|
||||||
|
cd ..
|
||||||
|
|
||||||
|
cp android/app/build/outputs/apk/debug/app-debug.apk "IWantToHeal-Thor-v$VERSION.apk"
|
||||||
|
ls -lh "IWantToHeal-Thor-v$VERSION.apk"
|
||||||
|
```
|
||||||
|
|
||||||
|
## Step 3: Commit And Push Code
|
||||||
|
|
||||||
|
```sh
|
||||||
|
cd /Users/warren/Documents/testgame/testgame
|
||||||
|
|
||||||
|
git add .
|
||||||
|
git commit -m "Update game 1.0.27"
|
||||||
|
git push origin main
|
||||||
|
```
|
||||||
|
|
||||||
|
Check before committing:
|
||||||
|
|
||||||
|
```sh
|
||||||
|
git status --short
|
||||||
|
```
|
||||||
|
|
||||||
|
Expected: source/doc/build-output changes only. Do not stage `data/game.db`.
|
||||||
|
|
||||||
|
## Step 4: Optional Gitea Release For APK
|
||||||
|
|
||||||
|
Only run this when Step 2 created a new APK.
|
||||||
|
|
||||||
|
```sh
|
||||||
|
set -e
|
||||||
|
|
||||||
|
cd /Users/warren/Documents/testgame/testgame
|
||||||
|
|
||||||
|
export GITEA_URL="https://git.whoagland.com"
|
||||||
|
export GITEA_OWNER="phenom"
|
||||||
|
export GITEA_REPO="i-want-to-heal"
|
||||||
|
export GITEA_TOKEN="PASTE_TOKEN_HERE"
|
||||||
|
|
||||||
|
VERSION="1.0.26"
|
||||||
|
APK="IWantToHeal-Thor-v$VERSION.apk"
|
||||||
|
|
||||||
|
RELEASE_JSON=$(curl -sS -X POST "$GITEA_URL/api/v1/repos/$GITEA_OWNER/$GITEA_REPO/releases" \
|
||||||
|
-H "Authorization: token $GITEA_TOKEN" \
|
||||||
|
-H "Content-Type: application/json" \
|
||||||
|
-d "{\"tag_name\":\"v$VERSION\",\"target_commitish\":\"main\",\"name\":\"v$VERSION\",\"body\":\"I Want to Heal Android build v$VERSION\",\"draft\":false,\"prerelease\":false}")
|
||||||
|
|
||||||
|
RELEASE_ID=$(python3 -c 'import sys,json; data=json.load(sys.stdin); print(data.get("id") or data)' <<< "$RELEASE_JSON")
|
||||||
|
|
||||||
|
curl -sS -X POST "$GITEA_URL/api/v1/repos/$GITEA_OWNER/$GITEA_REPO/releases/$RELEASE_ID/assets?name=$APK" \
|
||||||
|
-H "Authorization: token $GITEA_TOKEN" \
|
||||||
|
-F "attachment=@$APK"
|
||||||
|
```
|
||||||
|
|
||||||
|
## Step 5: Update TrueNAS
|
||||||
|
|
||||||
|
```sh
|
||||||
|
cd /mnt/usbssds/apps/iwanttoheal/app
|
||||||
|
git pull
|
||||||
|
```
|
||||||
|
|
||||||
|
Before restarting, make a DB backup:
|
||||||
|
|
||||||
|
```sh
|
||||||
|
cp /mnt/usbssds/apps/iwanttoheal/data/game.db \
|
||||||
|
"/mnt/usbssds/apps/iwanttoheal/data/game-before-update-$(date +%Y%m%d-%H%M%S).db"
|
||||||
|
```
|
||||||
|
|
||||||
|
Then restart the `iwanttoheal` app in the TrueNAS Apps UI.
|
||||||
|
|
||||||
|
## What Happens On Restart
|
||||||
|
|
||||||
|
The app command runs:
|
||||||
|
|
||||||
|
```sh
|
||||||
|
npm ci && npm run db:init && npm run build && npm start
|
||||||
|
```
|
||||||
|
|
||||||
|
That means:
|
||||||
|
|
||||||
|
- dependency changes apply
|
||||||
|
- schema changes apply
|
||||||
|
- seed/static-content updates apply
|
||||||
|
- browser files rebuild
|
||||||
|
- existing accounts and characters stay in `data/game.db`
|
||||||
|
|
||||||
|
`npm run db:init` should not wipe saves. Character wipes are separate manual reset operations.
|
||||||
|
|
||||||
|
## Resetting TrueNAS Characters
|
||||||
|
|
||||||
|
Only run a reset when intentionally starting everyone over.
|
||||||
|
|
||||||
|
Resetting the Mac database does not reset TrueNAS. TrueNAS has its own persistent DB at:
|
||||||
|
|
||||||
|
```text
|
||||||
|
/mnt/usbssds/apps/iwanttoheal/data/game.db
|
||||||
|
```
|
||||||
|
|
||||||
|
Back it up first, then run the reset command or reset SQL on TrueNAS.
|
||||||
|
|
||||||
|
## If Something Looks Wrong
|
||||||
|
|
||||||
|
Check the mounted DB path:
|
||||||
|
|
||||||
|
```sh
|
||||||
|
ls -lh /mnt/usbssds/apps/iwanttoheal/data/game.db
|
||||||
|
```
|
||||||
|
|
||||||
|
Check the latest code:
|
||||||
|
|
||||||
|
```sh
|
||||||
|
cd /mnt/usbssds/apps/iwanttoheal/app
|
||||||
|
git log --oneline -5
|
||||||
|
```
|
||||||
|
|
||||||
|
Check the app API:
|
||||||
|
|
||||||
|
```sh
|
||||||
|
curl http://127.0.0.1:4173/api/auth/session
|
||||||
|
```
|
||||||
@@ -0,0 +1,60 @@
|
|||||||
|
<svg xmlns="http://www.w3.org/2000/svg" width="1280" height="720" viewBox="0 0 1280 720">
|
||||||
|
<rect width="1280" height="720" fill="#111218"/>
|
||||||
|
<rect x="48" y="36" width="1184" height="648" fill="#1b1c24" stroke="#090a0d" stroke-width="4"/>
|
||||||
|
<text x="78" y="78" fill="#8f90a0" font-family="monospace" font-size="18">ADVENTURE</text>
|
||||||
|
<text x="78" y="114" fill="#f2f0dc" font-family="monospace" font-size="34" font-weight="700">Dungeons</text>
|
||||||
|
<text x="1075" y="88" fill="#e5b95f" font-family="monospace" font-size="18">B Back</text>
|
||||||
|
|
||||||
|
<text x="78" y="158" fill="#e5b95f" font-family="monospace" font-size="18">Pick Dungeon</text>
|
||||||
|
<g>
|
||||||
|
<rect x="78" y="178" width="335" height="128" fill="#24262f" stroke="#e5b95f" stroke-width="5"/>
|
||||||
|
<rect x="94" y="194" width="72" height="72" fill="#481e29" stroke="#090a0d" stroke-width="3"/>
|
||||||
|
<text x="116" y="241" fill="#ef6574" font-family="monospace" font-size="28" font-weight="700">AH</text>
|
||||||
|
<text x="184" y="216" fill="#f2f0dc" font-family="monospace" font-size="20" font-weight="700">Ashen Halls</text>
|
||||||
|
<text x="184" y="246" fill="#aaa9b7" font-family="monospace" font-size="16">Level 1 • 6 Players</text>
|
||||||
|
<text x="184" y="276" fill="#e5b95f" font-family="monospace" font-size="16">Selected</text>
|
||||||
|
</g>
|
||||||
|
<g>
|
||||||
|
<rect x="436" y="178" width="335" height="128" fill="#20222a" stroke="#41404a" stroke-width="4"/>
|
||||||
|
<rect x="452" y="194" width="72" height="72" fill="#2a263f" stroke="#090a0d" stroke-width="3"/>
|
||||||
|
<text x="474" y="241" fill="#8ca9ff" font-family="monospace" font-size="28" font-weight="700">SC</text>
|
||||||
|
<text x="542" y="216" fill="#f2f0dc" font-family="monospace" font-size="20" font-weight="700">Sunken Crypt</text>
|
||||||
|
<text x="542" y="246" fill="#aaa9b7" font-family="monospace" font-size="16">Level 5 • 6 Players</text>
|
||||||
|
</g>
|
||||||
|
<g opacity="0.65">
|
||||||
|
<rect x="794" y="178" width="335" height="128" fill="#20222a" stroke="#41404a" stroke-width="4"/>
|
||||||
|
<rect x="810" y="194" width="72" height="72" fill="#223226" stroke="#090a0d" stroke-width="3"/>
|
||||||
|
<text x="832" y="241" fill="#70d990" font-family="monospace" font-size="28" font-weight="700">GM</text>
|
||||||
|
<text x="900" y="216" fill="#f2f0dc" font-family="monospace" font-size="20" font-weight="700">Grove Maw</text>
|
||||||
|
<text x="900" y="246" fill="#aaa9b7" font-family="monospace" font-size="16">Level 10 • 6 Players</text>
|
||||||
|
</g>
|
||||||
|
|
||||||
|
<text x="78" y="356" fill="#e5b95f" font-family="monospace" font-size="18">Pick Part</text>
|
||||||
|
<g>
|
||||||
|
<rect x="78" y="376" width="282" height="82" fill="#29291f" stroke="#e5b95f" stroke-width="5"/>
|
||||||
|
<text x="112" y="426" fill="#f2f0dc" font-family="monospace" font-size="24" font-weight="700">Part 1</text>
|
||||||
|
<text x="250" y="426" fill="#8f90a0" font-family="monospace" font-size="16">3 fights</text>
|
||||||
|
</g>
|
||||||
|
<g>
|
||||||
|
<rect x="382" y="376" width="282" height="82" fill="#20222a" stroke="#41404a" stroke-width="4"/>
|
||||||
|
<text x="416" y="426" fill="#f2f0dc" font-family="monospace" font-size="24" font-weight="700">Part 2</text>
|
||||||
|
<text x="554" y="426" fill="#8f90a0" font-family="monospace" font-size="16">Locked</text>
|
||||||
|
</g>
|
||||||
|
<g>
|
||||||
|
<rect x="686" y="376" width="282" height="82" fill="#20222a" stroke="#41404a" stroke-width="4"/>
|
||||||
|
<text x="720" y="426" fill="#f2f0dc" font-family="monospace" font-size="24" font-weight="700">Part 3</text>
|
||||||
|
<text x="858" y="426" fill="#8f90a0" font-family="monospace" font-size="16">Locked</text>
|
||||||
|
</g>
|
||||||
|
|
||||||
|
<text x="78" y="508" fill="#e5b95f" font-family="monospace" font-size="18">Pick Difficulty</text>
|
||||||
|
<rect x="78" y="528" width="240" height="64" fill="#29291f" stroke="#e5b95f" stroke-width="5"/>
|
||||||
|
<text x="116" y="568" fill="#f2f0dc" font-family="monospace" font-size="20" font-weight="700">Normal</text>
|
||||||
|
<rect x="342" y="528" width="240" height="64" fill="#20222a" stroke="#41404a" stroke-width="4"/>
|
||||||
|
<text x="380" y="568" fill="#f2f0dc" font-family="monospace" font-size="20" font-weight="700">Heroic</text>
|
||||||
|
<rect x="606" y="528" width="240" height="64" fill="#20222a" stroke="#41404a" stroke-width="4"/>
|
||||||
|
<text x="644" y="568" fill="#777988" font-family="monospace" font-size="20" font-weight="700">Mythic L10</text>
|
||||||
|
|
||||||
|
<rect x="914" y="508" width="238" height="86" fill="#3a2618" stroke="#e5b95f" stroke-width="5"/>
|
||||||
|
<text x="982" y="559" fill="#f2f0dc" font-family="monospace" font-size="24" font-weight="700">Start</text>
|
||||||
|
<text x="78" y="638" fill="#aaa9b7" font-family="monospace" font-size="17">Idea A: All choices are button grids. D-pad works everywhere. No native dropdown.</text>
|
||||||
|
</svg>
|
||||||
|
After Width: | Height: | Size: 4.5 KiB |
@@ -0,0 +1,44 @@
|
|||||||
|
<svg xmlns="http://www.w3.org/2000/svg" width="1280" height="720" viewBox="0 0 1280 720">
|
||||||
|
<rect width="1280" height="720" fill="#111218"/>
|
||||||
|
<rect x="48" y="36" width="1184" height="648" fill="#1b1c24" stroke="#090a0d" stroke-width="4"/>
|
||||||
|
<text x="78" y="78" fill="#8f90a0" font-family="monospace" font-size="18">ADVENTURE</text>
|
||||||
|
<text x="78" y="114" fill="#f2f0dc" font-family="monospace" font-size="34" font-weight="700">Dungeons</text>
|
||||||
|
<text x="1014" y="88" fill="#e5b95f" font-family="monospace" font-size="18">LB/RB Change</text>
|
||||||
|
|
||||||
|
<rect x="78" y="150" width="760" height="398" fill="#20222a" stroke="#41404a" stroke-width="4"/>
|
||||||
|
<rect x="112" y="184" width="164" height="164" fill="#481e29" stroke="#090a0d" stroke-width="4"/>
|
||||||
|
<text x="151" y="280" fill="#ef6574" font-family="monospace" font-size="48" font-weight="700">AH</text>
|
||||||
|
<text x="306" y="202" fill="#8f90a0" font-family="monospace" font-size="18">CURRENT DUNGEON</text>
|
||||||
|
<text x="306" y="248" fill="#f2f0dc" font-family="monospace" font-size="34" font-weight="700">Ashen Halls</text>
|
||||||
|
<text x="306" y="286" fill="#aaa9b7" font-family="monospace" font-size="18">Guide a six-player party through burning halls.</text>
|
||||||
|
<text x="306" y="324" fill="#e5b95f" font-family="monospace" font-size="18">Level 1 • 6 Players • 100 XP</text>
|
||||||
|
<rect x="112" y="384" width="690" height="104" fill="#15161c" stroke="#33343d" stroke-width="3"/>
|
||||||
|
<text x="138" y="425" fill="#f2f0dc" font-family="monospace" font-size="19">Ashen Halls</text>
|
||||||
|
<text x="356" y="425" fill="#8f90a0" font-family="monospace" font-size="19">Sunken Crypt</text>
|
||||||
|
<text x="608" y="425" fill="#8f90a0" font-family="monospace" font-size="19">Grove Maw</text>
|
||||||
|
<rect x="128" y="448" width="146" height="8" fill="#e5b95f"/>
|
||||||
|
|
||||||
|
<rect x="874" y="150" width="278" height="398" fill="#20222a" stroke="#41404a" stroke-width="4"/>
|
||||||
|
<text x="906" y="194" fill="#e5b95f" font-family="monospace" font-size="18">Setup</text>
|
||||||
|
<text x="906" y="232" fill="#f2f0dc" font-family="monospace" font-size="22" font-weight="700">Part</text>
|
||||||
|
<rect x="906" y="252" width="68" height="54" fill="#29291f" stroke="#e5b95f" stroke-width="4"/>
|
||||||
|
<text x="932" y="286" fill="#f2f0dc" font-family="monospace" font-size="20">1</text>
|
||||||
|
<rect x="990" y="252" width="68" height="54" fill="#20222a" stroke="#41404a" stroke-width="3"/>
|
||||||
|
<text x="1016" y="286" fill="#8f90a0" font-family="monospace" font-size="20">2</text>
|
||||||
|
<rect x="1074" y="252" width="68" height="54" fill="#20222a" stroke="#41404a" stroke-width="3"/>
|
||||||
|
<text x="1100" y="286" fill="#8f90a0" font-family="monospace" font-size="20">3</text>
|
||||||
|
|
||||||
|
<text x="906" y="350" fill="#f2f0dc" font-family="monospace" font-size="22" font-weight="700">Difficulty</text>
|
||||||
|
<rect x="906" y="372" width="236" height="52" fill="#29291f" stroke="#e5b95f" stroke-width="4"/>
|
||||||
|
<text x="938" y="405" fill="#f2f0dc" font-family="monospace" font-size="18">Normal</text>
|
||||||
|
<rect x="906" y="436" width="236" height="52" fill="#20222a" stroke="#41404a" stroke-width="3"/>
|
||||||
|
<text x="938" y="469" fill="#aaa9b7" font-family="monospace" font-size="18">Heroic</text>
|
||||||
|
|
||||||
|
<rect x="78" y="580" width="238" height="70" fill="#15161c" stroke="#41404a" stroke-width="4"/>
|
||||||
|
<text x="120" y="624" fill="#e5b95f" font-family="monospace" font-size="22">Prev</text>
|
||||||
|
<rect x="342" y="580" width="238" height="70" fill="#15161c" stroke="#41404a" stroke-width="4"/>
|
||||||
|
<text x="392" y="624" fill="#e5b95f" font-family="monospace" font-size="22">Next</text>
|
||||||
|
<rect x="874" y="580" width="278" height="70" fill="#3a2618" stroke="#e5b95f" stroke-width="5"/>
|
||||||
|
<text x="963" y="624" fill="#f2f0dc" font-family="monospace" font-size="24" font-weight="700">Start</text>
|
||||||
|
<text x="78" y="684" fill="#aaa9b7" font-family="monospace" font-size="17">Idea B: One big focused dungeon. Shoulder buttons or side buttons cycle dungeon.</text>
|
||||||
|
</svg>
|
||||||
|
After Width: | Height: | Size: 3.8 KiB |
@@ -0,0 +1,48 @@
|
|||||||
|
<svg xmlns="http://www.w3.org/2000/svg" width="1280" height="720" viewBox="0 0 1280 720">
|
||||||
|
<rect width="1280" height="720" fill="#111218"/>
|
||||||
|
<rect x="48" y="36" width="1184" height="648" fill="#1b1c24" stroke="#090a0d" stroke-width="4"/>
|
||||||
|
<text x="78" y="78" fill="#8f90a0" font-family="monospace" font-size="18">ADVENTURE</text>
|
||||||
|
<text x="78" y="114" fill="#f2f0dc" font-family="monospace" font-size="34" font-weight="700">Mission Board</text>
|
||||||
|
<text x="1046" y="88" fill="#e5b95f" font-family="monospace" font-size="18">A Start</text>
|
||||||
|
|
||||||
|
<rect x="78" y="150" width="500" height="474" fill="#20222a" stroke="#41404a" stroke-width="4"/>
|
||||||
|
<text x="112" y="194" fill="#e5b95f" font-family="monospace" font-size="18">Available Runs</text>
|
||||||
|
<g>
|
||||||
|
<rect x="112" y="222" width="432" height="82" fill="#29291f" stroke="#e5b95f" stroke-width="5"/>
|
||||||
|
<text x="136" y="255" fill="#f2f0dc" font-family="monospace" font-size="20" font-weight="700">Ashen Halls • Part 1</text>
|
||||||
|
<text x="136" y="283" fill="#aaa9b7" font-family="monospace" font-size="16">Normal • iLvl 1 • 100 XP</text>
|
||||||
|
</g>
|
||||||
|
<g>
|
||||||
|
<rect x="112" y="318" width="432" height="82" fill="#20222a" stroke="#41404a" stroke-width="4"/>
|
||||||
|
<text x="136" y="351" fill="#f2f0dc" font-family="monospace" font-size="20" font-weight="700">Ashen Halls • Part 1</text>
|
||||||
|
<text x="136" y="379" fill="#aaa9b7" font-family="monospace" font-size="16">Heroic • iLvl 5 • 140 XP</text>
|
||||||
|
</g>
|
||||||
|
<g opacity="0.65">
|
||||||
|
<rect x="112" y="414" width="432" height="82" fill="#20222a" stroke="#41404a" stroke-width="4"/>
|
||||||
|
<text x="136" y="447" fill="#f2f0dc" font-family="monospace" font-size="20" font-weight="700">Sunken Crypt • Part 1</text>
|
||||||
|
<text x="136" y="475" fill="#aaa9b7" font-family="monospace" font-size="16">Normal • Locked Level 5</text>
|
||||||
|
</g>
|
||||||
|
<g opacity="0.65">
|
||||||
|
<rect x="112" y="510" width="432" height="82" fill="#20222a" stroke="#41404a" stroke-width="4"/>
|
||||||
|
<text x="136" y="543" fill="#f2f0dc" font-family="monospace" font-size="20" font-weight="700">Ashen Halls • Part 2</text>
|
||||||
|
<text x="136" y="571" fill="#aaa9b7" font-family="monospace" font-size="16">Normal • Locked until Part 1 clear</text>
|
||||||
|
</g>
|
||||||
|
|
||||||
|
<rect x="616" y="150" width="536" height="474" fill="#20222a" stroke="#41404a" stroke-width="4"/>
|
||||||
|
<rect x="650" y="184" width="130" height="130" fill="#481e29" stroke="#090a0d" stroke-width="4"/>
|
||||||
|
<text x="684" y="262" fill="#ef6574" font-family="monospace" font-size="42" font-weight="700">AH</text>
|
||||||
|
<text x="812" y="194" fill="#8f90a0" font-family="monospace" font-size="18">SELECTED RUN</text>
|
||||||
|
<text x="812" y="238" fill="#f2f0dc" font-family="monospace" font-size="30" font-weight="700">Ashen Halls</text>
|
||||||
|
<text x="812" y="278" fill="#e5b95f" font-family="monospace" font-size="20">Part 1 • Normal</text>
|
||||||
|
<text x="650" y="358" fill="#aaa9b7" font-family="monospace" font-size="17">Fastest path for controller play. One list item is the exact run.</text>
|
||||||
|
<text x="650" y="394" fill="#aaa9b7" font-family="monospace" font-size="17">No separate dungeon, phase, or difficulty controls.</text>
|
||||||
|
|
||||||
|
<rect x="650" y="440" width="470" height="64" fill="#15161c" stroke="#33343d" stroke-width="3"/>
|
||||||
|
<text x="680" y="480" fill="#f2f0dc" font-family="monospace" font-size="18">Health 1.00x Damage 1.00x XP 1.0x</text>
|
||||||
|
<rect x="650" y="532" width="220" height="62" fill="#3a2618" stroke="#e5b95f" stroke-width="5"/>
|
||||||
|
<text x="716" y="570" fill="#f2f0dc" font-family="monospace" font-size="22" font-weight="700">Start</text>
|
||||||
|
<rect x="900" y="532" width="220" height="62" fill="#15161c" stroke="#41404a" stroke-width="4"/>
|
||||||
|
<text x="955" y="570" fill="#e5b95f" font-family="monospace" font-size="22">Loot</text>
|
||||||
|
|
||||||
|
<text x="78" y="684" fill="#aaa9b7" font-family="monospace" font-size="17">Idea C: Flat mission list. Most controller-friendly, least setup flexibility on one screen.</text>
|
||||||
|
</svg>
|
||||||
|
After Width: | Height: | Size: 3.8 KiB |
@@ -0,0 +1,72 @@
|
|||||||
|
<svg xmlns="http://www.w3.org/2000/svg" width="1280" height="720" viewBox="0 0 1280 720">
|
||||||
|
<rect width="1280" height="720" fill="#111218"/>
|
||||||
|
<rect x="48" y="36" width="1184" height="648" fill="#1b1c24" stroke="#090a0d" stroke-width="4"/>
|
||||||
|
<text x="78" y="78" fill="#8f90a0" font-family="monospace" font-size="18">ADVENTURE</text>
|
||||||
|
<text x="78" y="114" fill="#f2f0dc" font-family="monospace" font-size="34" font-weight="700">Dungeons</text>
|
||||||
|
<text x="958" y="88" fill="#e5b95f" font-family="monospace" font-size="18">B Back • A Select</text>
|
||||||
|
|
||||||
|
<text x="78" y="158" fill="#e5b95f" font-family="monospace" font-size="18">1. Pick Item Level</text>
|
||||||
|
<g>
|
||||||
|
<rect x="78" y="178" width="170" height="72" fill="#20222a" stroke="#41404a" stroke-width="4"/>
|
||||||
|
<text x="125" y="222" fill="#f2f0dc" font-family="monospace" font-size="22">5</text>
|
||||||
|
<text x="108" y="240" fill="#8f90a0" font-family="monospace" font-size="12">Initiate</text>
|
||||||
|
</g>
|
||||||
|
<g>
|
||||||
|
<rect x="268" y="178" width="170" height="72" fill="#20222a" stroke="#41404a" stroke-width="4"/>
|
||||||
|
<text x="310" y="222" fill="#f2f0dc" font-family="monospace" font-size="22">10</text>
|
||||||
|
<text x="300" y="240" fill="#8f90a0" font-family="monospace" font-size="12">Veteran</text>
|
||||||
|
</g>
|
||||||
|
<g>
|
||||||
|
<rect x="458" y="178" width="170" height="72" fill="#20222a" stroke="#41404a" stroke-width="4"/>
|
||||||
|
<text x="500" y="222" fill="#f2f0dc" font-family="monospace" font-size="22">15</text>
|
||||||
|
<text x="488" y="240" fill="#8f90a0" font-family="monospace" font-size="12">Champion</text>
|
||||||
|
</g>
|
||||||
|
<g>
|
||||||
|
<rect x="648" y="178" width="170" height="72" fill="#29291f" stroke="#e5b95f" stroke-width="5"/>
|
||||||
|
<text x="690" y="222" fill="#f2f0dc" font-family="monospace" font-size="22" font-weight="700">20</text>
|
||||||
|
<text x="690" y="240" fill="#e5b95f" font-family="monospace" font-size="12">Mythic</text>
|
||||||
|
</g>
|
||||||
|
<g opacity="0.65">
|
||||||
|
<rect x="838" y="178" width="170" height="72" fill="#20222a" stroke="#41404a" stroke-width="4"/>
|
||||||
|
<text x="880" y="222" fill="#777988" font-family="monospace" font-size="22">25</text>
|
||||||
|
<text x="864" y="240" fill="#777988" font-family="monospace" font-size="12">Level 20</text>
|
||||||
|
</g>
|
||||||
|
|
||||||
|
<text x="78" y="304" fill="#e5b95f" font-family="monospace" font-size="18">2. Pick Run</text>
|
||||||
|
<g>
|
||||||
|
<rect x="78" y="324" width="335" height="154" fill="#29291f" stroke="#e5b95f" stroke-width="5"/>
|
||||||
|
<rect x="96" y="346" width="64" height="64" fill="#481e29" stroke="#090a0d" stroke-width="3"/>
|
||||||
|
<text x="114" y="387" fill="#ef6574" font-family="monospace" font-size="24" font-weight="700">AH</text>
|
||||||
|
<text x="178" y="360" fill="#f2f0dc" font-family="monospace" font-size="20" font-weight="700">Ashen Halls</text>
|
||||||
|
<text x="178" y="389" fill="#aaa9b7" font-family="monospace" font-size="15">Mythic • iLvl 20</text>
|
||||||
|
<text x="96" y="446" fill="#e5b95f" font-family="monospace" font-size="16">Part 1 unlocked</text>
|
||||||
|
</g>
|
||||||
|
<g>
|
||||||
|
<rect x="436" y="324" width="335" height="154" fill="#20222a" stroke="#41404a" stroke-width="4"/>
|
||||||
|
<rect x="454" y="346" width="64" height="64" fill="#2a263f" stroke="#090a0d" stroke-width="3"/>
|
||||||
|
<text x="472" y="387" fill="#8ca9ff" font-family="monospace" font-size="24" font-weight="700">SC</text>
|
||||||
|
<text x="536" y="360" fill="#f2f0dc" font-family="monospace" font-size="20" font-weight="700">Sunken Crypt</text>
|
||||||
|
<text x="536" y="389" fill="#aaa9b7" font-family="monospace" font-size="15">Mythic • iLvl 20</text>
|
||||||
|
<text x="454" y="446" fill="#aaa9b7" font-family="monospace" font-size="16">Part 1 unlocked</text>
|
||||||
|
</g>
|
||||||
|
<g>
|
||||||
|
<rect x="794" y="324" width="335" height="154" fill="#20222a" stroke="#41404a" stroke-width="4"/>
|
||||||
|
<rect x="812" y="346" width="64" height="64" fill="#223226" stroke="#090a0d" stroke-width="3"/>
|
||||||
|
<text x="830" y="387" fill="#70d990" font-family="monospace" font-size="24" font-weight="700">GM</text>
|
||||||
|
<text x="894" y="360" fill="#f2f0dc" font-family="monospace" font-size="20" font-weight="700">Grove Maw</text>
|
||||||
|
<text x="894" y="389" fill="#aaa9b7" font-family="monospace" font-size="15">Mythic • iLvl 20</text>
|
||||||
|
<text x="812" y="446" fill="#777988" font-family="monospace" font-size="16">Locked dungeon</text>
|
||||||
|
</g>
|
||||||
|
|
||||||
|
<text x="78" y="532" fill="#e5b95f" font-family="monospace" font-size="18">3. Pick Part</text>
|
||||||
|
<rect x="78" y="552" width="250" height="64" fill="#29291f" stroke="#e5b95f" stroke-width="5"/>
|
||||||
|
<text x="124" y="592" fill="#f2f0dc" font-family="monospace" font-size="20">Part 1</text>
|
||||||
|
<rect x="352" y="552" width="250" height="64" fill="#20222a" stroke="#41404a" stroke-width="4"/>
|
||||||
|
<text x="398" y="592" fill="#aaa9b7" font-family="monospace" font-size="20">Part 2</text>
|
||||||
|
<rect x="626" y="552" width="250" height="64" fill="#20222a" stroke="#41404a" stroke-width="4"/>
|
||||||
|
<text x="672" y="592" fill="#aaa9b7" font-family="monospace" font-size="20">Part 3</text>
|
||||||
|
<rect x="926" y="552" width="226" height="64" fill="#3a2618" stroke="#e5b95f" stroke-width="5"/>
|
||||||
|
<text x="991" y="592" fill="#f2f0dc" font-family="monospace" font-size="22" font-weight="700">Start</text>
|
||||||
|
|
||||||
|
<text x="78" y="662" fill="#aaa9b7" font-family="monospace" font-size="17">Idea D: submenu flow. Pick item level first, then only compatible dungeon cards appear.</text>
|
||||||
|
</svg>
|
||||||
|
After Width: | Height: | Size: 5.2 KiB |
+18
-10
@@ -363,13 +363,6 @@ function initializeCharacter(database, accountId, characterName, classId) {
|
|||||||
;[...starterSpells, null].slice(0, 6).forEach((spellId, index) => {
|
;[...starterSpells, null].slice(0, 6).forEach((spellId, index) => {
|
||||||
insertSlot.run(characterId, index + 1, spellId)
|
insertSlot.run(characterId, index + 1, spellId)
|
||||||
})
|
})
|
||||||
const insertItem = database.prepare(`
|
|
||||||
INSERT INTO character_inventory (character_id, item_id, quantity, equipped)
|
|
||||||
VALUES (?, ?, 1, ?)
