Compare commits

..

6 Commits

Author SHA1 Message Date
Warren H 88874933c3 Android build v1.0.26 2026-06-19 20:55:23 -04:00
Warren H bf12aefeeb Update game 1.0.27 2026-06-19 16:00:47 -04:00
Warren H 814eb1998d Android build v1.0.25 2026-06-18 23:28:43 -04:00
Warren H 7fe62d8c82 Android build v1.0.24 2026-06-18 23:21:00 -04:00
Warren H 3a8d5ad8c5 changes 2026-06-18 22:28:04 -04:00
Warren H a604569a2f made some changes to the UI, removed leaderboards. updated gamesaves 2026-06-18 13:00:29 -04:00
40 changed files with 7529 additions and 7347 deletions
+6
View File
@@ -0,0 +1,6 @@
# Project Notes
- AYN Thor main display: 6-inch AMOLED, 1920 x 1080, 120Hz.
- AYN Thor secondary display: 3.92-inch AMOLED, 1240 x 1080, 60Hz.
- User rebuilds app; do not rebuild APK unless explicitly requested.
- Apply game changes to both web version and mobile app version.
+221
View File
@@ -43,6 +43,227 @@ Keep the game server bound to `127.0.0.1`. Set `TRUST_PROXY=1` only when the
server can be reached solely through your local reverse proxy. This lets account
limits use the visitor's public IP instead of the proxy's address.
## TrueNAS single-container hosting
### TrueNAS SCALE runbook
This is the simplest TrueNAS setup. One container serves the browser game,
auth routes, game API routes, and one SQLite database. Use this when you want
`iwanttoheal.phenomrom.com` to host the playable browser version and you want
code updates to be a Git pull plus app restart.
Portainer is not required. Use TrueNAS **Apps > Discover > Install via YAML**.
Repository:
```text
https://git.whoagland.com/phenom/i-want-to-heal.git
```
TrueNAS paths:
```text
/mnt/usbssds/apps/iwanttoheal/app
/mnt/usbssds/apps/iwanttoheal/data
```
Create the app directory and clone the repo:
```sh
sudo mkdir -p /mnt/usbssds/apps/iwanttoheal
cd /mnt/usbssds/apps/iwanttoheal
sudo git clone https://git.whoagland.com/phenom/i-want-to-heal.git app
```
Because the clone was run with `sudo`, give the normal TrueNAS user ownership:
```sh
sudo chown -R truenas_admin:truenas_admin /mnt/usbssds/apps/iwanttoheal
```
Create the persistent data folder:
```sh
mkdir -p /mnt/usbssds/apps/iwanttoheal/data
```
Check that the production server file exists:
```sh
ls /mnt/usbssds/apps/iwanttoheal/app/server/production.mjs
```
If that file is missing, push the latest code to `git.whoagland.com` from the
development machine, then pull on TrueNAS:
```sh
cd /mnt/usbssds/apps/iwanttoheal/app
git pull
```
If Git fails with `chmod ... Operation not permitted`, do not use a media or SMB
dataset for the repo. Git needs normal file locking and chmod behavior. Create or
use a dedicated apps dataset and clone under `/mnt/usbssds/apps/...`.
### TrueNAS app YAML
In TrueNAS:
1. Open **Apps**.
2. Open **Discover**.
3. Click the three-dot menu.
4. Choose **Install via YAML**.
5. Name the app `iwanttoheal`.
6. Paste this YAML:
```yaml
services:
iwanttoheal:
image: node:24-bookworm-slim
working_dir: /app
command: sh -lc "npm ci && npm run db:init && npm run build && npm start"
environment:
HOST: 0.0.0.0
PORT: "4173"
TRUST_PROXY: "1"
COOKIE_SECURE: "1"
CORS_ORIGINS: "http://localhost,https://localhost,capacitor://localhost,https://iwanttoheal.phenomrom.com,https://auth.phenomrom.com"
ports:
- "4173:4173"
volumes:
- /mnt/usbssds/apps/iwanttoheal/app:/app
- /mnt/usbssds/apps/iwanttoheal/data:/app/data
restart: unless-stopped
```
The app listens inside Docker on port `4173`. The database lives at
`/mnt/usbssds/apps/iwanttoheal/data/game.db` because that host directory is
mounted into the container as `/app/data`. This is persistent runtime data, not
code. Do not commit it and do not copy the Mac `data/game.db` over it during
deploys.
The startup command installs dependencies, applies schema/static-content
updates, builds the web app, and starts the production server.
Test the local TrueNAS service:
```sh
curl http://TRUENAS-IP:4173/api/auth/session
```
Expected response:
```json
{"account":null,"profile":null}
```
### Reverse proxy
Point `iwanttoheal.phenomrom.com` at the TrueNAS app through HTTPS. Do not expose
port `4173` directly to the internet. Put Caddy or another reverse proxy in
front:
```caddyfile
iwanttoheal.phenomrom.com {
reverse_proxy TRUENAS-IP:4173
}
auth.phenomrom.com {
reverse_proxy TRUENAS-IP:4173
}
```
Both hostnames can point at the same container. `iwanttoheal.phenomrom.com`
serves the browser game. `auth.phenomrom.com` stays available as an auth URL for
Android or other clients that need a dedicated auth hostname.
DNS should point both hostnames at the public IP or dynamic DNS name that reaches
the reverse proxy. Forward public ports `80` and `443` to the reverse proxy host.
Test the public game and auth URLs:
```sh
curl https://iwanttoheal.phenomrom.com
curl https://auth.phenomrom.com/api/auth/session
```
Expected auth response:
```json
{"account":null,"profile":null}
```
### App build config
For the hosted browser game, no separate auth build setting is needed. The web
app can call same-origin routes like `/api/auth/login` and `/api/profile`.
For an Android build that should use the TrueNAS-hosted game API, build with:
```sh
npm run android:apk:truenas
```
If you intentionally want Android auth calls to use `auth.phenomrom.com`, also
set `VITE_AUTH_API_BASE_URL=https://auth.phenomrom.com`. Otherwise, leave it
unset and auth uses the same base URL as the game API.
Android runs the bundled web app from a local Capacitor origin, not from
`iwanttoheal.phenomrom.com`. The hosted server must allow that origin through
CORS, which is why the TrueNAS YAML includes `http://localhost`,
`https://localhost`, and `capacitor://localhost`.
