Compare commits

...

2 Commits

Author SHA1 Message Date
Warren H 1281be69d8 Android build v1.0.34 2026-06-20 15:08:51 -04:00
Warren H 4fc15ebe9a Android build v1.0.33 2026-06-20 13:21:49 -04:00
13 changed files with 1101 additions and 49 deletions
+1
View File
@@ -4,5 +4,6 @@
- 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.
- Test top-screen UI only against the main display viewport, and bottom-screen UI only against the secondary display viewport.
- User rebuilds app; do not rebuild APK unless explicitly requested.
- Apply game changes to both web version and mobile app version.
Binary file not shown.
Binary file not shown.
Binary file not shown.
+2 -2
View File
@@ -7,8 +7,8 @@ android {
applicationId "com.warren.iwanttoheal"
minSdkVersion rootProject.ext.minSdkVersion
targetSdkVersion rootProject.ext.targetSdkVersion
versionCode 50
versionName "1.0.32"
versionCode 53
versionName "1.0.34"
testInstrumentationRunner "androidx.test.runner.AndroidJUnitRunner"
aaptOptions {
// Files and dirs to omit from the packaged assets dir, modified to accommodate modern web apps.
+9 -2
View File
@@ -561,7 +561,9 @@ SET name = (
SELECT
CASE items.item_level
WHEN 1 THEN 'Raw '
WHEN 5 THEN 'Honed '
WHEN 10 THEN 'Green '
WHEN 15 THEN 'Blue '
WHEN 20 THEN 'Purple '
WHEN 25 THEN 'Orange '
ELSE ''
@@ -794,6 +796,7 @@ INSERT INTO generated_loot_tiers
(item_level, dungeon_id, raid_id, dungeon_difficulty_id, raid_difficulty_id, recipe_base, craft_quantity)
VALUES
(10, 3, 2, 2, 101, 1100, 2),
(15, 4, 5, 3, 103, 1200, 3),
(20, 6, 7, 4, 104, 1300, 4),
(25, 8, 9, 5, 105, 1400, 5);
@@ -1347,18 +1350,20 @@ 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)
WHERE items.item_level NOT IN (1, 5, 10, 15, 20, 25)
);
DELETE FROM crafting_recipes
WHERE item_id IN (
SELECT id FROM items WHERE item_level NOT IN (1, 10, 20, 25)
SELECT id FROM items WHERE item_level NOT IN (1, 5, 10, 15, 20, 25)
);
UPDATE items
SET rarity = CASE item_level
WHEN 1 THEN 'common'
WHEN 5 THEN 'uncommon'
WHEN 10 THEN 'uncommon'
WHEN 15 THEN 'rare'
WHEN 20 THEN 'epic'
WHEN 25 THEN 'legendary'
ELSE rarity
@@ -1370,7 +1375,9 @@ SET name = (
SELECT
CASE items.item_level
WHEN 1 THEN 'Raw '
WHEN 5 THEN 'Honed '
WHEN 10 THEN 'Green '
WHEN 15 THEN 'Blue '
WHEN 20 THEN 'Purple '
WHEN 25 THEN 'Orange '
ELSE ''
+2 -2
View File
@@ -1919,13 +1919,13 @@ h2 {
}
.part-setup-panel .part-picker {
grid-template-columns: repeat(3, minmax(0, 1fr));
grid-template-columns: 1fr;
}
.part-start-row {
display: grid;
gap: 8px;
grid-template-columns: minmax(0, 1fr) minmax(88px, 0.45fr);
grid-template-columns: minmax(0, 1fr) minmax(82px, 0.38fr);
}
.hard-mode-button {
+8 -4
View File
@@ -43,7 +43,7 @@ const TICK_MS = 700
type RoguelikeMode = 'dungeon' | 'raid'
type RoguelikeUpgradeTiming = 'boss' | 'encounter'
type RoguelikeAbilityLabelMode = 'ability' | 'slot'
type SlotKey = '1' | '2' | '3' | '4' | '5'
type SlotKey = '1' | '2' | '3' | '4' | '5' | '6'
type RoguelikeMechanic =
| 'party-pulse'
| 'searing-mark'
@@ -120,11 +120,15 @@ function memberHotEffects(member: PartyMember) {
: []
}
function effectId(prefix: string) {