|
|
||||||
`)
|
|
||||||
for (let itemId = 100; itemId <= 107; itemId += 1) {
|
|
||||||
insertItem.run(characterId, itemId, itemId === 107 ? 0 : 1)
|
|
||||||
}
|
|
||||||
return characterId
|
return characterId
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -1692,11 +1685,24 @@ function craftItem(database, characterId, recipeId) {
|
|||||||
crafting_recipes.item_id AS itemId,
|
crafting_recipes.item_id AS itemId,
|
||||||
crafting_recipes.difficulty_id AS difficultyId,
|
crafting_recipes.difficulty_id AS difficultyId,
|
||||||
crafting_recipes.source_dungeon_id AS sourceDungeonId,
|
crafting_recipes.source_dungeon_id AS sourceDungeonId,
|
||||||
crafting_recipes.source_encounter_id AS sourceEncounterId
|
crafting_recipes.source_encounter_id AS sourceEncounterId,
|
||||||
|
items.slot,
|
||||||
|
items.item_level AS itemLevel
|
||||||
FROM crafting_recipes
|
FROM crafting_recipes
|
||||||
|
JOIN items ON items.id = crafting_recipes.item_id
|
||||||
WHERE crafting_recipes.id = ?
|
WHERE crafting_recipes.id = ?
|
||||||
`).get(recipeId)
|
`).get(recipeId)
|
||||||
if (!recipe) throw new Error('That crafting recipe does not exist.')
|
if (!recipe) throw new Error('That crafting recipe does not exist.')
|
||||||
|
const lowerTierRecipe = database.prepare(`
|
||||||
|
SELECT crafting_recipes.id
|
||||||
|
FROM crafting_recipes
|
||||||
|
JOIN items ON items.id = crafting_recipes.item_id
|
||||||
|
WHERE crafting_recipes.source_encounter_id = ?
|
||||||
|
AND items.slot = ?
|
||||||
|
AND items.item_level < ?
|
||||||
|
LIMIT 1
|
||||||
|
`).get(recipe.sourceEncounterId, recipe.slot, recipe.itemLevel)
|
||||||
|
if (lowerTierRecipe) throw new Error('Upgrade the previous item tier instead.')
|
||||||
|
|
||||||
const components = database.prepare(`
|
const components = database.prepare(`
|
||||||
SELECT
|
SELECT
|
||||||
@@ -1777,8 +1783,10 @@ function upgradeItem(database, characterId, itemId) {
|
|||||||
JOIN items ON items.id = crafting_recipes.item_id
|
JOIN items ON items.id = crafting_recipes.item_id
|
||||||
WHERE crafting_recipes.source_encounter_id = ?
|
WHERE crafting_recipes.source_encounter_id = ?
|
||||||
AND items.slot = ?
|
AND items.slot = ?
|
||||||
AND items.item_level = ?
|
AND items.item_level > ?
|
||||||
`).get(currentRecipe.sourceEncounterId, item.slot, item.itemLevel + 5)
|
ORDER BY items.item_level
|
||||||
|
LIMIT 1
|
||||||
|
`).get(currentRecipe.sourceEncounterId, item.slot, item.itemLevel)
|
||||||
if (!targetRecipe) throw new Error('No upgrade is available for this item.')
|
if (!targetRecipe) throw new Error('No upgrade is available for this item.')
|
||||||
|
|
||||||
const components = database.prepare(`
|
const components = database.prepare(`
|
||||||
|
|||||||
+2309
-8
File diff suppressed because it is too large
Load Diff
+276
-178
@@ -282,10 +282,45 @@ function App() {
|
|||||||
?? dungeonOptions[0]!
|
?? dungeonOptions[0]!
|
||||||
const raid = raidOptions.find((candidate) => candidate.id === selectedRaidId)
|
const raid = raidOptions.find((candidate) => candidate.id === selectedRaidId)
|
||||||
?? raidOptions[0]
|
?? raidOptions[0]
|
||||||
const activity = screen === 'raids' && raid ? raid : dungeon
|
|
||||||
const activityOptions = screen === 'raids' ? raidOptions : dungeonOptions
|
const activityOptions = screen === 'raids' ? raidOptions : dungeonOptions
|
||||||
|
const startPveRoguelike = () => {
|
||||||
|
const baseDungeon = dungeonOptions[0]
|
||||||
|
const baseRaid = raidOptions[0]
|
||||||
|
if (roguelikeKind === 'raid') {
|
||||||
|
setCombatContentId(-2)
|
||||||
|
setSelectedDifficultyId(baseRaid?.difficulties[0]?.id ?? 101)
|
||||||
|
} else {
|
||||||
|
setCombatContentId(-1)
|
||||||
|
setSelectedDifficultyId(baseDungeon?.difficulties[0]?.id ?? 1)
|
||||||
|
}
|
||||||
|
setSelectedPart(1)
|
||||||
|
setScreen('combat')
|
||||||
|
}
|
||||||
|
const tierOptions = activityOptions
|
||||||
|
.flatMap((option) => option.difficulties)
|
||||||
|
.filter((difficulty, index, all) => (
|
||||||
|
all.findIndex((candidate) => candidate.droppedItemLevel === difficulty.droppedItemLevel) === index
|
||||||
|
))
|
||||||
|
.sort((a, b) => a.droppedItemLevel - b.droppedItemLevel)
|
||||||
|
const savedDifficulty = profile.dungeons
|
||||||
|
.flatMap((option) => option.difficulties)
|
||||||
|
.find((candidate) => candidate.id === selectedDifficultyId)
|
||||||
|
const selectedTier = tierOptions.find((candidate) => (
|
||||||
|
candidate.droppedItemLevel === savedDifficulty?.droppedItemLevel
|
||||||
|
&& profile.character.level >= candidate.unlockLevel
|
||||||
|
))
|
||||||
|
?? tierOptions.slice().reverse().find((candidate) => profile.character.level >= candidate.unlockLevel)
|
||||||
|
?? tierOptions[0]
|
||||||
|
const selectedTierItemLevel = selectedTier?.droppedItemLevel ?? 0
|
||||||
|
const tierActivityOptions = activityOptions.filter((option) =>
|
||||||
|
option.difficulties.some((difficulty) => difficulty.droppedItemLevel === selectedTierItemLevel),
|
||||||
|
)
|
||||||
|
const selectedActivityId = screen === 'raids' && raid ? raid.id : dungeon.id
|
||||||
|
const activity = tierActivityOptions.find((candidate) => candidate.id === selectedActivityId)
|
||||||
|
?? tierActivityOptions[0]
|
||||||
|
?? (screen === 'raids' && raid ? raid : dungeon)
|
||||||
const selectedDifficulty = activity.difficulties.find(
|
const selectedDifficulty = activity.difficulties.find(
|
||||||
(candidate) => candidate.id === selectedDifficultyId,
|
(candidate) => candidate.droppedItemLevel === selectedTierItemLevel,
|
||||||
) ?? activity.difficulties[0]
|
) ?? activity.difficulties[0]
|
||||||
const difficultyLocked = profile.character.level < selectedDifficulty.unlockLevel
|
const difficultyLocked = profile.character.level < selectedDifficulty.unlockLevel
|
||||||
const completedSections = activity.contentType === 'raid'
|
const completedSections = activity.contentType === 'raid'
|
||||||
@@ -306,7 +341,7 @@ function App() {
|
|||||||
: a.sequence - b.sequence)
|
: a.sequence - b.sequence)
|
||||||
|
|
||||||
return (
|
return (
|
||||||
<main className="game-shell">
|
<main className={`game-shell ${screen === 'dungeons' || screen === 'raids' ? 'dungeon-shell' : ''} ${screen === 'customize' ? 'workshop-shell' : ''}`}>
|
||||||
<header className="topbar app-header">
|
<header className="topbar app-header">
|
||||||
<button
|
<button
|
||||||
className="brand-button"
|
className="brand-button"
|
||||||
@@ -403,84 +438,90 @@ function App() {
|
|||||||
</div>
|
</div>
|
||||||
{roguelikeVariant === 'pve' && (
|
{roguelikeVariant === 'pve' && (
|
||||||
<>
|
<>
|
||||||
<div className="roguelike-option-panel">
|
<div className="roguelike-option-panel">
|
||||||
<div>
|
<div>
|
||||||
<p className="eyebrow">Upgrade Timing</p>
|
<p className="eyebrow">Run Type</p>
|
||||||
<h2>Buff Drafts</h2>
|
<h2>PvE Roguelike</h2>
|
||||||
</div>
|
</div>
|
||||||
<div className="roguelike-timing-row">
|
<div className="roguelike-timing-row">
|
||||||
<button
|
<button
|
||||||
className={`text-button ${roguelikeUpgradeTiming === 'encounter' ? 'active' : ''}`}
|
className={`text-button ${roguelikeKind === 'dungeon' ? 'active' : ''}`}
|
||||||
onClick={() => setRoguelikeUpgradeTiming('encounter')}
|
onClick={() => setRoguelikeKind('dungeon')}
|
||||||
type="button"
|
type="button"
|
||||||
>
|
>
|
||||||
Every Encounter
|
Dungeon
|
||||||
</button>
|
</button>
|
||||||
<button
|
<button
|
||||||
className={`text-button ${roguelikeUpgradeTiming === 'boss' ? 'active' : ''}`}
|
className={`text-button ${roguelikeKind === 'raid' ? 'active' : ''}`}
|
||||||
onClick={() => setRoguelikeUpgradeTiming('boss')}
|
onClick={() => setRoguelikeKind('raid')}
|
||||||
type="button"
|
type="button"
|
||||||
>
|
>
|
||||||
Boss Only
|
Raid
|
||||||
</button>
|
</button>
|
||||||
</div>
|
</div>
|
||||||
</div>
|
</div>
|
||||||
<div className="roguelike-option-panel">
|
<div className="roguelike-option-panel">
|
||||||
<div>
|
<div>
|
||||||
<p className="eyebrow">Upgrade Labels</p>
|
<p className="eyebrow">Upgrade Timing</p>
|
||||||
<h2>Display Mode</h2>
|
<h2>Buff Drafts</h2>
|
||||||
</div>
|
</div>
|
||||||
<div className="roguelike-timing-row">
|
<div className="roguelike-timing-row">
|
||||||
<button
|
<button
|
||||||
className={`text-button ${roguelikeAbilityLabelMode === 'ability' ? 'active' : ''}`}
|
className={`text-button ${roguelikeUpgradeTiming === 'encounter' ? 'active' : ''}`}
|
||||||
onClick={() => setRoguelikeAbilityLabelMode('ability')}
|
onClick={() => setRoguelikeUpgradeTiming('encounter')}
|
||||||
type="button"
|
type="button"
|
||||||
>
|
>
|
||||||
Ability Names
|
Every Encounter
|
||||||
</button>
|
</button>
|
||||||
<button
|
<button
|
||||||
className={`text-button ${roguelikeAbilityLabelMode === 'slot' ? 'active' : ''}`}
|
className={`text-button ${roguelikeUpgradeTiming === 'boss' ? 'active' : ''}`}
|
||||||
onClick={() => setRoguelikeAbilityLabelMode('slot')}
|
onClick={() => setRoguelikeUpgradeTiming('boss')}
|
||||||
type="button"
|
type="button"
|
||||||
>
|
>
|
||||||
Slot Names
|
Boss Only
|
||||||
</button>
|
</button>
|
||||||
</div>
|
</div>
|
||||||
</div>
|
</div>
|
||||||
<div className="roguelike-mode-grid">
|
<div className="roguelike-option-panel">
|
||||||
<button
|
<div>
|
||||||
className="menu-card"
|
<p className="eyebrow">Upgrade Labels</p>
|
||||||
onClick={() => {
|
<h2>Display Mode</h2>
|
||||||
const baseDungeon = dungeonOptions[0]
|
</div>
|
||||||
setRoguelikeKind('dungeon')
|
<div className="roguelike-timing-row">
|
||||||
setCombatContentId(-1)
|
<button
|
||||||
setSelectedDifficultyId(baseDungeon.difficulties[0]?.id ?? 1)
|
className={`text-button ${roguelikeAbilityLabelMode === 'ability' ? 'active' : ''}`}
|
||||||
setSelectedPart(1)
|
onClick={() => setRoguelikeAbilityLabelMode('ability')}
|
||||||
setScreen('combat')
|
type="button"
|
||||||
}}
|
>
|
||||||
type="button"
|
Ability Names
|
||||||
>
|
</button>
|
||||||
<span>D</span>
|
<button
|
||||||
<strong>Dungeon Roguelike</strong>
|
className={`text-button ${roguelikeAbilityLabelMode === 'slot' ? 'active' : ''}`}
|
||||||
<small>Five-player party. Two random trash enemies and a boss with a lighter early ramp.</small>
|
onClick={() => setRoguelikeAbilityLabelMode('slot')}
|
||||||
</button>
|
type="button"
|
||||||
<button
|
>
|
||||||
className="menu-card"
|
Slot Names
|
||||||
onClick={() => {
|
</button>
|
||||||
const baseRaid = raidOptions[0]
|
</div>
|
||||||
setRoguelikeKind('raid')
|
</div>
|
||||||
setCombatContentId(-2)
|
<div className="menu-card pvp-queue-panel">
|
||||||
setSelectedDifficultyId(baseRaid?.difficulties[0]?.id ?? 101)
|
<span>{roguelikeKind === 'raid' ? 'R' : 'D'}</span>
|
||||||
setSelectedPart(1)
|
<div>
|
||||||
setScreen('combat')
|
<strong>{roguelikeKind === 'raid' ? 'Raid Roguelike' : 'Dungeon Roguelike'}</strong>
|
||||||
}}
|
<small>
|
||||||
type="button"
|
{roguelikeKind === 'raid'
|
||||||
>
|
? 'Ten-player party. Raid pools, lighter early scaling, and the same upgrade draft.'
