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5 Commits

Author SHA1 Message Date
Warren H cb38042eca Android build v1.0.37 2026-06-20 17:50:57 -04:00
Warren H 753bba581a Android build v1.0.36 2026-06-20 16:57:03 -04:00
Warren H 2300973164 Android build v1.0.35 2026-06-20 16:10:35 -04:00
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
22 changed files with 2069 additions and 338 deletions
+1
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@@ -4,5 +4,6 @@
- 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. - 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. - 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. - 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 50 versionCode 56
versionName "1.0.32" versionName "1.0.37"
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.
+22 -11
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@@ -561,7 +561,9 @@ 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 ''
@@ -676,18 +678,22 @@ JOIN coin_sources
ON coin_sources.encounter_id = crafting_recipes.source_encounter_id ON coin_sources.encounter_id = crafting_recipes.source_encounter_id
AND coin_sources.difficulty_id = crafting_recipes.difficulty_id; AND coin_sources.difficulty_id = crafting_recipes.difficulty_id;
DELETE FROM character_talents
WHERE talent_id IN (SELECT id FROM talents WHERE class_id = 1);
DELETE FROM talents WHERE class_id = 1;
INSERT OR IGNORE INTO talents INSERT OR IGNORE INTO talents
(id, class_id, slug, name, max_rank, tier, branch, prerequisite_talent_id, prerequisite_rank, effect_type, effect_value_per_rank, glyph, description) (id, class_id, slug, name, max_rank, tier, branch, prerequisite_talent_id, prerequisite_rank, effect_type, effect_value_per_rank, glyph, description)
VALUES VALUES
(1, 1, 'bright-reserves', 'Bright Reserves', 5, 1, 1, NULL, 0, 'max_resource', 2, 'M', 'Increases maximum Mana by 2 per rank.'), (1, 1, 'shield-applies-renew', 'Shield applies Renew', 1, 1, 1, NULL, 0, 'shield_applies_renew', 0, '~', 'Sun Ward also applies Renew to the target.'),
(2, 1, 'gentle-dawn', 'Gentle Dawn', 5, 1, 2, NULL, 0, 'hot_power_percent', 2, '~', 'Increases healing-over-time power by 2% per rank.'), (2, 1, 'mend-applies-renew', 'Mend applies Renew', 1, 1, 2, NULL, 0, 'mend_applies_renew', 0, '~', 'Mend also applies Renew to the target.'),
(10, 1, 'steady-hands', 'Steady Hands', 5, 1, 3, NULL, 0, 'direct_heal_percent', 2, '+', 'Increases direct healing by 2% per rank.'), (10, 1, 'mend-adds-shield', 'Mend adds Shield', 1, 1, 3, NULL, 0, 'mend_applies_shield', 0, 'O', 'Mend also applies a shield at 50% strength to the target.'),
(11, 1, 'overflowing-light', 'Overflowing Light', 5, 2, 1, 1, 3, 'resource_regen_percent', 2, 'O', 'Improves Mana regeneration by 2% per rank. Requires Bright Reserves rank 3.'), (11, 1, 'radiance-adds-shield', 'Radiance adds Shield', 1, 1, 4, NULL, 0, 'radiance_applies_shield', 0, 'O', 'Radiance applies a shield at 30% strength to affected party members.'),
(12, 1, 'lingering-rays', 'Lingering Rays', 5, 2, 2, 2, 3, 'hot_duration_percent', 4, 'L', 'Extends healing-over-time duration by 4% per rank. Requires Gentle Dawn rank 3.'), (12, 1, 'radiance-applies-renew', 'Radiance applies Renew', 1, 1, 5, NULL, 0, 'radiance_applies_renew', 0, '~', 'Radiance applies Renew at 50% duration to affected party members.'),
(13, 1, 'radiant-precision', 'Radiant Precision', 5, 2, 3, 10, 3, 'critical_heal_percent', 1, '!', 'Adds 1% healing critical chance per rank. Requires Steady Hands rank 3.'), (13, 1, 'shielded-damage-reduction', 'Shielded takes less', 1, 1, 6, NULL, 0, 'shielded_damage_reduction', 0, 'D', 'While shielded, the target receives 20% less damage.'),
(14, 1, 'sunlit-aegis', 'Sunlit Aegis', 3, 3, 1, 11, 5, 'absorb_power_percent', 5, 'A', 'Strengthens absorb effects by 5% per rank. Requires Overflowing Light rank 5.'), (14, 1, 'shielded-healing-bonus', 'Shielded healing boost', 1, 1, 7, NULL, 0, 'shielded_healing_bonus', 0, '+', 'While shielded, the target receives 20% more healing.'),
(15, 1, 'shared-dawn', 'Shared Dawn', 3, 3, 2, 12, 5, 'party_heal_percent', 5, '*', 'Increases party-wide healing by 5% per rank. Requires Lingering Rays rank 5.'), (15, 1, 'mend-reduces-radiance', 'Mend lowers Radiance', 1, 1, 8, NULL, 0, 'mend_reduces_radiance_cooldown', 0, '*', 'Casting Mend reduces the cooldown of Radiance by 2 seconds.'),
(16, 1, 'miracle-worker', 'Miracle Worker', 1, 4, 2, 15, 3, 'cooldown_reduction_percent', 10, 'S', 'Reduces major healing cooldowns by 10%. Requires Shared Dawn rank 3.'),
(3, 2, 'deep-roots', 'Deep Roots', 5, 1, 1, NULL, 0, 'max_resource', 2, 'R', 'Increases maximum Bloom by 2 per rank.'), (3, 2, 'deep-roots', 'Deep Roots', 5, 1, 1, NULL, 0, 'max_resource', 2, 'R', 'Increases maximum Bloom by 2 per rank.'),
(20, 2, 'patient-growth', 'Patient Growth', 5, 1, 2, NULL, 0, 'hot_power_percent', 2, 's', 'Increases healing-over-time power by 2% per rank.'), (20, 2, 'patient-growth', 'Patient Growth', 5, 1, 2, NULL, 0, 'hot_power_percent', 2, 's', 'Increases healing-over-time power by 2% per rank.'),
@@ -794,6 +800,7 @@ INSERT INTO generated_loot_tiers
(item_level, dungeon_id, raid_id, dungeon_difficulty_id, raid_difficulty_id, recipe_base, craft_quantity) (item_level, dungeon_id, raid_id, dungeon_difficulty_id, raid_difficulty_id, recipe_base, craft_quantity)
VALUES VALUES
(10, 3, 2, 2, 101, 1100, 2), (10, 3, 2, 2, 101, 1100, 2),
(15, 4, 5, 3, 103, 1200, 3),
(20, 6, 7, 4, 104, 1300, 4), (20, 6, 7, 4, 104, 1300, 4),
(25, 8, 9, 5, 105, 1400, 5); (25, 8, 9, 5, 105, 1400, 5);
@@ -1347,18 +1354,20 @@ WHERE recipe_id IN (
SELECT crafting_recipes.id SELECT crafting_recipes.id
FROM crafting_recipes FROM crafting_recipes
JOIN items ON items.id = crafting_recipes.item_id 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 DELETE FROM crafting_recipes
WHERE item_id IN ( 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 UPDATE items
SET rarity = CASE item_level SET rarity = CASE item_level
WHEN 1 THEN 'common' WHEN 1 THEN 'common'
WHEN 5 THEN 'uncommon'
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
@@ -1370,7 +1379,9 @@ 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 ''
@@ -0,0 +1,67 @@
<svg xmlns="http://www.w3.org/2000/svg" width="620" height="540" viewBox="0 0 620 540" role="img" aria-label="Ayn Thor secondary display spell effect quick swap mockup">
<rect width="620" height="540" fill="#111219"/>
<rect x="16" y="16" width="588" height="48" fill="#20222d" stroke="#0a0b0e" stroke-width="3"/>
<text x="32" y="36" fill="#8aa0b7" font-family="monospace" font-size="11" font-weight="700">SPELL EFFECTS</text>
<text x="32" y="56" fill="#f5e6b2" font-family="monospace" font-size="18" font-weight="900">Quick Swap</text>
<text x="460" y="47" fill="#83d99b" font-family="monospace" font-size="13" font-weight="900">4/4 ACTIVE</text>
<g transform="translate(16 82)">
<rect width="588" height="118" fill="#191b25" stroke="#3a3944" stroke-width="2"/>
<text x="16" y="28" fill="#8aa0b7" font-family="monospace" font-size="10" font-weight="700">ACTIVE SLOTS</text>
<g transform="translate(14 46)">
<rect width="130" height="54" fill="#29291f" stroke="#e5b95f" stroke-width="3"/>
<text x="10" y="20" fill="#e5b95f" font-family="monospace" font-size="11" font-weight="900">LV 5</text>
<text x="10" y="39" fill="#f7f2d7" font-family="monospace" font-size="12" font-weight="900">Mend Renew</text>
</g>
<g transform="translate(154 46)">
<rect width="130" height="54" fill="#20222d" stroke="#3a3944" stroke-width="2"/>
<text x="10" y="20" fill="#6da7df" font-family="monospace" font-size="11" font-weight="900">LV 10</text>
<text x="10" y="39" fill="#f7f2d7" font-family="monospace" font-size="12" font-weight="900">Rad Shield</text>
</g>
<g transform="translate(294 46)">
<rect width="130" height="54" fill="#20222d" stroke="#3a3944" stroke-width="2"/>
<text x="10" y="20" fill="#4fb978" font-family="monospace" font-size="11" font-weight="900">LV 15</text>
<text x="10" y="39" fill="#f7f2d7" font-family="monospace" font-size="12" font-weight="900">Shield DR</text>
</g>
<g transform="translate(434 46)">
<rect width="130" height="54" fill="#20222d" stroke="#3a3944" stroke-width="2"/>
<text x="10" y="20" fill="#b16dde" font-family="monospace" font-size="11" font-weight="900">LV 20</text>
<text x="10" y="39" fill="#f7f2d7" font-family="monospace" font-size="12" font-weight="900">Mend CD</text>
</g>
</g>
<g transform="translate(16 218)">
<rect width="278" height="286" fill="#191b25" stroke="#3a3944" stroke-width="2"/>
<text x="16" y="28" fill="#8aa0b7" font-family="monospace" font-size="10" font-weight="700">POOL</text>
<g transform="translate(14 46)">
<rect width="250" height="42" fill="#29291f" stroke="#e5b95f" stroke-width="3"/>
<text x="12" y="26" fill="#f5e6b2" font-family="monospace" font-size="13" font-weight="900">Mend applies Renew</text>
</g>
<g transform="translate(14 98)">
<rect width="250" height="42" fill="#20222d" stroke="#3a3944" stroke-width="2"/>
<text x="12" y="26" fill="#f7f2d7" font-family="monospace" font-size="13" font-weight="900">Shield applies Renew</text>
</g>
<g transform="translate(14 150)">
<rect width="250" height="42" fill="#20222d" stroke="#3a3944" stroke-width="2"/>
<text x="12" y="26" fill="#f7f2d7" font-family="monospace" font-size="13" font-weight="900">Mend adds Shield</text>
</g>
<g transform="translate(14 202)">
<rect width="250" height="42" fill="#20222d" stroke="#3a3944" stroke-width="2"/>
<text x="12" y="26" fill="#f7f2d7" font-family="monospace" font-size="13" font-weight="900">Radiance Renew</text>
</g>
</g>
<g transform="translate(310 218)">
<rect width="294" height="286" fill="#20222d" stroke="#3a3944" stroke-width="2"/>
<text x="16" y="28" fill="#8aa0b7" font-family="monospace" font-size="10" font-weight="700">DETAIL</text>
<text x="16" y="58" fill="#f5e6b2" font-family="monospace" font-size="18" font-weight="900">Mend applies Renew</text>
<text x="16" y="92" fill="#d7dbe0" font-family="monospace" font-size="13">Mend also applies Renew to</text>
<text x="16" y="112" fill="#d7dbe0" font-family="monospace" font-size="13">the target.</text>
<text x="16" y="150" fill="#83d99b" font-family="monospace" font-size="12" font-weight="900">Rule: same HoT refreshes.</text>
<text x="16" y="172" fill="#83d99b" font-family="monospace" font-size="12" font-weight="900">Different HoTs coexist.</text>
<rect x="16" y="216" width="120" height="44" rx="3" fill="#e5b95f" stroke="#0a0b0e" stroke-width="3"/>
<text x="50" y="244" fill="#21180a" font-family="monospace" font-size="14" font-weight="900">Equip</text>
<rect x="154" y="216" width="120" height="44" rx="3" fill="#191b25" stroke="#3a3944" stroke-width="2"/>