### Updating the TrueNAS game app
Push changes from the development machine to `git.whoagland.com`, then pull them
on TrueNAS:
```sh
cd /mnt/usbssds/apps/iwanttoheal/app
git pull
```
Before restarting, back up the persistent database:
```sh
cp /mnt/usbssds/apps/iwanttoheal/data/game.db \
"/mnt/usbssds/apps/iwanttoheal/data/game-before-update-$(date +%Y%m%d-%H%M%S).db"
```
Restart the `iwanttoheal` app in the TrueNAS Apps UI after pulling. The app
command runs `npm ci`, `npm run db:init`, `npm run build`, and `npm start` on
startup, so dependency, schema, and browser bundle changes are applied each time
the container restarts.
`npm run db:init` updates schema and seeded static game content. It should not
erase accounts, characters, inventory, or save progress. Character resets are
separate manual operations and should only be run intentionally.
Normal update workflow:
```sh
# development machine
git add .
git commit -m "Update game"
git push origin main
# TrueNAS shell
cd /mnt/usbssds/apps/iwanttoheal/app
git pull
cp /mnt/usbssds/apps/iwanttoheal/data/game.db \
"/mnt/usbssds/apps/iwanttoheal/data/game-before-update-$(date +%Y%m%d-%H%M%S).db"
```
Then restart the TrueNAS app.
For the shorter checklist, see [docs/push-updates.md](docs/push-updates.md).
### Existing auth-only app
If `iwanttoheal-auth` was already created during earlier testing, the simplest
path is to stop that app and use the single `iwanttoheal` app above. The single
container serves both domains and avoids two processes sharing one SQLite file.
## Account limits
Registration permits one account per public IP by default. Login and API rate
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
+6 -6
View File
@@ -57,13 +57,13 @@ For an online production build, see [DEPLOYMENT.md](DEPLOYMENT.md).
- Dungeon XP rewards, level-up handling, talent-point awards, and ability unlocks
- SQLite-backed class talent trees with ranks, tiers, prerequisites, refunds,
and immediate persistence
- Seven equipment slots, starter item-level 1 gear, inventory comparison, and
persistent equipping
- Nine equipment slots, empty starter inventory, craftable item-level 1 gear,
inventory comparison, and persistent equipping
- Aggregate item level, healing power, and resource bonuses that affect combat
- Five SQLite-authored dungeon difficulty tiers with level gates, combat
scaling, XP multipliers, and item-level reward bands
- Encounter-specific weighted loot tables for every difficulty, with authored
drop chances, slot pools, and item-level 5 through 25 reward variants
- Four playable SQLite-authored content tiers at item levels 1, 10, 20, and 25
with level gates, combat scaling, XP multipliers, and reward bands
- Gear progression through item levels 1, 5, 10, 15, 20, and 25 with
boss-coin crafting and upgrade steps
- One live loot roll per defeated encounter, shown in the combat log and
dungeon-complete summary
- Atomic inventory awards with retry-safe roll records and stacked duplicate
+14 -2
View File
@@ -7,8 +7,8 @@ android {
applicationId "com.warren.iwanttoheal"
minSdkVersion rootProject.ext.minSdkVersion
targetSdkVersion rootProject.ext.targetSdkVersion
versionCode 1
versionName "1.0"
versionCode 44
versionName "1.0.26"
testInstrumentationRunner "androidx.test.runner.AndroidJUnitRunner"
aaptOptions {
// Files and dirs to omit from the packaged assets dir, modified to accommodate modern web apps.
@@ -24,6 +24,18 @@ android {
}
}
def invalidAndroidResCopies = tasks.register('removeInvalidAndroidResCopies', Delete) {
delete fileTree("${projectDir}/src/main/res") {
include '**/* *.*'
}
}
tasks.matching { task ->
task.name.startsWith('merge') && task.name.endsWith('Resources')
}.configureEach {
dependsOn(invalidAndroidResCopies)
}
repositories {
flatDir{
dirs '../capacitor-cordova-android-plugins/src/main/libs', 'libs'
@@ -2,17 +2,25 @@ package com.warren.iwanttoheal;
import android.content.Intent;
import android.os.Bundle;
import android.os.SystemClock;
import android.view.KeyEvent;
import android.view.View;
import com.getcapacitor.BridgeActivity;
import java.io.File;
public abstract class ControllerBridgeActivity extends BridgeActivity {
public static final String EXTRA_INITIAL_URL = "com.warren.iwanttoheal.INITIAL_URL";
private static final long DPAD_THROTTLE_MS = 220;
private long lastDpadDispatchAt = 0;
@Override
public void onCreate(Bundle savedInstanceState) {
clearWebViewServiceWorkers();
super.onCreate(savedInstanceState);
if (bridge != null) {
bridge.getWebView().clearCache(true);
}
loadIntentUrl();
}
@@ -47,6 +55,25 @@ public abstract class ControllerBridgeActivity extends BridgeActivity {
);
}
private void clearWebViewServiceWorkers() {
File webViewData = new File(getApplicationInfo().dataDir, "app_webview");
deleteIfExists(new File(webViewData, "Default/Service Worker"));
deleteIfExists(new File(webViewData, "Service Worker"));
}
private void deleteIfExists(File file) {
if (!file.exists()) return;
if (file.isDirectory()) {
File[] children = file.listFiles();
if (children != null) {
for (File child : children) {
deleteIfExists(child);
}
}
}
file.delete();
}
@Override
public boolean dispatchKeyEvent(KeyEvent event) {
String token = controllerToken(event.getKeyCode());
@@ -54,6 +81,7 @@ public abstract class ControllerBridgeActivity extends BridgeActivity {
if (event.getAction() == KeyEvent.ACTION_DOWN) {
boolean repeat = event.getRepeatCount() > 0;
if (isDpadToken(token) && shouldThrottleDpad()) return true;
String script =
"window.dispatchEvent(new CustomEvent('ashen-halls-native-controller',"
+ "{detail:{token:'" + token + "',repeat:" + repeat + "}}));";
@@ -64,6 +92,20 @@ public abstract class ControllerBridgeActivity extends BridgeActivity {
return true;
}
private boolean shouldThrottleDpad() {
long now = SystemClock.uptimeMillis();