|
||||||
<span>R</span>
|
: 'Five-player party. Two random trash enemies and a boss with a lighter early ramp.'}
|
||||||
<strong>Raid Roguelike</strong>
|
</small>
|
||||||
<small>Ten-player party. Raid pools, lighter early scaling, and the same upgrade draft.</small>
|
</div>
|
||||||
</button>
|
<button
|
||||||
</div>
|
className="text-button"
|
||||||
|
onClick={startPveRoguelike}
|
||||||
|
type="button"
|
||||||
|
>
|
||||||
|
Start Run
|
||||||
|
</button>
|
||||||
|
</div>
|
||||||
</>
|
</>
|
||||||
)}
|
)}
|
||||||
{roguelikeVariant === 'pvp' && (
|
{roguelikeVariant === 'pvp' && (
|
||||||
@@ -564,108 +605,163 @@ function App() {
|
|||||||
)}
|
)}
|
||||||
|
|
||||||
{(screen === 'dungeons' || screen === 'raids') && (
|
{(screen === 'dungeons' || screen === 'raids') && (
|
||||||
<section className="content-screen">
|
<section className="content-screen dungeon-run-screen">
|
||||||
<ScreenHeading
|
<ScreenHeading
|
||||||
eyebrow="Adventure"
|
eyebrow="Adventure"
|
||||||
title={activity.contentType === 'raid' ? 'Raids' : 'Dungeons'}
|
title={activity.contentType === 'raid' ? 'Raids' : 'Dungeons'}
|
||||||
onBack={() => setScreen('menu')}
|
onBack={() => setScreen('menu')}
|
||||||
/>
|
/>
|
||||||
<article className="dungeon-card">
|
<div className="dungeon-run-board">
|
||||||
<div className={`dungeon-art ${activity.contentType === 'raid' ? 'raid-art' : ''}`}>
|
<div className="dungeon-run-main">
|
||||||
{activityInitials(activity.name)}
|
<article className="run-summary-card dungeon-focus-card">
|
||||||
|
<div className={`dungeon-art ${activity.contentType === 'raid' ? 'raid-art' : ''}`}>
|
||||||
|
{activityInitials(activity.name)}
|
||||||
|
</div>
|
||||||
|
<div className="run-summary-copy">
|
||||||
|
<p className="eyebrow">Selected Run</p>
|
||||||
|
<h2>{activity.name}</h2>
|
||||||
|
<p>{activity.description}</p>
|
||||||
|
<div className="tag-row">
|
||||||
|
<span>Level {activity.recommendedLevel}</span>
|
||||||
|
<span>{activity.partySize} Players</span>
|
||||||
|
<span>{selectedDifficulty.name}</span>
|
||||||
|
<span>iLvl {selectedDifficulty.droppedItemLevel}</span>
|
||||||
|
<span>{Math.round(activity.experienceReward * selectedDifficulty.experienceMultiplier)} XP</span>
|
||||||
|
</div>
|
||||||
|
</div>
|
||||||
|
</article>
|
||||||
|
|
||||||
|
<section className="run-setup-panel dungeon-choice-panel">
|
||||||
|
<div className="run-setup-heading">
|
||||||
|
<div>
|
||||||
|
<p className="eyebrow">Pick Run</p>
|
||||||
|
<h2>{screen === 'raids' ? 'Raid' : 'Dungeon'}</h2>
|
||||||
|
</div>
|
||||||
|
<small>{selectedDifficulty.name} rewards iLvl {selectedDifficulty.droppedItemLevel} components.</small>
|
||||||
|
</div>
|
||||||
|
<div className="activity-card-grid dungeon-choice-grid">
|
||||||
|
{tierActivityOptions.map((candidate) => {
|
||||||
|
const difficulty = candidate.difficulties.find(
|
||||||
|
(option) => option.droppedItemLevel === selectedDifficulty.droppedItemLevel,
|
||||||
|
) ?? candidate.difficulties[0]
|
||||||
|
const locked = profile.character.level < difficulty.unlockLevel
|
||||||
|
const selected = candidate.id === activity.id
|
||||||
|
return (
|
||||||
|
<button
|
||||||
|
className={`activity-card ${selected ? 'selected' : ''} ${locked ? 'locked' : ''}`}
|
||||||
|
disabled={locked}
|
||||||
|
key={candidate.id}
|
||||||
|
onClick={() => {
|
||||||
|
if (screen === 'raids') setSelectedRaidId(candidate.id)
|
||||||
|
else setSelectedDungeonId(candidate.id)
|
||||||
|
setSelectedDifficultyId(difficulty.id)
|
||||||
|
}}
|
||||||
|
type="button"
|
||||||
|
>
|
||||||
|
<span className={`dungeon-art ${candidate.contentType === 'raid' ? 'raid-art' : ''}`}>
|
||||||
|
{activityInitials(candidate.name)}
|
||||||
|
</span>
|
||||||
|
<strong>{candidate.name}</strong>
|
||||||
|
<small>{candidate.locationName}</small>
|
||||||
|
<i>
|
||||||
|
Level {candidate.recommendedLevel} | {candidate.partySize} Players
|
||||||
|
</i>
|
||||||
|
</button>
|
||||||
|
)
|
||||||
|
})}
|
||||||
|
</div>
|
||||||
|
</section>
|
||||||
</div>
|
</div>
|
||||||
<div>
|
|
||||||
<p className="eyebrow">{activity.locationName}</p>
|
<aside className="dungeon-setup-rail">
|
||||||
<h2>{activity.name}</h2>
|
<section className="run-setup-panel tier-setup-panel">
|
||||||
<p>{activity.description}</p>
|
<div className="run-setup-heading">
|
||||||
<div className="tag-row">
|
<div>
|
||||||
<span>Level {activity.recommendedLevel}</span>
|
<p className="eyebrow">Item Level</p>
|
||||||
<span>{activity.partySize} Players</span>
|
<h2>Tier</h2>
|
||||||
<span>{selectedDifficulty.name}</span>
|
</div>
|
||||||
<span>Component Level {selectedDifficulty.droppedItemLevel}</span>
|
<small>{screen === 'raids' ? 'Raid' : 'Dungeon'} tiers unlock by level.</small>
|
||||||
<span>{Math.round(activity.experienceReward * selectedDifficulty.experienceMultiplier)} XP</span>
|
</div>
|
||||||
</div>
|
<div className="tier-grid">
|
||||||
</div>
|
{tierOptions.map((difficulty) => {
|
||||||
{activityOptions.length > 1 && (
|
const locked = profile.character.level < difficulty.unlockLevel
|
||||||
<label className="activity-select">
|
const selected = difficulty.droppedItemLevel === selectedDifficulty.droppedItemLevel
|
||||||
<span>{activity.contentType === 'raid' ? 'Raid' : 'Dungeon'}</span>
|
return (
|
||||||
<select
|
<button
|
||||||
value={activity.id}
|
className={`${selected ? 'selected' : ''} ${locked ? 'locked' : ''}`}
|
||||||
onChange={(event) => {
|
disabled={locked}
|
||||||
const nextActivityId = Number(event.target.value)
|
key={difficulty.id}
|
||||||
const nextActivity = activityOptions.find((candidate) => candidate.id === nextActivityId)
|
onClick={() => {
|
||||||
if (screen === 'raids') setSelectedRaidId(nextActivityId)
|
const nextActivity = activity.difficulties.some(
|
||||||
else setSelectedDungeonId(nextActivityId)
|
(candidate) => candidate.droppedItemLevel === difficulty.droppedItemLevel,
|
||||||
if (nextActivity?.difficulties[0]) {
|
)
|
||||||
setSelectedDifficultyId(nextActivity.difficulties[0].id)
|
? activity
|
||||||
}
|
: activityOptions.find((option) =>
|
||||||
}}
|
option.difficulties.some((candidate) => candidate.droppedItemLevel === difficulty.droppedItemLevel),
|
||||||
>
|
)
|
||||||
{activityOptions.map((candidate) => (
|
if (nextActivity) {
|
||||||
<option key={candidate.id} value={candidate.id}>{candidate.name}</option>
|
if (screen === 'raids') setSelectedRaidId(nextActivity.id)
|
||||||
))}
|
else setSelectedDungeonId(nextActivity.id)
|
||||||
</select>
|
const nextDifficulty = nextActivity.difficulties.find(
|
||||||
</label>
|
(candidate) => candidate.droppedItemLevel === difficulty.droppedItemLevel,
|
||||||
)}
|
)
|
||||||
<div className="part-buttons">
|
if (nextDifficulty) setSelectedDifficultyId(nextDifficulty.id)
|
||||||
{parts.map((p) => (
|
}
|
||||||
<button
|
}}
|
||||||
key={p.part}
|
type="button"
|
||||||
className={`primary-button ${selectedPart === p.part ? 'selected-part' : ''} ${!p.unlocked ? 'locked' : ''}`}
|
>
|
||||||
disabled={difficultyLocked || !p.unlocked}
|
<strong>iLvl {difficulty.droppedItemLevel}</strong>
|
||||||
onClick={() => {
|
<span>{locked ? `Level ${difficulty.unlockLevel}` : difficulty.name}</span>
|
||||||
setSelectedPart(p.part)
|
</button>
|
||||||
setCombatContentId(activity.id)
|
)
|
||||||
setScreen('combat')
|
})}
|
||||||
}}
|
</div>
|
||||||
type="button"
|
</section>
|
||||||
>
|
|
||||||
{p.name}
|
<section className="run-setup-panel part-setup-panel">
|
||||||
</button>
|
<div className="run-setup-heading">
|
||||||
))}
|
<div>
|
||||||
</div>
|
<p className="eyebrow">Start</p>
|
||||||
</article>
|
<h2>{sectionName}</h2>
|
||||||
<div className="difficulty-section compact-difficulty-section">
|
</div>
|
||||||
<div className="difficulty-select-row">
|
<small>{difficultyLocked ? `Unlocks at level ${selectedDifficulty.unlockLevel}` : 'Choose a section to launch.'}</small>
|
||||||
<div>
|
</div>
|
||||||
<p className="eyebrow">Challenge Tier</p>
|
<div className="part-picker">
|
||||||
<h2>Difficulty</h2>
|
{parts.map((p) => (
|
||||||
</div>
|
<button
|
||||||
<label>
|
key={p.part}
|
||||||
<span>Select</span>
|
className={`primary-button ${selectedPart === p.part ? 'selected-part' : ''} ${!p.unlocked ? 'locked' : ''}`}
|
||||||
<select
|
disabled={difficultyLocked || !p.unlocked}
|
||||||
value={selectedDifficulty.id}
|
onClick={() => {
|
||||||
onChange={(event) => setSelectedDifficultyId(Number(event.target.value))}
|
setSelectedPart(p.part)
|
||||||
>
|
setCombatContentId(activity.id)
|
||||||
{activity.difficulties.map((difficulty, index) => (
|
setSelectedDifficultyId(selectedDifficulty.id)
|
||||||
<option
|
setScreen('combat')
|
||||||
disabled={profile.character.level < difficulty.unlockLevel}
|
}}
|
||||||
key={difficulty.id}
|
type="button"
|
||||||
value={difficulty.id}
|
|
||||||
>
|
>
|
||||||
{index + 1}. {difficulty.name}
|
{p.name}
|
||||||
{profile.character.level < difficulty.unlockLevel
|
</button>
|
||||||
? ` - Level ${difficulty.unlockLevel}`
|
|
||||||
: ''}
|
|
||||||
</option>
|
|
||||||
))}
|
))}
|
||||||
</select>
|
</div>
|
||||||
</label>
|
</section>
|
||||||
</div>
|
|
||||||
<div className={`difficulty-summary ${difficultyLocked ? 'locked' : ''}`}>
|
<div className="difficulty-section compact-difficulty-section">
|
||||||
<div>
|
<div className={`difficulty-summary ${difficultyLocked ? 'locked' : ''}`}>
|
||||||
<strong>{selectedDifficulty.name}</strong>
|
<div>
|
||||||
<small>{difficultyLocked ? `Unlocks at level ${selectedDifficulty.unlockLevel}` : selectedDifficulty.description}</small>
|
<strong>{selectedDifficulty.name}</strong>
|
||||||
|
<small>{difficultyLocked ? `Unlocks at level ${selectedDifficulty.unlockLevel}` : selectedDifficulty.description}</small>
|
||||||
|
</div>
|
||||||
|
<dl>
|
||||||
|
<div><dt>Health</dt><dd>{selectedDifficulty.healthMultiplier.toFixed(2)}x</dd></div>
|
||||||
|
<div><dt>Damage</dt><dd>{selectedDifficulty.damageMultiplier.toFixed(2)}x</dd></div>
|
||||||
|
<div><dt>XP</dt><dd>{selectedDifficulty.experienceMultiplier.toFixed(1)}x</dd></div>
|
||||||
|
<div><dt>Loot</dt><dd>iLvl {selectedDifficulty.droppedItemLevel}</dd></div>
|
||||||
|
</dl>
|
||||||
|
</div>
|
||||||
</div>
|
</div>
|
||||||
<dl>
|
|
||||||
<div><dt>Health</dt><dd>{selectedDifficulty.healthMultiplier.toFixed(2)}x</dd></div>
|
<div className="loot-preview-section">
|
||||||
<div><dt>Damage</dt><dd>{selectedDifficulty.damageMultiplier.toFixed(2)}x</dd></div>
|
|
||||||
<div><dt>XP</dt><dd>{selectedDifficulty.experienceMultiplier.toFixed(1)}x</dd></div>
|
|
||||||
<div><dt>Components</dt><dd>iLvl {selectedDifficulty.droppedItemLevel}</dd></div>
|
|
||||||
</dl>
|
|
||||||
</div>
|
|
||||||
</div>
|
|
||||||
<div className="loot-preview-section">
|
|
||||||
<div className="equipment-heading toggle-heading">
|
<div className="equipment-heading toggle-heading">
|
||||||
<div>
|
<div>
|
||||||
<p className="eyebrow">Encounter Rewards</p>
|
<p className="eyebrow">Encounter Rewards</p>
|
||||||
@@ -732,9 +828,9 @@ function App() {
|
|||||||
</div>
|
</div>
|
||||||
</>
|
</>
|
||||||
)}
|
)}
|
||||||
</div>
|
</div>
|
||||||
{SHOW_LEADERBOARDS && (
|
{SHOW_LEADERBOARDS && (
|
||||||
<div className="leaderboard-section">
|
<div className="leaderboard-section">
|
||||||
<div className="equipment-heading toggle-heading">
|
<div className="equipment-heading toggle-heading">
|
||||||
<div>
|
<div>
|
||||||
<p className="eyebrow">Efficiency Rankings</p>
|
<p className="eyebrow">Efficiency Rankings</p>
|
||||||
@@ -811,8 +907,10 @@ function App() {
|
|||||||
</div>
|
</div>
|
||||||
</>
|
</>
|
||||||
)}
|
)}
|
||||||
|
</div>
|
||||||
|
)}
|
||||||
|
</aside>
|
||||||
</div>
|
</div>
|
||||||
)}
|
|
||||||
</section>
|
</section>
|
||||||
)}
|
)}
|
||||||
|
|
||||||
|
|||||||
+262
-135
@@ -10,6 +10,10 @@ import {
|
|||||||
import {
|
import {
|
||||||
INITIAL_PARTY,
|
INITIAL_PARTY,
|
||||||
RAID_PARTY,
|
RAID_PARTY,
|
||||||
|
DEFAULT_GROUP_HEAL_TARGETS,
|
||||||
|
groupHealTargets,
|
||||||
|
partyDamageOutput,
|
||||||
|
tankPressureTargets,
|
||||||
type CombatLogEntry,
|
type CombatLogEntry,
|
||||||
type PartyMember,
|
type PartyMember,
|
||||||
type Spell,
|
type Spell,
|
||||||
@@ -73,6 +77,16 @@ type FloatingCombatText = {
|
|||||||
value: number
|
value: number
|
||||||
}
|
}
|
||||||
|
|
||||||
|
type SinglePlayerCombatState = {
|
||||||
|
party: PartyMember[]
|
||||||
|
resource: number
|
||||||
|
enemyHealth: number
|
||||||
|
cooldowns: Record<string, number>
|
||||||
|
elapsedTicks: number
|
||||||
|
castsTowardFree: number
|
||||||
|
freeCastReady: boolean
|
||||||
|
}
|
||||||
|
|
||||||
const ROGUELIKE_MECHANICS: RoguelikeMechanic[] = [
|
const ROGUELIKE_MECHANICS: RoguelikeMechanic[] = [
|
||||||
'party-pulse',
|
'party-pulse',
|
||||||
'searing-mark',
|
'searing-mark',
|
||||||
@@ -340,13 +354,18 @@ export function CombatScreen({
|
|||||||
const sectionName = isRoguelike ? 'Stage' : dungeon.contentType === 'raid' ? 'Phase' : 'Part'
|
const sectionName = isRoguelike ? 'Stage' : dungeon.contentType === 'raid' ? 'Phase' : 'Part'
|
||||||
const contentName = isRoguelike ? 'Roguelike' : dungeon.contentType === 'raid' ? 'Raid' : 'Dungeon'
|
const contentName = isRoguelike ? 'Roguelike' : dungeon.contentType === 'raid' ? 'Raid' : 'Dungeon'
|
||||||
const initialEncounterIndex = (startPart - 1) * 3
|
const initialEncounterIndex = (startPart - 1) * 3
|
||||||
const [party, setParty] = useState<PartyMember[]>(partyTemplate)
|
const initialCombatState = useMemo<SinglePlayerCombatState>(() => ({
|
||||||
|
party: partyTemplate,
|
||||||
|
resource: maxResource,
|
||||||
|
enemyHealth: encounters[initialEncounterIndex].maxHealth,
|
||||||
|
cooldowns: {},
|
||||||
|
elapsedTicks: 0,
|
||||||
|
castsTowardFree: 0,
|
||||||
|
freeCastReady: false,
|
||||||
|
}), [encounters, initialEncounterIndex, maxResource, partyTemplate])
|
||||||
|
const [combatState, setCombatState] = useState<SinglePlayerCombatState>(() => initialCombatState)
|
||||||
const [selectedId, setSelectedId] = useState(partyTemplate[0].id)
|
const [selectedId, setSelectedId] = useState(partyTemplate[0].id)
|
||||||
const [resource, setResource] = useState(maxResource)
|
|
||||||
const [encounterIndex, setEncounterIndex] = useState(initialEncounterIndex)
|
const [encounterIndex, setEncounterIndex] = useState(initialEncounterIndex)
|
||||||
const [enemyHealth, setEnemyHealth] = useState(encounters[initialEncounterIndex].maxHealth)
|
|
||||||
const [cooldowns, setCooldowns] = useState<Record<string, number>>({})
|
|
||||||
const [, setElapsedTicks] = useState(0)
|
|
||||||
const [status, setStatus] = useState<'playing' | 'won' | 'lost' | 'part-complete' | 'upgrade-choice'>('playing')
|
const [status, setStatus] = useState<'playing' | 'won' | 'lost' | 'part-complete' | 'upgrade-choice'>('playing')
|
||||||
const [paused, setPaused] = useState(false)
|
const [paused, setPaused] = useState(false)
|
||||||
const [targetGroup, setTargetGroup] = useState<0 | 1 | 2>(0)
|
const [targetGroup, setTargetGroup] = useState<0 | 1 | 2>(0)
|
||||||
@@ -360,8 +379,6 @@ export function CombatScreen({
|
|||||||
const [floatingTexts, setFloatingTexts] = useState<FloatingCombatText[]>([])
|
const [floatingTexts, setFloatingTexts] = useState<FloatingCombatText[]>([])
|
||||||
const [roguelikeUpgrades, setRoguelikeUpgrades] = useState<RoguelikeUpgrade[]>([])
|
const [roguelikeUpgrades, setRoguelikeUpgrades] = useState<RoguelikeUpgrade[]>([])
|
||||||
const [upgradeChoices, setUpgradeChoices] = useState<RoguelikeUpgrade[]>([])
|
const [upgradeChoices, setUpgradeChoices] = useState<RoguelikeUpgrade[]>([])
|
||||||
const [, setCastsTowardFree] = useState(0)
|
|
||||||
const [freeCastReady, setFreeCastReady] = useState(false)
|
|
||||||
const rewardClaimedRef = useRef(false)
|
const rewardClaimedRef = useRef(false)
|
||||||
const profileRefreshedRef = useRef(false)
|
const profileRefreshedRef = useRef(false)
|
||||||
const rolledEncounterIdsRef = useRef(new Set<number>())
|
const rolledEncounterIdsRef = useRef(new Set<number>())
|
||||||
@@ -371,10 +388,14 @@ export function CombatScreen({
|
|||||||
const partStartTimesRef = useRef<Record<number, number>>({})
|
const partStartTimesRef = useRef<Record<number, number>>({})
|
||||||
const nextLogId = useRef(2)
|
const nextLogId = useRef(2)
|
||||||
const nextFloatingTextId = useRef(1)
|
const nextFloatingTextId = useRef(1)
|
||||||
const partyRef = useRef(partyTemplate)
|
const combatRef = useRef(initialCombatState)
|
||||||
const enemyHealthRef = useRef(encounters[initialEncounterIndex].maxHealth)
|
|
||||||
const elapsedTicksRef = useRef(0)
|
|
||||||
const selectedIdRef = useRef(partyTemplate[0].id)
|
const selectedIdRef = useRef(partyTemplate[0].id)
|
||||||
|
const runCombatTickRef = useRef<() => void>(() => {})
|
||||||
|
const combatClockActiveRef = useRef(false)
|
||||||
|
const lastCombatTickAtRef = useRef(performance.now())
|
||||||
|
const statusRef = useRef(status)
|
||||||
|
const pausedRef = useRef(paused)
|
||||||
|
const { party, resource, enemyHealth, cooldowns, freeCastReady } = combatState
|
||||||
const encounter = encounters[encounterIndex]
|
const encounter = encounters[encounterIndex]
|
||||||
const currentPart = getCurrentPart(encounterIndex)
|
const currentPart = getCurrentPart(encounterIndex)
|
||||||
const firstEncounterIndex = (startPart - 1) * 3
|
const firstEncounterIndex = (startPart - 1) * 3
|
||||||
@@ -403,6 +424,9 @@ export function CombatScreen({
|
|||||||
enabled: dualScreenEnabled,
|
enabled: dualScreenEnabled,
|
||||||
} = useDualScreen()
|
} = useDualScreen()
|
||||||
|
|
||||||
|
statusRef.current = status
|
||||||
|
pausedRef.current = paused
|
||||||
|
|
||||||
useEffect(() => {
|
useEffect(() => {
|
||||||
const now = Date.now()
|
const now = Date.now()
|
||||||
runStartedAtRef.current = now
|
runStartedAtRef.current = now
|
||||||
@@ -416,11 +440,35 @@ export function CombatScreen({
|
|||||||
})
|
})
|
||||||
}, [paused])
|
}, [paused])
|
||||||
|
|
||||||
const setSelectedTargetId = useCallback((id: string) => {
|
const setCombat = useCallback((
|
||||||
selectedIdRef.current = id
|
nextState: SinglePlayerCombatState | ((current: SinglePlayerCombatState) => SinglePlayerCombatState),
|
||||||
setSelectedId(id)
|
) => {
|
||||||
|
const next = typeof nextState === 'function'
|
||||||
|
? nextState(combatRef.current)
|
||||||
|
: nextState
|
||||||
|
combatRef.current = next
|
||||||
|
setSelectedId(selectedIdRef.current)
|
||||||
|
setCombatState(next)
|
||||||
}, [])
|
}, [])
|
||||||
|
|
||||||
|
const syncSelectedTargetDom = useCallback((id: string) => {
|
||||||
|
document.querySelectorAll<HTMLButtonElement>('[data-party-member-id]').forEach((button) => {
|
||||||
|
const selected = button.dataset.partyMemberId === id
|
||||||
|
button.classList.toggle('selected', selected)
|
||||||
|
button.setAttribute('aria-pressed', String(selected))
|
||||||
|
})
|
||||||
|
}, [])
|
||||||
|
|
||||||
|
const setSelectedTargetId = useCallback((id: string) => {
|
||||||
|
if (selectedIdRef.current === id) return
|
||||||
|
selectedIdRef.current = id
|
||||||
|
syncSelectedTargetDom(id)
|
||||||
|
}, [syncSelectedTargetDom])
|
||||||
|
|
||||||
|
useEffect(() => {
|
||||||
|
syncSelectedTargetDom(selectedIdRef.current)
|
||||||
|
}, [combatState, syncSelectedTargetDom])
|
||||||
|
|
||||||
const addLog = useCallback((text: string, tone: CombatLogEntry['tone']) => {
|
const addLog = useCallback((text: string, tone: CombatLogEntry['tone']) => {
|
||||||
const entry = { id: nextLogId.current++, text, tone }
|
const entry = { id: nextLogId.current++, text, tone }
|
||||||
setLog((current) => [entry, ...current].slice(0, 60))
|
setLog((current) => [entry, ...current].slice(0, 60))
|
||||||
@@ -468,18 +516,19 @@ export function CombatScreen({
|
|||||||
: []
|
: []
|
||||||
const nextEncounters = roguelikeMode ? nextRoguelikeEncounters : staticEncounters
|
const nextEncounters = roguelikeMode ? nextRoguelikeEncounters : staticEncounters
|
||||||
const freshParty = partyTemplate.map((member) => ({ ...member }))
|
const freshParty = partyTemplate.map((member) => ({ ...member }))
|
||||||
partyRef.current = freshParty
|
setCombat({
|
||||||
enemyHealthRef.current = nextEncounters[initialEncounterIndex].maxHealth
|
party: freshParty,
|
||||||
|
resource: maxResource,
|
||||||
|
enemyHealth: nextEncounters[initialEncounterIndex].maxHealth,
|
||||||
|
cooldowns: {},
|
||||||
|
elapsedTicks: 0,
|
||||||
|
castsTowardFree: 0,
|
||||||
|
freeCastReady: false,
|
||||||
|
})
|
||||||
if (roguelikeMode) setRoguelikeEncounters(nextRoguelikeEncounters)
|
if (roguelikeMode) setRoguelikeEncounters(nextRoguelikeEncounters)
|
||||||
setRoguelikeStage(1)
|
setRoguelikeStage(1)
|
||||||
setParty(freshParty)
|
|
||||||
setSelectedTargetId(partyTemplate[0].id)
|
setSelectedTargetId(partyTemplate[0].id)
|
||||||
setResource(maxResource)
|
|
||||||
setEncounterIndex(initialEncounterIndex)
|
setEncounterIndex(initialEncounterIndex)
|
||||||
setEnemyHealth(nextEncounters[initialEncounterIndex].maxHealth)
|
|
||||||
setCooldowns({})
|
|
||||||
elapsedTicksRef.current = 0
|
|
||||||
setElapsedTicks(0)
|
|
||||||
setStatus('playing')
|
setStatus('playing')
|
||||||
setPaused(false)
|
setPaused(false)
|
||||||
setTargetGroup(0)
|
setTargetGroup(0)
|
||||||
@@ -490,8 +539,6 @@ export function CombatScreen({
|
|||||||
setFloatingTexts([])
|
setFloatingTexts([])
|
||||||
setRoguelikeUpgrades([])
|
setRoguelikeUpgrades([])
|
||||||
setUpgradeChoices([])
|
setUpgradeChoices([])
|
||||||
setCastsTowardFree(0)
|
|
||||||
setFreeCastReady(false)
|
|
