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5 Commits

Author SHA1 Message Date
Warren H 207fcd1a15 Android build v1.0.31 2026-06-19 23:14:56 -04:00
Warren H fd6a1ce3c7 Android build v1.0.30 2026-06-19 22:10:14 -04:00
Warren H f8b98e6b23 Android build v1.0.29 2026-06-19 21:58:23 -04:00
Warren H fc7c6488ea Android build v1.0.28 2026-06-19 21:35:17 -04:00
Warren H ba6d3b614e Android build v1.0.27 2026-06-19 21:29:44 -04:00
19 changed files with 2406 additions and 979 deletions
+2
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@@ -2,5 +2,7 @@
- AYN Thor main display: 6-inch AMOLED, 1920 x 1080, 120Hz. - AYN Thor main display: 6-inch AMOLED, 1920 x 1080, 120Hz.
- AYN Thor secondary display: 3.92-inch AMOLED, 1240 x 1080, 60Hz. - AYN Thor secondary display: 3.92-inch AMOLED, 1240 x 1080, 60Hz.
- AYN Thor UI sizing must be designed against Android CSS/layout viewport, not physical framebuffer pixels.
- Approximate Thor CSS viewports: main display 960 x 540, secondary display 620 x 540.
- User rebuilds app; do not rebuild APK unless explicitly requested. - User rebuilds app; do not rebuild APK unless explicitly requested.
- Apply game changes to both web version and mobile app version. - Apply game changes to both web version and mobile app version.
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+2 -2
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@@ -7,8 +7,8 @@ android {
applicationId "com.warren.iwanttoheal" applicationId "com.warren.iwanttoheal"
minSdkVersion rootProject.ext.minSdkVersion minSdkVersion rootProject.ext.minSdkVersion
targetSdkVersion rootProject.ext.targetSdkVersion targetSdkVersion rootProject.ext.targetSdkVersion
versionCode 44 versionCode 49
versionName "1.0.26" versionName "1.0.31"
testInstrumentationRunner "androidx.test.runner.AndroidJUnitRunner" testInstrumentationRunner "androidx.test.runner.AndroidJUnitRunner"
aaptOptions { aaptOptions {
// Files and dirs to omit from the packaged assets dir, modified to accommodate modern web apps. // Files and dirs to omit from the packaged assets dir, modified to accommodate modern web apps.
+18 -13
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@@ -134,22 +134,22 @@ INSERT OR IGNORE INTO spells
VALUES VALUES
(1, 1, 'mend', 'Mend', 'direct_heal', 5, 0.5, 30, 1, '+', 'A fast, efficient single-target heal.'), (1, 1, 'mend', 'Mend', 'direct_heal', 5, 0.5, 30, 1, '+', 'A fast, efficient single-target heal.'),
(2, 1, 'renew', 'Renew', 'heal_over_time', 7, 0.5, 12, 1, '~', 'Heals now and continues healing over time.'), (2, 1, 'renew', 'Renew', 'heal_over_time', 7, 0.5, 12, 1, '~', 'Heals now and continues healing over time.'),
(3, 1, 'radiance', 'Radiance', 'party_heal', 12, 8, 18, 1, '*', 'Restores health to every living party member.'), (3, 1, 'radiance', 'Radiance', 'party_heal', 12, 8, 18, 1, '*', 'Restores health to up to 4 injured party members.'),
(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.'),
(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.'),
(6, 1, 'dawn-burst', 'Dawn Burst', 'party_heal', 16, 12, 28, 5, 'D', 'A brilliant wave of healing for the entire party.'), (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.'),
(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.'),
(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.'),
(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.');
@@ -479,9 +479,7 @@ WHERE id BETWEEN 901 AND 1409;
UPDATE items UPDATE items
SET rarity = CASE item_level SET rarity = CASE item_level
WHEN 1 THEN 'common' WHEN 1 THEN 'common'
WHEN 5 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
@@ -493,9 +491,7 @@ SET name = (
SELECT SELECT
CASE items.item_level CASE items.item_level
WHEN 1 THEN 'Raw ' WHEN 1 THEN 'Raw '
WHEN 5 THEN 'Honed '
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 ''
@@ -1276,12 +1272,23 @@ SET difficulty_id = CASE
END END
WHERE id BETWEEN 901 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 1 THEN 'common' WHEN 1 THEN 'common'
WHEN 5 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
@@ -1293,9 +1300,7 @@ SET name = (
SELECT SELECT
CASE items.item_level CASE items.item_level
WHEN 1 THEN 'Raw ' WHEN 1 THEN 'Raw '
WHEN 5 THEN 'Honed '
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 ''
+1687 -20
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File diff suppressed because it is too large Load Diff
+49 -30
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@@ -283,6 +283,19 @@ function App() {
const raid = raidOptions.find((candidate) => candidate.id === selectedRaidId) const raid = raidOptions.find((candidate) => candidate.id === selectedRaidId)
?? raidOptions[0] ?? raidOptions[0]
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 const tierOptions = activityOptions
.flatMap((option) => option.difficulties) .flatMap((option) => option.difficulties)
.filter((difficulty, index, all) => ( .filter((difficulty, index, all) => (
@@ -328,7 +341,7 @@ function App() {