if (now - lastDpadDispatchAt < DPAD_THROTTLE_MS) return true;
lastDpadDispatchAt = now;
return false;
}
private boolean isDpadToken(String token) {
return token.equals("Button12")
|| token.equals("Button13")
|| token.equals("Button14")
|| token.equals("Button15");
}
private String controllerToken(int keyCode) {
switch (keyCode) {
case KeyEvent.KEYCODE_BUTTON_A:
@@ -66,9 +66,10 @@ public class DualScreenPlugin extends Plugin {
}
String gameUrl = bridge.getLocalUrl();
String topGameUrl = gameUrl + "/?display=top";
String controlsUrl = gameUrl + "/?display=bottom";
String targetUrl = launchPlan.targetIsTopDisplay ? gameUrl : controlsUrl;
String currentUrl = launchPlan.currentIsTopDisplay ? gameUrl : controlsUrl;
String targetUrl = launchPlan.targetIsTopDisplay ? topGameUrl : controlsUrl;
String currentUrl = launchPlan.currentIsTopDisplay ? topGameUrl : controlsUrl;
closePresentation();
presentation = new TopDisplayPresentation(
+1 -1
View File
@@ -14,7 +14,7 @@ CREATE TABLE IF NOT EXISTS dungeons (
name TEXT NOT NULL,
recommended_level INTEGER NOT NULL DEFAULT 1,
content_type TEXT NOT NULL DEFAULT 'dungeon' CHECK (content_type IN ('dungeon', 'raid')),
party_size INTEGER NOT NULL DEFAULT 5,
party_size INTEGER NOT NULL DEFAULT 6,
completion_item_level INTEGER,
experience_reward INTEGER NOT NULL DEFAULT 100,
description TEXT NOT NULL
+427 -41
View File
@@ -5,8 +5,8 @@ INSERT OR IGNORE INTO locations (id, slug, name, description) VALUES
INSERT OR IGNORE INTO dungeons
(id, location_id, slug, name, recommended_level, content_type, party_size, completion_item_level, experience_reward, description)
VALUES
(1, 1, 'ashen-halls', 'The Ashen Halls', 1, 'dungeon', 5, NULL, 125, 'Break the cinder cult before the old furnace awakens.'),
(2, 2, 'citadel-of-the-ember-crown', 'Citadel of the Ember Crown', 1, 'raid', 10, 10, 175, 'Lead ten allies through the caldera and break the Ember Crown across three phases.');
(1, 1, 'ashen-halls', 'The Ashen Halls', 1, 'dungeon', 6, NULL, 125, 'Break the cinder cult before the old furnace awakens.'),
(2, 2, 'citadel-of-the-ember-crown', 'Citadel of the Ember Crown', 1, 'raid', 18, 10, 175, 'Lead eighteen allies through the caldera and break the Ember Crown across three phases.');
UPDATE dungeons
SET slug = 'bulldrome-hunting-ground',
@@ -14,39 +14,46 @@ SET slug = 'bulldrome-hunting-ground',
location_id = 1,
recommended_level = 1,
content_type = 'dungeon',
party_size = 5,
party_size = 6,
completion_item_level = NULL,
experience_reward = 125,
description = 'A three-boss hunt featuring Bulldrome, Yian Kut-Ku, and Rathian.'
WHERE id = 1;
UPDATE dungeons SET party_size = 10, completion_item_level = NULL, experience_reward = 175
UPDATE dungeons SET party_size = 18, completion_item_level = NULL, experience_reward = 175
WHERE slug = 'citadel-of-the-ember-crown';
INSERT OR IGNORE INTO difficulties
(id, slug, name, dropped_item_level, unlock_level, health_multiplier, damage_multiplier, experience_multiplier, description)
VALUES
(1, 'initiate', 'Initiate', 5, 1, 1.0, 1.0, 1.0, 'Entry-level dungeon difficulty.'),
(2, 'veteran', 'Veteran', 10, 5, 1.35, 1.2, 1.5, 'Enemies deal more damage and drop stronger gear.'),
(3, 'champion', 'Champion', 15, 10, 1.7, 1.45, 2.2, 'Demanding encounters for developed characters.'),
(4, 'mythic', 'Mythic', 20, 15, 2.1, 1.75, 3.0, 'Endgame dungeon difficulty.'),
(5, 'ascendant', 'Ascendant', 25, 20, 2.6, 2.1, 4.0, 'The current pinnacle difficulty.'),
(101, 'raid-normal', 'Normal', 7, 1, 1.0, 1.0, 1.25, 'The opening raid difficulty, tuned for a ten-player party.');
(1, 'initiate', 'Initiate', 1, 1, 0.8, 0.8, 1.0, 'Entry-level dungeon difficulty for crafting the first real set.'),
(2, 'veteran', 'Veteran', 10, 10, 1.45, 1.25, 2.0, 'A major step up that rewards refined gear components.'),
(3, 'champion', 'Champion', 15, 15, 1.7, 1.45, 2.2, 'Gear-only upgrade tier between Veteran and Mythic.'),
(4, 'mythic', 'Mythic', 20, 20, 2.25, 1.85, 3.5, 'Endgame dungeon difficulty.'),
(5, 'ascendant', 'Ascendant', 25, 25, 2.8, 2.25, 4.5, 'The current pinnacle difficulty.'),
(101, 'raid-normal', 'Normal', 7, 1, 1.0, 1.0, 1.25, 'The opening raid difficulty, tuned for an eighteen-player party.');
UPDATE difficulties SET
dropped_item_level = CASE slug
WHEN 'raid-normal' THEN 10 ELSE dropped_item_level END,
WHEN 'initiate' THEN 1 WHEN 'raid-normal' THEN 10 ELSE dropped_item_level END,
unlock_level = CASE slug
WHEN 'initiate' THEN 1 WHEN 'veteran' THEN 5 WHEN 'champion' THEN 10
WHEN 'mythic' THEN 15 WHEN 'ascendant' THEN 20 ELSE unlock_level END,
WHEN 'initiate' THEN 1 WHEN 'veteran' THEN 10 WHEN 'champion' THEN 15
WHEN 'mythic' THEN 20 WHEN 'ascendant' THEN 25 ELSE unlock_level END,
health_multiplier = CASE slug
WHEN 'initiate' THEN 1.0 WHEN 'veteran' THEN 1.35 WHEN 'champion' THEN 1.7
WHEN 'mythic' THEN 2.1 WHEN 'ascendant' THEN 2.6 ELSE health_multiplier END,
WHEN 'initiate' THEN 0.8 WHEN 'veteran' THEN 1.45 WHEN 'champion' THEN 1.7
WHEN 'mythic' THEN 2.25 WHEN 'ascendant' THEN 2.8 ELSE health_multiplier END,
damage_multiplier = CASE slug
WHEN 'initiate' THEN 1.0 WHEN 'veteran' THEN 1.2 WHEN 'champion' THEN 1.45
WHEN 'mythic' THEN 1.75 WHEN 'ascendant' THEN 2.1 ELSE damage_multiplier END,
WHEN 'initiate' THEN 0.8 WHEN 'veteran' THEN 1.25 WHEN 'champion' THEN 1.45
WHEN 'mythic' THEN 1.85 WHEN 'ascendant' THEN 2.25 ELSE damage_multiplier END,
experience_multiplier = CASE slug
WHEN 'initiate' THEN 1.0 WHEN 'veteran' THEN 1.5 WHEN 'champion' THEN 2.2
WHEN 'mythic' THEN 3.0 WHEN 'ascendant' THEN 4.0 ELSE experience_multiplier END;
WHEN 'initiate' THEN 1.0 WHEN 'veteran' THEN 2.0 WHEN 'champion' THEN 2.2
WHEN 'mythic' THEN 3.5 WHEN 'ascendant' THEN 4.5 ELSE experience_multiplier END,
description = CASE slug
WHEN 'initiate' THEN 'Entry-level dungeon difficulty for crafting the first real set.'