||||||
rewardClaimedRef.current = false
|
rewardClaimedRef.current = false
|
||||||
profileRefreshedRef.current = false
|
profileRefreshedRef.current = false
|
||||||
rolledEncounterIdsRef.current = new Set()
|
rolledEncounterIdsRef.current = new Set()
|
||||||
@@ -500,23 +547,30 @@ export function CombatScreen({
|
|||||||
runStartedAtRef.current = Date.now()
|
runStartedAtRef.current = Date.now()
|
||||||
partStartTimesRef.current = { [startPart]: runStartedAtRef.current }
|
partStartTimesRef.current = { [startPart]: runStartedAtRef.current }
|
||||||
setLog([{ id: nextLogId.current++, text: 'A new run begins.', tone: 'system' }])
|
setLog([{ id: nextLogId.current++, text: 'A new run begins.', tone: 'system' }])
|
||||||
}, [difficulty, initialEncounterIndex, maxResource, partyTemplate, roguelikeMode, roguelikePool, setSelectedTargetId, startPart, staticEncounters])
|
}, [difficulty, initialEncounterIndex, maxResource, partyTemplate, roguelikeMode, roguelikePool, setCombat, setSelectedTargetId, startPart, staticEncounters])
|
||||||
|
|
||||||
const castSpell = useCallback(
|
const castSpell = useCallback(
|
||||||
(spell: Spell) => {
|
(spell: Spell) => {
|
||||||
const effectiveCost = spellResourceCost(spell, roguelikeUpgrades, freeCastReady)
|
const current = combatRef.current
|
||||||
if (status !== 'playing' || cooldowns[spell.id] > 0 || resource < effectiveCost) return
|
const effectiveCost = spellResourceCost(spell, roguelikeUpgrades, current.freeCastReady)
|
||||||
const healer = partyRef.current.find((member) => member.id === 'mira')
|
if (status !== 'playing' || current.cooldowns[spell.id] > 0 || current.resource < effectiveCost) return
|
||||||
|
const healer = current.party.find((member) => member.id === 'mira')
|
||||||
if (!healer || healer.health <= 0) return
|
if (!healer || healer.health <= 0) return
|
||||||
const targetId = selectedIdRef.current
|
const targetId = selectedIdRef.current
|
||||||
const selected = partyRef.current.find((member) => member.id === targetId)
|
const selected = current.party.find((member) => member.id === targetId)
|
||||||
if (!selected || selected.health <= 0) return
|
if (!selected || selected.health <= 0) return
|
||||||
const extraTarget = (blockedIds: string[]) => partyRef.current
|
const extraTarget = (blockedIds: string[]) => current.party
|
||||||
.filter((member) => member.health > 0 && !blockedIds.includes(member.id))
|
.filter((member) => member.health > 0 && !blockedIds.includes(member.id))
|
||||||
.sort((left, right) => (left.health / left.maxHealth) - (right.health / right.maxHealth))[0]
|
.sort((left, right) => (left.health / left.maxHealth) - (right.health / right.maxHealth))[0]
|
||||||
const directTargets = new Set([targetId])
|
const directTargets = new Set([targetId])
|
||||||
const hotTargets = new Set<string>()
|
const hotTargets = new Set<string>()
|
||||||
const shieldTargets = new Set<string>()
|
const shieldTargets = new Set<string>()
|
||||||
|
const extraTargets = upgradeStackCount(roguelikeUpgrades, `slot${spell.key as SlotKey}-extra-target` as RoguelikeUpgradeId)
|
||||||
|
const groupTargets = new Set(
|
||||||
|
spell.kind === 'group'
|
||||||
|
? groupHealTargets(current.party, DEFAULT_GROUP_HEAL_TARGETS + extraTargets).map((member) => member.id)
|
||||||
|
: [],
|
||||||
|
)
|
||||||
if (spell.kind === 'hot') hotTargets.add(targetId)
|
if (spell.kind === 'hot') hotTargets.add(targetId)
|
||||||
if (spell.kind === 'shield') shieldTargets.add(targetId)
|
if (spell.kind === 'shield') shieldTargets.add(targetId)
|
||||||
if (spell.name === 'Mend' && activeSetEffects.has('mend_extra_target')) {
|
if (spell.name === 'Mend' && activeSetEffects.has('mend_extra_target')) {
|
||||||
@@ -530,7 +584,6 @@ export function CombatScreen({
|
|||||||
if (spell.name === 'Mend' && activeSetEffects.has('mend_applies_renew')) {
|
if (spell.name === 'Mend' && activeSetEffects.has('mend_applies_renew')) {
|
||||||
hotTargets.add(targetId)
|
hotTargets.add(targetId)
|
||||||
}
|
}
|
||||||
const extraTargets = upgradeStackCount(roguelikeUpgrades, `slot${spell.key as SlotKey}-extra-target` as RoguelikeUpgradeId)
|
|
||||||
for (let index = 0; index < extraTargets; index += 1) {
|
for (let index = 0; index < extraTargets; index += 1) {
|
||||||
if (spell.kind === 'group') break
|
if (spell.kind === 'group') break
|
||||||
if (spell.kind === 'hot') {
|
if (spell.kind === 'hot') {
|
||||||
@@ -547,30 +600,10 @@ export function CombatScreen({
|
|||||||
if (extra) directTargets.add(extra.id)
|
if (extra) directTargets.add(extra.id)
|
||||||
}
|
}
|
||||||
|
|
||||||
setResource((value) => value - effectiveCost)
|
const nextParty = current.party.map((member) => {
|
||||||
resourceSpentRef.current += effectiveCost
|
|
||||||
setCooldowns((current) => ({
|
|
||||||
...current,
|
|
||||||
[spell.id]: spell.cooldown * cooldownMultiplier(spell, roguelikeUpgrades),
|
|
||||||
}))
|
|
||||||
if (upgradeStackCount(roguelikeUpgrades, 'fifth-cast-free') > 0) {
|
|
||||||
if (freeCastReady) {
|
|
||||||
setFreeCastReady(false)
|
|
||||||
setCastsTowardFree(0)
|
|
||||||
} else {
|
|
||||||
setCastsTowardFree((current) => {
|
|
||||||
const next = current + 1
|
|
||||||
if (next >= 5) {
|
|
||||||
setFreeCastReady(true)
|
|
||||||
return 0
|
|
||||||
}
|
|
||||||
return next
|
|
||||||
})
|
|
||||||
}
|
|
||||||
}
|
|
||||||
const nextParty = partyRef.current.map((member) => {
|
|
||||||
if (member.health <= 0) return member
|
if (member.health <= 0) return member
|
||||||
if (spell.kind === 'group') {
|
if (spell.kind === 'group') {
|
||||||
|
if (!groupTargets.has(member.id)) return member
|
||||||
const power = Math.round(spell.power * (1.25 ** upgradeStackCount(roguelikeUpgrades, 'group-heal-boost')))
|
const power = Math.round(spell.power * (1.25 ** upgradeStackCount(roguelikeUpgrades, 'group-heal-boost')))
|
||||||
const nextHealth = healMember(member, power)
|
const nextHealth = healMember(member, power)
|
||||||
addFloatingHeal(member.id, Math.max(0, nextHealth - member.health))
|
addFloatingHeal(member.id, Math.max(0, nextHealth - member.health))
|
||||||
@@ -602,11 +635,35 @@ export function CombatScreen({
|
|||||||
hotTicks: hotTargets.has(member.id) ? 5 : member.hotTicks,
|
hotTicks: hotTargets.has(member.id) ? 5 : member.hotTicks,
|
||||||
}
|
}
|
||||||
})
|
})
|
||||||
partyRef.current = nextParty
|
const freeCastStacks = upgradeStackCount(roguelikeUpgrades, 'fifth-cast-free')
|
||||||
setParty(nextParty)
|
const nextFreeCastReady = freeCastStacks > 0 && current.freeCastReady
|
||||||
|
? false
|
||||||
|
: current.freeCastReady
|
||||||
|
const nextCastsTowardFree = freeCastStacks > 0
|
||||||
|
? current.freeCastReady
|
||||||
|
? 0
|
||||||
|
: current.castsTowardFree + 1 >= 5
|
||||||
|
? 0
|
||||||
|
: current.castsTowardFree + 1
|
||||||
|
: current.castsTowardFree
|
||||||
|
const gainedFreeCast = freeCastStacks > 0
|
||||||
|
&& !current.freeCastReady
|
||||||
|
&& current.castsTowardFree + 1 >= 5
|
||||||
|
resourceSpentRef.current += effectiveCost
|
||||||
|
setCombat({
|
||||||
|
...current,
|
||||||
|
party: nextParty,
|
||||||
|
resource: current.resource - effectiveCost,
|
||||||
|
cooldowns: {
|
||||||
|
...current.cooldowns,
|
||||||
|
[spell.id]: spell.cooldown * cooldownMultiplier(spell, roguelikeUpgrades),
|
||||||
|
},
|
||||||
|
castsTowardFree: nextCastsTowardFree,
|
||||||
|
freeCastReady: gainedFreeCast || nextFreeCastReady,
|
||||||
|
})
|
||||||
addLog(`${spell.name} cast on ${spell.kind === 'group' ? 'the party' : selected.name}${effectiveCost === 0 ? ' for free' : ''}.`, 'heal')
|
addLog(`${spell.name} cast on ${spell.kind === 'group' ? 'the party' : selected.name}${effectiveCost === 0 ? ' for free' : ''}.`, 'heal')
|
||||||
},
|
},
|
||||||
[activeSetEffects, addFloatingHeal, addLog, cooldowns, freeCastReady, resource, roguelikeUpgrades, status],
|
[activeSetEffects, addFloatingHeal, addLog, roguelikeUpgrades, setCombat, status],
|
||||||
)
|
)
|
||||||
|
|
||||||
const finishRun = useCallback(
|
const finishRun = useCallback(
|
||||||
@@ -669,7 +726,7 @@ export function CombatScreen({
|
|||||||
)
|
)
|
||||||
|
|
||||||
const selectRelativeTarget = useCallback((direction: -1 | 1) => {
|
const selectRelativeTarget = useCallback((direction: -1 | 1) => {
|
||||||
const living = partyRef.current.filter((member) => member.health > 0)
|
const living = combatRef.current.party.filter((member) => member.health > 0)
|
||||||
if (living.length === 0) return
|
if (living.length === 0) return
|
||||||
const currentIndex = living.findIndex((member) => member.id === selectedIdRef.current)
|
const currentIndex = living.findIndex((member) => member.id === selectedIdRef.current)
|
||||||
const nextIndex = currentIndex < 0
|
const nextIndex = currentIndex < 0
|
||||||
@@ -680,14 +737,14 @@ export function CombatScreen({
|
|||||||
|
|
||||||
const selectDirectionalTarget = useCallback((action: InputAction) => {
|
const selectDirectionalTarget = useCallback((action: InputAction) => {
|
||||||
const columns = dungeon.partySize >= 10 ? 6 : 3
|
const columns = dungeon.partySize >= 10 ? 6 : 3
|
||||||
const currentIndex = partyRef.current.findIndex((member) => member.id === selectedIdRef.current)
|
const currentIndex = combatRef.current.party.findIndex((member) => member.id === selectedIdRef.current)
|
||||||
if (currentIndex < 0) {
|
if (currentIndex < 0) {
|
||||||
setSelectedTargetId(partyRef.current[0].id)
|
setSelectedTargetId(combatRef.current.party[0].id)
|
||||||
return
|
return
|
||||||
}
|
}
|
||||||
const currentRow = Math.floor(currentIndex / columns)
|
const currentRow = Math.floor(currentIndex / columns)
|
||||||
const currentColumn = currentIndex % columns
|
const currentColumn = currentIndex % columns
|
||||||
const candidates = partyRef.current
|
const candidates = combatRef.current.party
|
||||||
.map((member, index) => ({
|
.map((member, index) => ({
|
||||||
member,
|
member,
|
||||||
index,
|
index,
|
||||||
@@ -721,14 +778,15 @@ export function CombatScreen({
|
|||||||
|
|
||||||
const selectDirectTarget = useCallback((slot: number) => {
|
const selectDirectTarget = useCallback((slot: number) => {
|
||||||
const index = slot + (dungeon.partySize > 6 ? targetGroup * 6 : 0)
|
const index = slot + (dungeon.partySize > 6 ? targetGroup * 6 : 0)
|
||||||
const member = partyRef.current[index]
|
const member = combatRef.current.party[index]
|
||||||
if (member) setSelectedTargetId(member.id)
|
if (member) setSelectedTargetId(member.id)
|
||||||
}, [dungeon.partySize, setSelectedTargetId, targetGroup])
|
}, [dungeon.partySize, setSelectedTargetId, targetGroup])
|
||||||
|
|
||||||
const chooseRoguelikeUpgrade = useCallback((upgrade: RoguelikeUpgrade) => {
|
const chooseRoguelikeUpgrade = useCallback((upgrade: RoguelikeUpgrade) => {
|
||||||
if (!roguelikeMode) return
|
if (!roguelikeMode) return
|
||||||
|
const current = combatRef.current
|
||||||
const clearedBoss = encounters[encounterIndex]?.isBoss ?? false
|
const clearedBoss = encounters[encounterIndex]?.isBoss ?? false
|
||||||
const recoveredParty = partyRef.current.map((member) => ({
|
const recoveredParty = current.party.map((member) => ({
|
||||||
...member,
|
...member,
|
||||||
health: member.health <= 0
|
health: member.health <= 0
|
||||||
? 0
|
? 0
|
||||||
@@ -747,24 +805,24 @@ export function CombatScreen({
|
|||||||
? nextSegment[0]
|
? nextSegment[0]
|
||||||
: encounters[encounterIndex + 1]
|
: encounters[encounterIndex + 1]
|
||||||
if (!nextEncounter) return
|
if (!nextEncounter) return
|
||||||
partyRef.current = recoveredParty
|
|
||||||
enemyHealthRef.current = nextEncounter.maxHealth
|
|
||||||
setRoguelikeUpgrades((current) => [...current, upgrade])
|
setRoguelikeUpgrades((current) => [...current, upgrade])
|
||||||
if (clearedBoss) {
|
if (clearedBoss) {
|
||||||
setRoguelikeStage(nextStage)
|
setRoguelikeStage(nextStage)
|
||||||
setRoguelikeEncounters((current) => [...current, ...nextSegment])
|
setRoguelikeEncounters((current) => [...current, ...nextSegment])
|
||||||
}
|
}
|
||||||
setParty(recoveredParty)
|
|
||||||
setEncounterIndex((current) => current + 1)
|
setEncounterIndex((current) => current + 1)
|
||||||
setEnemyHealth(nextEncounter.maxHealth)
|
setCombat({
|
||||||
elapsedTicksRef.current = 0
|
...current,
|
||||||
setElapsedTicks(0)
|
party: recoveredParty,
|
||||||
setCooldowns({})
|
enemyHealth: nextEncounter.maxHealth,
|
||||||
setResource((value) => clamp(value + Math.round(maxResource * 0.25), 0, maxResource))
|
elapsedTicks: 0,
|
||||||
|
cooldowns: {},
|
||||||
|
resource: clamp(current.resource + Math.round(maxResource * 0.25), 0, maxResource),
|
||||||
|
})
|
||||||
setUpgradeChoices([])
|
setUpgradeChoices([])
|
||||||
setStatus('playing')
|
setStatus('playing')
|
||||||
addLog(`${upgrade.name} gained. ${nextEncounter.enemyName} approaches.`, 'system')
|
addLog(`${upgrade.name} gained. ${nextEncounter.enemyName} approaches.`, 'system')
|
||||||
}, [addLog, difficulty, encounterIndex, encounters, maxResource, roguelikeMode, roguelikePool, roguelikeStage])
|
}, [addLog, difficulty, encounterIndex, encounters, maxResource, roguelikeMode, roguelikePool, roguelikeStage, setCombat])
|
||||||
|
|
||||||
useGameAction((action, device) => {
|
useGameAction((action, device) => {
|
||||||
if (action === 'pause' || (action === 'back' && device === 'pc')) {
|
if (action === 'pause' || (action === 'back' && device === 'pc')) {
|
||||||
@@ -783,10 +841,10 @@ export function CombatScreen({
|
|||||||
if (action === 'toggleTargetGroup') {
|
if (action === 'toggleTargetGroup') {
|
||||||
if (dungeon.partySize <= 6) return
|
if (dungeon.partySize <= 6) return
|
||||||
setTargetGroup((current) => {
|
setTargetGroup((current) => {
|
||||||
const groupCount = Math.max(1, Math.ceil(partyRef.current.length / 6))
|
const groupCount = Math.max(1, Math.ceil(combatRef.current.party.length / 6))
|
||||||
const next = ((current + 1) % groupCount) as 0 | 1 | 2
|
const next = ((current + 1) % groupCount) as 0 | 1 | 2
|
||||||
const selectedIndex = partyRef.current.findIndex((member) => member.id === selectedIdRef.current)
|
const selectedIndex = combatRef.current.party.findIndex((member) => member.id === selectedIdRef.current)
|
||||||
const nextMember = partyRef.current[(selectedIndex < 0 ? 0 : selectedIndex % 6) + next * 6]
|
const nextMember = combatRef.current.party[(selectedIndex < 0 ? 0 : selectedIndex % 6) + next * 6]
|
||||||
if (nextMember) setSelectedTargetId(nextMember.id)
|
if (nextMember) setSelectedTargetId(nextMember.id)
|
||||||
return next
|
return next
|
||||||
})
|
})
|
||||||
@@ -806,23 +864,18 @@ export function CombatScreen({
|
|||||||
if (spell) castSpell(spell)
|
if (spell) castSpell(spell)
|
||||||
})
|
})
|
||||||
|
|
||||||
useEffect(() => {
|
const runCombatTick = useCallback(() => {
|
||||||
if (status !== 'playing' || paused) return
|
const current = combatRef.current
|
||||||
const timer = window.setInterval(() => {
|
const nextElapsedTicks = current.elapsedTicks + 1
|
||||||
const nextElapsedTicks = elapsedTicksRef.current + 1
|
const nextCooldowns = Object.fromEntries(
|
||||||
elapsedTicksRef.current = nextElapsedTicks
|
Object.entries(current.cooldowns).map(([id, seconds]) => [
|
||||||
setElapsedTicks(nextElapsedTicks)
|
id,
|
||||||
setResource((value) => clamp(value + 2.4, 0, maxResource))
|
Math.max(0, seconds - TICK_MS / 1000),
|
||||||
setCooldowns((current) =>
|
]),
|
||||||
Object.fromEntries(
|
|
||||||
Object.entries(current).map(([id, seconds]) => [
|
|
||||||
id,
|
|
||||||
Math.max(0, seconds - TICK_MS / 1000),
|
|
||||||
]),
|
|
||||||
),
|
|
||||||
)
|
)
|
||||||
|
let nextResource = clamp(current.resource + 2.4, 0, maxResource)
|
||||||
|
|
||||||
const living = partyRef.current.filter((member) => member.health > 0)
|
const living = current.party.filter((member) => member.health > 0)
|
||||||
if (living.length === 0) {
|
if (living.length === 0) {
|
||||||
if (isRoguelike) finishRoguelikeRun(encounterIndex)
|
if (isRoguelike) finishRoguelikeRun(encounterIndex)
|
||||||
setStatus('lost')
|
setStatus('lost')
|
||||||
@@ -854,16 +907,22 @@ export function CombatScreen({
|
|||||||
if (appliesHealingReduction) addLog(`${primaryTarget.name} receives reduced healing.`, 'danger')
|
if (appliesHealingReduction) addLog(`${primaryTarget.name} receives reduced healing.`, 'danger')
|
||||||
if (tankBuster) addLog(`${encounter.enemyName} crushes the tanks.`, 'danger')
|
if (tankBuster) addLog(`${encounter.enemyName} crushes the tanks.`, 'danger')
|
||||||
if (resourceDrain) {
|
if (resourceDrain) {
|
||||||
setResource((value) => clamp(value - 8, 0, maxResource))
|
nextResource = clamp(nextResource - 8, 0, maxResource)
|
||||||
addLog(`${encounter.enemyName} drains ${gameClass.resourceName}.`, 'danger')
|
addLog(`${encounter.enemyName} drains ${gameClass.resourceName}.`, 'danger')
|
||||||
}
|
}
|
||||||
|
|
||||||
const healerBeforeDamage = partyRef.current.find((member) => member.id === 'mira')
|
const healerBeforeDamage = current.party.find((member) => member.id === 'mira')
|
||||||
const nextParty = partyRef.current.map((member) => {
|
const tankPressure = tankPressureTargets(current.party)
|
||||||
|
const tankPressureIds = new Set(tankPressure.targets.map((member) => member.id))
|
||||||
|
const nextParty = current.party.map((member) => {
|
||||||
if (member.health <= 0) return member
|
if (member.health <= 0) return member
|
||||||
let damage = member.id === primaryTarget.id ? encounter.damage : 0
|
let damage = member.id === primaryTarget.id ? encounter.damage : 0
|
||||||
if (member.role === 'Tank') damage += encounter.tankDamage
|
if (tankPressureIds.has(member.id)) {
|
||||||
if (tankBuster && member.role === 'Tank') damage += Math.round(22 * difficulty.damageMultiplier)
|
damage += Math.round(encounter.tankDamage * tankPressure.multiplier)
|
||||||
|
}
|
||||||
|
if (tankBuster && tankPressureIds.has(member.id)) {
|
||||||
|
damage += Math.round(22 * difficulty.damageMultiplier * tankPressure.multiplier)
|
||||||
|
}
|
||||||
if (bossPulse) damage += Math.round(12 * difficulty.damageMultiplier)
|
if (bossPulse) damage += Math.round(12 * difficulty.damageMultiplier)
|
||||||
if (member.debuff) damage += Math.round(7 * difficulty.damageMultiplier)
|
if (member.debuff) damage += Math.round(7 * difficulty.damageMultiplier)
|
||||||
const nextPoisonStacks = appliesPoison && member.id === primaryTarget.id
|
const nextPoisonStacks = appliesPoison && member.id === primaryTarget.id
|
||||||
@@ -898,8 +957,6 @@ export function CombatScreen({
|
|||||||
}
|
}
|
||||||
})
|
})
|
||||||
const healerAfterDamage = nextParty.find((member) => member.id === 'mira')
|
const healerAfterDamage = nextParty.find((member) => member.id === 'mira')
|
||||||
partyRef.current = nextParty
|
|
||||||
setParty(nextParty)
|
|
||||||
|
|
||||||
if (
|
if (
|
||||||
healerBeforeDamage
|
healerBeforeDamage
|
||||||
@@ -911,16 +968,30 @@ export function CombatScreen({
|
|||||||
}
|
}
|
||||||
|
|
||||||
if (nextParty.every((member) => member.health <= 0)) {
|
if (nextParty.every((member) => member.health <= 0)) {
|
||||||
|
setCombat({
|
||||||
|
...current,
|
||||||
|
party: nextParty,
|
||||||
|
resource: nextResource,
|
||||||
|
cooldowns: nextCooldowns,
|
||||||
|
elapsedTicks: nextElapsedTicks,
|
||||||
|
enemyHealth: current.enemyHealth,
|
||||||
|
})
|
||||||
if (isRoguelike) finishRoguelikeRun(encounterIndex)
|
if (isRoguelike) finishRoguelikeRun(encounterIndex)
|
||||||
setStatus('lost')
|
setStatus('lost')
|
||||||
addLog('The party has fallen.', 'danger')
|
addLog('The party has fallen.', 'danger')
|
||||||
return
|
return
|
||||||
}
|
}
|
||||||
|
|
||||||
const nextEnemyHealth = enemyHealthRef.current - encounter.partyDamage
|
const nextEnemyHealth = current.enemyHealth - partyDamageOutput(nextParty, encounter.partyDamage)
|
||||||
if (nextEnemyHealth > 0) {
|
if (nextEnemyHealth > 0) {
|
||||||
enemyHealthRef.current = nextEnemyHealth
|
setCombat({
|
||||||
setEnemyHealth(nextEnemyHealth)
|
...current,
|
||||||
|
party: nextParty,
|
||||||
|
resource: nextResource,
|
||||||
|
cooldowns: nextCooldowns,
|
||||||
|
elapsedTicks: nextElapsedTicks,
|
||||||
|
enemyHealth: nextEnemyHealth,
|
||||||
|
})
|
||||||
return
|
return
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -929,8 +1000,14 @@ export function CombatScreen({
|
|||||||
}
|
}
|
||||||
|
|
||||||
if (isRoguelike && (upgradesEveryEncounter || encounter.isBoss)) {
|
if (isRoguelike && (upgradesEveryEncounter || encounter.isBoss)) {
|
||||||
enemyHealthRef.current = 0
|
setCombat({
|
||||||
setEnemyHealth(0)
|
...current,
|
||||||
|
party: nextParty,
|
||||||
|
resource: nextResource,
|
||||||
|
cooldowns: nextCooldowns,
|
||||||
|
elapsedTicks: nextElapsedTicks,
|
||||||
|
enemyHealth: 0,
|
||||||
|
})
|
||||||
setUpgradeChoices(chooseRandom(roguelikeUpgradeCatalog, 3))
|
setUpgradeChoices(chooseRandom(roguelikeUpgradeCatalog, 3))
|
||||||
setStatus('upgrade-choice')
|
setStatus('upgrade-choice')
|
||||||
addLog(`${encounter.enemyName} defeated. Choose an upgrade.`, 'loot')
|
addLog(`${encounter.enemyName} defeated. Choose an upgrade.`, 'loot')
|
||||||
@@ -938,16 +1015,28 @@ export function CombatScreen({
|
|||||||
}
|
}
|
||||||
|
|
||||||
if (isPartBoss && !isFinalBoss) {
|
if (isPartBoss && !isFinalBoss) {
|
||||||
enemyHealthRef.current = 0
|
setCombat({
|
||||||
setEnemyHealth(0)
|
...current,
|
||||||
|
party: nextParty,
|
||||||
|
resource: nextResource,
|
||||||
|
cooldowns: nextCooldowns,
|
||||||
|
elapsedTicks: nextElapsedTicks,
|
||||||
|
enemyHealth: 0,
|
||||||
|
})
|
||||||
setStatus('part-complete')
|
setStatus('part-complete')
|
||||||