<text x="184" y="244" fill="#f7f2d7" font-family="monospace" font-size="14" font-weight="900">Clear</text>
</g>
</svg>

After

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@@ -0,0 +1,90 @@
<svg xmlns="http://www.w3.org/2000/svg" width="960" height="540" viewBox="0 0 960 540" role="img" aria-label="Ayn Thor main display talent effect planner mockup">
<rect width="960" height="540" fill="#111219"/>
<rect x="20" y="18" width="920" height="50" fill="#20222d" stroke="#0a0b0e" stroke-width="3"/>
<text x="38" y="39" fill="#8aa0b7" font-family="monospace" font-size="12" font-weight="700">CHARACTER WORKSHOP</text>
<text x="38" y="59" fill="#f5e6b2" font-family="monospace" font-size="20" font-weight="900">Spell Effects</text>
<rect x="764" y="28" width="154" height="30" rx="3" fill="#e5b95f" stroke="#0a0b0e" stroke-width="3"/>
<text x="786" y="49" fill="#21180a" font-family="monospace" font-size="13" font-weight="900">Save Loadout</text>
<g transform="translate(20 88)">
<rect width="294" height="420" fill="#191b25" stroke="#3a3944" stroke-width="2"/>
<text x="18" y="28" fill="#8aa0b7" font-family="monospace" font-size="11" font-weight="700">UNLOCKED SLOTS</text>
<text x="18" y="53" fill="#f7f2d7" font-family="monospace" font-size="19" font-weight="900">4 active effects</text>
<g transform="translate(16 76)">
<rect width="262" height="58" fill="#29291f" stroke="#e5b95f" stroke-width="3"/>
<circle cx="29" cy="29" r="15" fill="#e5b95f"/>
<text x="22" y="34" fill="#21180a" font-family="monospace" font-size="13" font-weight="900">5</text>
<text x="56" y="25" fill="#f5e6b2" font-family="monospace" font-size="15" font-weight="900">Mend applies Renew</text>
<text x="56" y="45" fill="#83d99b" font-family="monospace" font-size="11">Selected</text>
</g>
<g transform="translate(16 148)">
<rect width="262" height="58" fill="#20222d" stroke="#3a3944" stroke-width="2"/>
<circle cx="29" cy="29" r="15" fill="#6da7df"/>
<text x="18" y="34" fill="#08111c" font-family="monospace" font-size="12" font-weight="900">10</text>
<text x="56" y="25" fill="#f7f2d7" font-family="monospace" font-size="15" font-weight="900">Radiance adds shield</text>
<text x="56" y="45" fill="#8aa0b7" font-family="monospace" font-size="11">30 percent strength</text>
</g>
<g transform="translate(16 220)">
<rect width="262" height="58" fill="#20222d" stroke="#3a3944" stroke-width="2"/>
<circle cx="29" cy="29" r="15" fill="#4fb978"/>
<text x="18" y="34" fill="#071408" font-family="monospace" font-size="12" font-weight="900">15</text>
<text x="56" y="25" fill="#f7f2d7" font-family="monospace" font-size="15" font-weight="900">Shielded takes less</text>
<text x="56" y="45" fill="#8aa0b7" font-family="monospace" font-size="11">20 percent damage cut</text>
</g>
<g transform="translate(16 292)">
<rect width="262" height="58" fill="#20222d" stroke="#3a3944" stroke-width="2"/>
<circle cx="29" cy="29" r="15" fill="#b16dde"/>
<text x="18" y="34" fill="#15071c" font-family="monospace" font-size="12" font-weight="900">20</text>
<text x="56" y="25" fill="#f7f2d7" font-family="monospace" font-size="15" font-weight="900">Mend lowers Radiance</text>
<text x="56" y="45" fill="#8aa0b7" font-family="monospace" font-size="11">-2 sec cooldown</text>
</g>
</g>
<g transform="translate(334 88)">
<rect width="606" height="286" fill="#191b25" stroke="#3a3944" stroke-width="2"/>
<text x="18" y="28" fill="#8aa0b7" font-family="monospace" font-size="11" font-weight="700">EFFECT POOL</text>
<text x="18" y="53" fill="#f7f2d7" font-family="monospace" font-size="19" font-weight="900">Pick effects, swap anytime</text>
<g transform="translate(18 76)">
<rect width="276" height="58" fill="#29291f" stroke="#e5b95f" stroke-width="3"/>
<text x="14" y="24" fill="#f5e6b2" font-family="monospace" font-size="14" font-weight="900">Mend applies Renew</text>
<text x="14" y="45" fill="#b7c3d0" font-family="monospace" font-size="11">Direct heal also applies Renew.</text>
<text x="226" y="24" fill="#83d99b" font-family="monospace" font-size="10" font-weight="900">ON</text>
</g>
<g transform="translate(312 76)">
<rect width="276" height="58" fill="#20222d" stroke="#3a3944" stroke-width="2"/>
<text x="14" y="24" fill="#f7f2d7" font-family="monospace" font-size="14" font-weight="900">Shield applies Renew</text>
<text x="14" y="45" fill="#b7c3d0" font-family="monospace" font-size="11">Sun Ward adds a Renew effect.</text>
</g>
<g transform="translate(18 148)">
<rect width="276" height="58" fill="#20222d" stroke="#3a3944" stroke-width="2"/>
<text x="14" y="24" fill="#f7f2d7" font-family="monospace" font-size="14" font-weight="900">Mend adds Shield</text>
<text x="14" y="45" fill="#b7c3d0" font-family="monospace" font-size="11">50 percent shield strength.</text>
</g>
<g transform="translate(312 148)">
<rect width="276" height="58" fill="#20222d" stroke="#3a3944" stroke-width="2"/>
<text x="14" y="24" fill="#f7f2d7" font-family="monospace" font-size="14" font-weight="900">Radiance adds Shield</text>
<text x="14" y="45" fill="#b7c3d0" font-family="monospace" font-size="11">30 percent to affected allies.</text>
</g>
<g transform="translate(18 220)">
<rect width="276" height="46" fill="#20222d" stroke="#3a3944" stroke-width="2"/>
<text x="14" y="20" fill="#f7f2d7" font-family="monospace" font-size="14" font-weight="900">Radiance applies Renew</text>
<text x="14" y="38" fill="#b7c3d0" font-family="monospace" font-size="11">50 percent duration.</text>
</g>
<g transform="translate(312 220)">
<rect width="276" height="46" fill="#20222d" stroke="#3a3944" stroke-width="2"/>
<text x="14" y="20" fill="#f7f2d7" font-family="monospace" font-size="14" font-weight="900">Shielded gets +healing</text>
<text x="14" y="38" fill="#b7c3d0" font-family="monospace" font-size="11">20 percent more healing.</text>
</g>
</g>
<g transform="translate(334 392)">
<rect width="606" height="116" fill="#20222d" stroke="#3a3944" stroke-width="2"/>
<text x="18" y="26" fill="#8aa0b7" font-family="monospace" font-size="11" font-weight="700">SELECTED EFFECT</text>
<text x="18" y="52" fill="#f5e6b2" font-family="monospace" font-size="20" font-weight="900">Mend applies Renew</text>
<text x="18" y="78" fill="#d7dbe0" font-family="monospace" font-size="13">Casting Mend also applies Renew to the same target. Renew refreshes itself; different HoTs coexist.</text>
<rect x="470" y="32" width="112" height="42" rx="3" fill="#e5b95f" stroke="#0a0b0e" stroke-width="3"/>
<text x="497" y="58" fill="#21180a" font-family="monospace" font-size="14" font-weight="900">Equip</text>
</g>
</svg>

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+75 -7
View File
@@ -1862,9 +1862,20 @@ function upgradeItem(database, characterId, itemId) {
return getProfile(database, characterId) return getProfile(database, characterId)
} }
function talentEffectCapacity(level) {
return Math.min(4, Math.max(0, Math.floor(level / 5)))
}
function talentEffectSource(effectType) {
if (effectType.startsWith('mend_')) return 'Mend'
if (effectType.startsWith('radiance_')) return 'Radiance'
if (effectType.startsWith('shield_') || effectType.startsWith('shielded_')) return 'Shield'
return effectType
}
function allocateTalent(database, characterId, talentId) { function allocateTalent(database, characterId, talentId) {
const character = database.prepare(` const character = database.prepare(`
SELECT class_id AS classId, talent_points AS talentPoints SELECT class_id AS classId, level, talent_points AS talentPoints
FROM characters FROM characters
WHERE id = ? WHERE id = ?
`).get(characterId) `).get(characterId)
@@ -1876,7 +1887,8 @@ function allocateTalent(database, characterId, talentId) {
max_rank AS maxRank, max_rank AS maxRank,
tier, tier,
prerequisite_talent_id AS prerequisiteTalentId, prerequisite_talent_id AS prerequisiteTalentId,
prerequisite_rank AS prerequisiteRank prerequisite_rank AS prerequisiteRank,
effect_type AS effectType
FROM talents FROM talents
WHERE id = ? WHERE id = ?
`).get(talentId) `).get(talentId)
@@ -1884,6 +1896,60 @@ function allocateTalent(database, characterId, talentId) {
if (!talent || talent.classId !== character.classId) { if (!talent || talent.classId !== character.classId) {
throw new Error('That talent does not belong to the active class.') throw new Error('That talent does not belong to the active class.')
} }
if (character.classId === 1) {
const currentRank = database.prepare(`
SELECT rank
FROM character_talents
WHERE character_id = ? AND talent_id = ?
`).get(characterId, talentId)?.rank ?? 0
database.exec('BEGIN')
try {
if (currentRank > 0) {
database.prepare(`
DELETE FROM character_talents
WHERE character_id = ? AND talent_id = ?
`).run(characterId, talentId)
} else {
const capacity = talentEffectCapacity(character.level)
if (capacity <= 0) throw new Error('Spell effects unlock at level 5.')
const activeTalents = database.prepare(`
SELECT
talents.id,
talents.name,
talents.effect_type AS effectType
FROM character_talents
JOIN talents ON talents.id = character_talents.talent_id
WHERE character_talents.character_id = ?
AND talents.class_id = ?
AND character_talents.rank > 0
`).all(characterId, character.classId)
const source = talentEffectSource(talent.effectType)
const sourceConflict = activeTalents.find(
(candidate) => candidate.id !== talentId && talentEffectSource(candidate.effectType) === source,
)
if (sourceConflict) {
throw new Error(`Only one ${source} spell effect can be active.`)
}
const activeCount = activeTalents.length
if (activeCount >= capacity) {
throw new Error(`Level ${character.level} allows ${capacity} active spell effect${capacity === 1 ? '' : 's'}.`)
}
database.prepare(`
INSERT INTO character_talents (character_id, talent_id, rank)
VALUES (?, ?, 1)
ON CONFLICT(character_id, talent_id)
DO UPDATE SET rank = 1
`).run(characterId, talentId)
}
database.exec('COMMIT')
} catch (error) {
database.exec('ROLLBACK')
throw error
}
return getProfile(database, characterId)
}
if (character.talentPoints <= 0) { if (character.talentPoints <= 0) {
throw new Error('No talent points are available.') throw new Error('No talent points are available.')
} }
@@ -1962,11 +2028,13 @@ function resetTalents(database, characterId) {
WHERE character_id = ? WHERE character_id = ?
AND talent_id IN (SELECT id FROM talents WHERE class_id = ?) AND talent_id IN (SELECT id FROM talents WHERE class_id = ?)
`).run(characterId, character.classId) `).run(characterId, character.classId)
database.prepare(` if (character.classId !== 1) {
UPDATE characters database.prepare(`
SET talent_points = MIN(level, talent_points + ?) UPDATE characters
WHERE id = ? SET talent_points = MIN(level, talent_points + ?)
`).run(refunded, characterId) WHERE id = ?