WHEN 'veteran' THEN 'A major step up that rewards refined gear components.'
WHEN 'champion' THEN 'Gear-only upgrade tier between Veteran and Mythic.'
WHEN 'mythic' THEN 'Endgame dungeon difficulty.'
WHEN 'ascendant' THEN 'The current pinnacle difficulty.'
ELSE description END;
INSERT OR IGNORE INTO dungeon_difficulties (dungeon_id, difficulty_id) VALUES
(1, 1),
@@ -108,7 +115,7 @@ VALUES
(11, 12, 'Brand of Sacrifice', 'dispellable_dot', 8.4, 9, 'Brands a target with burning sigils.'),
(20, 22, 'Furnace Blast', 'party_damage', 6.3, 16, 'The furnace vents superheated air across the party.'),
(21, 22, 'Melting Touch', 'dispellable_dot', 9.1, 11, 'A target begins to melt from intense heat.'),
(100, 102, 'Caldera Shockwave', 'party_damage', 5.6, 14, 'A shockwave rolls across all ten raiders.'),
(100, 102, 'Caldera Shockwave', 'party_damage', 5.6, 14, 'A shockwave rolls across all eighteen raiders.'),
(101, 102, 'Gatebrand', 'dispellable_dot', 8.2, 9, 'Brands one raider with a seal of living fire.'),
(102, 105, 'Pillar of Judgment', 'party_damage', 5.2, 16, 'Columns of flame erupt beneath the raid.'),
(103, 105, 'Inquisitor''s Brand', 'dispellable_dot', 7.8, 10, 'A burning brand persists until cleansed.'),
@@ -345,6 +352,9 @@ DELETE FROM crafting_recipes;
INSERT INTO crafting_recipes
(id, item_id, difficulty_id, source_dungeon_id, source_encounter_id)
VALUES
(901, 101, 1, 1, 3), (902, 102, 1, 1, 3), (903, 103, 1, 1, 3),
(904, 104, 1, 1, 12), (905, 105, 1, 1, 12), (906, 106, 1, 1, 12),
(907, 100, 1, 1, 22), (908, 108, 1, 1, 22), (909, 109, 1, 1, 22),
(1001, 5, 1, 1, 3), (1002, 2, 1, 1, 3), (1003, 6, 1, 1, 3),
(1004, 4, 1, 1, 12), (1005, 1, 1, 1, 12), (1006, 7, 1, 1, 12),
(1007, 3, 1, 1, 22), (1008, 8, 1, 1, 22), (1009, 9, 1, 1, 22),
@@ -429,6 +439,177 @@ INSERT OR IGNORE INTO character_inventory (character_id, item_id, quantity, equi
(3, 100, 1, 1), (3, 101, 1, 1), (3, 102, 1, 1), (3, 103, 1, 1),
(3, 104, 1, 1), (3, 108, 1, 1), (3, 105, 1, 1), (3, 109, 1, 1), (3, 106, 1, 1), (3, 107, 1, 0);
DELETE FROM character_inventory
WHERE character_id IN (1, 2, 3)
AND item_id BETWEEN 100 AND 109;
-- Coin gearing override: every boss/difficulty drops one boss coin, and each
-- craft costs the target item level in that source boss coin.
UPDATE crafting_recipes
SET source_dungeon_id = 1,
source_encounter_id = 3
WHERE id BETWEEN 1001 AND 1409
AND item_id IN (SELECT id FROM items WHERE slot IN ('helmet', 'chest', 'gloves'));
UPDATE crafting_recipes
SET source_dungeon_id = 1,
source_encounter_id = 12
WHERE id BETWEEN 1001 AND 1409
AND item_id IN (SELECT id FROM items WHERE slot IN ('boots', 'ring', 'trinket'));
UPDATE crafting_recipes
SET source_dungeon_id = 1,
source_encounter_id = 22
WHERE id BETWEEN 1001 AND 1409
AND item_id IN (SELECT id FROM items WHERE slot IN ('weapon', 'pants', 'necklace'));
UPDATE crafting_recipes
SET difficulty_id = CASE
(SELECT item_level FROM items WHERE items.id = crafting_recipes.item_id)
WHEN 1 THEN 1
WHEN 5 THEN 1
WHEN 10 THEN 2
WHEN 15 THEN 2
WHEN 20 THEN 4
WHEN 25 THEN 5
ELSE difficulty_id
END
WHERE id BETWEEN 901 AND 1409;
UPDATE items
SET rarity = CASE item_level
WHEN 1 THEN 'common'
WHEN 5 THEN 'common'
WHEN 10 THEN 'uncommon'
WHEN 15 THEN 'rare'
WHEN 20 THEN 'epic'
WHEN 25 THEN 'legendary'
ELSE rarity
END
WHERE id IN (SELECT item_id FROM crafting_recipes);
UPDATE items
SET name = (
SELECT
CASE items.item_level
WHEN 1 THEN 'Raw '
WHEN 5 THEN 'Honed '
WHEN 10 THEN 'Green '
WHEN 15 THEN 'Blue '
WHEN 20 THEN 'Purple '
WHEN 25 THEN 'Orange '
ELSE ''
END
|| encounters.name || ' '
|| CASE items.slot
WHEN 'weapon' THEN 'Weapon'
WHEN 'helmet' THEN 'Helmet'
WHEN 'chest' THEN 'Chest'
WHEN 'gloves' THEN 'Gloves'
WHEN 'boots' THEN 'Boots'
WHEN 'pants' THEN 'Pants'
WHEN 'ring' THEN 'Ring'
WHEN 'necklace' THEN 'Necklace'
WHEN 'trinket' THEN 'Trinket'
ELSE items.name
END
FROM crafting_recipes
JOIN encounters ON encounters.id = crafting_recipes.source_encounter_id
WHERE crafting_recipes.item_id = items.id
LIMIT 1
),
description = (
SELECT 'Crafted with ' || encounters.name || ' coins.'