return `${prefix}-${globalThis.crypto?.randomUUID?.() ?? `${Date.now()}-${Math.random()}`}`
}
function addHotEffect(member: PartyMember, spell: Spell, ticks = 5) {
return [
...memberHotEffects(member),
{
id: `${spell.id}-${crypto.randomUUID()}`,
id: effectId(spell.id),
label: spell.name,
ticks,
power: Math.max(1, Math.round(spell.power / 2)),
@@ -136,7 +140,7 @@ function addBounceHeal(member: PartyMember, spell: Spell) {
return [
...(member.bounceHeals ?? []),
{
id: `${spell.id}-${crypto.randomUUID()}`,
id: effectId(spell.id),
label: spell.name,
charges: 4,
power: spell.power,
@@ -164,7 +168,7 @@ function buildRoguelikeUpgrades(
spells: Spell[],
labelMode: RoguelikeAbilityLabelMode,
): RoguelikeUpgrade[] {
const slotUpgrades = (['1', '2', '3', '4', '5'] as SlotKey[]).flatMap((slot) => {
const slotUpgrades = (['1', '2', '3', '4', '5', '6'] as SlotKey[]).flatMap((slot) => {
const label = slotLabel(slot, spells, labelMode)
return [
{
+1 -1
View File
@@ -40,7 +40,7 @@ export function CustomizeScreen({ profile, onBack, onSaved }: Props) {
function chooseClass(nextClass: GameClass) {
const starterAbilities = nextClass.spells
.filter((ability) => ability.unlockLevel <= profile.character.level)
.slice(0, 5)
.slice(0, 6)
.map((ability) => ability.id)
setClassId(nextClass.id)
setSlots([...starterAbilities, ...Array(6 - starterAbilities.length).fill(null)])
+5 -5
View File
@@ -44,7 +44,7 @@ type PvpEncounter = DungeonEncounter & {
sourceEncounterId?: number
}
type SlotKey = '1' | '2' | '3' | '4' | '5'
type SlotKey = '1' | '2' | '3' | '4' | '5' | '6'
type AbilityLabelMode = 'ability' | 'slot'
type SelfBuffId =
@@ -164,7 +164,7 @@ function slotLabel(slot: SlotKey, spells: Spell[], labelMode: AbilityLabelMode)
}
function buildSelfBuffChoices(spells: Spell[], labelMode: AbilityLabelMode): Array<Choice<SelfBuffId>> {
const slotChoices = (['1', '2', '3', '4', '5'] as SlotKey[]).flatMap((slot) => {
const slotChoices = (['1', '2', '3', '4', '5', '6'] as SlotKey[]).flatMap((slot) => {
const label = slotLabel(slot, spells, labelMode)
return [
{
@@ -193,7 +193,7 @@ function buildSelfBuffChoices(spells: Spell[], labelMode: AbilityLabelMode): Arr
}
function buildOpponentDebuffChoices(spells: Spell[], labelMode: AbilityLabelMode): Array<Choice<OpponentDebuffId>> {
const slotChoices = (['1', '2', '3', '4', '5'] as SlotKey[]).flatMap((slot) => {
const slotChoices = (['1', '2', '3', '4', '5', '6'] as SlotKey[]).flatMap((slot) => {
const label = slotLabel(slot, spells, labelMode)
return [
{
@@ -334,7 +334,7 @@ function scoreSelfBuff(buff: Choice<SelfBuffId>, spells: Spell[]) {
if (buff.id === 'fifth-cast-free') return 8
if (buff.id === 'group-heal-boost') return 8
if (buff.id === 'shield-boost') return 6
const slot = buff.id.match(/slot([1-5])/i)?.[1] as SlotKey | undefined
const slot = buff.id.match(/slot([1-6])/i)?.[1] as SlotKey | undefined
const spell = spells.find((candidate) => candidate.key === slot)
if (!spell) return 5
if (buff.id.endsWith('extra-target')) {
@@ -408,7 +408,7 @@ export function PvPRoguelikeScreen({
const gameClass = profile.classes.find((candidate) => candidate.id === profile.character.classId)!