`).run(refunded, characterId)
}
database.exec('COMMIT') database.exec('COMMIT')
} catch (error) { } catch (error) {
database.exec('ROLLBACK') database.exec('ROLLBACK')
+224 -2
View File
@@ -1919,13 +1919,13 @@ h2 {
} }
.part-setup-panel .part-picker { .part-setup-panel .part-picker {
grid-template-columns: repeat(3, minmax(0, 1fr)); grid-template-columns: 1fr;
} }
.part-start-row { .part-start-row {
display: grid; display: grid;
gap: 8px; 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 { .hard-mode-button {
@@ -3454,6 +3454,215 @@ h2 {
margin-top: 17px; margin-top: 17px;
} }
.talent-empty-state {
background: var(--panel-light);
border: 2px solid #090a0d;
margin-top: 17px;
outline: 2px solid #41404a;
padding: 18px;
}
.spell-effect-layout {
display: grid;
gap: 14px;
grid-template-columns: 220px minmax(0, 1fr);
margin-top: 17px;
min-height: 0;
}
.effect-slots-panel,
.effect-pool-panel {
background: #191b25;
border: 2px solid #090a0d;
min-height: 0;
outline: 2px solid #3a3944;
padding: 12px;
}
.effect-slots-panel {
display: grid;
gap: 10px;
grid-auto-rows: minmax(76px, auto);
}
.effect-slot {
background: #20222d;
border: 2px solid #090a0d;
color: var(--ink);
cursor: pointer;
outline: 2px solid #3a3944;
padding: 10px;
text-align: left;
}
.effect-slot.filled {
background: #29291f;
outline-color: var(--gold);
}
.effect-slot.locked {
opacity: 0.58;
}
.effect-slot span,
.effect-pool > button i {
color: var(--gold);
font-family: 'Press Start 2P', monospace;
font-size: 8px;
text-transform: uppercase;
}
.effect-slot strong,
.effect-slot small {
display: block;
}
.effect-slot strong {
font-family: 'Press Start 2P', monospace;
font-size: 8px;
line-height: 1.35;
margin-top: 8px;
}
.effect-slot small {
color: var(--muted);
font-size: 14px;
line-height: 1;
margin-top: 6px;
}
.effect-panel-heading {
align-items: center;
display: flex;
justify-content: space-between;
}
.effect-panel-heading > span {
color: var(--gold);
font-family: 'Press Start 2P', monospace;
font-size: 9px;
}
.selected-effect-strip {
align-items: center;
background: #20222d;
border: 2px solid #090a0d;
display: grid;
gap: 12px;
grid-template-columns: minmax(0, 1fr) auto;
margin-top: 12px;
outline: 2px solid #3a3944;
padding: 10px;
}
.selected-effect-strip strong,
.selected-effect-strip small {
display: block;
}
.selected-effect-strip strong {
color: var(--gold);
font-family: 'Press Start 2P', monospace;
font-size: 9px;
line-height: 1.35;
margin-top: 5px;
}
.selected-effect-strip small {
color: var(--muted);
font-size: 15px;
line-height: 1;
margin-top: 5px;
}
.selected-effect-strip .primary-button {
min-width: 120px;
padding: 9px 12px;
}
.effect-pool {
display: grid;
gap: 10px;
grid-template-columns: repeat(3, minmax(0, 1fr));
margin-top: 12px;
}
.effect-pool > button {
align-items: center;
background: #20222d;
border: 2px solid #090a0d;
color: var(--ink);
cursor: pointer;
display: grid;
gap: 10px;
grid-template-columns: 34px minmax(0, 1fr) auto;
min-height: 72px;
outline: 2px solid #3a3944;
padding: 9px;
text-align: left;
}
.effect-pool > button.active {
background: #29291f;
outline-color: var(--gold);
}
.effect-pool > button.selected {
border-color: var(--gold);
}
.effect-pool > button:disabled:not(.active) {
cursor: not-allowed;
opacity: 0.55;
}
.effect-pool > button > span {
align-items: center;
background: #15161c;
border: 1px solid #55515f;
color: var(--gold);
display: flex;
font-family: 'Press Start 2P', monospace;
height: 34px;
justify-content: center;
}
.effect-pool strong,
.effect-pool small {
display: block;
}
.effect-pool strong {
font-family: 'Press Start 2P', monospace;
font-size: 8px;
line-height: 1.35;
}
.effect-pool small {
color: var(--muted);
font-size: 14px;
line-height: 1;
margin-top: 5px;
}
@media (max-width: 800px) {
.spell-effect-layout {
grid-template-columns: 1fr;
}
.effect-slots-panel {
grid-template-columns: repeat(2, minmax(0, 1fr));
}
.effect-pool {
grid-template-columns: 1fr;
}
.selected-effect-strip {
grid-template-columns: 1fr;
}
}
.talent-tier { .talent-tier {
align-items: stretch; align-items: stretch;
border-bottom: 1px solid #393943; border-bottom: 1px solid #393943;
@@ -5109,6 +5318,19 @@ h2 {
margin-bottom: 4px; margin-bottom: 4px;
} }
.speed-badge {
background: var(--gold);
border: 2px solid #0a0b0e;
color: #21180a;
display: inline-block;
font-family: 'Press Start 2P', monospace;
font-size: 8px;
line-height: 1;
margin: 0 0 5px;
padding: 5px 7px;
text-transform: uppercase;
}
.action-panel .resource-row { .action-panel .resource-row {
justify-content: flex-start; justify-content: flex-start;
} }
+111 -40
View File
@@ -43,7 +43,7 @@ const TICK_MS = 700
type RoguelikeMode = 'dungeon' | 'raid' type RoguelikeMode = 'dungeon' | 'raid'
type RoguelikeUpgradeTiming = 'boss' | 'encounter' type RoguelikeUpgradeTiming = 'boss' | 'encounter'
type RoguelikeAbilityLabelMode = 'ability' | 'slot' type RoguelikeAbilityLabelMode = 'ability' | 'slot'
type SlotKey = '1' | '2' | '3' | '4' | '5' type SlotKey = '1' | '2' | '3' | '4' | '5' | '6'
type RoguelikeMechanic = type RoguelikeMechanic =
| 'party-pulse' | 'party-pulse'
| 'searing-mark' | 'searing-mark'
@@ -105,38 +105,42 @@ function effectiveMaxHealth(member: PartyMember) {
return Math.max(1, Math.round(member.maxHealth * (member.maxHealthPenaltyTicks && member.maxHealthPenaltyTicks > 0 ? 0.75 : 1))) return Math.max(1, Math.round(member.maxHealth * (member.maxHealthPenaltyTicks && member.maxHealthPenaltyTicks > 0 ? 0.75 : 1)))
} }
function healAmount(member: PartyMember, amount: number) { function healAmount(member: PartyMember, amount: number, multiplier = 1) {
return Math.round(amount * (member.healingReductionTicks && member.healingReductionTicks > 0 ? 0.75 : 1)) return Math.round(amount * (member.healingReductionTicks && member.healingReductionTicks > 0 ? 0.75 : 1) * multiplier)
} }
function healMember(member: PartyMember, amount: number) { function healMember(member: PartyMember, amount: number, multiplier = 1) {
return clamp(member.health + healAmount(member, amount), 0, effectiveMaxHealth(member)) return clamp(member.health + healAmount(member, amount, multiplier), 0, effectiveMaxHealth(member))
} }
function memberHotEffects(member: PartyMember) { function memberHotEffects(member: PartyMember) {
if (member.hotEffects?.length) return member.hotEffects if (member.hotEffects?.length) return member.hotEffects
return member.hotTicks > 0 return member.hotTicks > 0
? [{ id: 'legacy-renew', label: 'Renew', ticks: member.hotTicks, power: 6 }] ? [{ id: 'legacy-renew', spellId: 'legacy-renew', label: 'Renew', ticks: member.hotTicks, power: 6 }]
: [] : []
} }
function effectId(prefix: string) {
return `${prefix}-${globalThis.crypto?.randomUUID?.() ?? `${Date.now()}-${Math.random()}`}`
}
function addHotEffect(member: PartyMember, spell: Spell, ticks = 5) { function addHotEffect(member: PartyMember, spell: Spell, ticks = 5) {
return [ const nextEffect = {
...memberHotEffects(member), id: effectId(spell.id),
{ spellId: spell.id,
id: `${spell.id}-${crypto.randomUUID()}`, label: spell.name,
label: spell.name, ticks,
ticks, power: Math.max(1, Math.round(spell.power / 2)),
power: Math.max(1, Math.round(spell.power / 2)), }
}, const currentEffects = memberHotEffects(member).filter((effect) => effect.spellId !== spell.id)
] return [...currentEffects, nextEffect]
} }
function addBounceHeal(member: PartyMember, spell: Spell) { function addBounceHeal(member: PartyMember, spell: Spell) {
return [ return [
...(member.bounceHeals ?? []), ...(member.bounceHeals ?? []),
{ {
id: `${spell.id}-${crypto.randomUUID()}`, id: effectId(spell.id),
label: spell.name, label: spell.name,
charges: 4, charges: 4,
power: spell.power, power: spell.power,
@@ -164,7 +168,7 @@ function buildRoguelikeUpgrades(
spells: Spell[], spells: Spell[],
labelMode: RoguelikeAbilityLabelMode, labelMode: RoguelikeAbilityLabelMode,
): RoguelikeUpgrade[] { ): 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) const label = slotLabel(slot, spells, labelMode)
return [ return [
{ {
@@ -414,6 +418,7 @@ export function CombatScreen({
const [encounterIndex, setEncounterIndex] = useState(initialEncounterIndex) const [encounterIndex, setEncounterIndex] = useState(initialEncounterIndex)
const [status, setStatus] = useState<'playing' | 'won' | 'lost' | 'part-complete' | 'upgrade-choice'>('playing') const [status, setStatus] = useState<'playing' | 'won' | 'lost' | 'part-complete' | 'upgrade-choice'>('playing')
const [paused, setPaused] = useState(false) const [paused, setPaused] = useState(false)
const [speedMultiplier, setSpeedMultiplier] = useState<1 | 2>(1)
const [targetGroup, setTargetGroup] = useState<0 | 1 | 2>(0) const [targetGroup, setTargetGroup] = useState<0 | 1 | 2>(0)
const [log, setLog] = useState<CombatLogEntry[]>([ const [log, setLog] = useState<CombatLogEntry[]>([
{ id: 1, text: `${dungeon.name} begins.`, tone: 'system' }, { id: 1, text: `${dungeon.name} begins.`, tone: 'system' },
@@ -441,6 +446,7 @@ export function CombatScreen({
const lastCombatTickAtRef = useRef(performance.now()) const lastCombatTickAtRef = useRef(performance.now())
const statusRef = useRef(status) const statusRef = useRef(status)
const pausedRef = useRef(paused) const pausedRef = useRef(paused)
const speedMultiplierRef = useRef<1 | 2>(speedMultiplier)
const { party, resource, enemyHealth, cooldowns, freeCastReady } = combatState const { party, resource, enemyHealth, cooldowns, freeCastReady } = combatState
const encounter = encounters[encounterIndex] const encounter = encounters[encounterIndex]
const encounterMaxHealth = encounter.maxHealth * enemyCount const encounterMaxHealth = encounter.maxHealth * enemyCount
@@ -459,11 +465,21 @@ export function CombatScreen({
const playerHealer = party.find((member) => member.id === 'mira') const playerHealer = party.find((member) => member.id === 'mira')
const playerIsAlive = Boolean(playerHealer && playerHealer.health > 0) const playerIsAlive = Boolean(playerHealer && playerHealer.health > 0)
const upgradesEveryEncounter = roguelikeUpgradeTiming === 'encounter' const upgradesEveryEncounter = roguelikeUpgradeTiming === 'encounter'
const activeSetEffects = useMemo( const activeEffects = useMemo(
() => isRoguelike () => {
? new Set<string>() const effects = new Set<string>(
: new Set(profile.setBonuses.filter((bonus) => bonus.active).map((bonus) => bonus.effectType)), gameClass.talents
[isRoguelike, profile.setBonuses], .filter((talent) => talent.rank > 0)
.map((talent) => talent.effectType),
)
if (!isRoguelike) {
profile.setBonuses
.filter((bonus) => bonus.active)
.forEach((bonus) => effects.add(bonus.effectType))
}
return effects
},
[gameClass.talents, isRoguelike, profile.setBonuses],
) )
const { const {
bindings, bindings,
@@ -477,6 +493,7 @@ export function CombatScreen({
statusRef.current = status statusRef.current = status
pausedRef.current = paused pausedRef.current = paused
speedMultiplierRef.current = speedMultiplier
useEffect(() => { useEffect(() => {
const now = Date.now() const now = Date.now()
@@ -615,6 +632,14 @@ export function CombatScreen({
const extraTarget = (blockedIds: string[]) => current.party const extraTarget = (blockedIds: string[]) => current.party
.filter((member) => member.health > 0 && !blockedIds.includes(member.id)) .filter((member) => member.health > 0 && !blockedIds.includes(member.id))