FROM crafting_recipes
JOIN encounters ON encounters.id = crafting_recipes.source_encounter_id
WHERE crafting_recipes.item_id = items.id
LIMIT 1
)
WHERE id IN (SELECT item_id FROM crafting_recipes);
CREATE TEMP TABLE IF NOT EXISTS coin_sources (
item_id INTEGER PRIMARY KEY,
encounter_id INTEGER NOT NULL,
difficulty_id INTEGER NOT NULL,
item_level INTEGER NOT NULL,
slug TEXT NOT NULL,
name TEXT NOT NULL,
rarity TEXT NOT NULL,
glyph TEXT NOT NULL,
description TEXT NOT NULL
);
DELETE FROM coin_sources;
INSERT INTO coin_sources
SELECT
280000 + encounters.id * 100 + difficulties.dropped_item_level,
encounters.id,
difficulties.id,
difficulties.dropped_item_level,
encounters.slug || '-coin-ilvl-' || difficulties.dropped_item_level,
CASE difficulties.dropped_item_level
WHEN 1 THEN 'Raw '
WHEN 5 THEN 'Honed '
WHEN 10 THEN 'Green '
WHEN 15 THEN 'Blue '
WHEN 20 THEN 'Purple '
WHEN 25 THEN 'Orange '
ELSE ''
END || encounters.name || ' Coin',
CASE difficulties.dropped_item_level
WHEN 1 THEN 'common'
WHEN 5 THEN 'common'
WHEN 10 THEN 'uncommon'
WHEN 15 THEN 'rare'
WHEN 20 THEN 'epic'
WHEN 25 THEN 'legendary'
ELSE 'common'
END,
'$',
'A boss coin from ' || encounters.name || ' used for item level '
|| difficulties.dropped_item_level || ' crafting.'
FROM encounters
JOIN dungeon_difficulties ON dungeon_difficulties.dungeon_id = encounters.dungeon_id
JOIN difficulties ON difficulties.id = dungeon_difficulties.difficulty_id
WHERE encounters.encounter_type = 'boss';
INSERT OR IGNORE INTO items
(id, slug, name, slot, rarity, item_level, healing_power, max_resource_bonus, glyph, description)
SELECT item_id, slug, name, 'component', rarity, item_level, 0, 0, glyph, description
FROM coin_sources;
UPDATE items
SET slug = (SELECT slug FROM coin_sources WHERE coin_sources.item_id = items.id),
name = (SELECT name FROM coin_sources WHERE coin_sources.item_id = items.id),
slot = 'component',
rarity = (SELECT rarity FROM coin_sources WHERE coin_sources.item_id = items.id),
item_level = (SELECT item_level FROM coin_sources WHERE coin_sources.item_id = items.id),
healing_power = 0,
max_resource_bonus = 0,
glyph = (SELECT glyph FROM coin_sources WHERE coin_sources.item_id = items.id),
description = (SELECT description FROM coin_sources WHERE coin_sources.item_id = items.id)
WHERE id IN (SELECT item_id FROM coin_sources);
DELETE FROM encounter_loot;
INSERT INTO encounter_loot (encounter_id, item_id, difficulty_id, drop_weight, drop_chance)
SELECT encounter_id, item_id, difficulty_id, 100, 1.0
FROM coin_sources;
DELETE FROM crafting_recipe_components;
INSERT INTO crafting_recipe_components (recipe_id, item_id, quantity)
SELECT
crafting_recipes.id,
coin_sources.item_id,
items.item_level
FROM crafting_recipes
JOIN items ON items.id = crafting_recipes.item_id
JOIN coin_sources
ON coin_sources.encounter_id = crafting_recipes.source_encounter_id
AND coin_sources.difficulty_id = crafting_recipes.difficulty_id;
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)
VALUES
@@ -547,7 +728,6 @@ INSERT INTO generated_loot_tiers
(item_level, dungeon_id, raid_id, dungeon_difficulty_id, raid_difficulty_id, recipe_base, craft_quantity)
VALUES
(10, 3, 2, 2, 101, 1100, 2),
(15, 4, 5, 3, 103, 1200, 3),
(20, 6, 7, 4, 104, 1300, 4),
(25, 8, 9, 5, 105, 1400, 5);
@@ -611,7 +791,7 @@ SET slug = 'tigrex-raid',
location_id = 3,
recommended_level = 5,
content_type = 'raid',
party_size = 10,
party_size = 18,
completion_item_level = NULL,
experience_reward = 275,
description = 'A raid-scale hunt against Tigrex, Rathalos, and Gypceros.'