const starterSpells = useMemo(() => gameClass.spells
.filter((spell) => spell.unlockLevel === 1)
.slice(0, 5)
.slice(0, 6)
.map((spell, index) => toCombatSpell(spell, String(index + 1))), [gameClass.spells])
const [abilityLabelMode] = useState<AbilityLabelMode>('ability')
const selfBuffChoicesCatalog = useMemo(
+10 -1
View File
@@ -118,6 +118,13 @@ function loadRecentSnapshot() {
}
}
function memberHotEffects(member: PartyMember) {
if (member.hotEffects?.length) return member.hotEffects
return member.hotTicks > 0
? [{ id: 'legacy-renew', label: 'Renew', ticks: member.hotTicks }]
: []
}
export function DualScreenProvider({ children }: { children: ReactNode }) {
const [enabled, setEnabledState] = useState(
() => localStorage.getItem(STORAGE_KEY) === 'true',
@@ -599,7 +606,9 @@ export function DualScreenTopCombat({
</div>
)}
<div className="member-effects">
{member.hotTicks > 0 && <span className="buff">Renew</span>}
{memberHotEffects(member).map((effect) => (
<span className="buff" key={effect.id}>{effect.label}</span>
))}
{member.debuff && <span className="debuff">{member.debuff}</span>}
</div>
</button>
+51 -30
View File
@@ -103,6 +103,7 @@ const offlineSaveKey = 'chronicle.offlineSave.v1'
const onlineCacheKey = 'chronicle.onlineCache.v1'
const authTokenKey = 'chronicle.authToken.v1'
const offlineAccount = { id: -1, username: 'Offline' }
const ABILITY_SLOT_COUNT = 6
function clone<T>(value: T): T {
return structuredClone(value)
@@ -147,7 +148,7 @@ function upgradeV1Save(v1: { profile: CharacterProfile; lootRolls: Record<string
level: cid === p.character.classId ? p.character.level : 1,
experience: cid === p.character.classId ? p.character.experience : 0,
talentPoints: cid === p.character.classId ? p.character.talentPoints : 1,
abilitySlots: cid === p.character.classId ? [...p.abilitySlots] : [],
abilitySlots: cid === p.character.classId ? normalizeAbilitySlots(p.abilitySlots) : [],
talentRanks,
inventory: cid === p.character.classId ? clone(p.inventory) : [],
}
@@ -164,11 +165,32 @@ function upgradeV1Save(v1: { profile: CharacterProfile; lootRolls: Record<string
}
function upgradeV2Save(v2: Omit<OfflineSave, 'version' | 'completedRaidPhases'> & { version: 2 }): OfflineSave {
return {
return normalizeSaveAbilitySlots({
...v2,
version: 3,
completedRaidPhases: 0,
})
}
function normalizeAbilitySlots(abilitySlots: unknown): Array<number | null> {
const slots = Array.isArray(abilitySlots)
? abilitySlots
.slice(0, ABILITY_SLOT_COUNT)
.map((value) => {
if (value === null || value === undefined) return null
const id = Number(value)
return Number.isInteger(id) ? id : null
})
: []
while (slots.length < ABILITY_SLOT_COUNT) slots.push(null)
return slots
}
function normalizeSaveAbilitySlots(save: OfflineSave): OfflineSave {
for (const character of Object.values(save.characters)) {
character.abilitySlots = normalizeAbilitySlots(character.abilitySlots)
}
return save
}
function normalizeOfflineSave(raw: unknown): OfflineSave | null {
@@ -178,12 +200,12 @@ function normalizeOfflineSave(raw: unknown): OfflineSave | null {
profile?: CharacterProfile
lootRolls?: Record<string, LootRoll>
}
if (candidate.version === 3) return candidate as OfflineSave
if (candidate.version === 3) return normalizeSaveAbilitySlots(candidate as OfflineSave)
if (candidate.version === 2) {