.sort((left, right) => (left.health / left.maxHealth) - (right.health / right.maxHealth))[0] .sort((left, right) => (left.health / left.maxHealth) - (right.health / right.maxHealth))[0]
const effectSpell = (name: string) => {
const ability = gameClass.spells.find((candidate) => candidate.name === name)
return ability ? toCombatSpell(ability, `effect-${ability.id}`, healingPower) : null
}
const renewEffect = effectSpell('Renew')
const shieldEffect = effectSpell('Sun Ward')
const healingMultiplier = (member: PartyMember) =>
activeEffects.has('shielded_healing_bonus') && member.shield > 0 ? 1.2 : 1
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>()
@@ -626,15 +651,15 @@ export function CombatScreen({
) )
if (spell.kind === 'hot' || spell.effectType === 'direct_hot') hotTargets.add(targetId) if (spell.kind === 'hot' || spell.effectType === 'direct_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' && activeEffects.has('mend_extra_target')) {
const extra = extraTarget([targetId]) const extra = extraTarget([targetId])
if (extra) directTargets.add(extra.id) if (extra) directTargets.add(extra.id)
} }
if (spell.name === 'Renew' && activeSetEffects.has('renew_extra_target')) { if (spell.name === 'Renew' && activeEffects.has('renew_extra_target')) {
const extra = extraTarget([targetId]) const extra = extraTarget([targetId])
if (extra) hotTargets.add(extra.id) if (extra) hotTargets.add(extra.id)
} }
if (spell.name === 'Mend' && activeSetEffects.has('mend_applies_renew')) { if (spell.name === 'Mend' && activeEffects.has('mend_applies_renew')) {
hotTargets.add(targetId) hotTargets.add(targetId)
} }
for (let index = 0; index < extraTargets; index += 1) { for (let index = 0; index < extraTargets; index += 1) {
@@ -669,9 +694,20 @@ export function CombatScreen({
} }
} }
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, healingMultiplier(member))
addFloatingHeal(member.id, Math.max(0, nextHealth - member.health)) addFloatingHeal(member.id, Math.max(0, nextHealth - member.health))
return { ...member, health: nextHealth } const nextShield = spell.name === 'Radiance' && activeEffects.has('radiance_applies_shield')
? Math.max(member.shield, Math.round((shieldEffect?.power ?? spell.power) * 0.3))
: member.shield
return {
...member,
health: nextHealth,
shield: nextShield,
hotTicks: spell.name === 'Radiance' && activeEffects.has('radiance_applies_renew') ? 0 : member.hotTicks,
hotEffects: spell.name === 'Radiance' && activeEffects.has('radiance_applies_renew') && renewEffect
? addHotEffect(member, renewEffect, 3)
: member.hotEffects,
}
} }
if ( if (
!directTargets.has(member.id) !directTargets.has(member.id)
@@ -681,7 +717,14 @@ export function CombatScreen({
) return member ) return member
if (spell.kind === 'shield') { if (spell.kind === 'shield') {
const power = Math.round(spell.power * (1.25 ** upgradeStackCount(roguelikeUpgrades, 'shield-boost'))) const power = Math.round(spell.power * (1.25 ** upgradeStackCount(roguelikeUpgrades, 'shield-boost')))
return { ...member, shield: Math.max(member.shield, power) } return {
...member,
hotTicks: activeEffects.has('shield_applies_renew') && renewEffect ? 0 : member.hotTicks,
hotEffects: activeEffects.has('shield_applies_renew') && renewEffect
? addHotEffect(member, renewEffect)
: member.hotEffects,
shield: Math.max(member.shield, power),
}
} }
if (spell.kind === 'damage_reduction') { if (spell.kind === 'damage_reduction') {
return { ...member, damageReductionTicks: 12 } return { ...member, damageReductionTicks: 12 }
@@ -692,7 +735,7 @@ export function CombatScreen({
if (spell.kind === 'cleanse') { if (spell.kind === 'cleanse') {
return { return {
...member, ...member,
health: healMember(member, spell.power), health: healMember(member, spell.power, healingMultiplier(member)),
debuff: undefined, debuff: undefined,
debuffTicks: undefined, debuffTicks: undefined,
poisonStacks: undefined, poisonStacks: undefined,
@@ -701,14 +744,23 @@ export function CombatScreen({
} }
} }
const nextHealth = directTargets.has(member.id) const nextHealth = directTargets.has(member.id)
? healMember(member, spell.power) ? healMember(member, spell.power, healingMultiplier(member))
: member.health : member.health
if (nextHealth > member.health) addFloatingHeal(member.id, nextHealth - member.health) if (nextHealth > member.health) addFloatingHeal(member.id, nextHealth - member.health)
const nextShield = spell.name === 'Mend' && directTargets.has(member.id) && activeEffects.has('mend_applies_shield')
? Math.max(member.shield, Math.round((shieldEffect?.power ?? spell.power) * 0.5))
: member.shield
const appliedHotSpell = spell.name === 'Mend' && activeEffects.has('mend_applies_renew') && renewEffect
? renewEffect
: spell
return { return {
...member, ...member,
health: nextHealth, health: nextHealth,
shield: nextShield,
hotTicks: 0, hotTicks: 0,
hotEffects: hotTargets.has(member.id) ? addHotEffect(member, spell) : member.hotEffects, hotEffects: hotTargets.has(member.id)
? addHotEffect(member, appliedHotSpell)
: member.hotEffects,
} }
}) })
const freeCastStacks = upgradeStackCount(roguelikeUpgrades, 'fifth-cast-free') const freeCastStacks = upgradeStackCount(roguelikeUpgrades, 'fifth-cast-free')
@@ -726,20 +778,26 @@ export function CombatScreen({
&& !current.freeCastReady && !current.freeCastReady
&& current.castsTowardFree + 1 >= 5 && current.castsTowardFree + 1 >= 5
resourceSpentRef.current += effectiveCost resourceSpentRef.current += effectiveCost
const nextCooldowns = {
...current.cooldowns,
}
if (spell.name === 'Mend' && activeEffects.has('mend_reduces_radiance_cooldown')) {
const radiance = spells.find((candidate) => candidate.name === 'Radiance')
if (radiance) nextCooldowns[radiance.id] = Math.max(0, (nextCooldowns[radiance.id] ?? 0) - 2)
}
nextCooldowns[spell.id] = spell.cooldown * cooldownMultiplier(spell, roguelikeUpgrades)
setCombat({ setCombat({
...current, ...current,
party: nextParty, party: nextParty,
resource: current.resource - effectiveCost, resource: current.resource - effectiveCost,
cooldowns: { cooldowns: nextCooldowns,
...current.cooldowns,
[spell.id]: spell.cooldown * cooldownMultiplier(spell, roguelikeUpgrades),
},
castsTowardFree: nextCastsTowardFree, castsTowardFree: nextCastsTowardFree,
freeCastReady: gainedFreeCast || nextFreeCastReady, freeCastReady: gainedFreeCast || nextFreeCastReady,
}) })
addLog(`${spell.name} cast on ${spell.kind === 'group' ? 'the party' : selected.name}${effectiveCost === 0 ? ' for free' : ''}.`, 'heal') addLog(`${spell.name} cast on ${spell.kind === 'group' ? 'the party' : selected.name}${effectiveCost === 0 ? ' for free' : ''}.`, 'heal')
}, },
[activeSetEffects, addFloatingHeal, addLog, roguelikeUpgrades, setCombat, status], [activeEffects, addFloatingHeal, addLog, gameClass.spells, healingPower, roguelikeUpgrades, setCombat, spells, status],
) )
const finishRun = useCallback( const finishRun = useCallback(
@@ -905,6 +963,10 @@ export function CombatScreen({
}, [addLog, difficulty, encounterIndex, encounters, enemyCount, maxResource, roguelikeMode, roguelikePool, roguelikeStage, setCombat]) }, [addLog, difficulty, encounterIndex, encounters, enemyCount, maxResource, roguelikeMode, roguelikePool, roguelikeStage, setCombat])
useGameAction((action, device) => { useGameAction((action, device) => {
if (action === 'toggleSpeed') {
if (status === 'playing') setSpeedMultiplier((value) => (value === 1 ? 2 : 1))
return
}
if (action === 'pause' || (action === 'back' && device === 'pc')) { if (action === 'pause' || (action === 'back' && device === 'pc')) {
if (status === 'playing') setPaused((value) => !value) if (status === 'playing') setPaused((value) => !value)
return return
@@ -1017,13 +1079,17 @@ export function CombatScreen({
if ((member.damageReductionTicks ?? 0) > 0) { if ((member.damageReductionTicks ?? 0) > 0) {
damage = Math.round(damage * 0.5) damage = Math.round(damage * 0.5)
} }
if (member.shield > 0 && activeEffects.has('shielded_damage_reduction')) {
damage = Math.round(damage * 0.8)
}
const absorbed = Math.min(member.shield, damage) const absorbed = Math.min(member.shield, damage)
const hotEffects = memberHotEffects(member) const hotEffects = memberHotEffects(member)
let healing = hotEffects.reduce((total, effect) => total + healAmount(member, effect.power), 0) const healingMultiplier = member.shield > 0 && activeEffects.has('shielded_healing_bonus') ? 1.2 : 1
let healing = hotEffects.reduce((total, effect) => total + healAmount(member, effect.power, healingMultiplier), 0)
let nextBounceHeals = [...(member.bounceHeals ?? [])] let nextBounceHeals = [...(member.bounceHeals ?? [])]
if (damage > 0 && nextBounceHeals.length > 0) { if (damage > 0 && nextBounceHeals.length > 0) {
nextBounceHeals = nextBounceHeals.flatMap((effect) => { nextBounceHeals = nextBounceHeals.flatMap((effect) => {
healing += healAmount(member, effect.power) healing += healAmount(member, effect.power, healingMultiplier)
const nextCharges = effect.charges - 1 const nextCharges = effect.charges - 1
if (nextCharges <= 0) return [] if (nextCharges <= 0) return []
const jumpTargets = current.party.filter((candidate) => candidate.health > 0 && candidate.id !== member.id) const jumpTargets = current.party.filter((candidate) => candidate.health > 0 && candidate.id !== member.id)
@@ -1188,6 +1254,7 @@ export function CombatScreen({
}) })
addLog(`${encounter.enemyName} defeated. ${nextEncounter.enemyName} approaches.`, 'system') addLog(`${encounter.enemyName} defeated. ${nextEncounter.enemyName} approaches.`, 'system')
}, [ }, [
activeEffects,
addLog, addLog,
addFloatingHeal, addFloatingHeal,
difficulty.damageMultiplier, difficulty.damageMultiplier,
@@ -1235,9 +1302,10 @@ export function CombatScreen({
|| pausedRef.current || pausedRef.current
) return ) return
const now = performance.now() const now = performance.now()
const dueTicks = Math.min(4, Math.floor((now - lastCombatTickAtRef.current) / TICK_MS)) const tickMs = TICK_MS / speedMultiplierRef.current
const dueTicks = Math.min(8, Math.floor((now - lastCombatTickAtRef.current) / tickMs))
if (dueTicks <= 0) return if (dueTicks <= 0) return
lastCombatTickAtRef.current += dueTicks * TICK_MS lastCombatTickAtRef.current += dueTicks * tickMs
for (let index = 0; index < dueTicks; index += 1) { for (let index = 0; index < dueTicks; index += 1) {
if (statusRef.current !== 'playing' || pausedRef.current) return if (statusRef.current !== 'playing' || pausedRef.current) return
runCombatTickRef.current() runCombatTickRef.current()
@@ -1306,6 +1374,7 @@ export function CombatScreen({
directPartyTargeting, directPartyTargeting,
paused, paused,
targetGroup, targetGroup,
speedMultiplier,
}), [ }), [
bindings, bindings,
controllerIconStyle, controllerIconStyle,
@@ -1336,6 +1405,7 @@ export function CombatScreen({
spells, spells,
freeCastReady, freeCastReady,
roguelikeUpgrades, roguelikeUpgrades,
speedMultiplier,
status, status,
targetGroup, targetGroup,
]) ])
@@ -1399,6 +1469,7 @@ export function CombatScreen({
? `${gameClass.resourceName} ${Math.floor(resource)} / ${maxResource}` ? `${gameClass.resourceName} ${Math.floor(resource)} / ${maxResource}`
: `${profile.character.name} is defeated`} : `${profile.character.name} is defeated`}
</span> </span>
{speedMultiplier === 2 && <strong className="speed-badge">2x speed</strong>}