: a.sequence - b.sequence) : a.sequence - b.sequence)
return ( return (
<main className={`game-shell ${screen === 'dungeons' || screen === 'raids' ? 'dungeon-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"
@@ -425,6 +438,28 @@ function App() {
</div> </div>
{roguelikeVariant === 'pve' && ( {roguelikeVariant === 'pve' && (
<> <>
<div className="roguelike-option-panel">
<div>
<p className="eyebrow">Run Type</p>
<h2>PvE Roguelike</h2>
</div>
<div className="roguelike-timing-row">
<button
className={`text-button ${roguelikeKind === 'dungeon' ? 'active' : ''}`}
onClick={() => setRoguelikeKind('dungeon')}
type="button"
>
Dungeon
</button>
<button
className={`text-button ${roguelikeKind === 'raid' ? 'active' : ''}`}
onClick={() => setRoguelikeKind('raid')}
type="button"
>
Raid
</button>
</div>
</div>
<div className="roguelike-option-panel"> <div className="roguelike-option-panel">
<div> <div>
<p className="eyebrow">Upgrade Timing</p> <p className="eyebrow">Upgrade Timing</p>
@@ -469,38 +504,22 @@ function App() {
</button> </button>
</div> </div>
</div> </div>
<div className="roguelike-mode-grid"> <div className="menu-card pvp-queue-panel">
<span>{roguelikeKind === 'raid' ? 'R' : 'D'}</span>
<div>
<strong>{roguelikeKind === 'raid' ? 'Raid Roguelike' : 'Dungeon Roguelike'}</strong>
<small>
{roguelikeKind === 'raid'
? 'Ten-player party. Raid pools, lighter early scaling, and the same upgrade draft.'
: 'Five-player party. Two random trash enemies and a boss with a lighter early ramp.'}
</small>
</div>
<button <button
className="menu-card" className="text-button"
onClick={() => { onClick={startPveRoguelike}
const baseDungeon = dungeonOptions[0]
setRoguelikeKind('dungeon')
setCombatContentId(-1)
setSelectedDifficultyId(baseDungeon.difficulties[0]?.id ?? 1)
setSelectedPart(1)
setScreen('combat')
}}
type="button" type="button"
> >
<span>D</span> Start Run
<strong>Dungeon Roguelike</strong>
<small>Five-player party. Two random trash enemies and a boss with a lighter early ramp.</small>
</button>
<button
className="menu-card"
onClick={() => {
const baseRaid = raidOptions[0]
setRoguelikeKind('raid')
setCombatContentId(-2)
setSelectedDifficultyId(baseRaid?.difficulties[0]?.id ?? 101)
setSelectedPart(1)
setScreen('combat')
}}
type="button"
>
<span>R</span>
<strong>Raid Roguelike</strong>
<small>Ten-player party. Raid pools, lighter early scaling, and the same upgrade draft.</small>
</button> </button>
</div> </div>
</> </>
+69 -12
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@@ -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,
@@ -386,6 +390,11 @@ export function CombatScreen({
const nextFloatingTextId = useRef(1) const nextFloatingTextId = useRef(1)
const combatRef = useRef(initialCombatState) const combatRef = useRef(initialCombatState)
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 { party, resource, enemyHealth, cooldowns, freeCastReady } = combatState
const encounter = encounters[encounterIndex] const encounter = encounters[encounterIndex]
const currentPart = getCurrentPart(encounterIndex) const currentPart = getCurrentPart(encounterIndex)
@@ -415,6 +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
@@ -553,6 +565,12 @@ export function CombatScreen({
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')) {
@@ -566,7 +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') {
@@ -586,6 +603,7 @@ export function CombatScreen({
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 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))
@@ -846,9 +864,7 @@ export function CombatScreen({
if (spell) castSpell(spell) if (spell) castSpell(spell)
}) })
useEffect(() => { const runCombatTick = useCallback(() => {
if (status !== 'playing' || paused) return
const timer = window.setInterval(() => {
const current = combatRef.current const current = combatRef.current
const nextElapsedTicks = current.elapsedTicks + 1 const nextElapsedTicks = current.elapsedTicks + 1
const nextCooldowns = Object.fromEntries( const nextCooldowns = Object.fromEntries(
@@ -896,11 +912,17 @@ export function CombatScreen({
} }
const healerBeforeDamage = current.party.find((member) => member.id === 'mira') const healerBeforeDamage = current.party.find((member) => member.id === 'mira')
const tankPressure = tankPressureTargets(current.party)
const tankPressureIds = new Set(tankPressure.targets.map((member) => member.id))
const nextParty = current.party.map((member) => { 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
@@ -960,7 +982,7 @@ export function CombatScreen({
return return
} }
const nextEnemyHealth = current.enemyHealth - encounter.partyDamage const nextEnemyHealth = current.enemyHealth - partyDamageOutput(nextParty, encounter.partyDamage)
if (nextEnemyHealth > 0) { if (nextEnemyHealth > 0) {
setCombat({ setCombat({
...current, ...current,
@@ -1042,8 +1064,6 @@ export function CombatScreen({
enemyHealth: nextEncounter.maxHealth, 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,