addLog(`${encounter.enemyName} is defeated.`, 'loot')
|
addLog(`${encounter.enemyName} is defeated.`, 'loot')
|
||||||
return
|
return
|
||||||
}
|
}
|
||||||
|
|
||||||
if (encounterIndex === encounters.length - 1) {
|
if (encounterIndex === encounters.length - 1) {
|
||||||
enemyHealthRef.current = 0
|
setCombat({
|
||||||
setEnemyHealth(0)
|
...current,
|
||||||
|
party: nextParty,
|
||||||
|
resource: nextResource,
|
||||||
|
cooldowns: nextCooldowns,
|
||||||
|
elapsedTicks: nextElapsedTicks,
|
||||||
|
enemyHealth: 0,
|
||||||
|
})
|
||||||
finishRun(currentPart, startPart)
|
finishRun(currentPart, startPart)
|
||||||
addLog(`${encounter.enemyName} is defeated. Rolling its loot table.`, 'loot')
|
addLog(`${encounter.enemyName} is defeated. Rolling its loot table.`, 'loot')
|
||||||
return
|
return
|
||||||
@@ -965,16 +1054,16 @@ export function CombatScreen({
|
|||||||
maxHealthPenaltyTicks: undefined,
|
maxHealthPenaltyTicks: undefined,
|
||||||
healingReductionTicks: undefined,
|
healingReductionTicks: undefined,
|
||||||
}))
|
}))
|
||||||
partyRef.current = recoveredParty
|
|
||||||
enemyHealthRef.current = nextEncounter.maxHealth
|
|
||||||
setParty(recoveredParty)
|
|
||||||
setEncounterIndex((value) => value + 1)
|
setEncounterIndex((value) => value + 1)
|
||||||
setEnemyHealth(nextEncounter.maxHealth)
|
setCombat({
|
||||||
elapsedTicksRef.current = 0
|
...current,
|
||||||
setElapsedTicks(0)
|
party: recoveredParty,
|
||||||
|
resource: nextResource,
|
||||||
|
cooldowns: nextCooldowns,
|
||||||
|
elapsedTicks: 0,
|
||||||
|
enemyHealth: nextEncounter.maxHealth,
|
||||||
|
})
|
||||||
addLog(`${encounter.enemyName} defeated. ${nextEncounter.enemyName} approaches.`, 'system')
|
addLog(`${encounter.enemyName} defeated. ${nextEncounter.enemyName} approaches.`, 'system')
|
||||||
}, TICK_MS)
|
|
||||||
return () => window.clearInterval(timer)
|
|
||||||
}, [
|
}, [
|
||||||
addLog,
|
addLog,
|
||||||
addFloatingHeal,
|
addFloatingHeal,
|
||||||
@@ -994,12 +1083,45 @@ export function CombatScreen({
|
|||||||
gameClass.resourceName,
|
gameClass.resourceName,
|
||||||
requestLootRoll,
|
requestLootRoll,
|
||||||
profile.character.name,
|
profile.character.name,
|
||||||
|
setCombat,
|
||||||
startPart,
|
startPart,
|
||||||
status,
|
|
||||||
currentPart,
|
currentPart,
|
||||||
paused,
|
|
||||||
])
|
])
|
||||||
|
|
||||||
|
useEffect(() => {
|
||||||
|
runCombatTickRef.current = runCombatTick
|
||||||
|
}, [runCombatTick])
|
||||||
|
|
||||||
|
useEffect(() => {
|
||||||
|
if (status === 'playing' && !paused) {
|
||||||
|
if (!combatClockActiveRef.current) {
|
||||||
|
lastCombatTickAtRef.current = performance.now()
|
||||||
|
combatClockActiveRef.current = true
|
||||||
|
}
|
||||||
|
return
|
||||||
|
}
|
||||||
|
combatClockActiveRef.current = false
|
||||||
|
}, [paused, status])
|
||||||
|
|
||||||
|
useEffect(() => {
|
||||||
|
const timer = window.setInterval(() => {
|
||||||
|
if (
|
||||||
|
!combatClockActiveRef.current
|
||||||
|
|| statusRef.current !== 'playing'
|
||||||
|
|| pausedRef.current
|
||||||
|
) return
|
||||||
|
const now = performance.now()
|
||||||
|
const dueTicks = Math.min(4, Math.floor((now - lastCombatTickAtRef.current) / TICK_MS))
|
||||||
|
if (dueTicks <= 0) return
|
||||||
|
lastCombatTickAtRef.current += dueTicks * TICK_MS
|
||||||
|
for (let index = 0; index < dueTicks; index += 1) {
|
||||||
|
if (statusRef.current !== 'playing' || pausedRef.current) return
|
||||||
|
runCombatTickRef.current()
|
||||||
|
}
|
||||||
|
}, 50)
|
||||||
|
return () => window.clearInterval(timer)
|
||||||
|
}, [])
|
||||||
|
|
||||||
useEffect(() => {
|
useEffect(() => {
|
||||||
if (
|
if (
|
||||||
!reward
|
!reward
|
||||||
@@ -1140,17 +1262,16 @@ export function CombatScreen({
|
|||||||
{party.map((member) => (
|
{party.map((member) => (
|
||||||
<button
|
<button
|
||||||
className={`party-member ${selectedId === member.id ? 'selected' : ''} ${member.health <= 0 ? 'dead' : ''}`}
|
className={`party-member ${selectedId === member.id ? 'selected' : ''} ${member.health <= 0 ? 'dead' : ''}`}
|
||||||
|
data-party-member-id={member.id}
|
||||||
key={member.id}
|
key={member.id}
|
||||||
onClick={() => setSelectedTargetId(member.id)}
|
onClick={() => setSelectedTargetId(member.id)}
|
||||||
aria-pressed={selectedId === member.id}
|
aria-pressed={selectedId === member.id}
|
||||||
type="button"
|
type="button"
|
||||||
>
|
>
|
||||||
{selectedId === member.id && (
|
<span className="target-marker" aria-hidden="true">
|
||||||
<span className="target-marker" aria-hidden="true">
|
<i />
|
||||||
<i />
|
Target
|
||||||
Target
|
</span>
|
||||||
</span>
|
|
||||||
)}
|
|
||||||
<div className="member-header">
|
<div className="member-header">
|
||||||
<span className={`role role-${member.role.toLowerCase()}`}>{member.role[0]}</span>
|
<span className={`role role-${member.role.toLowerCase()}`}>{member.role[0]}</span>
|
||||||
<strong>{member.name}</strong>
|
<strong>{member.name}</strong>
|
||||||
@@ -1246,7 +1367,7 @@ export function CombatScreen({
|
|||||||
|
|
||||||
{status === 'upgrade-choice' && (
|
{status === 'upgrade-choice' && (
|
||||||
<div className="result-screen">
|
<div className="result-screen">
|
||||||
<div>
|
<div className="pvp-upgrade-dialog pve-upgrade-dialog">
|
||||||
<p className="eyebrow">
|
<p className="eyebrow">
|
||||||
{encounter.isBoss
|
{encounter.isBoss
|
||||||
? `Roguelike Stage ${roguelikeStage} Complete`
|
? `Roguelike Stage ${roguelikeStage} Complete`
|
||||||
@@ -1254,13 +1375,18 @@ export function CombatScreen({
|
|||||||
</p>
|
</p>
|
||||||
<h2>Choose Upgrade</h2>
|
<h2>Choose Upgrade</h2>
|
||||||
<p>Pick one upgrade before the next fight.</p>
|
<p>Pick one upgrade before the next fight.</p>
|
||||||
<div className="upgrade-choice-grid">
|
<div className="pvp-choice-columns">
|
||||||
{upgradeChoices.map((upgrade) => (
|
<div>
|
||||||
<button key={upgrade.id} onClick={() => chooseRoguelikeUpgrade(upgrade)} type="button">
|
<strong>Run Buff</strong>
|
||||||
<strong>{upgrade.name}</strong>
|
<div className="upgrade-choice-grid">
|
||||||
<small>{upgrade.description}</small>
|
{upgradeChoices.map((upgrade) => (
|
||||||
</button>
|
<button key={upgrade.id} onClick={() => chooseRoguelikeUpgrade(upgrade)} type="button">
|
||||||
))}
|
<strong>{upgrade.name}</strong>
|
||||||
|
<small>{upgrade.description}</small>
|
||||||
|
</button>
|
||||||
|
))}
|
||||||
|
</div>
|
||||||
|
</div>
|
||||||
</div>
|
</div>
|
||||||
{roguelikeUpgrades.length > 0 && (
|
{roguelikeUpgrades.length > 0 && (
|
||||||
<p className="roguelike-upgrade-list">
|
<p className="roguelike-upgrade-list">
|
||||||
@@ -1398,19 +1524,20 @@ export function CombatScreen({
|
|||||||
const nextIndex = encounterIndex + 1
|
const nextIndex = encounterIndex + 1
|
||||||
partStartTimesRef.current[currentPart + 1] = Date.now()
|
partStartTimesRef.current[currentPart + 1] = Date.now()
|
||||||
const nextEncounter = encounters[nextIndex]
|
const nextEncounter = encounters[nextIndex]
|
||||||
const recoveredParty = partyRef.current.map((member) => ({
|
const current = combatRef.current
|
||||||
|
const recoveredParty = current.party.map((member) => ({
|
||||||
...member,
|
...member,
|
||||||
health: clamp(member.health + 35, 0, member.maxHealth),
|
health: clamp(member.health + 35, 0, member.maxHealth),
|
||||||
debuff: undefined,
|
debuff: undefined,
|
||||||
debuffTicks: undefined,
|
debuffTicks: undefined,
|
||||||
}))
|
}))
|
||||||
partyRef.current = recoveredParty
|
|
||||||
enemyHealthRef.current = nextEncounter.maxHealth
|
|
||||||
setParty(recoveredParty)
|
|
||||||
setEncounterIndex(nextIndex)
|
setEncounterIndex(nextIndex)
|
||||||
setEnemyHealth(nextEncounter.maxHealth)
|
setCombat({
|
||||||
elapsedTicksRef.current = 0
|
...current,
|
||||||
setElapsedTicks(0)
|
party: recoveredParty,
|
||||||
|
enemyHealth: nextEncounter.maxHealth,
|
||||||
|
elapsedTicks: 0,
|
||||||
|
})
|
||||||
setStatus('playing')
|
setStatus('playing')
|
||||||
addLog(`Proceeding to ${sectionName} ${currentPart + 1}. ${nextEncounter.enemyName} approaches.`, 'system')
|
addLog(`Proceeding to ${sectionName} ${currentPart + 1}. ${nextEncounter.enemyName} approaches.`, 'system')
|
||||||
}}
|
}}
|
||||||
|
|||||||
@@ -4,6 +4,7 @@ import {
|
|||||||
type CharacterProfile,
|
type CharacterProfile,
|
||||||
type GameClass,
|
type GameClass,
|
||||||
} from '../profile'
|
} from '../profile'
|
||||||
|
import { useDualScreen, useDualScreenWorkshopPublisher, type DualScreenWorkshopState } from '../dualScreen'
|
||||||
import { EquipmentScreen } from './EquipmentScreen'
|
import { EquipmentScreen } from './EquipmentScreen'
|
||||||
import { TalentScreen } from './TalentScreen'
|
import { TalentScreen } from './TalentScreen'
|
||||||
|
|
||||||
@@ -14,7 +15,8 @@ type Props = {
|
|||||||
}
|
}
|
||||||
|
|
||||||
export function CustomizeScreen({ profile, onBack, onSaved }: Props) {
|
export function CustomizeScreen({ profile, onBack, onSaved }: Props) {
|
||||||
const [activeTab, setActiveTab] = useState<'equipment' | 'talents' | 'class'>('class')
|
const [activeTab, setActiveTab] = useState<'equipment' | 'crafting' | 'talents' | 'class'>('class')
|
||||||
|
const { enabled: dualScreenEnabled } = useDualScreen()
|
||||||
const [classId, setClassId] = useState(profile.character.classId)
|
const [classId, setClassId] = useState(profile.character.classId)
|
||||||
const [slots, setSlots] = useState<Array<number | null>>(profile.abilitySlots)
|
const [slots, setSlots] = useState<Array<number | null>>(profile.abilitySlots)
|
||||||
const [selectedSlot, setSelectedSlot] = useState(0)
|
const [selectedSlot, setSelectedSlot] = useState(0)
|
||||||
@@ -63,6 +65,29 @@ export function CustomizeScreen({ profile, onBack, onSaved }: Props) {
|
|||||||
)
|
)
|
||||||
}
|
}
|
||||||
|
|
||||||
|
const classWorkshopState = useMemo<DualScreenWorkshopState | null>(() => {
|
||||||
|
if (activeTab !== 'class') return null
|
||||||
|
return {
|
||||||
|
mode: 'class',
|
||||||
|
title: 'Ability Library',
|
||||||
|
subtitle: gameClass.name,
|
||||||
|
summary: `Selected slot ${selectedSlot + 1}. ${message || 'Choose an ability for the active loadout.'}`,
|
||||||
|
items: gameClass.spells.map((ability) => {
|
||||||
|
const locked = ability.unlockLevel > profile.character.level
|
||||||
|
const equipped = slots.includes(ability.id)
|
||||||
|
return {
|
||||||
|
glyph: locked ? 'L' : ability.glyph,
|
||||||
|
title: ability.name,
|
||||||
|
meta: locked ? `Level ${ability.unlockLevel}` : `${ability.cost} ${gameClass.resourceName}`,
|
||||||
|
detail: ability.description,
|
||||||
|
status: equipped ? 'Equipped' : locked ? 'Locked' : '',
|
||||||
|
}
|
||||||
|
}),
|
||||||
|
}
|
||||||
|
}, [activeTab, gameClass, message, profile.character.level, selectedSlot, slots])
|
||||||
|
|
||||||
|
useDualScreenWorkshopPublisher(classWorkshopState, dualScreenEnabled)
|
||||||
|
|
||||||
async function persistChanges() {
|
async function persistChanges() {
|
||||||
saveScroll()
|
saveScroll()
|
||||||
setSaving(true)
|
setSaving(true)
|
||||||
@@ -80,7 +105,7 @@ export function CustomizeScreen({ profile, onBack, onSaved }: Props) {
|
|||||||
|
|
||||||
return (
|
return (
|
||||||
<section className="content-screen customize-screen">
|
<section className="content-screen customize-screen">
|
||||||
<div className="screen-heading">
|
<div className="screen-heading customize-heading">
|
||||||
<div>
|
<div>
|
||||||
<p className="eyebrow">Character Workshop</p>
|
<p className="eyebrow">Character Workshop</p>
|
||||||
<h1>Customize Character</h1>
|
<h1>Customize Character</h1>
|
||||||
@@ -89,8 +114,10 @@ export function CustomizeScreen({ profile, onBack, onSaved }: Props) {
|
|||||||
</div>
|
</div>
|
||||||
|
|
||||||
<div className="customize-tabs" role="tablist" aria-label="Customize character sections">
|
<div className="customize-tabs" role="tablist" aria-label="Customize character sections">
|
||||||
|
<button className="back-button customize-tab-back" onClick={onBack} type="button">Back</button>
|
||||||
{([
|
{([
|
||||||
{ key: 'equipment', label: 'Equipment' },
|
{ key: 'equipment', label: 'Equipment' },
|
||||||
|
{ key: 'crafting', label: 'Crafting' },
|
||||||
{ key: 'talents', label: 'Talents' },
|
{ key: 'talents', label: 'Talents' },
|
||||||
{ key: 'class', label: 'Class' },
|
{ key: 'class', label: 'Class' },
|
||||||
] as const).map((tab) => (
|
] as const).map((tab) => (
|
||||||
@@ -110,6 +137,18 @@ export function CustomizeScreen({ profile, onBack, onSaved }: Props) {
|
|||||||
{activeTab === 'equipment' && (
|
{activeTab === 'equipment' && (
|
||||||
<EquipmentScreen
|
<EquipmentScreen
|
||||||
embedded
|
embedded
|
||||||
|
mode="equipment"
|
||||||
|
showModeTabs={false}
|
||||||
|
profile={profile}
|
||||||
|
onUpdated={onSaved}
|
||||||
|
/>
|
||||||
|
)}
|
||||||
|
|
||||||
|
{activeTab === 'crafting' && (
|
||||||
|
<EquipmentScreen
|
||||||
|
embedded
|
||||||
|
mode="crafting"
|
||||||
|
showModeTabs={false}
|
||||||
profile={profile}
|
profile={profile}
|
||||||
onUpdated={onSaved}
|
onUpdated={onSaved}
|
||||||
/>
|
/>
|
||||||
|
|||||||
+317
-113
@@ -9,6 +9,7 @@ import {
|
|||||||
type EquipmentSlot,
|
type EquipmentSlot,
|
||||||
type Item,
|
type Item,
|
||||||
} from '../profile'
|
} from '../profile'
|
||||||
|
import { useDualScreen, useDualScreenWorkshopPublisher, type DualScreenWorkshopState } from '../dualScreen'
|
||||||
|
|
||||||
const SLOT_LABELS: Record<EquipmentSlot, string> = {
|
const SLOT_LABELS: Record<EquipmentSlot, string> = {
|
||||||
weapon: 'Weapon',
|
weapon: 'Weapon',
|
||||||
@@ -24,16 +25,28 @@ const SLOT_LABELS: Record<EquipmentSlot, string> = {
|
|||||||
}
|
}
|
||||||
|
|
||||||
const EQUIPMENT_LIST_PAGE_SIZE = 3
|
const EQUIPMENT_LIST_PAGE_SIZE = 3
|
||||||
const CRAFTING_LIST_PAGE_SIZE = 6
|
const CRAFTING_LIST_PAGE_SIZE = 3
|
||||||
|
const CRAFTING_FILTER_SLOTS = (Object.keys(SLOT_LABELS) as EquipmentSlot[])
|
||||||
|
.filter((slot) => slot !== 'component')
|
||||||
|
|
||||||
type Props = {
|
type Props = {
|
||||||
profile: CharacterProfile
|
profile: CharacterProfile
|
||||||
onBack?: () => void
|
onBack?: () => void
|
||||||
onUpdated: (profile: CharacterProfile) => void
|
onUpdated: (profile: CharacterProfile) => void
|
||||||
embedded?: boolean
|
embedded?: boolean
|
||||||
|
mode?: 'equipment' | 'crafting'
|
||||||
|
showModeTabs?: boolean
|
||||||
}
|
}
|
||||||
|
|
||||||
export function EquipmentScreen({ profile, onBack, onUpdated, embedded = false }: Props) {
|
export function EquipmentScreen({
|
||||||
|
profile,
|
||||||
|
onBack,
|
||||||
|
onUpdated,
|
||||||
|
embedded = false,
|
||||||
|
mode,
|
||||||
|
showModeTabs = true,
|
||||||
|
}: Props) {
|
||||||
|
const { enabled: dualScreenEnabled } = useDualScreen()
|
||||||
const totalItemCount = profile.inventory.reduce(
|
const totalItemCount = profile.inventory.reduce(
|
||||||
(total, item) => total + item.quantity,
|
(total, item) => total + item.quantity,
|
||||||
0,
|
0,
|
||||||
@@ -49,7 +62,7 @@ export function EquipmentScreen({ profile, onBack, onUpdated, embedded = false }
|
|||||||
const [crafting, setCrafting] = useState(false)
|
const [crafting, setCrafting] = useState(false)
|
||||||
const [upgrading, setUpgrading] = useState(false)
|
const [upgrading, setUpgrading] = useState(false)
|
||||||
const [showSetBonuses, setShowSetBonuses] = useState(false)
|
const [showSetBonuses, setShowSetBonuses] = useState(false)
|
||||||
const [equipmentTab, setEquipmentTab] = useState<'equipment' | 'crafting'>('equipment')
|
const [equipmentTab, setEquipmentTab] = useState<'equipment' | 'crafting'>(mode ?? 'equipment')
|
||||||
const [inventoryPage, setInventoryPage] = useState(0)
|
const [inventoryPage, setInventoryPage] = useState(0)
|
||||||
const [recipePage, setRecipePage] = useState(0)
|
const [recipePage, setRecipePage] = useState(0)
|
||||||
const [message, setMessage] = useState('')
|
const [message, setMessage] = useState('')
|
||||||
@@ -61,15 +74,24 @@ export function EquipmentScreen({ profile, onBack, onUpdated, embedded = false }
|
|||||||
firstRecipe?.id ?? null,
|
firstRecipe?.id ?? null,
|
||||||
)
|
)
|
||||||
const selectedRecipe = profile.craftingRecipes.find((recipe) => recipe.id === selectedRecipeId)
|
const selectedRecipe = profile.craftingRecipes.find((recipe) => recipe.id === selectedRecipeId)
|
||||||
|
const selectedRecipeRequiresUpgrade = selectedRecipe
|
||||||
|
? profile.craftingRecipes.some((recipe) =>
|
||||||
|
recipe.sourceEncounterId === selectedRecipe.sourceEncounterId
|
||||||
|
&& recipe.item.slot === selectedRecipe.item.slot
|
||||||
|
&& recipe.item.itemLevel < selectedRecipe.item.itemLevel,
|
||||||
|
)
|
||||||
|
: false
|
||||||
const selectedItemRecipe = selectedItem
|
const selectedItemRecipe = selectedItem
|
||||||
? profile.craftingRecipes.find((recipe) => recipe.item.id === selectedItem.id)
|
? profile.craftingRecipes.find((recipe) => recipe.item.id === selectedItem.id)
|
||||||
: undefined
|
: undefined
|
||||||
const upgradeRecipe = selectedItem && selectedItemRecipe
|
const upgradeRecipe = selectedItem && selectedItemRecipe
|
||||||
? profile.craftingRecipes.find((recipe) =>
|
? profile.craftingRecipes
|
||||||
recipe.sourceEncounterId === selectedItemRecipe.sourceEncounterId
|
.filter((recipe) =>
|
||||||
&& recipe.item.slot === selectedItem.slot
|
recipe.sourceEncounterId === selectedItemRecipe.sourceEncounterId
|
||||||
&& recipe.item.itemLevel === selectedItem.itemLevel + 5,
|
&& recipe.item.slot === selectedItem.slot
|
||||||
)
|
&& recipe.item.itemLevel > selectedItem.itemLevel,
|
||||||
|
)
|
||||||
|
.sort((left, right) => left.item.itemLevel - right.item.itemLevel)[0]
|
||||||
: undefined
|
: undefined
|
||||||
const equippedBySlot = useMemo(
|
const equippedBySlot = useMemo(
|
||||||
() => new Map(
|
() => new Map(
|
||||||
@@ -117,6 +139,16 @@ export function EquipmentScreen({ profile, onBack, onUpdated, embedded = false }
|
|||||||
},
|
},
|
||||||
[profile.craftingRecipes, slotFilter, levelFilter],
|
[profile.craftingRecipes, slotFilter, levelFilter],
|
||||||
)
|
)
|
||||||
|
const readyRecipeCount = filteredRecipes.filter((recipe) => recipe.canCraft).length
|
||||||
|
const slotRecipeCounts = useMemo(
|
||||||
|
() => new Map(
|
||||||
|
(Object.keys(SLOT_LABELS) as EquipmentSlot[]).map((slot) => [
|
||||||
|
slot,
|
||||||
|
profile.craftingRecipes.filter((recipe) => recipe.item.slot === slot).length,
|
||||||
|
]),
|
||||||
|
),
|
||||||
|
[profile.craftingRecipes],
|
||||||
|
)
|
||||||
const recipePageCount = Math.max(
|
const recipePageCount = Math.max(
|
||||||
1,
|
1,
|
||||||
Math.ceil(filteredRecipes.length / CRAFTING_LIST_PAGE_SIZE),
|
Math.ceil(filteredRecipes.length / CRAFTING_LIST_PAGE_SIZE),
|
||||||
@@ -138,12 +170,26 @@ export function EquipmentScreen({ profile, onBack, onUpdated, embedded = false }
|
|||||||
setRecipePage((current) => Math.min(current, recipePageCount - 1))
|
setRecipePage((current) => Math.min(current, recipePageCount - 1))
|
||||||
}, [recipePageCount])
|
}, [recipePageCount])
|
||||||
|
|
||||||
|
useEffect(() => {
|
||||||
|
if (filteredRecipes.length === 0) {
|
||||||
|
setSelectedRecipeId(null)
|
||||||
|
return
|
||||||
|
}
|
||||||
|
if (!filteredRecipes.some((recipe) => recipe.id === selectedRecipeId)) {
|
||||||
|
setSelectedRecipeId(filteredRecipes[0].id)
|
||||||
|
}
|
||||||
|
}, [filteredRecipes, selectedRecipeId])
|
||||||
|
|
||||||
useEffect(() => {
|
useEffect(() => {
|
||||||
if (equipmentTab === 'crafting') {
|
if (equipmentTab === 'crafting') {
|
||||||
loadProfile().then((fresh) => onUpdated(fresh)).catch(() => {})
|
loadProfile().then((fresh) => onUpdated(fresh)).catch(() => {})
|
||||||
}
|
}
|
||||||
}, [equipmentTab])
|
}, [equipmentTab])
|
||||||
|
|
||||||
|
useEffect(() => {
|
||||||
|
if (mode) setEquipmentTab(mode)
|
||||||
|
}, [mode])
|
||||||
|
|
||||||
function saveScroll() {
|
function saveScroll() {
|
||||||
scrollRef.current = window.scrollY
|
scrollRef.current = window.scrollY
|
||||||
}
|
}
|
||||||
@@ -218,6 +264,143 @@ export function EquipmentScreen({ profile, onBack, onUpdated, embedded = false }
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
function renderEquipmentActions() {
|
||||||
|
if (!selectedItem) {
|
||||||
|
return <p>Select an item to inspect it.</p>
|
||||||
|
}
|
||||||
|
if (selectedItem.slot === 'component') {
|
||||||
|
return <p className="component-note">Used in crafting.</p>
|
||||||
|
}
|
||||||
|
return (
|
||||||
|
<>
|
||||||
|
<ComparisonDelta selected={selectedItem} equipped={comparisonItem} />
|
||||||
|
<button
|
||||||
|
className="primary-button"
|
||||||
|
disabled={selectedItem.equipped || equipping || breakingDown || upgrading}
|
||||||
|
onClick={equipSelected}
|
||||||
|
type="button"
|
||||||
|
>
|
||||||
|
{selectedItem.equipped ? 'Equipped' : equipping ? 'Equipping...' : 'Equip Item'}
|
||||||
|
</button>
|
||||||
|
{upgradeRecipe && (
|
||||||
|
<button
|
||||||
|
className="primary-button"
|
||||||
|
disabled={!upgradeRecipe.canCraft || equipping || breakingDown || upgrading}
|
||||||
|
onClick={upgradeSelected}
|
||||||
|
type="button"
|
||||||
|
>
|
||||||
|
{upgrading ? 'Upgrading...' : `Upgrade to iLvl ${upgradeRecipe.item.itemLevel}`}
|
||||||
|
</button>
|
||||||
|
)}
|
||||||
|
{(!selectedItem.equipped || selectedItem.quantity > 1) && (
|
||||||
|
<button
|
||||||
|
className="breakdown-button"
|
||||||
|
disabled={equipping || breakingDown || upgrading}
|
||||||
|
onClick={breakdownSelected}
|
||||||
|
type="button"
|
||||||
|
>
|
||||||
|
{breakingDown
|
||||||
|
? 'Breaking Down...'