<div className="bar mana-bar"><span style={{ width: `${(resource / maxResource) * 100}%` }} /></div> <div className="bar mana-bar"><span style={{ width: `${(resource / maxResource) * 100}%` }} /></div>
</div> </div>
</div> </div>
+1 -1
View File
@@ -40,7 +40,7 @@ export function CustomizeScreen({ profile, onBack, onSaved }: Props) {
function chooseClass(nextClass: GameClass) { function chooseClass(nextClass: GameClass) {
const starterAbilities = nextClass.spells const starterAbilities = nextClass.spells
.filter((ability) => ability.unlockLevel <= profile.character.level) .filter((ability) => ability.unlockLevel <= profile.character.level)
.slice(0, 5) .slice(0, 6)
.map((ability) => ability.id) .map((ability) => ability.id)
setClassId(nextClass.id) setClassId(nextClass.id)
setSlots([...starterAbilities, ...Array(6 - starterAbilities.length).fill(null)]) setSlots([...starterAbilities, ...Array(6 - starterAbilities.length).fill(null)])
+83 -23
View File
@@ -44,7 +44,7 @@ type PvpEncounter = DungeonEncounter & {
sourceEncounterId?: number sourceEncounterId?: number
} }
type SlotKey = '1' | '2' | '3' | '4' | '5' type SlotKey = '1' | '2' | '3' | '4' | '5' | '6'
type AbilityLabelMode = 'ability' | 'slot' type AbilityLabelMode = 'ability' | 'slot'
type SelfBuffId = type SelfBuffId =
@@ -164,7 +164,7 @@ function slotLabel(slot: SlotKey, spells: Spell[], labelMode: AbilityLabelMode)
} }
function buildSelfBuffChoices(spells: Spell[], labelMode: AbilityLabelMode): Array<Choice<SelfBuffId>> { 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) const label = slotLabel(slot, spells, labelMode)
return [ return [
{ {
@@ -193,7 +193,7 @@ function buildSelfBuffChoices(spells: Spell[], labelMode: AbilityLabelMode): Arr
} }
function buildOpponentDebuffChoices(spells: Spell[], labelMode: AbilityLabelMode): Array<Choice<OpponentDebuffId>> { 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) const label = slotLabel(slot, spells, labelMode)
return [ return [
{ {
@@ -251,13 +251,13 @@ function outgoingHealMultiplier(debuffs: OpponentDebuffId[]) {
return 0.85 ** buffStacks(debuffs, 'opp-healing-reduced') return 0.85 ** buffStacks(debuffs, 'opp-healing-reduced')
} }
function healAmount(member: PartyMember, amount: number, debuffs: OpponentDebuffId[]) { function healAmount(member: PartyMember, amount: number, debuffs: OpponentDebuffId[], multiplier = 1) {
const healingReduction = member.healingReductionTicks && member.healingReductionTicks > 0 ? 0.75 : 1 const healingReduction = member.healingReductionTicks && member.healingReductionTicks > 0 ? 0.75 : 1
return Math.round(amount * healingReduction * outgoingHealMultiplier(debuffs)) return Math.round(amount * healingReduction * outgoingHealMultiplier(debuffs) * multiplier)
} }
function healMember(member: PartyMember, amount: number, debuffs: OpponentDebuffId[]) { function healMember(member: PartyMember, amount: number, debuffs: OpponentDebuffId[], multiplier = 1) {
return clamp(member.health + healAmount(member, amount, debuffs), 0, effectiveMaxHealth(member)) return clamp(member.health + healAmount(member, amount, debuffs, multiplier), 0, effectiveMaxHealth(member))
} }
function cooldownMultiplier(spell: Spell, buffs: SelfBuffId[], debuffs: OpponentDebuffId[]) { function cooldownMultiplier(spell: Spell, buffs: SelfBuffId[], debuffs: OpponentDebuffId[]) {
@@ -334,7 +334,7 @@ function scoreSelfBuff(buff: Choice<SelfBuffId>, spells: Spell[]) {
if (buff.id === 'fifth-cast-free') return 8 if (buff.id === 'fifth-cast-free') return 8
if (buff.id === 'group-heal-boost') return 8 if (buff.id === 'group-heal-boost') return 8
if (buff.id === 'shield-boost') return 6 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) const spell = spells.find((candidate) => candidate.key === slot)
if (!spell) return 5 if (!spell) return 5
if (buff.id.endsWith('extra-target')) { 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 gameClass = profile.classes.find((candidate) => candidate.id === profile.character.classId)!
const starterSpells = useMemo(() => gameClass.spells const starterSpells = useMemo(() => gameClass.spells
.filter((spell) => spell.unlockLevel === 1) .filter((spell) => spell.unlockLevel === 1)
.slice(0, 5) .slice(0, 6)
.map((spell, index) => toCombatSpell(spell, String(index + 1))), [gameClass.spells]) .map((spell, index) => toCombatSpell(spell, String(index + 1))), [gameClass.spells])
const [abilityLabelMode] = useState<AbilityLabelMode>('ability') const [abilityLabelMode] = useState<AbilityLabelMode>('ability')
const selfBuffChoicesCatalog = useMemo( const selfBuffChoicesCatalog = useMemo(
@@ -446,6 +446,7 @@ export function PvPRoguelikeScreen({
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 selectedIdRef = useRef(partyTemplate[0].id)
const [speedMultiplier, setSpeedMultiplier] = useState<1 | 2>(1)
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('')
@@ -483,6 +484,14 @@ export function PvPRoguelikeScreen({
? Math.max(encountersCleared, encounterIndex + 1) ? Math.max(encountersCleared, encounterIndex + 1)
: encountersCleared : encountersCleared
const cpuBehavior = cpuDifficulty ? CPU_BEHAVIOR[cpuDifficulty] : CPU_BEHAVIOR[1] const cpuBehavior = cpuDifficulty ? CPU_BEHAVIOR[cpuDifficulty] : CPU_BEHAVIOR[1]
const activeSpellEffects = useMemo(
() => new Set(
gameClass.talents
.filter((talent) => talent.rank > 0)
.map((talent) => talent.effectType),
),
[gameClass.talents],
)
const playerDone = playerSide.enemyHealth <= 0 const playerDone = playerSide.enemyHealth <= 0
const cpuDone = cpuSide.enemyHealth <= 0 const cpuDone = cpuSide.enemyHealth <= 0
const playerAlive = playerSide.party.some((member) => member.health > 0) const playerAlive = playerSide.party.some((member) => member.health > 0)
@@ -677,6 +686,12 @@ export function PvPRoguelikeScreen({
const extraTarget = (blockedIds: string[]) => livingTargets const extraTarget = (blockedIds: string[]) => livingTargets
.filter((member) => !blockedIds.includes(member.id)) .filter((member) => !blockedIds.includes(member.id))
.sort((left, right) => (left.health / left.maxHealth) - (right.health / right.maxHealth))[0] .sort((left, right) => (left.health / left.maxHealth) - (right.health / right.maxHealth))[0]
const hasSpellEffect = (effectType: string) => sideName === 'player' && activeSpellEffects.has(effectType)
const renewEffect = starterSpells.find((candidate) => candidate.kind === 'hot')
const shieldEffect = starterSpells.find((candidate) => candidate.kind === 'shield')
const radianceEffect = starterSpells.find((candidate) => candidate.kind === 'group')
const healingMultiplier = (member: PartyMember) =>
hasSpellEffect('shielded_healing_bonus') && member.shield > 0 ? 1.2 : 1
const directTargets = new Set([targetId]) const directTargets = new Set([targetId])
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] : [])
@@ -701,22 +716,45 @@ export function PvPRoguelikeScreen({
const extra = extraTarget([...directTargets]) const extra = extraTarget([...directTargets])
if (extra) directTargets.add(extra.id) if (extra) directTargets.add(extra.id)
} }
if (spell.kind === 'direct' && hasSpellEffect('mend_applies_renew') && renewEffect) {
directTargets.forEach((id) => hotTargets.add(id))
}
if (spell.kind === 'direct' && hasSpellEffect('mend_applies_shield') && shieldEffect) {
directTargets.forEach((id) => shieldTargets.add(id))
}
if (spell.kind === 'shield' && hasSpellEffect('shield_applies_renew') && renewEffect) {
shieldTargets.forEach((id) => hotTargets.add(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
if (spell.kind === 'group') { if (spell.kind === 'group') {
if (!groupTargets.has(member.id)) return member 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, healingMultiplier(member))
addFloatingHeal(sideName, member.id, Math.max(0, nextHealth - member.health)) addFloatingHeal(sideName, member.id, Math.max(0, nextHealth - member.health))
return { ...member, health: nextHealth } const nextShield = hasSpellEffect('radiance_applies_shield')
? Math.max(member.shield, Math.round((shieldEffect?.power ?? spell.power) * 0.3))
: member.shield
return {
...member,
health: nextHealth,
shield: nextShield,
hotTicks: hasSpellEffect('radiance_applies_renew') && renewEffect
? Math.max(member.hotTicks, 3)
: member.hotTicks,
}
} }
if (!directTargets.has(member.id) && !hotTargets.has(member.id) && !shieldTargets.has(member.id)) return member if (!directTargets.has(member.id) && !hotTargets.has(member.id) && !shieldTargets.has(member.id)) return member
if (spell.kind === 'shield') { if (spell.kind === 'shield') {
const shieldPower = Math.round(spell.power * (1.25 ** buffStacks(buffs, 'shield-boost'))) const shieldPower = Math.round(spell.power * (1.25 ** buffStacks(buffs, 'shield-boost')))
return { ...member, shield: Math.max(member.shield, shieldPower) } return {
...member,
shield: Math.max(member.shield, shieldPower),
hotTicks: hotTargets.has(member.id) ? 5 : member.hotTicks,
}
} }
if (spell.kind === 'cleanse') { if (spell.kind === 'cleanse') {
const nextHealth = healMember(member, spell.power, debuffs) const nextHealth = healMember(member, spell.power, debuffs, healingMultiplier(member))
addFloatingHeal(sideName, member.id, Math.max(0, nextHealth - member.health)) addFloatingHeal(sideName, member.id, Math.max(0, nextHealth - member.health))
return { return {
...member, ...member,
@@ -728,11 +766,17 @@ export function PvPRoguelikeScreen({
healingReductionTicks: undefined, healingReductionTicks: undefined,
} }
} }
const nextHealth = directTargets.has(member.id) ? healMember(member, spell.power, debuffs) : member.health const nextHealth = directTargets.has(member.id)
? healMember(member, spell.power, debuffs, healingMultiplier(member))
: member.health
if (nextHealth > member.health) addFloatingHeal(sideName, member.id, nextHealth - member.health) if (nextHealth > member.health) addFloatingHeal(sideName, member.id, nextHealth - member.health)
const nextShield = shieldTargets.has(member.id) && spell.kind === 'direct' && hasSpellEffect('mend_applies_shield')
? Math.max(member.shield, Math.round((shieldEffect?.power ?? spell.power) * 0.5))
: member.shield
return { return {
...member, ...member,
health: nextHealth, health: nextHealth,
shield: nextShield,
hotTicks: hotTargets.has(member.id) ? 5 : member.hotTicks, hotTicks: hotTargets.has(member.id) ? 5 : member.hotTicks,
} }
}) })
@@ -746,20 +790,24 @@ export function PvPRoguelikeScreen({
: current.castsTowardFree + 1 : current.castsTowardFree + 1
: current.castsTowardFree : current.castsTowardFree
const gainedFreeCast = freeCastStacks > 0 && !current.freeCastReady && current.castsTowardFree + 1 >= 5 const gainedFreeCast = freeCastStacks > 0 && !current.freeCastReady && current.castsTowardFree + 1 >= 5
const nextCooldowns = {
...current.cooldowns,
}
if (spell.kind === 'direct' && hasSpellEffect('mend_reduces_radiance_cooldown') && radianceEffect) {
nextCooldowns[radianceEffect.id] = Math.max(0, (nextCooldowns[radianceEffect.id] ?? 0) - 2)
}
nextCooldowns[spell.id] = spell.cooldown * cooldownMultiplier(spell, buffs, debuffs)
const nextState: SideState = { const nextState: SideState = {
...current, ...current,
party: nextParty, party: nextParty,
resource: current.resource - effectiveCost, resource: current.resource - effectiveCost,