@@ -1065,11 +1085,43 @@ export function CombatScreen({
profile.character.name, profile.character.name,
setCombat, 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
@@ -1315,7 +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`
@@ -1323,6 +1375,9 @@ 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="pvp-choice-columns">
<div>
<strong>Run Buff</strong>
<div className="upgrade-choice-grid"> <div className="upgrade-choice-grid">
{upgradeChoices.map((upgrade) => ( {upgradeChoices.map((upgrade) => (
<button key={upgrade.id} onClick={() => chooseRoguelikeUpgrade(upgrade)} type="button"> <button key={upgrade.id} onClick={() => chooseRoguelikeUpgrade(upgrade)} type="button">
@@ -1331,6 +1386,8 @@ export function CombatScreen({
</button> </button>
))} ))}
</div> </div>
</div>
</div>
{roguelikeUpgrades.length > 0 && ( {roguelikeUpgrades.length > 0 && (
<p className="roguelike-upgrade-list"> <p className="roguelike-upgrade-list">
Active: {summarizeUpgradeStacks(roguelikeUpgrades, roguelikeUpgradeCatalog)} Active: {summarizeUpgradeStacks(roguelikeUpgrades, roguelikeUpgradeCatalog)}
+41 -2
View File
@@ -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}
/> />
+203 -79
View File
@@ -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('')
@@ -173,6 +186,10 @@ export function EquipmentScreen({ profile, onBack, onUpdated, embedded = false }
} }
}, [equipmentTab]) }, [equipmentTab])
useEffect(() => {
if (mode) setEquipmentTab(mode)
}, [mode])
function saveScroll() { function saveScroll() {
scrollRef.current = window.scrollY scrollRef.current = window.scrollY
} }
@@ -247,73 +264,15 @@ export function EquipmentScreen({ profile, onBack, onUpdated, embedded = false }
} }
} }
const content = ( 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 (
<> <>
{!embedded && (
<div className="screen-heading">
<div>
<p className="eyebrow">Character Loadout</p>
<h1>Equipment</h1>
</div>
<button className="back-button" onClick={onBack} type="button">Back</button>
</div>
)}
<div className="gear-summary">
<div className="gear-character">
<span style={{ borderColor: profile.character.themeColor, color: profile.character.themeColor }}>
{profile.character.className[0]}
</span>
<div>
<p className="eyebrow">{profile.character.className}</p>
<h2>{profile.character.name}</h2>
</div>
</div>
<GearStat value={profile.gearStats.averageItemLevel.toFixed(1)} label="Average Item Level" />
<GearStat value={`+${profile.gearStats.healingPower}`} label="Healing Power" />
<GearStat value={`+${profile.gearStats.maxResourceBonus}`} label={`Max ${profile.character.resourceName}`} />
</div>
<nav className="equipment-tabs">
<button
className={`equipment-tab ${equipmentTab === 'equipment' ? 'active' : ''}`}
onClick={() => setEquipmentTab('equipment')}
type="button"
>
Equipment
</button>
<button
className={`equipment-tab ${equipmentTab === 'crafting' ? 'active' : ''}`}
onClick={() => setEquipmentTab('crafting')}
type="button"
>
Crafting
</button>
</nav>
{equipmentTab === 'equipment' ? (
<>
<section className="item-comparison">
{selectedItem ? (
selectedItem.slot === 'component' ? (
<>
<ItemDetail title="Crafting Component" item={selectedItem} />
<div className="equip-action">
<p className="component-note">Used in crafting.</p>
</div>
</>
) : (
<>
<ItemDetail title={selectedItem.equipped ? 'Selected Equipment' : 'Inventory Item'} item={selectedItem} />
<div className="comparison-arrow">vs</div>
{comparisonItem && comparisonItem.id !== selectedItem.id ? (
<ItemDetail title="Currently Equipped" item={comparisonItem} />
) : (
<div className="item-detail empty-comparison">
<p className="eyebrow">Comparison</p>
<h2>{selectedItem.equipped ? 'Already Equipped' : 'Empty Slot'}</h2>
</div>
)}
<div className="equip-action">
<ComparisonDelta selected={selectedItem} equipped={comparisonItem} /> <ComparisonDelta selected={selectedItem} equipped={comparisonItem} />
<button <button
className="primary-button" className="primary-button"
@@ -347,7 +306,166 @@ export function EquipmentScreen({ profile, onBack, onUpdated, embedded = false }
: 'Break Down'} : 'Break Down'}
</button> </button>
)} )}
</>
)
}
const workshopState = useMemo<DualScreenWorkshopState>(() => {
if (equipmentTab === 'crafting') {
if (!selectedRecipe) {
return {
mode: 'crafting',
title: 'Craft Output',
subtitle: 'No recipe selected',
items: [],
}
}
return {
mode: 'crafting',
title: selectedRecipe.item.name,
subtitle: `${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}/${component.quantity}`,
})),
]
: []),
],
}
}, [comparisonItem, equipmentTab, selectedItem, selectedRecipe, upgradeRecipe])
useDualScreenWorkshopPublisher(workshopState, dualScreenEnabled)
const content = (
<>
{!embedded && (
<div className="screen-heading">
<div>
<p className="eyebrow">Character Loadout</p>
<h1>Equipment</h1>
</div> </div>
<button className="back-button" onClick={onBack} type="button">Back</button>
</div>
)}
<div className="gear-summary">