|
||||||
|
: selectedItem.quantity > 1
|
||||||
|
? 'Break Down Duplicate'
|
||||||
|
: 'Break Down'}
|
||||||
|
</button>
|
||||||
|
)}
|
||||||
|
</>
|
||||||
|
)
|
||||||
|
}
|
||||||
|
|
||||||
|
const workshopState = useMemo<DualScreenWorkshopState>(() => {
|
||||||
|
if (equipmentTab === 'crafting') {
|
||||||
|
if (!selectedRecipe) {
|
||||||
|
return {
|
||||||
|
mode: 'crafting',
|
||||||
|
title: 'Craft Output',
|
||||||
|
subtitle: 'No recipe selected',
|
||||||
|
items: [],
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return {
|
||||||
|
mode: 'crafting',
|
||||||
|
title: selectedRecipe.item.name,
|
||||||
|
subtitle: `${SLOT_LABELS[selectedRecipe.item.slot]} - Item Level ${selectedRecipe.item.itemLevel}`,
|
||||||
|
summary: selectedRecipe.item.description,
|
||||||
|
items: [
|
||||||
|
{
|
||||||
|
glyph: selectedRecipe.item.glyph,
|
||||||
|
title: 'Craft Output',
|
||||||
|
meta: `+${selectedRecipe.item.healingPower} Healing Power / +${selectedRecipe.item.maxResourceBonus} Max Resource`,
|
||||||
|
status: selectedRecipe.canCraft ? 'Ready' : 'Missing components',
|
||||||
|
},
|
||||||
|
...selectedRecipe.components.map((component) => ({
|
||||||
|
glyph: component.item.glyph,
|
||||||
|
title: component.item.name,
|
||||||
|
meta: `Item Level ${component.item.itemLevel}`,
|
||||||
|
status: `${component.owned}/${component.quantity}`,
|
||||||
|
})),
|
||||||
|
],
|
||||||
|
}
|
||||||
|
}
|
||||||
|
if (!selectedItem) {
|
||||||
|
return {
|
||||||
|
mode: 'equipment',
|
||||||
|
title: 'Equipment Detail',
|
||||||
|
subtitle: 'No item selected',
|
||||||
|
items: [],
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return {
|
||||||
|
mode: 'equipment',
|
||||||
|
title: selectedItem.slot === 'component' ? 'Crafting Component' : selectedItem.name,
|
||||||
|
subtitle: `${SLOT_LABELS[selectedItem.slot]} - Item Level ${selectedItem.itemLevel}`,
|
||||||
|
summary: selectedItem.description,
|
||||||
|
items: selectedItem.slot === 'component'
|
||||||
|
? [{
|
||||||
|
glyph: selectedItem.glyph,
|
||||||
|
title: selectedItem.name,
|
||||||
|
meta: `Owned: ${selectedItem.quantity}`,
|
||||||
|
status: 'Component',
|
||||||
|
}]
|
||||||
|
: [
|
||||||
|
{
|
||||||
|
glyph: selectedItem.glyph,
|
||||||
|
title: selectedItem.name,
|
||||||
|
meta: `+${selectedItem.healingPower} Healing Power / +${selectedItem.maxResourceBonus} Max Resource`,
|
||||||
|
status: selectedItem.equipped ? 'Equipped' : 'Inventory',
|
||||||
|
},
|
||||||
|
...(comparisonItem && comparisonItem.id !== selectedItem.id
|
||||||
|
? [{
|
||||||
|
glyph: comparisonItem.glyph,
|
||||||
|
title: comparisonItem.name,
|
||||||
|
meta: `+${comparisonItem.healingPower} Healing Power / +${comparisonItem.maxResourceBonus} Max Resource`,
|
||||||
|
status: 'Currently Equipped',
|
||||||
|
}]
|
||||||
|
: [{
|
||||||
|
title: selectedItem.equipped ? 'Already Equipped' : 'Empty Slot',
|
||||||
|
status: 'Comparison',
|
||||||
|
}]),
|
||||||
|
...(upgradeRecipe
|
||||||
|
? [
|
||||||
|
{
|
||||||
|
glyph: upgradeRecipe.item.glyph,
|
||||||
|
title: `Upgrade to ${upgradeRecipe.item.name}`,
|
||||||
|
meta: `Item Level ${upgradeRecipe.item.itemLevel}`,
|
||||||
|
status: upgradeRecipe.canCraft ? 'Ready' : 'Missing materials',
|
||||||
|
},
|
||||||
|
...upgradeRecipe.components.map((component) => ({
|
||||||
|
glyph: component.item.glyph,
|
||||||
|
title: component.item.name,
|
||||||
|
meta: `Required for upgrade`,
|
||||||
|
status: `${component.owned}/${component.quantity}`,
|
||||||
|
})),
|
||||||
|
]
|
||||||
|
: []),
|
||||||
|
],
|
||||||
|
}
|
||||||
|
}, [comparisonItem, equipmentTab, selectedItem, selectedRecipe, upgradeRecipe])
|
||||||
|
|
||||||
|
useDualScreenWorkshopPublisher(workshopState, dualScreenEnabled)
|
||||||
|
|
||||||
const content = (
|
const content = (
|
||||||
<>
|
<>
|
||||||
{!embedded && (
|
{!embedded && (
|
||||||
@@ -244,22 +427,24 @@ export function EquipmentScreen({ profile, onBack, onUpdated, embedded = false }
|
|||||||
<GearStat value={`+${profile.gearStats.maxResourceBonus}`} label={`Max ${profile.character.resourceName}`} />
|
<GearStat value={`+${profile.gearStats.maxResourceBonus}`} label={`Max ${profile.character.resourceName}`} />
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
<nav className="equipment-tabs">
|
{showModeTabs && (
|
||||||
<button
|
<nav className="equipment-tabs">
|
||||||
className={`equipment-tab ${equipmentTab === 'equipment' ? 'active' : ''}`}
|
<button
|
||||||
onClick={() => setEquipmentTab('equipment')}
|
className={`equipment-tab ${equipmentTab === 'equipment' ? 'active' : ''}`}
|
||||||
type="button"
|
onClick={() => setEquipmentTab('equipment')}
|
||||||
>
|
type="button"
|
||||||
Equipment
|
>
|
||||||
</button>
|
Equipment
|
||||||
<button
|
</button>
|
||||||
className={`equipment-tab ${equipmentTab === 'crafting' ? 'active' : ''}`}
|
<button
|
||||||
onClick={() => setEquipmentTab('crafting')}
|
className={`equipment-tab ${equipmentTab === 'crafting' ? 'active' : ''}`}
|
||||||
type="button"
|
onClick={() => setEquipmentTab('crafting')}
|
||||||
>
|
type="button"
|
||||||
Crafting
|
>
|
||||||
</button>
|
Crafting
|
||||||
</nav>
|
</button>
|
||||||
|
</nav>
|
||||||
|
)}
|
||||||
|
|
||||||
{equipmentTab === 'equipment' ? (
|
{equipmentTab === 'equipment' ? (
|
||||||
<>
|
<>
|
||||||
@@ -268,9 +453,6 @@ export function EquipmentScreen({ profile, onBack, onUpdated, embedded = false }
|
|||||||
selectedItem.slot === 'component' ? (
|
selectedItem.slot === 'component' ? (
|
||||||
<>
|
<>
|
||||||
<ItemDetail title="Crafting Component" item={selectedItem} />
|
<ItemDetail title="Crafting Component" item={selectedItem} />
|
||||||
<div className="equip-action">
|
|
||||||
<p className="component-note">Used in crafting.</p>
|
|
||||||
</div>
|
|
||||||
</>
|
</>
|
||||||
) : (
|
) : (
|
||||||
<>
|
<>
|
||||||
@@ -284,41 +466,6 @@ export function EquipmentScreen({ profile, onBack, onUpdated, embedded = false }
|
|||||||
<h2>{selectedItem.equipped ? 'Already Equipped' : 'Empty Slot'}</h2>
|
<h2>{selectedItem.equipped ? 'Already Equipped' : 'Empty Slot'}</h2>
|
||||||
</div>
|
</div>
|
||||||
)}
|
)}
|
||||||
<div className="equip-action">
|
|
||||||
<ComparisonDelta selected={selectedItem} equipped={comparisonItem} />
|
|
||||||
<button
|
|
||||||
className="primary-button"
|
|
||||||
disabled={selectedItem.equipped || equipping || breakingDown || upgrading}
|
|
||||||
onClick={equipSelected}
|
|
||||||
type="button"
|
|
||||||
>
|
|
||||||
{selectedItem.equipped ? 'Equipped' : equipping ? 'Equipping...' : 'Equip Item'}
|
|
||||||
</button>
|
|
||||||
{upgradeRecipe && (
|
|
||||||
<button
|
|
||||||
className="primary-button"
|
|
||||||
disabled={!upgradeRecipe.canCraft || equipping || breakingDown || upgrading}
|
|
||||||
onClick={upgradeSelected}
|
|
||||||
type="button"
|
|
||||||
>
|
|
||||||
{upgrading ? 'Upgrading...' : `Upgrade to iLvl ${upgradeRecipe.item.itemLevel}`}
|
|
||||||
</button>
|
|
||||||
)}
|
|
||||||
{(!selectedItem.equipped || selectedItem.quantity > 1) && (
|
|
||||||
<button
|
|
||||||
className="breakdown-button"
|
|
||||||
disabled={equipping || breakingDown || upgrading}
|
|
||||||
onClick={breakdownSelected}
|
|
||||||
type="button"
|
|
||||||
>
|
|
||||||
{breakingDown
|
|
||||||
? 'Breaking Down...'
|
|
||||||
: selectedItem.quantity > 1
|
|
||||||
? 'Break Down Duplicate'
|
|
||||||
: 'Break Down'}
|
|
||||||
</button>
|
|
||||||
)}
|
|
||||||
</div>
|
|
||||||
</>
|
</>
|
||||||
)
|
)
|
||||||
) : (
|
) : (
|
||||||
@@ -326,6 +473,10 @@ export function EquipmentScreen({ profile, onBack, onUpdated, embedded = false }
|
|||||||
)}
|
)}
|
||||||
</section>
|
</section>
|
||||||
|
|
||||||
|
<section className="equipment-action-strip">
|
||||||
|
{renderEquipmentActions()}
|
||||||
|
</section>
|
||||||
|
|
||||||
<div className="equipment-layout">
|
<div className="equipment-layout">
|
||||||
<section className="equipped-panel">
|
<section className="equipped-panel">
|
||||||
<EquipmentHeading eyebrow="Currently Worn" title="Equipment Slots" />
|
<EquipmentHeading eyebrow="Currently Worn" title="Equipment Slots" />
|
||||||
@@ -421,43 +572,82 @@ export function EquipmentScreen({ profile, onBack, onUpdated, embedded = false }
|
|||||||
<section className="crafting-panel">
|
<section className="crafting-panel">
|
||||||
<EquipmentHeading
|
<EquipmentHeading
|
||||||
eyebrow="Crafting"
|
eyebrow="Crafting"
|
||||||
title="Recipes"
|
title="Workbench"
|
||||||
detail={`${filteredRecipes.filter((recipe) => recipe.canCraft).length} ready`}
|
detail={`${readyRecipeCount} ready / ${filteredRecipes.length} shown`}
|
||||||
/>
|
/>
|
||||||
<div className="crafting-filter-bar">
|
<div className="crafting-layout">
|
||||||
<select
|
<aside className="crafting-filters">
|
||||||
className="filter-select"
|
<div>
|
||||||
value={slotFilter}
|
<p className="eyebrow">Slot</p>
|
||||||
onChange={(e) => {
|
<div className="crafting-filter-grid">
|
||||||
setSlotFilter(e.target.value as EquipmentSlot | 'all')
|
<button
|
||||||
setRecipePage(0)
|
className={slotFilter === 'all' ? 'active' : ''}
|
||||||
}}
|
onClick={() => {
|
||||||
>
|
setSlotFilter('all')
|
||||||
<option value="all">All Slots</option>
|
setRecipePage(0)
|
||||||
{(Object.entries(SLOT_LABELS) as [EquipmentSlot, string][]).map(([slot, label]) => (
|
}}
|
||||||
<option key={slot} value={slot}>{label}</option>
|
type="button"
|
||||||
))}
|
>
|
||||||
</select>
|
<strong>All</strong>
|
||||||
<select
|
<span>{profile.craftingRecipes.length}</span>
|
||||||
className="filter-select"
|
</button>
|
||||||
value={levelFilter ?? ''}
|
{CRAFTING_FILTER_SLOTS.map((slot) => (
|
||||||
onChange={(e) => {
|
<button
|
||||||
setLevelFilter(e.target.value === '' ? null : Number(e.target.value))
|
className={slotFilter === slot ? 'active' : ''}
|
||||||
setRecipePage(0)
|
disabled={(slotRecipeCounts.get(slot) ?? 0) === 0}
|
||||||
}}
|
key={slot}
|
||||||
>
|
onClick={() => {
|
||||||
<option value="">All Levels</option>
|
setSlotFilter(slot)
|
||||||
{availableLevels.map((level) => (
|
setRecipePage(0)
|
||||||
<option key={level} value={level}>Item Level {level}</option>
|
}}
|
||||||
))}
|
type="button"
|
||||||
</select>
|
>
|
||||||
</div>
|
<strong>{SLOT_LABELS[slot]}</strong>
|
||||||
{filteredRecipes.length === 0 && (
|
<span>{slotRecipeCounts.get(slot) ?? 0}</span>
|
||||||
<p className="inventory-empty">No crafting recipes match filters.</p>
|
</button>
|
||||||
)}
|
))}
|
||||||
{filteredRecipes.length > 0 && (
|
</div>
|
||||||
<div className="crafting-layout">
|
</div>
|
||||||
<div className="crafting-list">
|
<div>
|
||||||
|
<p className="eyebrow">Item Level</p>
|
||||||
|
<div className="crafting-level-row">
|
||||||
|
<button
|
||||||
|
className={levelFilter === null ? 'active' : ''}
|
||||||
|
onClick={() => {
|
||||||
|
setLevelFilter(null)
|
||||||
|
setRecipePage(0)
|
||||||
|
}}
|
||||||
|
type="button"
|
||||||
|
>
|
||||||
|
All
|
||||||
|
</button>
|
||||||
|
{availableLevels.map((level) => (
|
||||||
|
<button
|
||||||
|
className={levelFilter === level ? 'active' : ''}
|
||||||
|
key={level}
|
||||||
|
onClick={() => {
|
||||||
|
setLevelFilter(level)
|
||||||
|
setRecipePage(0)
|
||||||
|
}}
|
||||||
|
type="button"
|
||||||
|
>
|
||||||
|
{level}
|
||||||
|
</button>
|
||||||
|
))}
|
||||||
|
</div>
|
||||||
|
</div>
|
||||||
|
</aside>
|
||||||
|
|
||||||
|
<section className="crafting-list-panel">
|
||||||
|
<EquipmentHeading
|
||||||
|
eyebrow="Recipes"
|
||||||
|
title={slotFilter === 'all' ? 'Available' : SLOT_LABELS[slotFilter]}
|
||||||
|
detail={`Page ${recipePage + 1}/${recipePageCount}`}
|
||||||
|
/>
|
||||||
|
{filteredRecipes.length === 0 ? (
|
||||||
|
<p className="inventory-empty">No recipes match filters.</p>
|
||||||
|
) : (
|
||||||
|
<div className="crafting-list">
|
||||||
{recipePageItems.map((recipe) => (
|
{recipePageItems.map((recipe) => (
|
||||||
<button
|
<button
|
||||||
className={`${selectedRecipeId === recipe.id ? 'selected' : ''} rarity-${recipe.item.rarity}`}
|
className={`${selectedRecipeId === recipe.id ? 'selected' : ''} rarity-${recipe.item.rarity}`}
|
||||||
@@ -473,9 +663,13 @@ export function EquipmentScreen({ profile, onBack, onUpdated, embedded = false }
|
|||||||
{recipe.item.setName ? ` - ${recipe.item.setName}` : ''}
|
{recipe.item.setName ? ` - ${recipe.item.setName}` : ''}
|
||||||
</small>
|
</small>
|
||||||
</div>
|
</div>
|
||||||
<i>{recipe.canCraft ? 'Ready' : 'Needs materials'}</i>
|
<i className={recipe.canCraft ? 'ready' : 'missing'}>
|
||||||
|
{recipe.canCraft ? 'Ready' : 'Needs materials'}
|
||||||
|
</i>
|
||||||
</button>
|
</button>
|
||||||
))}
|
))}
|
||||||
|
</div>
|
||||||
|
)}
|
||||||
{filteredRecipes.length > CRAFTING_LIST_PAGE_SIZE && (
|
{filteredRecipes.length > CRAFTING_LIST_PAGE_SIZE && (
|
||||||
<ListPager
|
<ListPager
|
||||||
label={`Page ${recipePage + 1} / ${recipePageCount}`}
|
label={`Page ${recipePage + 1} / ${recipePageCount}`}
|
||||||
@@ -485,10 +679,26 @@ export function EquipmentScreen({ profile, onBack, onUpdated, embedded = false }
|
|||||||
previousDisabled={recipePage <= 0}
|
previousDisabled={recipePage <= 0}
|
||||||
/>
|
/>
|
||||||
)}
|
)}
|
||||||
|
<div className="crafting-action-row">
|
||||||
|
<button
|
||||||
|
className="primary-button"
|
||||||
|
disabled={selectedRecipeRequiresUpgrade || !selectedRecipe?.canCraft || crafting}
|
||||||
|
onClick={craftSelected}
|
||||||
|
type="button"
|
||||||
|
>
|
||||||
|
{crafting ? 'Crafting...' : selectedRecipeRequiresUpgrade ? 'Upgrade Existing Item' : 'Craft Item'}
|
||||||
|
</button>
|
||||||
</div>
|
</div>
|
||||||
{selectedRecipe && (
|
</section>
|
||||||
|
|
||||||
|
<section className="crafting-detail-panel">
|
||||||
|
{selectedRecipe ? (
|
||||||
<div className={`crafting-detail rarity-${selectedRecipe.item.rarity}`}>
|
<div className={`crafting-detail rarity-${selectedRecipe.item.rarity}`}>
|
||||||
<ItemDetail title="Craft Output" item={{ ...selectedRecipe.item, quantity: 1, equipped: false }} />
|
<ItemDetail title="Craft Output" item={{ ...selectedRecipe.item, quantity: 1, equipped: false }} />
|
||||||
|
<div className="crafting-detail-heading">
|
||||||
|
<p className="eyebrow">Materials</p>
|
||||||
|
<span>{selectedRecipe.canCraft ? 'Ready' : 'Missing components'}</span>
|
||||||
|
</div>
|
||||||
<div className="crafting-components">
|
<div className="crafting-components">
|
||||||
{selectedRecipe.components.map((component) => (
|
{selectedRecipe.components.map((component) => (
|
||||||
<div
|
<div
|
||||||
@@ -501,22 +711,16 @@ export function EquipmentScreen({ profile, onBack, onUpdated, embedded = false }
|
|||||||
</div>
|
</div>
|
||||||
))}
|
))}
|
||||||
</div>
|
</div>
|
||||||
<button
|
|
||||||
className="primary-button"
|
|
||||||
disabled={!selectedRecipe.canCraft || crafting}
|
|
||||||
onClick={craftSelected}
|
|
||||||
type="button"
|
|
||||||
>
|
|
||||||
{crafting ? 'Crafting...' : 'Craft Item'}
|
|
||||||
</button>
|
|
||||||
</div>
|
</div>
|
||||||
|
) : (
|
||||||
|
<p className="inventory-empty">Select a recipe.</p>
|
||||||
)}
|
)}
|
||||||
</div>
|
</section>
|
||||||
)}
|
</div>
|
||||||
</section>
|
</section>
|
||||||
)}
|
)}
|
||||||
|
|
||||||
{profile.setBonuses.length > 0 && (
|
{equipmentTab === 'equipment' && profile.setBonuses.length > 0 && (
|
||||||
<section className="set-bonus-panel">
|
<section className="set-bonus-panel">
|
||||||
<div className="equipment-heading toggle-heading">
|
<div className="equipment-heading toggle-heading">
|
||||||
<div>
|
<div>
|
||||||
@@ -552,11 +756,11 @@ export function EquipmentScreen({ profile, onBack, onUpdated, embedded = false }
|
|||||||
)
|
)
|
||||||
|
|
||||||
if (embedded) {
|
if (embedded) {
|
||||||
return <div className="equipment-screen embedded-screen">{content}</div>
|
return <div className={`equipment-screen embedded-screen ${equipmentTab === 'crafting' ? 'crafting-active' : ''}`}>{content}</div>
|
||||||
}
|
}
|
||||||
|
|
||||||
return (
|
return (
|
||||||
<section className="content-screen equipment-screen">
|
<section className={`content-screen equipment-screen ${equipmentTab === 'crafting' ? 'crafting-active' : ''}`}>
|
||||||
{content}
|
{content}
|
||||||
</section>
|
</section>
|
||||||
)
|
)
|
||||||
|
|||||||
@@ -1,5 +1,15 @@
|
|||||||
import { useCallback, useEffect, useMemo, useRef, useState } from 'react'
|
import { useCallback, useEffect, useMemo, useRef, useState } from 'react'
|
||||||
import { INITIAL_PARTY, RAID_PARTY, type CombatLogEntry, type PartyMember, type Spell } from '../game'
|
import {
|
||||||
|
INITIAL_PARTY,
|
||||||
|
RAID_PARTY,
|
||||||
|
DEFAULT_GROUP_HEAL_TARGETS,
|
||||||
|
groupHealTargets,
|
||||||
|
partyDamageOutput,
|
||||||
|
tankPressureTargets,
|
||||||
|
type CombatLogEntry,
|
||||||
|
type PartyMember,
|
||||||
|
type Spell,
|
||||||
|
} from '../game'
|
||||||
import { completeRoguelike, type DungeonReward } from '../profile'
|
import { completeRoguelike, type DungeonReward } from '../profile'
|
||||||
import type { Ability, CharacterProfile, DungeonEncounter } from '../profile'
|
import type { Ability, CharacterProfile, DungeonEncounter } from '../profile'
|
||||||
import type { GameMode } from '../gameRepository'
|
import type { GameMode } from '../gameRepository'
|
||||||
@@ -78,6 +88,17 @@ type FloatingCombatText = {
|
|||||||
value: number
|
value: number
|
||||||
}
|
}
|
||||||
|
|
||||||
|
type PvpRunSummary = {
|
||||||
|
bossesKilled: number
|
||||||
|
experienceGained: number
|
||||||
|
previousLevel: number | null
|
||||||
|
newLevel: number | null
|
||||||
|
levelsGained: number
|
||||||
|
talentPointsGained: number
|
||||||
|
unlockedAbilities: DungeonReward['unlockedAbilities']
|
||||||
|
loot: Array<NonNullable<DungeonReward['bonusItem']>>
|
||||||
|
}
|
||||||
|
|
||||||
const BOSS_MECHANICS: BossMechanic[] = [
|
const BOSS_MECHANICS: BossMechanic[] = [
|
||||||
'party-pulse',
|
'party-pulse',
|
||||||
'searing-mark',
|
'searing-mark',
|
||||||
@@ -119,6 +140,19 @@ function formatEffectTime(ticks: number) {
|
|||||||
return Number.isInteger(seconds) ? `${seconds}s` : `${seconds.toFixed(1)}s`
|
return Number.isInteger(seconds) ? `${seconds}s` : `${seconds.toFixed(1)}s`
|
||||||
}
|
}
|
||||||
|
|
||||||
|
function createEmptyPvpRunSummary(): PvpRunSummary {
|
||||||
|
return {
|
||||||
|
bossesKilled: 0,
|
||||||
|
experienceGained: 0,
|
||||||
|
previousLevel: null,
|
||||||
|
newLevel: null,
|
||||||
|
levelsGained: 0,
|
||||||
|
talentPointsGained: 0,
|
||||||
|
unlockedAbilities: [],
|
||||||
|
loot: [],
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
function buffStacks<T extends string>(items: T[], id: T) {
|
function buffStacks<T extends string>(items: T[], id: T) {
|
||||||
return items.filter((item) => item === id).length
|
return items.filter((item) => item === id).length
|
||||||
}
|
}
|
||||||
@@ -411,11 +445,13 @@ export function PvPRoguelikeScreen({
|
|||||||
const [playerSide, setPlayerSide] = useState<SideState>(() => starterSide(partyTemplate, maxResource))
|
const [playerSide, setPlayerSide] = useState<SideState>(() => starterSide(partyTemplate, maxResource))
|
||||||
const [cpuSide, setCpuSide] = useState<SideState>(() => starterSide(cpuPartyTemplate, maxResource))
|
const [cpuSide, setCpuSide] = useState<SideState>(() => starterSide(cpuPartyTemplate, maxResource))
|
||||||
const [selectedId, setSelectedId] = useState(partyTemplate[0].id)
|
const [selectedId, setSelectedId] = useState(partyTemplate[0].id)
|
||||||
|
const selectedIdRef = useRef(partyTemplate[0].id)
|
||||||
const [elapsedTicks, setElapsedTicks] = useState(0)
|
const [elapsedTicks, setElapsedTicks] = useState(0)
|
||||||
const [cpuDifficulty, setCpuDifficulty] = useState<CpuDifficulty | null>(null)
|
const [cpuDifficulty, setCpuDifficulty] = useState<CpuDifficulty | null>(null)
|
||||||
const [queueMessage, setQueueMessage] = useState('')
|
const [queueMessage, setQueueMessage] = useState('')
|
||||||
const [log, setLog] = useState<CombatLogEntry[]>([{ id: 1, text: 'Queueing opponent...', tone: 'system' }])
|
const [log, setLog] = useState<CombatLogEntry[]>([{ id: 1, text: 'Queueing opponent...', tone: 'system' }])
|
||||||
const [reward, setReward] = useState<DungeonReward | null>(null)
|
const [reward, setReward] = useState<DungeonReward | null>(null)
|
||||||
|
const [runSummary, setRunSummary] = useState<PvpRunSummary>(() => createEmptyPvpRunSummary())
|
||||||
const [rewardError, setRewardError] = useState('')
|
const [rewardError, setRewardError] = useState('')
|
||||||
const [showEndLog, setShowEndLog] = useState(false)
|
const [showEndLog, setShowEndLog] = useState(false)
|
||||||
const [floatingTexts, setFloatingTexts] = useState<FloatingCombatText[]>([])
|
const [floatingTexts, setFloatingTexts] = useState<FloatingCombatText[]>([])
|
||||||
@@ -433,6 +469,8 @@ export function PvPRoguelikeScreen({
|
|||||||
const bossRewardClaimedRef = useRef(new Set<number>())
|
const bossRewardClaimedRef = useRef(new Set<number>())
|
||||||
const cpuDefeatedRef = useRef(false)
|
const cpuDefeatedRef = useRef(false)
|
||||||
const playerClearedEncounterRef = useRef(-1)
|
const playerClearedEncounterRef = useRef(-1)
|
||||||
|
const queuedMatchRef = useRef(false)
|
||||||
|
const encounterPoolRef = useRef(encounterPool)
|
||||||
const playerRef = useRef(playerSide)
|
const playerRef = useRef(playerSide)