cooldowns: { cooldowns: nextCooldowns,
...current.cooldowns,
[spell.id]: spell.cooldown * cooldownMultiplier(spell, buffs, debuffs),
},
castsTowardFree: nextCastsTowardFree, castsTowardFree: nextCastsTowardFree,
freeCastReady: gainedFreeCast || nextFreeCastReady, freeCastReady: gainedFreeCast || nextFreeCastReady,
} }
setCurrent(nextState) setCurrent(nextState)
return true return true
}, [addFloatingHeal]) }, [activeSpellEffects, addFloatingHeal, starterSpells])
const castPlayerSpell = useCallback((spell: Spell) => { const castPlayerSpell = useCallback((spell: Spell) => {
if (status !== 'playing' || playerDone || !playerAlive) return if (status !== 'playing' || playerDone || !playerAlive) return
@@ -867,6 +915,7 @@ 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 hasSpellEffect = (effectType: string) => sideName === 'player' && activeSpellEffects.has(effectType)
const tankPressure = tankPressureTargets(side.party) const tankPressure = tankPressureTargets(side.party)
const tankPressureIds = new Set(tankPressure.targets.map((member) => member.id)) const tankPressureIds = new Set(tankPressure.targets.map((member) => member.id))
const nextParty = side.party.map((member) => { const nextParty = side.party.map((member) => {
@@ -882,8 +931,12 @@ export function PvPRoguelikeScreen({
: member.poisonStacks ?? 0 : member.poisonStacks ?? 0
if (nextPoisonStacks > 0) damage += 3 + nextPoisonStacks * 3 if (nextPoisonStacks > 0) damage += 3 + nextPoisonStacks * 3
damage = Math.round(damage * damageMultiplier) damage = Math.round(damage * damageMultiplier)
if (member.shield > 0 && hasSpellEffect('shielded_damage_reduction')) {
damage = Math.round(damage * 0.8)
}
const absorbed = Math.min(member.shield, damage) const absorbed = Math.min(member.shield, damage)
const healing = member.hotTicks > 0 ? healAmount(member, 6, side.debuffs) : 0 const healingMultiplier = member.shield > 0 && hasSpellEffect('shielded_healing_bonus') ? 1.2 : 1
const healing = member.hotTicks > 0 ? healAmount(member, 6, side.debuffs, healingMultiplier) : 0
if (healing > 0) addFloatingHeal(sideName, member.id, healing) if (healing > 0) addFloatingHeal(sideName, member.id, healing)
const nextMaxHealthPenaltyTicks = appliesMaxHealthCut && member.id === primaryTarget.id const nextMaxHealthPenaltyTicks = appliesMaxHealthCut && member.id === primaryTarget.id
? 14 ? 14
@@ -925,7 +978,7 @@ export function PvPRoguelikeScreen({
), ),
enemyHealth: Math.max(0, side.enemyHealth - partyDamageOutput(nextParty, encounterValue.partyDamage)), enemyHealth: Math.max(0, side.enemyHealth - partyDamageOutput(nextParty, encounterValue.partyDamage)),
} }
}, [addFloatingHeal, elapsedTicks, maxResource]) }, [activeSpellEffects, addFloatingHeal, elapsedTicks, maxResource])
const beginUpgradePhase = useCallback(() => { const beginUpgradePhase = useCallback(() => {
setPlayerBuffChoices(chooseRandom(selfBuffChoicesCatalog, 3)) setPlayerBuffChoices(chooseRandom(selfBuffChoicesCatalog, 3))
@@ -985,9 +1038,9 @@ export function PvPRoguelikeScreen({
addLog(`${encounter.enemyName} cleared. Choose your next edge.`, 'loot') addLog(`${encounter.enemyName} cleared. Choose your next edge.`, 'loot')
beginUpgradePhase() beginUpgradePhase()
} }
}, TICK_MS) }, TICK_MS / speedMultiplier)
return () => window.clearInterval(timer) return () => window.clearInterval(timer)
}, [addLog, advanceSide, awardBossReward, beginUpgradePhase, checkpointStage, contentType, cpuDifficulty, cpuTakeTurn, encounter, encounterIndex, encountersCleared, finishRoguelikeRun, paused, profile.character.id, stage, status]) }, [addLog, advanceSide, awardBossReward, beginUpgradePhase, checkpointStage, contentType, cpuDifficulty, cpuTakeTurn, encounter, encounterIndex, encountersCleared, finishRoguelikeRun, paused, profile.character.id, speedMultiplier, stage, status])
useEffect(() => { useEffect(() => {
if ((status !== 'won' && status !== 'lost') || recordedRunRef.current || !cpuDifficulty) return if ((status !== 'won' && status !== 'lost') || recordedRunRef.current || !cpuDifficulty) return
@@ -1104,6 +1157,10 @@ export function PvPRoguelikeScreen({
}, [addLog, contentType, cpuDifficulty, encounter, encounterIndex, encounterPool, encounters, finishRoguelikeRun, 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 === 'toggleSpeed') {
if (status === 'playing') setSpeedMultiplier((value) => (value === 1 ? 2 : 1))
return
}
if (action === 'pause' || action === 'back') { if (action === 'pause' || action === 'back') {
if (status === 'playing') setPaused((value) => !value) if (status === 'playing') setPaused((value) => !value)
return return
@@ -1175,6 +1232,7 @@ export function PvPRoguelikeScreen({
directPartyTargeting, directPartyTargeting,
paused, paused,
targetGroup, targetGroup,
speedMultiplier,
}), [ }), [
bindings, bindings,
controllerIconStyle, controllerIconStyle,
@@ -1199,6 +1257,7 @@ export function PvPRoguelikeScreen({
playerSide.party, playerSide.party,
playerSide.resource, playerSide.resource,
selectedId, selectedId,
speedMultiplier,
stage, stage,
starterSpells, starterSpells,
status, status,
@@ -1237,6 +1296,7 @@ export function PvPRoguelikeScreen({
<div className="resource-row pvp-resource-row"> <div className="resource-row pvp-resource-row">
<div className="pvp-resource-wrap"> <div className="pvp-resource-wrap">
<span>{gameClass.resourceName} {Math.floor(playerSide.resource)} / {maxResource}</span> <span>{gameClass.resourceName} {Math.floor(playerSide.resource)} / {maxResource}</span>
{speedMultiplier === 2 && <strong className="speed-badge">2x speed</strong>}
<div className="bar mana-bar"><span style={{ width: `${(playerSide.resource / maxResource) * 100}%` }} /></div> <div className="bar mana-bar"><span style={{ width: `${(playerSide.resource / maxResource) * 100}%` }} /></div>
</div> </div>
</div> </div>
+176 -118
View File
@@ -1,10 +1,11 @@
import { useEffect, useRef, useState } from 'react' import { useEffect, useMemo, useRef, useState } from 'react'
import { import {
allocateTalent, allocateTalent,
resetTalents, resetTalents,
type CharacterProfile, type CharacterProfile,
type Talent, type Talent,
} from '../profile' } from '../profile'
import { useDualScreen, useDualScreenWorkshopPublisher, type DualScreenWorkshopState } from '../dualScreen'
type Props = { type Props = {
profile: CharacterProfile profile: CharacterProfile
@@ -13,199 +14,256 @@ type Props = {
embedded?: boolean embedded?: boolean
} }
const EFFECT_SLOT_LEVELS = [5, 10, 15, 20] as const
const EFFECT_CLASS_ID = 1
const EFFECT_SOURCE_LABELS: Record<string, string> = {
mend: 'Mend',
radiance: 'Radiance',
shield: 'Shield',
}
function effectSource(effectType: string) {
if (effectType.startsWith('mend_')) return 'mend'
if (effectType.startsWith('radiance_')) return 'radiance'
if (effectType.startsWith('shield_') || effectType.startsWith('shielded_')) return 'shield'
return effectType
}
function effectCapacity(level: number) {
return EFFECT_SLOT_LEVELS.filter((slotLevel) => level >= slotLevel).length
}
function activeEffects(talents: Talent[]) {
return talents.filter((talent) => talent.rank > 0)
}
export function TalentScreen({ profile, onBack, onUpdated, embedded = false }: Props) { export function TalentScreen({ profile, onBack, onUpdated, embedded = false }: Props) {
const { enabled: dualScreenEnabled } = useDualScreen()
const [busyTalentId, setBusyTalentId] = useState<number | null>(null) const [busyTalentId, setBusyTalentId] = useState<number | null>(null)
const [talentPage, setTalentPage] = useState(0)
const [resetting, setResetting] = useState(false) const [resetting, setResetting] = useState(false)
const [selectedTalentId, setSelectedTalentId] = useState<number | null>(null)
const [message, setMessage] = useState('') const [message, setMessage] = useState('')
const scrollRef = useRef<number>(0) const scrollRef = useRef<number>(0)
const gameClass = profile.classes.find( const gameClass = profile.classes.find(
(candidate) => candidate.id === profile.character.classId, (candidate) => candidate.id === profile.character.classId,
)! )!
const classPointsSpent = gameClass.talents.reduce( const isEffectClass = gameClass.id === EFFECT_CLASS_ID
(total, talent) => total + talent.rank, const capacity = isEffectClass ? effectCapacity(profile.character.level) : 0
0, const selectedEffects = activeEffects(gameClass.talents)
) const selectedTalent = gameClass.talents.find((talent) => talent.id === selectedTalentId)
const tiers = Array.from( ?? selectedEffects[0]
new Set(gameClass.talents.map((talent) => talent.tier)), ?? gameClass.talents[0]
).sort((a, b) => a - b) ?? null
const tierPages = Array.from(
{ length: Math.ceil(tiers.length / 2) },
(_, index) => tiers.slice(index * 2, index * 2 + 2),
)
const visibleTiers = tierPages[talentPage] ?? tierPages[0] ?? []
useEffect(() => { useEffect(() => {
window.scrollTo(0, scrollRef.current) window.scrollTo(0, scrollRef.current)
}, [profile]) }, [profile])
useEffect(() => {
if (selectedTalentId && gameClass.talents.some((talent) => talent.id === selectedTalentId)) return
setSelectedTalentId(selectedTalent?.id ?? null)
}, [gameClass.talents, selectedTalent?.id, selectedTalentId])
function saveScroll() { function saveScroll() {
scrollRef.current = window.scrollY scrollRef.current = window.scrollY
} }
function lowerTierPoints(talent: Talent) {
return gameClass.talents
.filter((candidate) => candidate.tier < talent.tier)
.reduce((total, candidate) => total + candidate.rank, 0)
}
function lockReason(talent: Talent) { function lockReason(talent: Talent) {
if (talent.rank >= talent.maxRank) return 'Maximum rank' if (!isEffectClass) return 'Coming soon'
if (talent.rank > 0) return ''
const requiredTierPoints = (talent.tier - 1) * 5 const source = effectSource(talent.effectType)
if (lowerTierPoints(talent) < requiredTierPoints) { const sourceConflict = selectedEffects.find((effect) => effectSource(effect.effectType) === source)
return `Requires ${requiredTierPoints} earlier-tier points` if (sourceConflict) return `${EFFECT_SOURCE_LABELS[source] ?? source} already selected`
if (capacity <= 0) return 'Unlocks at level 5'
if (selectedEffects.length >= capacity) {
return `Active slots full (${capacity}/${capacity})`
} }
if (talent.prerequisiteTalentId) {
const prerequisite = gameClass.talents.find(
(candidate) => candidate.id === talent.prerequisiteTalentId,
)
if ((prerequisite?.rank ?? 0) < talent.prerequisiteRank) {
return `Requires ${talent.prerequisiteName} rank ${talent.prerequisiteRank}`
}
}
if (profile.character.talentPoints <= 0) return 'No points available'
return '' return ''
} }
async function purchaseRank(talent: Talent) { async function toggleEffect(talent: Talent) {
saveScroll() saveScroll()
setBusyTalentId(talent.id) setBusyTalentId(talent.id)
setMessage('') setMessage('')
try { try {
const updated = await allocateTalent(talent.id) const updated = await allocateTalent(talent.id)
onUpdated(updated) onUpdated(updated)
setMessage(`${talent.name} increased to rank ${talent.rank + 1}.`) setSelectedTalentId(talent.id)
setMessage(talent.rank > 0 ? `${talent.name} removed.` : `${talent.name} activated.`)
} catch (reason) { } catch (reason) {
setMessage(reason instanceof Error ? reason.message : 'Unable to allocate talent.') setMessage(reason instanceof Error ? reason.message : 'Unable to update spell effect.')