<div className="gear-character">
<span style={{ borderColor: profile.character.themeColor, color: profile.character.themeColor }}>
{profile.character.className[0]}
</span>
<div>
<p className="eyebrow">{profile.character.className}</p>
<h2>{profile.character.name}</h2>
</div>
</div>
<GearStat value={profile.gearStats.averageItemLevel.toFixed(1)} label="Average Item Level" />
<GearStat value={`+${profile.gearStats.healingPower}`} label="Healing Power" />
<GearStat value={`+${profile.gearStats.maxResourceBonus}`} label={`Max ${profile.character.resourceName}`} />
</div>
{showModeTabs && (
<nav className="equipment-tabs">
<button
className={`equipment-tab ${equipmentTab === 'equipment' ? 'active' : ''}`}
onClick={() => setEquipmentTab('equipment')}
type="button"
>
Equipment
</button>
<button
className={`equipment-tab ${equipmentTab === 'crafting' ? 'active' : ''}`}
onClick={() => setEquipmentTab('crafting')}
type="button"
>
Crafting
</button>
</nav>
)}
{equipmentTab === 'equipment' ? (
<>
<section className="item-comparison">
{selectedItem ? (
selectedItem.slot === 'component' ? (
<>
<ItemDetail title="Crafting Component" item={selectedItem} />
</>
) : (
<>
<ItemDetail title={selectedItem.equipped ? 'Selected Equipment' : 'Inventory Item'} item={selectedItem} />
<div className="comparison-arrow">vs</div>
{comparisonItem && comparisonItem.id !== selectedItem.id ? (
<ItemDetail title="Currently Equipped" item={comparisonItem} />
) : (
<div className="item-detail empty-comparison">
<p className="eyebrow">Comparison</p>
<h2>{selectedItem.equipped ? 'Already Equipped' : 'Empty Slot'}</h2>
</div>
)}
</> </>
) )
) : ( ) : (
@@ -355,6 +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" />
@@ -469,7 +591,7 @@ export function EquipmentScreen({ profile, onBack, onUpdated, embedded = false }
<strong>All</strong> <strong>All</strong>
<span>{profile.craftingRecipes.length}</span> <span>{profile.craftingRecipes.length}</span>
</button> </button>
{(Object.entries(SLOT_LABELS) as [EquipmentSlot, string][]).map(([slot, label]) => ( {CRAFTING_FILTER_SLOTS.map((slot) => (
<button <button
className={slotFilter === slot ? 'active' : ''} className={slotFilter === slot ? 'active' : ''}
disabled={(slotRecipeCounts.get(slot) ?? 0) === 0} disabled={(slotRecipeCounts.get(slot) ?? 0) === 0}
@@ -480,7 +602,7 @@ export function EquipmentScreen({ profile, onBack, onUpdated, embedded = false }
}} }}
type="button" type="button"
> >
<strong>{label}</strong> <strong>{SLOT_LABELS[slot]}</strong>
<span>{slotRecipeCounts.get(slot) ?? 0}</span> <span>{slotRecipeCounts.get(slot) ?? 0}</span>
</button> </button>
))} ))}
@@ -557,6 +679,16 @@ 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>
</section> </section>
<section className="crafting-detail-panel"> <section className="crafting-detail-panel">
@@ -579,14 +711,6 @@ export function EquipmentScreen({ profile, onBack, onUpdated, embedded = false }
</div> </div>
))} ))}
</div> </div>
<button
className="primary-button"
disabled={selectedRecipeRequiresUpgrade || !selectedRecipe.canCraft || crafting}
onClick={craftSelected}
type="button"
>
{crafting ? 'Crafting...' : selectedRecipeRequiresUpgrade ? 'Upgrade Existing Item' : 'Craft Item'}
</button>
</div> </div>
) : ( ) : (
<p className="inventory-empty">Select a recipe.</p> <p className="inventory-empty">Select a recipe.</p>
+158 -33
View File
@@ -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>
+99 -1
View File
@@ -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">
+29 -1
View File
@@ -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)
}
-2
View File
@@ -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.' },
} }
-15
View File
@@ -121,7 +121,6 @@ const STORAGE_KEY = 'ashen-halls-input-bindings-v1'
const PREFERENCES_STORAGE_KEY = 'ashen-halls-input-preferences-v1' const PREFERENCES_STORAGE_KEY = 'ashen-halls-input-preferences-v1'
const GAME_ACTION_EVENT = 'ashen-halls-game-action' const GAME_ACTION_EVENT = 'ashen-halls-game-action'
const NATIVE_CONTROLLER_EVENT = 'ashen-halls-native-controller' const NATIVE_CONTROLLER_EVENT = 'ashen-halls-native-controller'
const COMBAT_TARGET_NAVIGATION_THROTTLE_MS = 220
type CaptureState = { type CaptureState = {
device: InputDevice device: InputDevice
@@ -277,14 +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',
@@ -398,7 +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
@@ -445,11 +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 < COMBAT_TARGET_NAVIGATION_THROTTLE_MS) return
lastCombatNavigationRef.current = now
}
setLastDevice(device) setLastDevice(device)
document.documentElement.dataset.inputDevice = device document.documentElement.dataset.inputDevice = device
+5 -725
View File
@@ -62,7 +62,7 @@
"power": 18, "power": 18,
"unlockLevel": 1, "unlockLevel": 1,
"glyph": "*", "glyph": "*",
"description": "Restores health to every living party member." "description": "Restores health to up to 4 injured party members."