@@ -620,29 +800,68 @@ WHERE id = 2;
INSERT OR IGNORE INTO dungeons
(id, location_id, slug, name, recommended_level, content_type, party_size, completion_item_level, experience_reward, description)
VALUES
(3, 3, 'tigrex-hunting-ground', 'Tigrex Hunting Ground', 5, 'dungeon', 5, NULL, 205, 'A three-boss hunt featuring Tigrex, Rathalos, and Gypceros.'),
(4, 3, 'nargacuga-hunting-ground', 'Nargacuga Hunting Ground', 10, 'dungeon', 5, NULL, 245, 'A three-boss hunt featuring Nargacuga, Azuros, and Diablos.'),
(5, 3, 'nargacuga-raid', 'Nargacuga Raid', 10, 'raid', 10, NULL, 325, 'A raid-scale hunt against Nargacuga, Azuros, and Diablos.'),
(6, 3, 'barroth-hunting-ground', 'Barroth Hunting Ground', 15, 'dungeon', 5, NULL, 285, 'A three-boss hunt featuring Barroth, Tobi Kadachi, and Monoblos.'),
(7, 3, 'barroth-raid', 'Barroth Raid', 15, 'raid', 10, NULL, 375, 'A raid-scale hunt against Barroth, Tobi Kadachi, and Monoblos.'),
(8, 3, 'anjanath-hunting-ground', 'Anjanath Hunting Ground', 20, 'dungeon', 5, NULL, 325, 'A three-boss hunt featuring Anjanath, Bazelgeuse, and Odogaron.'),
(9, 3, 'anjanath-raid', 'Anjanath Raid', 20, 'raid', 10, NULL, 425, 'A raid-scale hunt against Anjanath, Bazelgeuse, and Odogaron.');
(3, 3, 'tigrex-hunting-ground', 'Tigrex Hunting Ground', 5, 'dungeon', 6, NULL, 205, 'A three-boss hunt featuring Tigrex, Rathalos, and Gypceros.'),
(4, 3, 'nargacuga-hunting-ground', 'Nargacuga Hunting Ground', 10, 'dungeon', 6, NULL, 245, 'A three-boss hunt featuring Nargacuga, Azuros, and Diablos.'),
(5, 3, 'nargacuga-raid', 'Nargacuga Raid', 10, 'raid', 18, NULL, 325, 'A raid-scale hunt against Nargacuga, Azuros, and Diablos.'),
(6, 3, 'barroth-hunting-ground', 'Barroth Hunting Ground', 15, 'dungeon', 6, NULL, 285, 'A three-boss hunt featuring Barroth, Tobi Kadachi, and Monoblos.'),
(7, 3, 'barroth-raid', 'Barroth Raid', 15, 'raid', 18, NULL, 375, 'A raid-scale hunt against Barroth, Tobi Kadachi, and Monoblos.'),
(8, 3, 'anjanath-hunting-ground', 'Anjanath Hunting Ground', 20, 'dungeon', 6, NULL, 325, 'A three-boss hunt featuring Anjanath, Bazelgeuse, and Odogaron.'),
(9, 3, 'anjanath-raid', 'Anjanath Raid', 20, 'raid', 18, NULL, 425, 'A raid-scale hunt against Anjanath, Bazelgeuse, and Odogaron.');
UPDATE difficulties
SET dropped_item_level = 10,
unlock_level = 5,
health_multiplier = 1.35,
damage_multiplier = 1.2,
experience_multiplier = 1.75,
unlock_level = 10,
health_multiplier = 1.45,
damage_multiplier = 1.25,
experience_multiplier = 2.0,
description = 'Veteran raid difficulty with extra monster-part drops.'
WHERE id = 101;
INSERT OR IGNORE INTO difficulties
(id, slug, name, dropped_item_level, unlock_level, health_multiplier, damage_multiplier, experience_multiplier, description)
VALUES
(103, 'raid-champion', 'Champion Raid', 15, 10, 1.7, 1.45, 2.4, 'Champion raid difficulty with extra monster-part drops.'),
(104, 'raid-mythic', 'Mythic Raid', 20, 15, 2.1, 1.75, 3.2, 'Mythic raid difficulty with extra monster-part drops.'),
(105, 'raid-ascendant', 'Ascendant Raid', 25, 20, 2.6, 2.1, 4.2, 'Ascendant raid difficulty with extra monster-part drops.');
(103, 'raid-champion', 'Champion Raid', 15, 15, 1.7, 1.45, 2.4, 'Gear-only raid upgrade tier between Veteran and Mythic.'),
(104, 'raid-mythic', 'Mythic Raid', 20, 20, 2.25, 1.85, 3.5, 'Mythic raid difficulty with extra monster-part drops.'),
(105, 'raid-ascendant', 'Ascendant Raid', 25, 25, 2.8, 2.25, 4.5, 'Ascendant raid difficulty with extra monster-part drops.');
UPDATE difficulties
SET dropped_item_level = CASE id
WHEN 103 THEN 15
WHEN 104 THEN 20
WHEN 105 THEN 25
ELSE dropped_item_level
END,
unlock_level = CASE id
WHEN 103 THEN 15
WHEN 104 THEN 20
WHEN 105 THEN 25
ELSE unlock_level
END,
health_multiplier = CASE id
WHEN 103 THEN 1.7
WHEN 104 THEN 2.25
WHEN 105 THEN 2.8
ELSE health_multiplier
END,
damage_multiplier = CASE id
WHEN 103 THEN 1.45
WHEN 104 THEN 1.85
WHEN 105 THEN 2.25
ELSE damage_multiplier
END,
experience_multiplier = CASE id
WHEN 103 THEN 2.4
WHEN 104 THEN 3.5
WHEN 105 THEN 4.5
ELSE experience_multiplier
END,
description = CASE id
WHEN 103 THEN 'Gear-only raid upgrade tier between Veteran and Mythic.'
WHEN 104 THEN 'Mythic raid difficulty with extra monster-part drops.'
WHEN 105 THEN 'Ascendant raid difficulty with extra monster-part drops.'
ELSE description
END
WHERE id IN (103, 104, 105);
DELETE FROM dungeon_difficulties WHERE dungeon_id = 2 AND difficulty_id <> 101;
@@ -678,9 +897,9 @@ SET slug = CASE id
END,
encounter_type = CASE WHEN id IN (102, 105, 108) THEN 'boss' ELSE 'trash' END,
description = CASE id
WHEN 102 THEN 'Tigrex drops monster parts for item level 10 crafting.'
WHEN 105 THEN 'Rathalos drops monster parts for item level 10 crafting.'
WHEN 108 THEN 'Gypceros drops monster parts for item level 10 crafting.'