} finally { } finally {
setBusyTalentId(null) setBusyTalentId(null)
} }
} }
async function refundTree() { async function clearEffects() {
saveScroll() saveScroll()
setResetting(true) setResetting(true)
setMessage('') setMessage('')
try { try {
const updated = await resetTalents() const updated = await resetTalents()
onUpdated(updated) onUpdated(updated)
setMessage('All points in this talent tree were refunded.') setMessage('Spell effects cleared.')
} catch (reason) { } catch (reason) {
setMessage(reason instanceof Error ? reason.message : 'Unable to reset talents.') setMessage(reason instanceof Error ? reason.message : 'Unable to clear spell effects.')
} finally { } finally {
setResetting(false) setResetting(false)
} }
} }
const workshopState = useMemo<DualScreenWorkshopState | null>(() => {
if (!isEffectClass) return null
return {
mode: 'talents',
title: 'Spell Effects',
subtitle: `${selectedEffects.length}/${capacity} active`,
summary: selectedTalent
? `${selectedTalent.name}: ${selectedTalent.description}`
: 'Choose effects to modify your spells.',
items: gameClass.talents.map((talent) => ({
glyph: talent.glyph,
title: talent.name,
meta: talent.rank > 0 ? 'Active' : lockReason(talent) || 'Available',
detail: talent.description,
status: talent.rank > 0 ? 'Selected' : '',
})),
}
}, [capacity, gameClass.talents, isEffectClass, selectedEffects.length, selectedTalent])
useDualScreenWorkshopPublisher(workshopState, dualScreenEnabled)
const content = ( const content = (
<> <>
{!embedded && ( {!embedded && (
<div className="screen-heading"> <div className="screen-heading">
<div> <div>
<p className="eyebrow">Character Growth</p> <p className="eyebrow">Character Growth</p>
<h1>Talents</h1> <h1>Spell Effects</h1>
</div> </div>
<button className="back-button" onClick={onBack} type="button">Back</button> <button className="back-button" onClick={onBack} type="button">Back</button>
</div> </div>
)} )}
<div className="talent-toolbar"> <div className="talent-toolbar spell-effect-toolbar">
<div className="talent-class-summary"> <div className="talent-class-summary">
<span style={{ borderColor: gameClass.themeColor, color: gameClass.themeColor }}> <span style={{ borderColor: gameClass.themeColor, color: gameClass.themeColor }}>
{gameClass.name[0]} {gameClass.name[0]}
</span> </span>
<div> <div>
<p className="eyebrow">{gameClass.name} Tree</p> <p className="eyebrow">{gameClass.name} Effects</p>
<h2>Shape Your Healing Style</h2> <h2>Modify Your Spells</h2>
</div> </div>
</div> </div>
<div className="talent-points"> <div className="talent-points">
<strong>{profile.character.talentPoints}</strong> <strong>{selectedEffects.length}/{capacity}</strong>
<span>Available</span> <span>Active</span>
<small>{classPointsSpent} spent in this tree</small> <small>Slots unlock at levels 5, 10, 15, 20</small>
</div> </div>
</div> </div>
<nav className="talent-page-tabs" role="tablist" aria-label="Talent tier pages"> {!isEffectClass ? (
{tierPages.map((pageTiers, index) => ( <div className="talent-empty-state">
<button <h2>Spell effects coming soon for {gameClass.name}.</h2>
aria-selected={talentPage === index} <p>This replacement system starts with the first class.</p>
className={talentPage === index ? 'active' : ''} </div>
key={pageTiers.join('-')} ) : (
onClick={() => setTalentPage(index)} <div className="spell-effect-layout">
role="tab" <section className="effect-slots-panel">
type="button" <p className="eyebrow">Active Slots</p>
> {EFFECT_SLOT_LEVELS.map((level, index) => {
Tiers {pageTiers[0]}-{pageTiers[pageTiers.length - 1]} const effect = selectedEffects[index]
</button> const unlocked = profile.character.level >= level
))} return (
</nav> <button
className={`effect-slot ${effect ? 'filled' : ''} ${unlocked ? '' : 'locked'}`}
disabled={!effect}
key={level}
onClick={() => effect && setSelectedTalentId(effect.id)}
type="button"
>
<span>Lv {level}</span>
<strong>{effect?.name ?? (unlocked ? 'Empty Slot' : 'Locked')}</strong>
<small>{effect?.description ?? (unlocked ? 'Choose an effect from the pool.' : `Reach level ${level}.`)}</small>
</button>
)
})}
</section>
<div className="talent-tree"> <section className="effect-pool-panel">
{visibleTiers.map((tier) => { <div className="effect-panel-heading">
const requiredPoints = (tier - 1) * 5 <div>
return ( <p className="eyebrow">Effect Pool</p>
<section className="talent-tier" key={tier}> <h2>Choose and Swap</h2>
<div className="tier-label">
<span>Tier {tier}</span>
<small>
{tier === 1 ? 'Open' : `${requiredPoints} earlier-tier points`}
</small>
</div> </div>
<div className="tier-talents"> <span>{selectedEffects.length}/{capacity} active</span>
{gameClass.talents </div>
.filter((talent) => talent.tier === tier) <div className="selected-effect-strip">
.sort((a, b) => a.branch - b.branch) <div>
.map((talent) => { <p className="eyebrow">Selected Effect</p>
const reason = lockReason(talent) {selectedTalent ? (
const isBusy = busyTalentId === talent.id <>
return ( <strong>{selectedTalent.name}</strong>
<article <small>{selectedTalent.description}</small>
className={`talent-node ${reason ? 'locked' : 'available'} ${talent.rank > 0 ? 'invested' : ''}`} </>
key={talent.id} ) : (
style={{ gridColumn: talent.branch }} <small>No effect selected.</small>
> )}
<div className="talent-node-header">
<span>{talent.glyph}</span>
<div>
<strong>{talent.name}</strong>
<small>Rank {talent.rank}/{talent.maxRank}</small>
</div>
</div>
<p>{talent.description}</p>
<div className="rank-pips">
{Array.from({ length: talent.maxRank }, (_, index) => (
<i className={index < talent.rank ? 'filled' : ''} key={index} />
))}
</div>
<button
disabled={Boolean(reason) || isBusy}
onClick={() => purchaseRank(talent)}
type="button"
>
{isBusy ? 'Saving...' : reason || 'Add Rank'}
</button>
</article>
)
})}
</div> </div>
</section> {selectedTalent && (
) <button
})} className="primary-button"
</div> disabled={Boolean(lockReason(selectedTalent)) || busyTalentId === selectedTalent.id}
onClick={() => toggleEffect(selectedTalent)}
type="button"
>
{busyTalentId === selectedTalent.id
? 'Saving...'
: selectedTalent.rank > 0
? 'Remove'
: 'Activate'}
</button>
)}
</div>
<div className="effect-pool">
{gameClass.talents.map((talent) => {
const reason = lockReason(talent)
const active = talent.rank > 0
const selected = selectedTalent?.id === talent.id
const isBusy = busyTalentId === talent.id
return (
<button
className={`${active ? 'active' : ''} ${selected ? 'selected' : ''}`}
disabled={Boolean(reason) || isBusy}
key={talent.id}
onClick={() => {
setSelectedTalentId(talent.id)
void toggleEffect(talent)
}}
type="button"
>
<span>{talent.glyph}</span>
<div>
<strong>{talent.name}</strong>
<small>{talent.description}</small>
</div>
<i>{isBusy ? 'Saving' : active ? 'Active' : reason || 'Available'}</i>
</button>
)
})}
</div>
</section>
</div>
)}
<footer className="talent-footer"> <footer className="talent-footer">
<span>{message || 'Talent changes are saved immediately.'}</span> <span>{message || 'Spell effect changes are saved immediately.'}</span>
<button <button
className="text-button" className="text-button"
disabled={classPointsSpent === 0 || resetting} disabled={selectedEffects.length === 0 || resetting}
onClick={refundTree} onClick={clearEffects}
type="button" type="button"
> >
{resetting ? 'Refunding...' : 'Reset Tree'} {resetting ? 'Clearing...' : 'Clear Effects'}
</button> </button>
</footer> </footer>
</> </>
+12 -1
View File
@@ -54,6 +54,7 @@ export type DualScreenCombatState = {
directPartyTargeting: boolean directPartyTargeting: boolean
paused: boolean paused: boolean
targetGroup: 0 | 1 | 2 targetGroup: 0 | 1 | 2
speedMultiplier: 1 | 2
} }
export type DualScreenWorkshopState = { export type DualScreenWorkshopState = {
@@ -118,6 +119,13 @@ function loadRecentSnapshot() {
} }
} }
function memberHotEffects(member: PartyMember) {
if (member.hotEffects?.length) return member.hotEffects
return member.hotTicks > 0
? [{ id: 'legacy-renew', spellId: 'legacy-renew', label: 'Renew', ticks: member.hotTicks, power: 6 }]
: []
}
export function DualScreenProvider({ children }: { children: ReactNode }) { export function DualScreenProvider({ children }: { children: ReactNode }) {
const [enabled, setEnabledState] = useState( const [enabled, setEnabledState] = useState(
() => localStorage.getItem(STORAGE_KEY) === 'true', () => localStorage.getItem(STORAGE_KEY) === 'true',
@@ -438,6 +446,7 @@ export function DualScreenBottomDisplay() {
</div> </div>
<div className="dual-controls-mana"> <div className="dual-controls-mana">
<span>{state.resourceName} {Math.floor(state.resource)} / {state.maxResource}</span> <span>{state.resourceName} {Math.floor(state.resource)} / {state.maxResource}</span>
{state.speedMultiplier === 2 && <strong className="speed-badge">2x speed</strong>}
<div className="bar mana-bar"> <div className="bar mana-bar">
<span style={{ width: `${(state.resource / state.maxResource) * 100}%` }} /> <span style={{ width: `${(state.resource / state.maxResource) * 100}%` }} />
</div> </div>
@@ -599,7 +608,9 @@ export function DualScreenTopCombat({
</div> </div>
)} )}
<div className="member-effects"> <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>} {member.debuff && <span className="debuff">{member.debuff}</span>}
</div> </div>
</button> </button>
+1
View File
@@ -10,6 +10,7 @@ export type PartyMember = {
hotTicks: number hotTicks: number
hotEffects?: Array<{ hotEffects?: Array<{
id: string id: string
spellId: string
label: string label: string
ticks: number ticks: number
power: number power: number
+96 -34
View File
@@ -103,6 +103,7 @@ const offlineSaveKey = 'chronicle.offlineSave.v1'
const onlineCacheKey = 'chronicle.onlineCache.v1' const onlineCacheKey = 'chronicle.onlineCache.v1'
const authTokenKey = 'chronicle.authToken.v1' const authTokenKey = 'chronicle.authToken.v1'
const offlineAccount = { id: -1, username: 'Offline' } const offlineAccount = { id: -1, username: 'Offline' }
const ABILITY_SLOT_COUNT = 6
function clone<T>(value: T): T { function clone<T>(value: T): T {
return structuredClone(value) return structuredClone(value)
@@ -147,7 +148,7 @@ function upgradeV1Save(v1: { profile: CharacterProfile; lootRolls: Record<string
level: cid === p.character.classId ? p.character.level : 1, level: cid === p.character.classId ? p.character.level : 1,
experience: cid === p.character.classId ? p.character.experience : 0, experience: cid === p.character.classId ? p.character.experience : 0,