}, },
{ {
"id": 4, "id": 4,
@@ -101,7 +101,7 @@
"power": 28, "power": 28,
"unlockLevel": 5, "unlockLevel": 5,
"glyph": "D", "glyph": "D",
"description": "A brilliant wave of healing for the entire party." "description": "A brilliant wave of healing for up to 4 injured allies."
}, },
{ {
"id": 7, "id": 7,
@@ -140,7 +140,7 @@
"power": 48, "power": 48,
"unlockLevel": 20, "unlockLevel": 20,
"glyph": "A", "glyph": "A",
"description": "Floods the party with the full strength of dawn." "description": "Floods up to 4 injured allies with the full strength of dawn."
} }
], ],
"talents": [ "talents": [
@@ -345,7 +345,7 @@
"power": 17, "power": 17,
"unlockLevel": 1, "unlockLevel": 1,
"glyph": "*", "glyph": "*",
"description": "Restorative growth spreads through the party." "description": "Restorative growth spreads to up to 4 injured allies."
}, },
{ {
"id": 23, "id": 23,
@@ -589,7 +589,7 @@
"power": 18, "power": 18,
"unlockLevel": 1, "unlockLevel": 1,
"glyph": "*", "glyph": "*",
"description": "Links the party through a shared healing pattern." "description": "Links up to 4 injured allies through a shared healing pattern."
}, },
{ {
"id": 33, "id": 33,
@@ -1211,366 +1211,6 @@
], ],
"canCraft": false "canCraft": false
}, },
{
"id": 1004,
"difficultyId": 1,
"sourceDungeonId": 1,
"sourceEncounterId": 12,
"item": {
"id": 4,
"slug": "cinderstep-boots",
"name": "Honed Yian Kut-Ku Boots",
"slot": "boots",
"rarity": "common",
"itemLevel": 5,
"healingPower": 3,
"maxResourceBonus": 0,
"glyph": "b",
"description": "Crafted with Yian Kut-Ku coins.",
"setId": null,
"setSlug": null,
"setName": null
},
"components": [
{
"item": {
"id": 281201,
"slug": "yian-kut-ku-coin-ilvl-1",
"name": "Raw Yian Kut-Ku Coin",
"slot": "component",
"rarity": "common",
"itemLevel": 1,
"healingPower": 0,
"maxResourceBonus": 0,
"glyph": "$",
"description": "A boss coin from Yian Kut-Ku used for item level 1 crafting."
},
"quantity": 5,
"owned": 0
}
],
"canCraft": false
},
{
"id": 1002,
"difficultyId": 1,
"sourceDungeonId": 1,
"sourceEncounterId": 3,
"item": {
"id": 2,
"slug": "wardens-cinderwrap",
"name": "Honed Bulldrome Chest",
"slot": "chest",
"rarity": "common",
"itemLevel": 5,
"healingPower": 3,
"maxResourceBonus": 0,
"glyph": "C",
"description": "Crafted with Bulldrome coins.",
"setId": null,
"setSlug": null,
"setName": null
},
"components": [
{
"item": {
"id": 280301,
"slug": "bulldrome-coin-ilvl-1",
"name": "Raw Bulldrome Coin",
"slot": "component",
"rarity": "common",
"itemLevel": 1,
"healingPower": 0,
"maxResourceBonus": 0,
"glyph": "$",
"description": "A boss coin from Bulldrome used for item level 1 crafting."
},
"quantity": 5,
"owned": 0
}
],
"canCraft": false
},
{
"id": 1003,
"difficultyId": 1,
"sourceDungeonId": 1,
"sourceEncounterId": 3,
"item": {
"id": 6,
"slug": "furnace-tenders-wraps",
"name": "Honed Bulldrome Gloves",
"slot": "gloves",
"rarity": "common",
"itemLevel": 5,
"healingPower": 3,
"maxResourceBonus": 2,
"glyph": "g",
"description": "Crafted with Bulldrome coins.",
"setId": null,
"setSlug": null,
"setName": null
},
"components": [
{
"item": {
"id": 280301,
"slug": "bulldrome-coin-ilvl-1",
"name": "Raw Bulldrome Coin",
"slot": "component",
"rarity": "common",
"itemLevel": 1,
"healingPower": 0,
"maxResourceBonus": 0,
"glyph": "$",
"description": "A boss coin from Bulldrome used for item level 1 crafting."