|
||||||
const cpuRef = useRef(cpuSide)
|
const cpuRef = useRef(cpuSide)
|
||||||
const encounter = encounters[encounterIndex]
|
const encounter = encounters[encounterIndex]
|
||||||
@@ -459,6 +497,12 @@ export function PvPRoguelikeScreen({
|
|||||||
const {
|
const {
|
||||||
enabled: dualScreenEnabled,
|
enabled: dualScreenEnabled,
|
||||||
} = useDualScreen()
|
} = useDualScreen()
|
||||||
|
|
||||||
|
const setSelectedTargetId = useCallback((id: string) => {
|
||||||
|
selectedIdRef.current = id
|
||||||
|
setSelectedId(id)
|
||||||
|
}, [])
|
||||||
|
|
||||||
const addLog = useCallback((text: string, tone: CombatLogEntry['tone']) => {
|
const addLog = useCallback((text: string, tone: CombatLogEntry['tone']) => {
|
||||||
setLog((current) => [createLogEntry(nextLogId, text, tone), ...current].slice(0, 60))
|
setLog((current) => [createLogEntry(nextLogId, text, tone), ...current].slice(0, 60))
|
||||||
}, [])
|
}, [])
|
||||||
@@ -473,11 +517,16 @@ export function PvPRoguelikeScreen({
|
|||||||
}, [])
|
}, [])
|
||||||
|
|
||||||
useEffect(() => {
|
useEffect(() => {
|
||||||
|
if (queuedMatchRef.current) return
|
||||||
const loadedCheckpoint = loadPvpRoguelikeCheckpoint(profile.character.id, contentType)
|
const loadedCheckpoint = loadPvpRoguelikeCheckpoint(profile.character.id, contentType)
|
||||||
setCheckpointStage(loadedCheckpoint)
|
setCheckpointStage(loadedCheckpoint)
|
||||||
setStartStage(loadedCheckpoint)
|
setStartStage(loadedCheckpoint)
|
||||||
}, [contentType, profile.character.id])
|
}, [contentType, profile.character.id])
|
||||||
|
|
||||||
|
useEffect(() => {
|
||||||
|
encounterPoolRef.current = encounterPool
|
||||||
|
}, [encounterPool])
|
||||||
|
|
||||||
const awardBossReward = useCallback((encounterIndexValue: number) => {
|
const awardBossReward = useCallback((encounterIndexValue: number) => {
|
||||||
if (bossRewardClaimedRef.current.has(encounterIndexValue)) return
|
if (bossRewardClaimedRef.current.has(encounterIndexValue)) return
|
||||||
bossRewardClaimedRef.current.add(encounterIndexValue)
|
bossRewardClaimedRef.current.add(encounterIndexValue)
|
||||||
@@ -497,6 +546,20 @@ export function PvPRoguelikeScreen({
|
|||||||
)
|
)
|
||||||
.then((result) => {
|
.then((result) => {
|
||||||
setReward(result)
|
setReward(result)
|
||||||
|
setRunSummary((current) => {
|
||||||
|
const unlockedById = new Map(current.unlockedAbilities.map((ability) => [ability.id, ability]))
|
||||||
|
result.unlockedAbilities.forEach((ability) => unlockedById.set(ability.id, ability))
|
||||||
|
return {
|
||||||
|
bossesKilled: current.bossesKilled + 1,
|
||||||
|
experienceGained: current.experienceGained + result.experienceGained,
|
||||||
|
previousLevel: current.previousLevel ?? result.previousLevel,
|
||||||
|
newLevel: result.newLevel,
|
||||||
|
levelsGained: current.levelsGained + result.levelsGained,
|
||||||
|
talentPointsGained: current.talentPointsGained + result.talentPointsGained,
|
||||||
|
unlockedAbilities: Array.from(unlockedById.values()),
|
||||||
|
loot: result.bonusItem ? [...current.loot, result.bonusItem] : current.loot,
|
||||||
|
}
|
||||||
|
})
|
||||||
onProfileUpdated(result.profile)
|
onProfileUpdated(result.profile)
|
||||||
if (result.bonusItem) {
|
if (result.bonusItem) {
|
||||||
addLog(
|
addLog(
|
||||||
@@ -532,8 +595,9 @@ export function PvPRoguelikeScreen({
|
|||||||
: null)
|
: null)
|
||||||
}, [opponentDebuffChoicesCatalog, selfBuffChoicesCatalog])
|
}, [opponentDebuffChoicesCatalog, selfBuffChoicesCatalog])
|
||||||
|
|
||||||
useEffect(() => {
|
const startMatch = useCallback((nextStartStage?: number) => {
|
||||||
const firstSegment = buildEncounterSegment(encounterPool, startStage, contentType)
|
const matchStartStage = nextStartStage ?? loadPvpRoguelikeCheckpoint(profile.character.id, contentType)
|
||||||
|
const firstSegment = buildEncounterSegment(encounterPoolRef.current, matchStartStage, contentType)
|
||||||
const firstEncounter = firstSegment[0]
|
const firstEncounter = firstSegment[0]
|
||||||
const basePlayer = starterSide(partyTemplate, maxResource)
|
const basePlayer = starterSide(partyTemplate, maxResource)
|
||||||
const baseCpu = starterSide(cpuPartyTemplate, maxResource)
|
const baseCpu = starterSide(cpuPartyTemplate, maxResource)
|
||||||
@@ -543,15 +607,18 @@ export function PvPRoguelikeScreen({
|
|||||||
cpuRef.current = baseCpu
|
cpuRef.current = baseCpu
|
||||||
nextLogId.current = 2
|
nextLogId.current = 2
|
||||||
playerClearedEncounterRef.current = -1
|
playerClearedEncounterRef.current = -1
|
||||||
|
queuedMatchRef.current = true
|
||||||
bossRewardClaimedRef.current = new Set()
|
bossRewardClaimedRef.current = new Set()
|
||||||
setEncounters(firstSegment)
|
setEncounters(firstSegment)
|
||||||
setEncounterIndex(0)
|
setEncounterIndex(0)
|
||||||
setStage(startStage)
|
setCheckpointStage(matchStartStage)
|
||||||
|
setStartStage(matchStartStage)
|
||||||
|
setStage(matchStartStage)
|
||||||
setElapsedTicks(0)
|
setElapsedTicks(0)
|
||||||
setStatus('queueing')
|
setStatus('queueing')
|
||||||
setPlayerSide(basePlayer)
|
setPlayerSide(basePlayer)
|
||||||
setCpuSide(baseCpu)
|
setCpuSide(baseCpu)
|
||||||
setSelectedId(partyTemplate[0].id)
|
setSelectedTargetId(partyTemplate[0].id)
|
||||||
setPlayerBuffChoices([])
|
setPlayerBuffChoices([])
|
||||||
setPlayerDebuffChoices([])
|
setPlayerDebuffChoices([])
|
||||||
setSelectedBuff(null)
|
setSelectedBuff(null)
|
||||||
@@ -560,6 +627,7 @@ export function PvPRoguelikeScreen({
|
|||||||
setPaused(false)
|
setPaused(false)
|
||||||
setTargetGroup(0)
|
setTargetGroup(0)
|
||||||
setReward(null)
|
setReward(null)
|
||||||
|
setRunSummary(createEmptyPvpRunSummary())
|
||||||
setRewardError('')
|
setRewardError('')
|
||||||
setShowEndLog(false)
|
setShowEndLog(false)
|
||||||
setFloatingTexts([])
|
setFloatingTexts([])
|
||||||
@@ -569,26 +637,28 @@ export function PvPRoguelikeScreen({
|
|||||||
cpuDefeatedRef.current = false
|
cpuDefeatedRef.current = false
|
||||||
if (gameMode === 'offline') {
|
if (gameMode === 'offline') {
|
||||||
const randomCpu = randomCpuDifficulty()
|
const randomCpu = randomCpuDifficulty()
|
||||||
setQueueMessage(`Offline mode. CPU ${randomCpu} enters at stage ${startStage}.`)
|
setQueueMessage(`Offline mode. CPU ${randomCpu} enters at stage ${matchStartStage}.`)
|
||||||
setCpuDifficulty(randomCpu)
|
setCpuDifficulty(randomCpu)
|
||||||
setLog([{ id: 1, text: `Offline mode. CPU ${randomCpu} enters at stage ${startStage}.`, tone: 'system' }])
|
setLog([{ id: 1, text: `Offline mode. CPU ${randomCpu} enters at stage ${matchStartStage}.`, tone: 'system' }])
|
||||||
const timer = window.setTimeout(() => {
|
const timer = window.setTimeout(() => {
|
||||||
setStatus('playing')
|
setStatus('playing')
|
||||||
addLog(`Stage ${startStage} begins against CPU ${randomCpu}.`, 'system')
|
addLog(`Stage ${matchStartStage} begins against CPU ${randomCpu}.`, 'system')
|
||||||
}, 500)
|
}, 500)
|
||||||
return () => window.clearTimeout(timer)
|
return () => window.clearTimeout(timer)
|
||||||
}
|
}
|
||||||
setQueueMessage(`Searching queue. Stage ${startStage} start ready.`)
|
setQueueMessage(`Searching queue. Stage ${matchStartStage} start ready.`)
|
||||||
setLog([{ id: 1, text: `Searching queue. Stage ${startStage} start ready.`, tone: 'system' }])
|
setLog([{ id: 1, text: `Searching queue. Stage ${matchStartStage} start ready.`, tone: 'system' }])
|
||||||
const timer = window.setTimeout(() => {
|
const timer = window.setTimeout(() => {
|
||||||
const randomCpu = randomCpuDifficulty()
|
const randomCpu = randomCpuDifficulty()
|
||||||
setCpuDifficulty(randomCpu)
|
setCpuDifficulty(randomCpu)
|
||||||
setQueueMessage(`No queued player found. CPU ${randomCpu} steps in.`)
|
setQueueMessage(`No queued player found. CPU ${randomCpu} steps in.`)
|
||||||
setStatus('playing')
|
setStatus('playing')
|
||||||
addLog(`No queued player found. CPU ${randomCpu} steps in at stage ${startStage}.`, 'system')
|
addLog(`No queued player found. CPU ${randomCpu} steps in at stage ${matchStartStage}.`, 'system')
|
||||||
}, 1400)
|
}, 1400)
|
||||||
return () => window.clearTimeout(timer)
|
return () => window.clearTimeout(timer)
|
||||||
}, [addLog, contentType, cpuPartyTemplate, encounterPool, gameMode, maxResource, partyTemplate, startStage])
|
}, [addLog, contentType, cpuPartyTemplate, gameMode, maxResource, partyTemplate, profile.character.id, setSelectedTargetId])
|
||||||
|
|
||||||
|
useEffect(() => startMatch(), [startMatch])
|
||||||
|
|
||||||
const applySpell = useCallback((
|
const applySpell = useCallback((
|
||||||
current: SideState,
|
current: SideState,
|
||||||
@@ -611,6 +681,11 @@ export function PvPRoguelikeScreen({
|
|||||||
const hotTargets = new Set(spell.kind === 'hot' ? [targetId] : [])
|
const hotTargets = new Set(spell.kind === 'hot' ? [targetId] : [])
|
||||||
const shieldTargets = new Set(spell.kind === 'shield' ? [targetId] : [])
|
const shieldTargets = new Set(spell.kind === 'shield' ? [targetId] : [])
|
||||||
const extraTargets = buffStacks(buffs, `slot${spell.key as SlotKey}-extra-target` as SelfBuffId)
|
const extraTargets = buffStacks(buffs, `slot${spell.key as SlotKey}-extra-target` as SelfBuffId)
|
||||||
|
const groupTargets = new Set(
|
||||||
|
spell.kind === 'group'
|
||||||
|
? groupHealTargets(current.party, DEFAULT_GROUP_HEAL_TARGETS + extraTargets).map((member) => member.id)
|
||||||
|
: [],
|
||||||
|
)
|
||||||
for (let index = 0; index < extraTargets; index += 1) {
|
for (let index = 0; index < extraTargets; index += 1) {
|
||||||
if (spell.kind === 'group') break
|
if (spell.kind === 'group') break
|
||||||
if (spell.kind === 'hot') {
|
if (spell.kind === 'hot') {
|
||||||
@@ -629,6 +704,7 @@ export function PvPRoguelikeScreen({
|
|||||||
const nextParty = current.party.map((member) => {
|
const nextParty = current.party.map((member) => {
|
||||||
if (member.health <= 0) return member
|
if (member.health <= 0) return member
|
||||||
if (spell.kind === 'group') {
|
if (spell.kind === 'group') {
|
||||||
|
if (!groupTargets.has(member.id)) return member
|
||||||
const groupPower = Math.round(spell.power * (1.25 ** buffStacks(buffs, 'group-heal-boost')))
|
const groupPower = Math.round(spell.power * (1.25 ** buffStacks(buffs, 'group-heal-boost')))
|
||||||
const nextHealth = healMember(member, groupPower, debuffs)
|
const nextHealth = healMember(member, groupPower, debuffs)
|
||||||
addFloatingHeal(sideName, member.id, Math.max(0, nextHealth - member.health))
|
addFloatingHeal(sideName, member.id, Math.max(0, nextHealth - member.health))
|
||||||
@@ -687,29 +763,30 @@ export function PvPRoguelikeScreen({
|
|||||||
|
|
||||||
const castPlayerSpell = useCallback((spell: Spell) => {
|
const castPlayerSpell = useCallback((spell: Spell) => {
|
||||||
if (status !== 'playing' || playerDone || !playerAlive) return
|
if (status !== 'playing' || playerDone || !playerAlive) return
|
||||||
|
const targetId = selectedIdRef.current
|
||||||
const succeeded = applySpell(playerRef.current, (value) => {
|
const succeeded = applySpell(playerRef.current, (value) => {
|
||||||
const next = typeof value === 'function' ? value(playerRef.current) : value
|
const next = typeof value === 'function' ? value(playerRef.current) : value
|
||||||
playerRef.current = next
|
playerRef.current = next
|
||||||
setPlayerSide(next)
|
setPlayerSide(next)
|
||||||
}, 'player', playerRef.current.buffs, playerRef.current.debuffs, spell, selectedId)
|
}, 'player', playerRef.current.buffs, playerRef.current.debuffs, spell, targetId)
|
||||||
if (succeeded) addLog(`${spell.name} cast on ${playerRef.current.party.find((member) => member.id === selectedId)?.name ?? 'target'}.`, 'heal')
|
if (succeeded) addLog(`${spell.name} cast on ${playerRef.current.party.find((member) => member.id === targetId)?.name ?? 'target'}.`, 'heal')
|
||||||
}, [addLog, applySpell, playerAlive, playerDone, selectedId, status])
|
}, [addLog, applySpell, playerAlive, playerDone, status])
|
||||||
|
|
||||||
const selectRelativeTarget = useCallback((direction: -1 | 1) => {
|
const selectRelativeTarget = useCallback((direction: -1 | 1) => {
|
||||||
const living = playerRef.current.party.filter((member) => member.health > 0)
|
const living = playerRef.current.party.filter((member) => member.health > 0)
|
||||||
if (living.length === 0) return
|
if (living.length === 0) return
|
||||||
const currentIndex = living.findIndex((member) => member.id === selectedId)
|
const currentIndex = living.findIndex((member) => member.id === selectedIdRef.current)
|
||||||
const nextIndex = currentIndex < 0
|
const nextIndex = currentIndex < 0
|
||||||
? 0
|
? 0
|
||||||
: (currentIndex + direction + living.length) % living.length
|
: (currentIndex + direction + living.length) % living.length
|
||||||
setSelectedId(living[nextIndex].id)
|
setSelectedTargetId(living[nextIndex].id)
|
||||||
}, [selectedId])
|
}, [setSelectedTargetId])
|
||||||
|
|
||||||
const selectDirectionalTarget = useCallback((action: InputAction) => {
|
const selectDirectionalTarget = useCallback((action: InputAction) => {
|
||||||
const currentIndex = playerRef.current.party.findIndex((member) => member.id === selectedId)
|
const currentIndex = playerRef.current.party.findIndex((member) => member.id === selectedIdRef.current)
|
||||||
if (currentIndex < 0) {
|
if (currentIndex < 0) {
|
||||||
const firstLiving = playerRef.current.party.find((member) => member.health > 0)
|
const firstLiving = playerRef.current.party.find((member) => member.health > 0)
|
||||||
if (firstLiving) setSelectedId(firstLiving.id)
|
if (firstLiving) setSelectedTargetId(firstLiving.id)
|
||||||
return
|
return
|
||||||
}
|
}
|
||||||
const currentRow = Math.floor(currentIndex / partyColumns)
|
const currentRow = Math.floor(currentIndex / partyColumns)
|
||||||
@@ -736,14 +813,14 @@ export function PvPRoguelikeScreen({
|
|||||||
const bSecondary = horizontal ? 0 : Math.abs(b.column - currentColumn)
|
const bSecondary = horizontal ? 0 : Math.abs(b.column - currentColumn)
|
||||||
return aPrimary - bPrimary || aSecondary - bSecondary
|
return aPrimary - bPrimary || aSecondary - bSecondary
|
||||||
})
|
})
|
||||||
if (candidates[0]) setSelectedId(candidates[0].member.id)
|
if (candidates[0]) setSelectedTargetId(candidates[0].member.id)
|
||||||
}, [partyColumns, selectedId])
|
}, [partyColumns, setSelectedTargetId])
|
||||||
|
|
||||||
const selectDirectTarget = useCallback((slot: number) => {
|
const selectDirectTarget = useCallback((slot: number) => {
|
||||||
const index = slot + (contentType === 'raid' ? targetGroup * 6 : 0)
|
const index = slot + (contentType === 'raid' ? targetGroup * 6 : 0)
|
||||||
const member = playerRef.current.party[index]
|
const member = playerRef.current.party[index]
|
||||||
if (member?.health > 0) setSelectedId(member.id)
|
if (member?.health > 0) setSelectedTargetId(member.id)
|
||||||
}, [contentType, targetGroup])
|
}, [contentType, setSelectedTargetId, targetGroup])
|
||||||
|
|
||||||
const cpuTakeTurn = useCallback(() => {
|
const cpuTakeTurn = useCallback(() => {
|
||||||
if (!cpuDifficulty || status !== 'playing' || cpuDone || !cpuAlive) return
|
if (!cpuDifficulty || status !== 'playing' || cpuDone || !cpuAlive) return
|
||||||
@@ -790,10 +867,14 @@ export function PvPRoguelikeScreen({
|
|||||||
const appliesHealingReduction = encounterValue.isBoss && elapsedTicks > 0 && elapsedTicks % 9 === 0 && mechanics.includes('healing-reduction')
|
const appliesHealingReduction = encounterValue.isBoss && elapsedTicks > 0 && elapsedTicks % 9 === 0 && mechanics.includes('healing-reduction')
|
||||||
const appliesPoison = encounterValue.isBoss && elapsedTicks > 0 && elapsedTicks % 12 === 0 && mechanics.includes('ramping-poison')
|
const appliesPoison = encounterValue.isBoss && elapsedTicks > 0 && elapsedTicks % 12 === 0 && mechanics.includes('ramping-poison')
|
||||||
const damageMultiplier = incomingDamageMultiplier(side.debuffs)
|
const damageMultiplier = incomingDamageMultiplier(side.debuffs)
|
||||||
|
const tankPressure = tankPressureTargets(side.party)
|
||||||
|
const tankPressureIds = new Set(tankPressure.targets.map((member) => member.id))
|
||||||
const nextParty = side.party.map((member) => {
|
const nextParty = side.party.map((member) => {
|
||||||
if (member.health <= 0) return member
|
if (member.health <= 0) return member
|
||||||
let damage = member.id === primaryTarget.id ? encounterValue.damage : 0
|
let damage = member.id === primaryTarget.id ? encounterValue.damage : 0
|
||||||
if (member.role === 'Tank') damage += encounterValue.tankDamage
|
if (tankPressureIds.has(member.id)) {
|
||||||
|
damage += Math.round(encounterValue.tankDamage * tankPressure.multiplier)
|
||||||
|
}
|
||||||
if (bossPulse) damage += 10
|
if (bossPulse) damage += 10
|
||||||
if (member.debuff) damage += 6
|
if (member.debuff) damage += 6
|
||||||
const nextPoisonStacks = appliesPoison && member.id === primaryTarget.id
|
const nextPoisonStacks = appliesPoison && member.id === primaryTarget.id
|
||||||
@@ -842,7 +923,7 @@ export function PvPRoguelikeScreen({
|
|||||||
cooldowns: Object.fromEntries(
|
cooldowns: Object.fromEntries(
|
||||||
Object.entries(side.cooldowns).map(([id, seconds]) => [id, Math.max(0, seconds - TICK_MS / 1000)]),
|
Object.entries(side.cooldowns).map(([id, seconds]) => [id, Math.max(0, seconds - TICK_MS / 1000)]),
|
||||||
),
|
),
|
||||||
enemyHealth: Math.max(0, side.enemyHealth - encounterValue.partyDamage),
|
enemyHealth: Math.max(0, side.enemyHealth - partyDamageOutput(nextParty, encounterValue.partyDamage)),
|
||||||
}
|
}
|
||||||
}, [addFloatingHeal, elapsedTicks, maxResource])
|
}, [addFloatingHeal, elapsedTicks, maxResource])
|
||||||
|
|
||||||
@@ -895,6 +976,12 @@ export function PvPRoguelikeScreen({
|
|||||||
addLog(`CPU ${cpuDifficulty ?? 1} fell. Finish the boss for XP.`, 'loot')
|
addLog(`CPU ${cpuDifficulty ?? 1} fell. Finish the boss for XP.`, 'loot')
|
||||||
}
|
}
|
||||||
if (nextPlayer.enemyHealth <= 0) {
|
if (nextPlayer.enemyHealth <= 0) {
|
||||||
|
if (encounter.isBoss && cpuDefeatedRef.current) {
|
||||||
|
finishRoguelikeRun()
|
||||||
|
setStatus('won')
|
||||||
|
addLog('CPU defeated. Match complete.', 'loot')
|
||||||
|
return
|
||||||
|
}
|
||||||
addLog(`${encounter.enemyName} cleared. Choose your next edge.`, 'loot')
|
addLog(`${encounter.enemyName} cleared. Choose your next edge.`, 'loot')
|
||||||
beginUpgradePhase()
|
beginUpgradePhase()
|
||||||
}
|
}
|
||||||
@@ -955,10 +1042,17 @@ export function PvPRoguelikeScreen({
|
|||||||
}
|
}
|
||||||
|
|
||||||
const clearedBoss = encounter.isBoss
|
const clearedBoss = encounter.isBoss
|
||||||
|
if (clearedBoss && cpuDefeatedRef.current) {
|
||||||
|
finishRoguelikeRun()
|
||||||
|
setStatus('won')
|
||||||
|
addLog('CPU defeated. Match complete.', 'loot')
|
||||||
|
return
|
||||||
|
}
|
||||||
const nextStage = clearedBoss ? stage + 1 : stage
|
const nextStage = clearedBoss ? stage + 1 : stage
|
||||||
const nextSegment = clearedBoss ? buildEncounterSegment(encounterPool, nextStage, contentType) : []
|
const nextSegment = clearedBoss ? buildEncounterSegment(encounterPool, nextStage, contentType) : []
|
||||||
const nextEncounter = clearedBoss ? nextSegment[0] : encounters[encounterIndex + 1]
|
const nextEncounter = clearedBoss ? nextSegment[0] : encounters[encounterIndex + 1]
|
||||||
if (!nextEncounter) {
|
if (!nextEncounter) {
|
||||||
|
finishRoguelikeRun()
|
||||||
setStatus('won')
|
setStatus('won')
|
||||||
addLog('No further encounters remain.', 'loot')
|
addLog('No further encounters remain.', 'loot')
|
||||||
return
|
return
|
||||||
@@ -1007,7 +1101,7 @@ export function PvPRoguelikeScreen({
|
|||||||
setElapsedTicks(0)
|
setElapsedTicks(0)
|
||||||
setStatus('playing')
|
setStatus('playing')
|
||||||
addLog(`You chose ${selectedBuff.name} and ${selectedDebuff.name}. CPU ${cpuDifficulty} chose ${cpuBuff.name} and ${cpuDebuff.name}.`, 'system')
|
addLog(`You chose ${selectedBuff.name} and ${selectedDebuff.name}. CPU ${cpuDifficulty} chose ${cpuBuff.name} and ${cpuDebuff.name}.`, 'system')
|
||||||
}, [addLog, contentType, cpuDifficulty, encounter, encounterIndex, encounterPool, encounters, maxResource, opponentDebuffChoicesCatalog, selectedBuff, selectedDebuff, selfBuffChoicesCatalog, stage, starterSpells])
|
}, [addLog, contentType, cpuDifficulty, encounter, encounterIndex, encounterPool, encounters, finishRoguelikeRun, maxResource, opponentDebuffChoicesCatalog, selectedBuff, selectedDebuff, selfBuffChoicesCatalog, stage, starterSpells])
|
||||||
|
|
||||||
useGameAction((action) => {
|
useGameAction((action) => {
|
||||||
if (action === 'pause' || action === 'back') {
|
if (action === 'pause' || action === 'back') {
|
||||||
@@ -1036,9 +1130,9 @@ export function PvPRoguelikeScreen({
|
|||||||
setTargetGroup((current) => {
|
setTargetGroup((current) => {
|
||||||
const groupCount = Math.max(1, Math.ceil(playerRef.current.party.length / 6))
|
const groupCount = Math.max(1, Math.ceil(playerRef.current.party.length / 6))
|
||||||
const next = ((current + 1) % groupCount) as 0 | 1 | 2
|
const next = ((current + 1) % groupCount) as 0 | 1 | 2
|
||||||
const selectedIndex = playerRef.current.party.findIndex((member) => member.id === selectedId)
|
const selectedIndex = playerRef.current.party.findIndex((member) => member.id === selectedIdRef.current)
|
||||||