WHEN 102 THEN 'Tigrex drops boss coins for item level 10 crafting.'
WHEN 105 THEN 'Rathalos drops boss coins for item level 10 crafting.'
WHEN 108 THEN 'Gypceros drops boss coins for item level 10 crafting.'
ELSE 'Hunters clear the raid path.'
END
WHERE id BETWEEN 100 AND 108;
@@ -702,7 +921,7 @@ SELECT
offset.tank_damage + generated_bosses.boss_index * 2 + generated_loot_tiers.item_level / 8,
offset.party_damage + generated_bosses.boss_index * 3,
CASE offset.encounter_type
WHEN 'boss' THEN generated_bosses.boss_name || ' drops monster parts for item level ' || generated_loot_tiers.item_level || ' crafting.'
WHEN 'boss' THEN generated_bosses.boss_name || ' drops boss coins for item level ' || generated_loot_tiers.item_level || ' crafting.'
ELSE 'Hunters clear the path before ' || generated_bosses.boss_name || '.'
END
FROM generated_loot_tiers
@@ -730,7 +949,7 @@ SELECT
offset.tank_damage + generated_bosses.boss_index * 2 + generated_loot_tiers.item_level / 8,
offset.party_damage + generated_bosses.boss_index * 3 + 24,
CASE offset.encounter_type
WHEN 'boss' THEN generated_bosses.boss_name || ' drops monster parts for item level ' || generated_loot_tiers.item_level || ' crafting.'
WHEN 'boss' THEN generated_bosses.boss_name || ' drops boss coins for item level ' || generated_loot_tiers.item_level || ' crafting.'
ELSE 'Hunters clear the raid path before ' || generated_bosses.boss_name || '.'
END
FROM generated_loot_tiers
@@ -999,6 +1218,19 @@ SET slug = CASE id
END
WHERE id BETWEEN 860 AND 871;
DELETE FROM dungeon_difficulties;
INSERT OR IGNORE INTO dungeon_difficulties (dungeon_id, difficulty_id) VALUES
(1, 1),
(1, 2),
(1, 4),
(1, 5),
(3, 2),
(6, 4),
(8, 5),
(2, 101),
(7, 104),
(9, 105);
DELETE FROM crafting_recipe_components WHERE recipe_id BETWEEN 1001 AND 1009;
INSERT OR IGNORE INTO crafting_recipe_components (recipe_id, item_id, quantity) VALUES
@@ -1011,3 +1243,157 @@ INSERT OR IGNORE INTO crafting_recipe_components (recipe_id, item_id, quantity)
(1007, 868, 5), (1007, 869, 3), (1007, 871, 1),
(1008, 868, 5), (1008, 869, 3), (1008, 871, 1),
(1009, 868, 5), (1009, 869, 3), (1009, 871, 1);
-- Final coin gearing override. Keep this after legacy loot edits.
UPDATE crafting_recipes
SET source_dungeon_id = 1,
source_encounter_id = 3
WHERE id BETWEEN 1001 AND 1409
AND item_id IN (SELECT id FROM items WHERE slot IN ('helmet', 'chest', 'gloves'));
UPDATE crafting_recipes
SET source_dungeon_id = 1,
source_encounter_id = 12
WHERE id BETWEEN 1001 AND 1409
AND item_id IN (SELECT id FROM items WHERE slot IN ('boots', 'ring', 'trinket'));
UPDATE crafting_recipes
SET source_dungeon_id = 1,
source_encounter_id = 22
WHERE id BETWEEN 1001 AND 1409
AND item_id IN (SELECT id FROM items WHERE slot IN ('weapon', 'pants', 'necklace'));
UPDATE crafting_recipes
SET difficulty_id = CASE
(SELECT item_level FROM items WHERE items.id = crafting_recipes.item_id)
WHEN 1 THEN 1
WHEN 5 THEN 1
WHEN 10 THEN 2
WHEN 15 THEN 2
WHEN 20 THEN 4
WHEN 25 THEN 5
ELSE difficulty_id
END
WHERE id BETWEEN 901 AND 1409;
UPDATE items
SET rarity = CASE item_level
WHEN 1 THEN 'common'
WHEN 5 THEN 'common'
WHEN 10 THEN 'uncommon'
WHEN 15 THEN 'rare'
WHEN 20 THEN 'epic'
WHEN 25 THEN 'legendary'
ELSE rarity
END
WHERE id IN (SELECT item_id FROM crafting_recipes);
UPDATE items
SET name = (
SELECT
CASE items.item_level
WHEN 1 THEN 'Raw '
WHEN 5 THEN 'Honed '
WHEN 10 THEN 'Green '
WHEN 15 THEN 'Blue '
WHEN 20 THEN 'Purple '
WHEN 25 THEN 'Orange '
ELSE ''
END
|| encounters.name || ' '
|| CASE items.slot
WHEN 'weapon' THEN 'Weapon'
WHEN 'helmet' THEN 'Helmet'
WHEN 'chest' THEN 'Chest'
WHEN 'gloves' THEN 'Gloves'
WHEN 'boots' THEN 'Boots'
WHEN 'pants' THEN 'Pants'
WHEN 'ring' THEN 'Ring'
WHEN 'necklace' THEN 'Necklace'
WHEN 'trinket' THEN 'Trinket'
ELSE items.name
END
FROM crafting_recipes
JOIN encounters ON encounters.id = crafting_recipes.source_encounter_id
WHERE crafting_recipes.item_id = items.id
LIMIT 1
),
description = (
SELECT 'Crafted with ' || encounters.name || ' coins.'
FROM crafting_recipes
JOIN encounters ON encounters.id = crafting_recipes.source_encounter_id
WHERE crafting_recipes.item_id = items.id
LIMIT 1
)
WHERE id IN (SELECT item_id FROM crafting_recipes);
DELETE FROM coin_sources;
INSERT INTO coin_sources
SELECT
280000 + encounters.id * 100 + difficulties.dropped_item_level,
encounters.id,
difficulties.id,
difficulties.dropped_item_level,
encounters.slug || '-coin-ilvl-' || difficulties.dropped_item_level,
CASE difficulties.dropped_item_level
WHEN 1 THEN 'Raw '
WHEN 5 THEN 'Honed '
WHEN 10 THEN 'Green '
WHEN 15 THEN 'Blue '
WHEN 20 THEN 'Purple '
WHEN 25 THEN 'Orange '
ELSE ''
END || encounters.name || ' Coin',
CASE difficulties.dropped_item_level
WHEN 1 THEN 'common'
WHEN 5 THEN 'common'
WHEN 10 THEN 'uncommon'
WHEN 15 THEN 'rare'
WHEN 20 THEN 'epic'
WHEN 25 THEN 'legendary'
ELSE 'common'
END,
'$',
'A boss coin from ' || encounters.name || ' used for item level '
|| difficulties.dropped_item_level || ' crafting.'