},
"quantity": 5,
"owned": 0
}
],
"canCraft": false
},
{
"id": 1001,
"difficultyId": 1,
"sourceDungeonId": 1,
"sourceEncounterId": 3,
"item": {
"id": 5,
"slug": "adepts-hood",
"name": "Honed Bulldrome Helmet",
"slot": "helmet",
"rarity": "common",
"itemLevel": 5,
"healingPower": 3,
"maxResourceBonus": 4,
"glyph": "^",
"description": "Crafted with Bulldrome coins.",
"setId": null,
"setSlug": null,
"setName": null
},
"components": [
{
"item": {
"id": 280301,
"slug": "bulldrome-coin-ilvl-1",
"name": "Raw Bulldrome Coin",
"slot": "component",
"rarity": "common",
"itemLevel": 1,
"healingPower": 0,
"maxResourceBonus": 0,
"glyph": "$",
"description": "A boss coin from Bulldrome used for item level 1 crafting."
},
"quantity": 5,
"owned": 0
}
],
"canCraft": false
},
{
"id": 1009,
"difficultyId": 1,
"sourceDungeonId": 1,
"sourceEncounterId": 22,
"item": {
"id": 9,
"slug": "sootglass-pendant",
"name": "Honed Rathian Necklace",
"slot": "necklace",
"rarity": "common",
"itemLevel": 5,
"healingPower": 4,
"maxResourceBonus": 4,
"glyph": "n",
"description": "Crafted with Rathian coins.",
"setId": null,
"setSlug": null,
"setName": null
},
"components": [
{
"item": {
"id": 282201,
"slug": "rathian-coin-ilvl-1",
"name": "Raw Rathian Coin",
"slot": "component",
"rarity": "common",
"itemLevel": 1,
"healingPower": 0,
"maxResourceBonus": 0,
"glyph": "$",
"description": "A boss coin from Rathian used for item level 1 crafting."
},
"quantity": 5,
"owned": 0
}
],
"canCraft": false
},
{
"id": 1008,
"difficultyId": 1,
"sourceDungeonId": 1,
"sourceEncounterId": 22,
"item": {
"id": 8,
"slug": "ashwalker-legwraps",
"name": "Honed Rathian Pants",
"slot": "pants",
"rarity": "common",
"itemLevel": 5,
"healingPower": 3,
"maxResourceBonus": 3,
"glyph": "P",
"description": "Crafted with Rathian coins.",
"setId": null,
"setSlug": null,
"setName": null
},
"components": [
{
"item": {
"id": 282201,
"slug": "rathian-coin-ilvl-1",
"name": "Raw Rathian Coin",
"slot": "component",
"rarity": "common",
"itemLevel": 1,
"healingPower": 0,
"maxResourceBonus": 0,
"glyph": "$",
"description": "A boss coin from Rathian used for item level 1 crafting."
},
"quantity": 5,
"owned": 0
}
],
"canCraft": false
},
{
"id": 1005,
"difficultyId": 1,
"sourceDungeonId": 1,
"sourceEncounterId": 12,
"item": {
"id": 1,
"slug": "emberglass-sigil",
"name": "Honed Yian Kut-Ku Ring",
"slot": "ring",
"rarity": "common",
"itemLevel": 5,
"healingPower": 4,
"maxResourceBonus": 5,
"glyph": "o",
"description": "Crafted with Yian Kut-Ku coins.",
"setId": null,
"setSlug": null,
"setName": null
},
"components": [
{
"item": {
"id": 281201,
"slug": "yian-kut-ku-coin-ilvl-1",
"name": "Raw Yian Kut-Ku Coin",
"slot": "component",
"rarity": "common",
"itemLevel": 1,
"healingPower": 0,
"maxResourceBonus": 0,
"glyph": "$",
"description": "A boss coin from Yian Kut-Ku used for item level 1 crafting."
},
"quantity": 5,
"owned": 0
}
],
"canCraft": false
},
{
"id": 1006,
"difficultyId": 1,
"sourceDungeonId": 1,
"sourceEncounterId": 12,
"item": {
"id": 7,
"slug": "warden-ember",
"name": "Honed Yian Kut-Ku Trinket",
"slot": "trinket",
"rarity": "common",
"itemLevel": 5,
"healingPower": 4,
"maxResourceBonus": 4,
"glyph": "*",
"description": "Crafted with Yian Kut-Ku coins.",
"setId": null,
"setSlug": null,
"setName": null
},
"components": [
{
"item": {
"id": 281201,
"slug": "yian-kut-ku-coin-ilvl-1",
"name": "Raw Yian Kut-Ku Coin",
"slot": "component",
"rarity": "common",
"itemLevel": 1,
"healingPower": 0,
"maxResourceBonus": 0,
"glyph": "$",
"description": "A boss coin from Yian Kut-Ku used for item level 1 crafting."