const nextMember = playerRef.current.party[(selectedIndex < 0 ? 0 : selectedIndex % 6) + next * 6]
|
const nextMember = playerRef.current.party[(selectedIndex < 0 ? 0 : selectedIndex % 6) + next * 6]
|
||||||
if (nextMember?.health > 0) setSelectedId(nextMember.id)
|
if (nextMember?.health > 0) setSelectedTargetId(nextMember.id)
|
||||||
return next
|
return next
|
||||||
})
|
})
|
||||||
return
|
return
|
||||||
@@ -1128,7 +1222,7 @@ export function PvPRoguelikeScreen({
|
|||||||
{dualScreenEnabled && status !== 'queueing' && (
|
{dualScreenEnabled && status !== 'queueing' && (
|
||||||
<DualScreenTopCombat
|
<DualScreenTopCombat
|
||||||
state={dualScreenState}
|
state={dualScreenState}
|
||||||
onSelectTarget={setSelectedId}
|
onSelectTarget={setSelectedTargetId}
|
||||||
/>
|
/>
|
||||||
)}
|
)}
|
||||||
|
|
||||||
@@ -1152,7 +1246,7 @@ export function PvPRoguelikeScreen({
|
|||||||
<button
|
<button
|
||||||
className={`party-member ${selectedId === member.id ? 'selected' : ''} ${member.health <= 0 ? 'down' : ''}`}
|
className={`party-member ${selectedId === member.id ? 'selected' : ''} ${member.health <= 0 ? 'down' : ''}`}
|
||||||
key={`player-${member.id}`}
|
key={`player-${member.id}`}
|
||||||
onClick={() => setSelectedId(member.id)}
|
onClick={() => setSelectedTargetId(member.id)}
|
||||||
type="button"
|
type="button"
|
||||||
>
|
>
|
||||||
<div className="member-header">
|
<div className="member-header">
|
||||||
@@ -1351,9 +1445,39 @@ export function PvPRoguelikeScreen({
|
|||||||
<h2>{status === 'won' ? `CPU ${cpuDifficulty} Falls` : `CPU ${cpuDifficulty} Wins`}</h2>
|
<h2>{status === 'won' ? `CPU ${cpuDifficulty} Falls` : `CPU ${cpuDifficulty} Wins`}</h2>
|
||||||
<p>{finalEncountersCleared} encounters cleared.</p>
|
<p>{finalEncountersCleared} encounters cleared.</p>
|
||||||
<div className="reward-summary">
|
<div className="reward-summary">
|
||||||
{!reward && !rewardError && <p>Boss kills grant XP immediately.</p>}
|
<p>{runSummary.bossesKilled} bosses killed.</p>
|
||||||
|
<p>+{runSummary.experienceGained} XP</p>
|
||||||
|
{runSummary.bossesKilled > 0 && !reward && !rewardError && <p>Final boss rewards still recording...</p>}
|
||||||
{rewardError && <p className="reward-error">{rewardError}</p>}
|
{rewardError && <p className="reward-error">{rewardError}</p>}
|
||||||
{reward && (
|
{runSummary.levelsGained > 0 && runSummary.previousLevel !== null && runSummary.newLevel !== null && (
|
||||||
|
<p className="level-gain">
|
||||||
|
Level {runSummary.previousLevel} to {runSummary.newLevel}
|
||||||
|
<small>+{runSummary.talentPointsGained} talent point{runSummary.talentPointsGained === 1 ? '' : 's'}</small>
|
||||||
|
</p>
|
||||||
|
)}
|
||||||
|
{runSummary.unlockedAbilities.map((ability) => (
|
||||||
|
<p className="ability-unlock" key={ability.id}>
|
||||||
|
<span>{ability.glyph}</span>
|
||||||
|
Ability Unlocked: {ability.name}
|
||||||
|
</p>
|
||||||
|
))}
|
||||||
|
<div className="run-loot-rolls">
|
||||||
|
{runSummary.loot.length > 0 ? runSummary.loot.map((item, index) => (
|
||||||
|
<div className="dropped" key={`${item.id}-${index}`}>
|
||||||
|
<strong>Boss {index + 1}</strong>
|
||||||
|
<span>
|
||||||
|
{item.glyph} {item.name} x{item.quantity}
|
||||||
|
{item.duplicate ? ` (owned x${item.quantityAfter})` : ''}
|
||||||
|
</span>
|
||||||
|
</div>
|
||||||
|
)) : (
|
||||||
|
<div>
|
||||||
|
<strong>Loot</strong>
|
||||||
|
<span>No boss loot awarded</span>
|
||||||
|
</div>
|
||||||
|
)}
|
||||||
|
</div>
|
||||||
|
{reward && runSummary.bossesKilled === 0 && (
|
||||||
<>
|
<>
|
||||||
<p>+{reward.experienceGained} XP</p>
|
<p>+{reward.experienceGained} XP</p>
|
||||||
{reward.levelsGained > 0 && (
|
{reward.levelsGained > 0 && (
|
||||||
@@ -1392,6 +1516,7 @@ export function PvPRoguelikeScreen({
|
|||||||
)}
|
)}
|
||||||
</>
|
</>
|
||||||
)}
|
)}
|
||||||
|
<button onClick={() => startMatch()} type="button">Queue Next Match</button>
|
||||||
<button className="secondary-result-button" onClick={onExit} type="button">Back to Roguelike</button>
|
<button className="secondary-result-button" onClick={onExit} type="button">Back to Roguelike</button>
|
||||||
</div>
|
</div>
|
||||||
</div>
|
</div>
|
||||||
|
|||||||
+100
-1
@@ -56,12 +56,28 @@ export type DualScreenCombatState = {
|
|||||||
targetGroup: 0 | 1 | 2
|
targetGroup: 0 | 1 | 2
|
||||||
}
|
}
|
||||||
|
|
||||||
|
export type DualScreenWorkshopState = {
|
||||||
|
mode: 'class' | 'equipment' | 'crafting' | 'talents'
|
||||||
|
title: string
|
||||||
|
subtitle: string
|
||||||
|
summary?: string
|
||||||
|
items: Array<{
|
||||||
|
glyph?: string
|
||||||
|
title: string
|
||||||
|
meta?: string
|
||||||
|
detail?: string
|
||||||
|
status?: string
|
||||||
|
}>
|
||||||
|
}
|
||||||
|
|
||||||
type DualScreenMessage =
|
type DualScreenMessage =
|
||||||
| { type: 'combat-state'; state: DualScreenCombatState }
|
| { type: 'combat-state'; state: DualScreenCombatState }
|
||||||
|
| { type: 'workshop-state'; state: DualScreenWorkshopState }
|
||||||
| { type: 'companion-ready' }
|
| { type: 'companion-ready' }
|
||||||
| { type: 'companion-heartbeat' }
|
| { type: 'companion-heartbeat' }
|
||||||
| { type: 'control-action'; action: InputAction }
|
| { type: 'control-action'; action: InputAction }
|
||||||
| { type: 'combat-ended' }
|
| { type: 'combat-ended' }
|
||||||
|
| { type: 'workshop-ended' }
|
||||||
|
|
||||||
type DualScreenContextValue = {
|
type DualScreenContextValue = {
|
||||||
enabled: boolean
|
enabled: boolean
|
||||||
@@ -280,16 +296,64 @@ export function useDualScreenPublisher(
|
|||||||
}, [enabled, state])
|
}, [enabled, state])
|
||||||
}
|
}
|
||||||
|
|
||||||
|
export function useDualScreenWorkshopPublisher(
|
||||||
|
state: DualScreenWorkshopState | null,
|
||||||
|
enabled: boolean,
|
||||||
|
) {
|
||||||
|
const stateRef = useRef(state)
|
||||||
|
useEffect(() => {
|
||||||
|
stateRef.current = state
|
||||||
|
}, [state])
|
||||||
|
|
||||||
|
useEffect(() => {
|
||||||
|
if (!enabled || !state) return
|
||||||
|
const channel = createChannel()
|
||||||
|
if (!channel) return
|
||||||
|
const publish = () => {
|
||||||
|
if (stateRef.current) {
|
||||||
|
channel.postMessage({
|
||||||
|
type: 'workshop-state',
|
||||||
|
state: stateRef.current,
|
||||||
|
} satisfies DualScreenMessage)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
channel.onmessage = (event: MessageEvent<DualScreenMessage>) => {
|
||||||
|
if (event.data.type === 'companion-ready') publish()
|
||||||
|
}
|
||||||
|
publish()
|
||||||
|
return () => {
|
||||||
|
channel.postMessage({ type: 'workshop-ended' } satisfies DualScreenMessage)
|
||||||
|
channel.close()
|
||||||
|
}
|
||||||
|
}, [enabled, state])
|
||||||
|
|
||||||
|
useEffect(() => {
|
||||||
|
if (!enabled || !state) return
|
||||||
|
const channel = createChannel()
|
||||||
|
channel?.postMessage({ type: 'workshop-state', state } satisfies DualScreenMessage)
|
||||||
|
channel?.close()
|
||||||
|
}, [enabled, state])
|
||||||
|
}
|
||||||
|
|
||||||
export function DualScreenBottomDisplay() {
|
export function DualScreenBottomDisplay() {
|
||||||
const [state, setState] = useState<DualScreenCombatState | null>(loadRecentSnapshot)
|
const [state, setState] = useState<DualScreenCombatState | null>(loadRecentSnapshot)
|
||||||
|
const [workshopState, setWorkshopState] = useState<DualScreenWorkshopState | null>(null)
|
||||||
|
|
||||||
useEffect(() => {
|
useEffect(() => {
|
||||||
const channel = createChannel()
|
const channel = createChannel()
|
||||||
if (!channel) return
|
if (!channel) return
|
||||||
const announce = () => channel.postMessage({ type: 'companion-ready' } satisfies DualScreenMessage)
|
const announce = () => channel.postMessage({ type: 'companion-ready' } satisfies DualScreenMessage)
|
||||||
channel.onmessage = (event: MessageEvent<DualScreenMessage>) => {
|
channel.onmessage = (event: MessageEvent<DualScreenMessage>) => {
|
||||||
if (event.data.type === 'combat-state') setState(event.data.state)
|
if (event.data.type === 'combat-state') {
|
||||||
|
setState(event.data.state)
|
||||||
|
setWorkshopState(null)
|
||||||
|
}
|
||||||
|
if (event.data.type === 'workshop-state') {
|
||||||
|
setWorkshopState(event.data.state)
|
||||||
|
setState(null)
|
||||||
|
}
|
||||||
if (event.data.type === 'combat-ended') setState(null)
|
if (event.data.type === 'combat-ended') setState(null)
|
||||||
|
if (event.data.type === 'workshop-ended') setWorkshopState(null)
|
||||||
}
|
}
|
||||||
announce()
|
announce()
|
||||||
const timer = window.setInterval(() => {
|
const timer = window.setInterval(() => {
|
||||||
@@ -307,6 +371,40 @@ export function DualScreenBottomDisplay() {
|
|||||||
channel?.close()
|
channel?.close()
|
||||||
}
|
}
|
||||||
|
|
||||||
|
if (!state && workshopState) {
|
||||||
|
return (
|
||||||
|
<main className="dual-bottom-display workshop-bottom-display">
|
||||||
|
<header className="dual-controls-header">
|
||||||
|
<div>
|
||||||
|
<p className="eyebrow">{workshopState.mode}</p>
|
||||||
|
<h1>{workshopState.title}</h1>
|
||||||
|
</div>
|
||||||
|
<div className="dual-controls-progress">
|
||||||
|
<span>{workshopState.subtitle}</span>
|
||||||
|
</div>
|
||||||
|
</header>
|
||||||
|
{workshopState.summary && (
|
||||||
|
<section className="workshop-bottom-summary">
|
||||||
|
{workshopState.summary}
|
||||||
|
</section>
|
||||||
|
)}
|
||||||
|
<section className="workshop-bottom-grid">
|
||||||
|
{workshopState.items.map((item, index) => (
|
||||||
|
<article key={`${item.title}-${index}`}>
|
||||||
|
{item.glyph && <span>{item.glyph}</span>}
|
||||||
|
<div>
|
||||||
|
<strong>{item.title}</strong>
|
||||||
|
{item.meta && <small>{item.meta}</small>}
|
||||||
|
{item.detail && <p>{item.detail}</p>}
|
||||||
|
</div>
|
||||||
|
{item.status && <i>{item.status}</i>}
|
||||||
|
</article>
|
||||||
|
))}
|
||||||
|
</section>
|
||||||
|
</main>
|
||||||
|
)
|
||||||
|
}
|
||||||
|
|
||||||
if (!state) {
|
if (!state) {
|
||||||
return (
|
return (
|
||||||
<main className="dual-bottom-display dual-bottom-waiting">
|
<main className="dual-bottom-display dual-bottom-waiting">
|
||||||
@@ -475,6 +573,7 @@ export function DualScreenTopCombat({
|
|||||||
return (
|
return (
|
||||||
<button
|
<button
|
||||||
className={`dual-top-member ${state.selectedId === member.id ? 'selected' : ''} ${member.health <= 0 ? 'dead' : ''}`}
|
className={`dual-top-member ${state.selectedId === member.id ? 'selected' : ''} ${member.health <= 0 ? 'dead' : ''}`}
|
||||||
|
data-party-member-id={member.id}
|
||||||
key={member.id}
|
key={member.id}
|
||||||
onClick={() => onSelectTarget(member.id)}
|
onClick={() => onSelectTarget(member.id)}
|
||||||
type="button"
|
type="button"
|
||||||
|
|||||||
+29
-1
@@ -44,6 +44,9 @@ export type CombatLogEntry = {
|
|||||||
tone: 'system' | 'heal' | 'danger' | 'loot'
|
tone: 'system' | 'heal' | 'danger' | 'loot'
|
||||||
}
|
}
|
||||||
|
|
||||||
|
export const TANKLESS_DAMAGE_MULTIPLIER = 1.35
|
||||||
|
export const DEFAULT_GROUP_HEAL_TARGETS = 4
|
||||||
|
|
||||||
export const INITIAL_PARTY: PartyMember[] = [
|
export const INITIAL_PARTY: PartyMember[] = [
|
||||||
{ id: 'brann', name: 'Brann', role: 'Tank', health: 150, maxHealth: 150, shield: 0, hotTicks: 0 },
|
{ id: 'brann', name: 'Brann', role: 'Tank', health: 150, maxHealth: 150, shield: 0, hotTicks: 0 },
|
||||||
{ id: 'mira', name: 'Mira', role: 'Healer', health: 100, maxHealth: 100, shield: 0, hotTicks: 0 },
|
{ id: 'mira', name: 'Mira', role: 'Healer', health: 100, maxHealth: 100, shield: 0, hotTicks: 0 },
|
||||||
@@ -101,7 +104,7 @@ export const SPELLS: Spell[] = [
|
|||||||
id: 'radiance',
|
id: 'radiance',
|
||||||
key: '3',
|
key: '3',
|
||||||
name: 'Radiance',
|
name: 'Radiance',
|
||||||
description: 'Restores health to every living party member.',
|
description: 'Restores health to up to 4 injured party members.',
|
||||||
cost: 12,
|
cost: 12,
|
||||||
cooldown: 8,
|
cooldown: 8,
|
||||||
power: 18,
|
power: 18,
|
||||||
@@ -164,3 +167,28 @@ export const ENCOUNTERS: Encounter[] = [
|
|||||||
isBoss: true,
|
isBoss: true,
|
||||||
},
|
},
|
||||||
]
|
]
|
||||||
|
|
||||||
|
export function partyDamageOutput(party: PartyMember[], baseDamage: number) {
|
||||||
|
const livingCount = party.filter((member) => member.health > 0).length
|
||||||
|
return Math.round(baseDamage * (livingCount / Math.max(1, party.length)))
|
||||||
|
}
|
||||||
|
|
||||||
|
export function tankPressureTargets(party: PartyMember[]) {
|
||||||
|
const living = party.filter((member) => member.health > 0)
|
||||||
|
const tanks = living.filter((member) => member.role === 'Tank')
|
||||||
|
if (tanks.length > 0) return { targets: tanks, multiplier: 1 }
|
||||||
|
const damageDealer = living
|
||||||
|
.filter((member) => member.role === 'Damage')
|
||||||
|
.sort((left, right) => right.health - left.health)[0]
|
||||||
|
return {
|
||||||
|
targets: damageDealer ? [damageDealer] : [],
|
||||||
|
multiplier: TANKLESS_DAMAGE_MULTIPLIER,
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
export function groupHealTargets(party: PartyMember[], targetCount = DEFAULT_GROUP_HEAL_TARGETS) {
|
||||||
|
return party
|
||||||
|
.filter((member) => member.health > 0)
|
||||||
|
.sort((left, right) => (left.health / left.maxHealth) - (right.health / right.maxHealth))
|
||||||
|
.slice(0, targetCount)
|
||||||
|
}
|
||||||
|
|||||||
+14
-9
@@ -385,9 +385,7 @@ function scaledPvpBossExperience(
|
|||||||
type ComponentTemplate = { id: number; slug: string; name: string; itemLevel: number; glyph: string; description: string }
|
type ComponentTemplate = { id: number; slug: string; name: string; itemLevel: number; glyph: string; description: string }
|
||||||
const COMPONENT_ITEMS: Record<number, ComponentTemplate> = {
|
const COMPONENT_ITEMS: Record<number, ComponentTemplate> = {
|
||||||
1: { id: 600, slug: 'minor-component', name: 'Minor Component', itemLevel: 1, glyph: '◆', description: 'A basic crafting component.' },
|
1: { id: 600, slug: 'minor-component', name: 'Minor Component', itemLevel: 1, glyph: '◆', description: 'A basic crafting component.' },
|
||||||
5: { id: 601, slug: 'basic-component', name: 'Basic Component', itemLevel: 5, glyph: '◇', description: 'A standard crafting component.' },
|
|
||||||
10: { id: 602, slug: 'refined-component', name: 'Refined Component', itemLevel: 10, glyph: '◈', description: 'A refined crafting component.' },
|
10: { id: 602, slug: 'refined-component', name: 'Refined Component', itemLevel: 10, glyph: '◈', description: 'A refined crafting component.' },
|
||||||
15: { id: 603, slug: 'advanced-component', name: 'Advanced Component', itemLevel: 15, glyph: '◉', description: 'An advanced crafting component.' },
|
|
||||||
20: { id: 604, slug: 'superior-component', name: 'Superior Component', itemLevel: 20, glyph: '◎', description: 'A superior crafting component.' },
|
20: { id: 604, slug: 'superior-component', name: 'Superior Component', itemLevel: 20, glyph: '◎', description: 'A superior crafting component.' },
|
||||||
25: { id: 605, slug: 'primal-component', name: 'Primal Component', itemLevel: 25, glyph: '✦', description: 'A primal crafting component.' },
|
25: { id: 605, slug: 'primal-component', name: 'Primal Component', itemLevel: 25, glyph: '✦', description: 'A primal crafting component.' },
|
||||||
}
|
}
|
||||||
@@ -760,8 +758,7 @@ function emptyCharacterData(classId: number): CharacterData {
|
|||||||
const gc = static_.classes.find((c) => c.id === classId)!
|
const gc = static_.classes.find((c) => c.id === classId)!
|
||||||
const talentRanks: Record<string, number> = {}
|
const talentRanks: Record<string, number> = {}
|
||||||
for (const t of gc.talents) talentRanks[String(t.id)] = 0
|
for (const t of gc.talents) talentRanks[String(t.id)] = 0
|
||||||
const starterItemIds = [100, 101, 102, 103, 104, 105, 106, 107, 108, 109]
|
const inventory: Item[] = []
|
||||||
const inventory: Item[] = static_.inventory.filter((i) => starterItemIds.includes(i.id)).map((i) => ({ ...i }))
|
|
||||||
const startingAbilitySlots: Array<number | null> = gc.spells
|
const startingAbilitySlots: Array<number | null> = gc.spells
|
||||||
.filter((s) => s.unlockLevel === 1)
|
.filter((s) => s.unlockLevel === 1)
|
||||||
.slice(0, 5)
|
.slice(0, 5)
|
||||||
@@ -1164,6 +1161,12 @@ function createLocalRepository(store: LocalSaveStore): GameRepository {
|
|||||||
const profile = buildProfile(save)
|
const profile = buildProfile(save)
|
||||||
const recipe = profile.craftingRecipes.find((candidate) => candidate.id === recipeId)
|
const recipe = profile.craftingRecipes.find((candidate) => candidate.id === recipeId)
|
||||||
if (!recipe) throw new Error('That crafting recipe does not exist.')
|
if (!recipe) throw new Error('That crafting recipe does not exist.')
|
||||||
|
const requiresUpgrade = profile.craftingRecipes.some((candidate) =>
|
||||||
|
candidate.sourceEncounterId === recipe.sourceEncounterId
|
||||||
|
&& candidate.item.slot === recipe.item.slot
|
||||||
|
&& candidate.item.itemLevel < recipe.item.itemLevel,
|
||||||
|
)
|
||||||
|
if (requiresUpgrade) throw new Error('Upgrade the previous item tier instead.')
|
||||||
const missing = recipe.components.find((component) => component.owned < component.quantity)
|
const missing = recipe.components.find((component) => component.owned < component.quantity)
|
||||||
if (missing) {
|
if (missing) {
|
||||||
throw new Error(`Need ${missing.quantity} ${missing.item.name} to craft this item.`)
|
throw new Error(`Need ${missing.quantity} ${missing.item.name} to craft this item.`)
|
||||||
@@ -1191,11 +1194,13 @@ function createLocalRepository(store: LocalSaveStore): GameRepository {
|
|||||||
if (item.slot === 'component') throw new Error('Components cannot be upgraded.')
|
if (item.slot === 'component') throw new Error('Components cannot be upgraded.')
|
||||||
const currentRecipe = profile.craftingRecipes.find((recipe) => recipe.item.id === item.id)
|
const currentRecipe = profile.craftingRecipes.find((recipe) => recipe.item.id === item.id)
|
||||||
const targetRecipe = currentRecipe
|
const targetRecipe = currentRecipe
|
||||||
? profile.craftingRecipes.find((recipe) =>
|
? profile.craftingRecipes
|
||||||
recipe.sourceEncounterId === currentRecipe.sourceEncounterId
|
.filter((recipe) =>
|
||||||
&& recipe.item.slot === item.slot
|
recipe.sourceEncounterId === currentRecipe.sourceEncounterId
|
||||||
&& recipe.item.itemLevel === item.itemLevel + 5,
|
&& recipe.item.slot === item.slot
|
||||||
)
|
&& recipe.item.itemLevel > item.itemLevel,
|
||||||
|
)
|
||||||
|
.sort((left, right) => left.item.itemLevel - right.item.itemLevel)[0]
|
||||||
: null
|
: null
|
||||||
if (!targetRecipe) throw new Error('No upgrade is available for this item.')
|
if (!targetRecipe) throw new Error('No upgrade is available for this item.')
|
||||||
const missing = targetRecipe.components.find((component) => component.owned < component.quantity)
|
const missing = targetRecipe.components.find((component) => component.owned < component.quantity)
|
||||||
|
|||||||
@@ -276,14 +276,6 @@ function hasUiOverlay() {
|
|||||||
).some(isVisible)
|
).some(isVisible)
|
||||||
}
|
}
|
||||||
|
|
||||||
function isCombatTargetAction(action: InputAction) {
|
|
||||||
return action.startsWith('navigate')
|
|
||||||
|| action.startsWith('targetParty')
|
|
||||||
|| action === 'previousTarget'
|
|
||||||
|| action === 'nextTarget'
|
|
||||||
|| action === 'toggleTargetGroup'
|
|
||||||
}
|
|
||||||
|
|
||||||
const BUTTON_LABELS: Record<number, string> = {
|
const BUTTON_LABELS: Record<number, string> = {
|
||||||
0: 'A / Cross',
|
0: 'A / Cross',
|
||||||
1: 'B / Circle',
|
1: 'B / Circle',
|
||||||
@@ -397,7 +389,6 @@ export function InputProvider({ children }: { children: ReactNode }) {
|
|||||||
const keyboardInputRef = useRef(keyboardInput)
|
const keyboardInputRef = useRef(keyboardInput)
|
||||||
const previousTokensRef = useRef(new Set<string>())
|
const previousTokensRef = useRef(new Set<string>())
|
||||||
const repeatRef = useRef<Record<string, number>>({})
|
const repeatRef = useRef<Record<string, number>>({})
|
||||||
const lastCombatNavigationRef = useRef(0)
|
|
||||||
|
|
||||||
useEffect(() => {
|
useEffect(() => {
|
||||||
bindingsRef.current = bindings
|
bindingsRef.current = bindings
|
||||||
@@ -444,11 +435,6 @@ export function InputProvider({ children }: { children: ReactNode }) {
|
|||||||
const dispatchAction = useCallback((action: InputAction, device: InputDevice) => {
|
const dispatchAction = useCallback((action: InputAction, device: InputDevice) => {
|
||||||
const uiOverlay = hasUiOverlay()
|
const uiOverlay = hasUiOverlay()
|
||||||
const combatActive = Boolean(document.querySelector('[data-combat-active="true"]'))
|
const combatActive = Boolean(document.querySelector('[data-combat-active="true"]'))
|
||||||
if (combatActive && !uiOverlay && isCombatTargetAction(action)) {
|
|
||||||
const now = performance.now()
|
|
||||||
if (now - lastCombatNavigationRef.current < 125) return
|
|
||||||
lastCombatNavigationRef.current = now
|
|
||||||
}
|
|
||||||
|
|
||||||
setLastDevice(device)
|
setLastDevice(device)
|
||||||
document.documentElement.dataset.inputDevice = device
|
document.documentElement.dataset.inputDevice = device
|
||||||
|
|||||||
+184
-1220
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Reference in New Issue
Block a user