return upgradeV2Save(candidate as Omit<OfflineSave, 'version' | 'completedRaidPhases'> & { version: 2 })
}
if (candidate.version === 1 && candidate.profile) {
return upgradeV1Save(candidate as { profile: CharacterProfile; lootRolls: Record<string, LootRoll> })
return normalizeSaveAbilitySlots(upgradeV1Save(candidate as { profile: CharacterProfile; lootRolls: Record<string, LootRoll> }))
}
return null
}
@@ -448,7 +470,7 @@ function mergeProfileIntoSave(profile: CharacterProfile, existingSave?: OfflineS
level: profile.character.level,
experience: profile.character.experience,
talentPoints: profile.character.talentPoints,
abilitySlots: [...profile.abilitySlots],
abilitySlots: normalizeAbilitySlots(profile.abilitySlots),
talentRanks,
inventory: clone(profile.inventory),
}
@@ -787,9 +809,9 @@ function emptyCharacterData(classId: number): CharacterData {
const inventory: Item[] = []
const startingAbilitySlots: Array<number | null> = gc.spells
.filter((s) => s.unlockLevel === 1)
.slice(0, 5)
.slice(0, ABILITY_SLOT_COUNT)
.map((s) => s.id)
while (startingAbilitySlots.length < 6) startingAbilitySlots.push(null)
while (startingAbilitySlots.length < ABILITY_SLOT_COUNT) startingAbilitySlots.push(null)
return {
level: 1,
experience: 0,
@@ -829,31 +851,30 @@ function createLocalRepository(store: LocalSaveStore): GameRepository {
},
async saveProfile(classId, abilitySlots) {
const save = requireStoredSave(store)
const static_ = clone(starterProfile) as CharacterProfile
const gameClass = static_.classes.find((candidate) => candidate.id === classId)
if (!gameClass) throw new Error('Selected class does not exist.')
const static_ = clone(starterProfile) as CharacterProfile
const gameClass = static_.classes.find((candidate) => candidate.id === classId)
if (!gameClass) throw new Error('Selected class does not exist.')
const slots = abilitySlots.slice(0, 6)
while (slots.length < 6) slots.push(null)
const selectedIds = slots.filter((id): id is number => id !== null)
if (new Set(selectedIds).size !== selectedIds.length) {
throw new Error('The same ability cannot be equipped twice.')
}
const activeChar = save.characters[save.activeClassId]
const validIds = new Set(
gameClass.spells
.filter((spell) => spell.unlockLevel <= activeChar.level)
.map((spell) => spell.id),
)
if (selectedIds.some((id) => !validIds.has(id))) {
throw new Error('One or more abilities are locked or belong to another class.')
}
const slots = normalizeAbilitySlots(abilitySlots)
const selectedIds = slots.filter((id): id is number => id !== null)
if (new Set(selectedIds).size !== selectedIds.length) {
throw new Error('The same ability cannot be equipped twice.')
}
const activeChar = save.characters[save.activeClassId]
const validIds = new Set(
gameClass.spells
.filter((spell) => spell.unlockLevel <= activeChar.level)
.map((spell) => spell.id),
)
if (selectedIds.some((id) => !validIds.has(id))) {
throw new Error('One or more abilities are locked or belong to another class.')
}
if (!save.characters[classId]) {
save.characters[classId] = emptyCharacterData(classId)
}
save.characters[classId].abilitySlots = slots
save.activeClassId = classId
if (!save.characters[classId]) {
save.characters[classId] = emptyCharacterData(classId)
}
save.characters[classId].abilitySlots = slots
save.activeClassId = classId
store.writeSave(save)
return buildProfile(save)
},
File diff suppressed because it is too large Load Diff