},
"quantity": 5,
"owned": 0
}
],
"canCraft": false
},
{
"id": 1007,
"difficultyId": 1,
"sourceDungeonId": 1,
"sourceEncounterId": 22,
"item": {
"id": 3,
"slug": "ashwood-crook",
"name": "Honed Rathian Weapon",
"slot": "weapon",
"rarity": "common",
"itemLevel": 5,
"healingPower": 5,
"maxResourceBonus": 0,
"glyph": "/",
"description": "Crafted with Rathian coins.",
"setId": null,
"setSlug": null,
"setName": null
},
"components": [
{
"item": {
"id": 282201,
"slug": "rathian-coin-ilvl-1",
"name": "Raw Rathian Coin",
"slot": "component",
"rarity": "common",
"itemLevel": 1,
"healingPower": 0,
"maxResourceBonus": 0,
"glyph": "$",
"description": "A boss coin from Rathian used for item level 1 crafting."
},
"quantity": 5,
"owned": 0
}
],
"canCraft": false
},
{ {
"id": 1104, "id": 1104,
"difficultyId": 2, "difficultyId": 2,
@@ -1931,366 +1571,6 @@
], ],
"canCraft": false "canCraft": false
}, },
{
"id": 1204,
"difficultyId": 2,
"sourceDungeonId": 1,
"sourceEncounterId": 12,
"item": {
"id": 304,
"slug": "runed-cinderstep-boots",
"name": "Blue Yian Kut-Ku Boots",
"slot": "boots",
"rarity": "rare",
"itemLevel": 15,
"healingPower": 9,
"maxResourceBonus": 8,
"glyph": "b",
"description": "Crafted with Yian Kut-Ku coins.",
"setId": null,
"setSlug": null,
"setName": null
},
"components": [
{
"item": {
"id": 281210,
"slug": "yian-kut-ku-coin-ilvl-10",
"name": "Green Yian Kut-Ku Coin",
"slot": "component",
"rarity": "uncommon",
"itemLevel": 10,
"healingPower": 0,
"maxResourceBonus": 0,
"glyph": "$",
"description": "A boss coin from Yian Kut-Ku used for item level 10 crafting."
},
"quantity": 15,
"owned": 0
}
],
"canCraft": false
},
{
"id": 1202,
"difficultyId": 2,
"sourceDungeonId": 1,
"sourceEncounterId": 3,
"item": {
"id": 302,
"slug": "runed-cinderwrap",
"name": "Blue Bulldrome Chest",
"slot": "chest",
"rarity": "rare",
"itemLevel": 15,
"healingPower": 11,
"maxResourceBonus": 3,
"glyph": "C",
"description": "Crafted with Bulldrome coins.",
"setId": null,
"setSlug": null,
"setName": null
},
"components": [
{
"item": {
"id": 280310,
"slug": "bulldrome-coin-ilvl-10",
"name": "Green Bulldrome Coin",
"slot": "component",
"rarity": "uncommon",
"itemLevel": 10,
"healingPower": 0,
"maxResourceBonus": 0,
"glyph": "$",
"description": "A boss coin from Bulldrome used for item level 10 crafting."
},
"quantity": 15,
"owned": 0
}
],
"canCraft": false
},
{
"id": 1203,
"difficultyId": 2,
"sourceDungeonId": 1,
"sourceEncounterId": 3,
"item": {
"id": 306,
"slug": "runed-furnace-wraps",
"name": "Blue Bulldrome Gloves",
"slot": "gloves",
"rarity": "rare",
"itemLevel": 15,
"healingPower": 11,
"maxResourceBonus": 6,
"glyph": "g",
"description": "Crafted with Bulldrome coins.",
"setId": null,
"setSlug": null,
"setName": null
},
"components": [
{
"item": {
"id": 280310,
"slug": "bulldrome-coin-ilvl-10",
"name": "Green Bulldrome Coin",
"slot": "component",
"rarity": "uncommon",
"itemLevel": 10,
"healingPower": 0,
"maxResourceBonus": 0,
"glyph": "$",
"description": "A boss coin from Bulldrome used for item level 10 crafting."
},
"quantity": 15,
"owned": 0
}
],
"canCraft": false
},
{
"id": 1201,
"difficultyId": 2,
"sourceDungeonId": 1,
"sourceEncounterId": 3,
"item": {
"id": 305,
"slug": "runed-adepts-hood",
"name": "Blue Bulldrome Helmet",
"slot": "helmet",
"rarity": "rare",
"itemLevel": 15,
"healingPower": 9,
"maxResourceBonus": 9,
"glyph": "^",
"description": "Crafted with Bulldrome coins.",
"setId": null,
"setSlug": null,
"setName": null
},
"components": [
{
"item": {
"id": 280310,
"slug": "bulldrome-coin-ilvl-10",
"name": "Green Bulldrome Coin",
"slot": "component",
"rarity": "uncommon",
"itemLevel": 10,
"healingPower": 0,
"maxResourceBonus": 0,
"glyph": "$",
"description": "A boss coin from Bulldrome used for item level 10 crafting."