talentPoints: cid === p.character.classId ? p.character.talentPoints : 1, 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, talentRanks,
inventory: cid === p.character.classId ? clone(p.inventory) : [], 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 { function upgradeV2Save(v2: Omit<OfflineSave, 'version' | 'completedRaidPhases'> & { version: 2 }): OfflineSave {
return { return normalizeSaveAbilitySlots({
...v2, ...v2,
version: 3, version: 3,
completedRaidPhases: 0, 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 { function normalizeOfflineSave(raw: unknown): OfflineSave | null {
@@ -178,12 +200,12 @@ function normalizeOfflineSave(raw: unknown): OfflineSave | null {
profile?: CharacterProfile profile?: CharacterProfile
lootRolls?: Record<string, LootRoll> 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) { if (candidate.version === 2) {
return upgradeV2Save(candidate as Omit<OfflineSave, 'version' | 'completedRaidPhases'> & { version: 2 }) return upgradeV2Save(candidate as Omit<OfflineSave, 'version' | 'completedRaidPhases'> & { version: 2 })
} }
if (candidate.version === 1 && candidate.profile) { 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 return null
} }
@@ -406,6 +428,17 @@ function scaledPvpBossExperience(
return { experience, level } return { experience, level }
} }
function talentEffectCapacity(level: number) {
return Math.min(4, Math.max(0, Math.floor(level / 5)))
}
function talentEffectSource(effectType: string) {
if (effectType.startsWith('mend_')) return 'Mend'
if (effectType.startsWith('radiance_')) return 'Radiance'
if (effectType.startsWith('shield_') || effectType.startsWith('shielded_')) return 'Shield'
return effectType
}
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.' },
@@ -448,7 +481,7 @@ function mergeProfileIntoSave(profile: CharacterProfile, existingSave?: OfflineS
level: profile.character.level, level: profile.character.level,
experience: profile.character.experience, experience: profile.character.experience,
talentPoints: profile.character.talentPoints, talentPoints: profile.character.talentPoints,
abilitySlots: [...profile.abilitySlots], abilitySlots: normalizeAbilitySlots(profile.abilitySlots),
talentRanks, talentRanks,
inventory: clone(profile.inventory), inventory: clone(profile.inventory),
} }
@@ -787,9 +820,9 @@ function emptyCharacterData(classId: number): CharacterData {
const inventory: Item[] = [] const inventory: Item[] = []
const startingAbilitySlots: Array<number | null> = gc.spells const startingAbilitySlots: Array<number | null> = gc.spells
.filter((s) => s.unlockLevel === 1) .filter((s) => s.unlockLevel === 1)
.slice(0, 5) .slice(0, ABILITY_SLOT_COUNT)
.map((s) => s.id) .map((s) => s.id)
while (startingAbilitySlots.length < 6) startingAbilitySlots.push(null) while (startingAbilitySlots.length < ABILITY_SLOT_COUNT) startingAbilitySlots.push(null)
return { return {
level: 1, level: 1,
experience: 0, experience: 0,
@@ -829,31 +862,30 @@ function createLocalRepository(store: LocalSaveStore): GameRepository {
}, },
async saveProfile(classId, abilitySlots) { async saveProfile(classId, abilitySlots) {
const save = requireStoredSave(store) const save = requireStoredSave(store)
const static_ = clone(starterProfile) as CharacterProfile const static_ = clone(starterProfile) as CharacterProfile
const gameClass = static_.classes.find((candidate) => candidate.id === classId) const gameClass = static_.classes.find((candidate) => candidate.id === classId)
if (!gameClass) throw new Error('Selected class does not exist.') if (!gameClass) throw new Error('Selected class does not exist.')
const slots = abilitySlots.slice(0, 6) const slots = normalizeAbilitySlots(abilitySlots)
while (slots.length < 6) slots.push(null) const selectedIds = slots.filter((id): id is number => id !== null)
const selectedIds = slots.filter((id): id is number => id !== null) if (new Set(selectedIds).size !== selectedIds.length) {
if (new Set(selectedIds).size !== selectedIds.length) { throw new Error('The same ability cannot be equipped twice.')
throw new Error('The same ability cannot be equipped twice.') }
} const activeChar = save.characters[save.activeClassId]
const activeChar = save.characters[save.activeClassId] const validIds = new Set(
const validIds = new Set( gameClass.spells
gameClass.spells .filter((spell) => spell.unlockLevel <= activeChar.level)
.filter((spell) => spell.unlockLevel <= activeChar.level) .map((spell) => spell.id),
.map((spell) => spell.id), )
) if (selectedIds.some((id) => !validIds.has(id))) {
if (selectedIds.some((id) => !validIds.has(id))) { throw new Error('One or more abilities are locked or belong to another class.')
throw new Error('One or more abilities are locked or belong to another class.') }
}
if (!save.characters[classId]) { if (!save.characters[classId]) {
save.characters[classId] = emptyCharacterData(classId) save.characters[classId] = emptyCharacterData(classId)
} }
save.characters[classId].abilitySlots = slots save.characters[classId].abilitySlots = slots
save.activeClassId = classId save.activeClassId = classId
store.writeSave(save) store.writeSave(save)
return buildProfile(save) return buildProfile(save)
}, },
@@ -1081,6 +1113,34 @@ function createLocalRepository(store: LocalSaveStore): GameRepository {
)! )!
const talent = gameClass.talents.find((candidate) => candidate.id === talentId) const talent = gameClass.talents.find((candidate) => candidate.id === talentId)
if (!talent) throw new Error('That talent does not belong to the active class.') if (!talent) throw new Error('That talent does not belong to the active class.')
if (save.activeClassId === 1) {
if ((cd.talentRanks[String(talentId)] ?? 0) > 0) {
cd.talentRanks[String(talentId)] = 0
} else {
const capacity = talentEffectCapacity(cd.level)
if (capacity <= 0) throw new Error('Spell effects unlock at level 5.')
const source = talentEffectSource(talent.effectType)
const sourceConflict = gameClass.talents.find(
(candidate) =>
candidate.id !== talentId
&& (cd.talentRanks[String(candidate.id)] ?? 0) > 0
&& talentEffectSource(candidate.effectType) === source,
)
if (sourceConflict) {
throw new Error(`Only one ${source} spell effect can be active.`)
}
const activeCount = gameClass.talents.reduce(
(total, candidate) => total + ((cd.talentRanks[String(candidate.id)] ?? 0) > 0 ? 1 : 0),
0,
)
if (activeCount >= capacity) {
throw new Error(`Level ${cd.level} allows ${capacity} active spell effect${capacity === 1 ? '' : 's'}.`)
}
cd.talentRanks[String(talentId)] = 1
}
store.writeSave(save)
return buildProfile(save)
}
if (cd.talentPoints <= 0) { if (cd.talentPoints <= 0) {
throw new Error('No talent points are available.') throw new Error('No talent points are available.')
} }
@@ -1123,10 +1183,12 @@ function createLocalRepository(store: LocalSaveStore): GameRepository {
for (const talent of gameClass.talents) { for (const talent of gameClass.talents) {
cd.talentRanks[String(talent.id)] = 0 cd.talentRanks[String(talent.id)] = 0
} }
cd.talentPoints = Math.min( if (save.activeClassId !== 1) {
profile.maxTalentPoints, cd.talentPoints = Math.min(
cd.talentPoints + refunded, profile.maxTalentPoints,
) cd.talentPoints + refunded,
)
}
store.writeSave(save) store.writeSave(save)
return buildProfile(save) return buildProfile(save)
}, },
+18 -2
View File
@@ -35,6 +35,7 @@ export const INPUT_ACTIONS = [
'targetParty5', 'targetParty5',
'targetParty6', 'targetParty6',
'toggleTargetGroup', 'toggleTargetGroup',
'toggleSpeed',
'pause', 'pause',
] as const ] as const
@@ -63,6 +64,7 @@ export const ACTION_LABELS: Record<InputAction, string> = {
targetParty5: 'Target Party Member 5', targetParty5: 'Target Party Member 5',
targetParty6: 'Target Party Member 6', targetParty6: 'Target Party Member 6',
toggleTargetGroup: 'Switch Raid Target Group', toggleTargetGroup: 'Switch Raid Target Group',
toggleSpeed: 'Toggle 2x Speed',
pause: 'Pause Menu', pause: 'Pause Menu',
} }
@@ -89,6 +91,7 @@ export const DEFAULT_BINDINGS: Record<InputDevice, InputBindings> = {
targetParty5: 'F5', targetParty5: 'F5',
targetParty6: 'F6', targetParty6: 'F6',
toggleTargetGroup: 'Tab', toggleTargetGroup: 'Tab',
toggleSpeed: 'Backquote',
pause: 'Escape', pause: 'Escape',
}, },
controller: { controller: {
@@ -111,8 +114,9 @@ export const DEFAULT_BINDINGS: Record<InputDevice, InputBindings> = {
targetParty3: 'Button15', targetParty3: 'Button15',
targetParty4: 'Button13', targetParty4: 'Button13',
targetParty5: 'Button4', targetParty5: 'Button4',
targetParty6: 'Button11', targetParty6: 'Button10',
toggleTargetGroup: 'Button6', toggleTargetGroup: 'Button6',
toggleSpeed: 'Button11',
pause: 'Button9', pause: 'Button9',
}, },
} }
@@ -145,7 +149,8 @@ const InputContext = createContext<InputContextValue | null>(null)
function loadBindings(): Record<InputDevice, InputBindings> { function loadBindings(): Record<InputDevice, InputBindings> {
try { try {
const saved = JSON.parse(localStorage.getItem(STORAGE_KEY) ?? '{}') as Partial<Record<InputDevice, Partial<InputBindings>>> const saved = JSON.parse(localStorage.getItem(STORAGE_KEY) ?? '{}') as Partial<Record<InputDevice, Partial<InputBindings>>>
const controller = { ...DEFAULT_BINDINGS.controller, ...saved.controller } const savedController = saved.controller
const controller = { ...DEFAULT_BINDINGS.controller, ...savedController }
const usesLegacyAbilityDefaults = [ const usesLegacyAbilityDefaults = [
'Button2', 'Button2',
'Button3', 'Button3',
@@ -166,6 +171,15 @@ function loadBindings(): Record<InputDevice, InputBindings> {
ability6: DEFAULT_BINDINGS.controller.ability6, ability6: DEFAULT_BINDINGS.controller.ability6,
}) })
} }
if (savedController?.toggleSpeed === 'Button7') {
controller.toggleSpeed = DEFAULT_BINDINGS.controller.toggleSpeed
}
if (savedController?.ability6 === 'Button10') {
controller.ability6 = DEFAULT_BINDINGS.controller.ability6
}
if (savedController?.targetParty6 === 'Button11') {
controller.targetParty6 = DEFAULT_BINDINGS.controller.targetParty6
}
return { return {
pc: { ...DEFAULT_BINDINGS.pc, ...saved.pc }, pc: { ...DEFAULT_BINDINGS.pc, ...saved.pc },
controller, controller,
@@ -504,9 +518,11 @@ export function InputProvider({ children }: { children: ReactNode }) {
'targetParty5', 'targetParty5',
'targetParty6', 'targetParty6',
'toggleTargetGroup', 'toggleTargetGroup',
'toggleSpeed',
] satisfies InputAction[] ] satisfies InputAction[]
const combatPriority = [ const combatPriority = [
'pause', 'pause',
'toggleSpeed',
'ability1', 'ability1',
'ability2', 'ability2',
'ability3', 'ability3',
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