},
"quantity": 15,
"owned": 0
}
],
"canCraft": false
},
{
"id": 1209,
"difficultyId": 2,
"sourceDungeonId": 1,
"sourceEncounterId": 22,
"item": {
"id": 309,
"slug": "runed-sootglass-pendant",
"name": "Blue Rathian Necklace",
"slot": "necklace",
"rarity": "rare",
"itemLevel": 15,
"healingPower": 12,
"maxResourceBonus": 10,
"glyph": "n",
"description": "Crafted with Rathian coins.",
"setId": null,
"setSlug": null,
"setName": null
},
"components": [
{
"item": {
"id": 282210,
"slug": "rathian-coin-ilvl-10",
"name": "Green Rathian Coin",
"slot": "component",
"rarity": "uncommon",
"itemLevel": 10,
"healingPower": 0,
"maxResourceBonus": 0,
"glyph": "$",
"description": "A boss coin from Rathian used for item level 10 crafting."
},
"quantity": 15,
"owned": 0
}
],
"canCraft": false
},
{
"id": 1208,
"difficultyId": 2,
"sourceDungeonId": 1,
"sourceEncounterId": 22,
"item": {
"id": 308,
"slug": "runed-ashwalker-legwraps",
"name": "Blue Rathian Pants",
"slot": "pants",
"rarity": "rare",
"itemLevel": 15,
"healingPower": 9,
"maxResourceBonus": 9,
"glyph": "P",
"description": "Crafted with Rathian coins.",
"setId": null,
"setSlug": null,
"setName": null
},
"components": [
{
"item": {
"id": 282210,
"slug": "rathian-coin-ilvl-10",
"name": "Green Rathian Coin",
"slot": "component",
"rarity": "uncommon",
"itemLevel": 10,
"healingPower": 0,
"maxResourceBonus": 0,
"glyph": "$",
"description": "A boss coin from Rathian used for item level 10 crafting."
},
"quantity": 15,
"owned": 0
}
],
"canCraft": false
},
{
"id": 1205,
"difficultyId": 2,
"sourceDungeonId": 1,
"sourceEncounterId": 12,
"item": {
"id": 301,
"slug": "runed-emberglass-sigil",
"name": "Blue Yian Kut-Ku Ring",
"slot": "ring",
"rarity": "rare",
"itemLevel": 15,
"healingPower": 10,
"maxResourceBonus": 13,
"glyph": "o",
"description": "Crafted with Yian Kut-Ku coins.",
"setId": null,
"setSlug": null,
"setName": null
},
"components": [
{
"item": {
"id": 281210,
"slug": "yian-kut-ku-coin-ilvl-10",
"name": "Green Yian Kut-Ku Coin",
"slot": "component",
"rarity": "uncommon",
"itemLevel": 10,
"healingPower": 0,
"maxResourceBonus": 0,
"glyph": "$",
"description": "A boss coin from Yian Kut-Ku used for item level 10 crafting."
},
"quantity": 15,
"owned": 0
}
],
"canCraft": false
},
{
"id": 1206,
"difficultyId": 2,
"sourceDungeonId": 1,
"sourceEncounterId": 12,
"item": {
"id": 307,
"slug": "runed-warden-ember",
"name": "Blue Yian Kut-Ku Trinket",
"slot": "trinket",
"rarity": "rare",
"itemLevel": 15,
"healingPower": 12,
"maxResourceBonus": 10,
"glyph": "*",
"description": "Crafted with Yian Kut-Ku coins.",
"setId": null,
"setSlug": null,
"setName": null
},
"components": [
{
"item": {
"id": 281210,
"slug": "yian-kut-ku-coin-ilvl-10",
"name": "Green Yian Kut-Ku Coin",
"slot": "component",
"rarity": "uncommon",
"itemLevel": 10,
"healingPower": 0,
"maxResourceBonus": 0,
"glyph": "$",
"description": "A boss coin from Yian Kut-Ku used for item level 10 crafting."
},
"quantity": 15,
"owned": 0
}
],
"canCraft": false
},
{
"id": 1207,
"difficultyId": 2,
"sourceDungeonId": 1,
"sourceEncounterId": 22,
"item": {
"id": 303,
"slug": "runed-ashwood-crook",
"name": "Blue Rathian Weapon",
"slot": "weapon",
"rarity": "rare",
"itemLevel": 15,
"healingPower": 15,
"maxResourceBonus": 3,
"glyph": "/",
"description": "Crafted with Rathian coins.",
"setId": null,
"setSlug": null,
"setName": null
},
"components": [
{
"item": {
"id": 282210,
"slug": "rathian-coin-ilvl-10",
"name": "Green Rathian Coin",
"slot": "component",
"rarity": "uncommon",
"itemLevel": 10,
"healingPower": 0,
"maxResourceBonus": 0,
"glyph": "$",
"description": "A boss coin from Rathian used for item level 10 crafting."
},
"quantity": 15,
"owned": 0
}
],
"canCraft": false
},
{ {
"id": 1304, "id": 1304,
"difficultyId": 4, "difficultyId": 4,