FROM encounters
JOIN dungeon_difficulties ON dungeon_difficulties.dungeon_id = encounters.dungeon_id
JOIN difficulties ON difficulties.id = dungeon_difficulties.difficulty_id
WHERE encounters.encounter_type = 'boss';
INSERT OR IGNORE INTO items
(id, slug, name, slot, rarity, item_level, healing_power, max_resource_bonus, glyph, description)
SELECT item_id, slug, name, 'component', rarity, item_level, 0, 0, glyph, description
FROM coin_sources;
UPDATE items
SET slug = (SELECT slug FROM coin_sources WHERE coin_sources.item_id = items.id),
name = (SELECT name FROM coin_sources WHERE coin_sources.item_id = items.id),
slot = 'component',
rarity = (SELECT rarity FROM coin_sources WHERE coin_sources.item_id = items.id),
item_level = (SELECT item_level FROM coin_sources WHERE coin_sources.item_id = items.id),
healing_power = 0,
max_resource_bonus = 0,
glyph = (SELECT glyph FROM coin_sources WHERE coin_sources.item_id = items.id),
description = (SELECT description FROM coin_sources WHERE coin_sources.item_id = items.id)
WHERE id IN (SELECT item_id FROM coin_sources);
DELETE FROM encounter_loot;
INSERT INTO encounter_loot (encounter_id, item_id, difficulty_id, drop_weight, drop_chance)
SELECT encounter_id, item_id, difficulty_id, 100, 1.0
FROM coin_sources;
DELETE FROM crafting_recipe_components;
INSERT INTO crafting_recipe_components (recipe_id, item_id, quantity)
SELECT
crafting_recipes.id,
coin_sources.item_id,
items.item_level
FROM crafting_recipes
JOIN items ON items.id = crafting_recipes.item_id
JOIN coin_sources
ON coin_sources.encounter_id = crafting_recipes.source_encounter_id
AND coin_sources.difficulty_id = crafting_recipes.difficulty_id;
+139
View File
@@ -0,0 +1,139 @@
# Gearing System
## Current Rule
The game uses fewer playable content tiers and more gear upgrade steps.
Content tiers:
| Content Tier | Unlock Level | Purpose |
| --- | ---: | --- |
| iLvl 1 | 1 | First real gear set |
| iLvl 10 | 10 | Midgame jump |
| iLvl 20 | 20 | Endgame jump |
| iLvl 25 | 25 | Hard endgame |
Gear tiers:
| Gear Tier | How It Is Used |
| ---: | --- |
| 1 | Crafted from iLvl 1 content |
| 5 | Upgrade tier from iLvl 1 content coins |
| 10 | Crafted/upgraded from iLvl 10 content coins |
| 15 | Gear-only upgrade tier from iLvl 10 content coins |
| 20 | Crafted/upgraded from iLvl 20 content coins |
| 25 | Crafted/upgraded from iLvl 25 content coins |
This keeps the dungeon/raid picker simple while still giving players steady gear goals.
## New Characters
New characters start with no gear equipped.
The first goal is to clear iLvl 1 content, earn raw boss coins, and craft the first iLvl 1 set. Starter gear exists as craftable gear, not automatic inventory.
## Coin Tiers
Coins are component items. Each coin is tied to a boss and a content tier.
| Content Tier | Coin Prefix | Rarity Key | Example |
| ---: | --- | --- | --- |
| 1 | Raw | common | Raw Bulldrome Coin |
| 10 | Green | uncommon | Green Bulldrome Coin |
| 20 | Purple | epic | Purple Bulldrome Coin |
| 25 | Orange | legendary | Orange Bulldrome Coin |
iLvl 5 and iLvl 15 gear do not have their own playable content tier. They use coins from the previous playable tier:
| Gear Tier | Coin Tier Used |
| ---: | ---: |
| 1 | 1 |
| 5 | 1 |
| 10 | 10 |
| 15 | 10 |
| 20 | 20 |
| 25 | 25 |
## Boss Loot
Each boss drops one boss coin for the selected content tier.
Examples:
- Bulldrome at iLvl 1 drops Raw Bulldrome Coins.
- Tigrex at iLvl 10 drops Green Tigrex Coins.
- Barroth at iLvl 20 drops Purple Barroth Coins.
- Anjanath at iLvl 25 drops Orange Anjanath Coins.
## Crafting And Upgrades
The first gear item in a boss/item line can be crafted directly. Higher versions should be reached through Upgrade.
Current rule:
- Craft iLvl 1 boss gear directly.
- Upgrade iLvl 1 -> 5 with iLvl 1 coins.
- Craft or upgrade iLvl 10 gear from iLvl 10 content.
- Upgrade iLvl 10 -> 15 with iLvl 10 coins.
- Craft or upgrade iLvl 20 gear from iLvl 20 content.
- Craft or upgrade iLvl 25 gear from iLvl 25 content.
Upgrade consumes the old item and awards the upgraded item. This avoids duplicate clutter and keeps item identity clear.
Examples:
| Upgrade | Cost Source |
| --- | --- |
| Raw Bulldrome Helmet iLvl 1 -> Honed Bulldrome Helmet iLvl 5 | Raw Bulldrome Coins |
| Green Tigrex Helmet iLvl 10 -> Blue Tigrex Helmet iLvl 15 | Green Tigrex Coins |
| Purple Bulldrome Helmet iLvl 20 -> Orange Bulldrome Helmet iLvl 25 | Orange Bulldrome Coins |
## UI Behavior
The dungeon and raid picker only shows playable content tiers:
```text
iLvl 1 -> iLvl 10 -> iLvl 20 -> iLvl 25
```
The equipment screen still shows gear recipes for:
```text
iLvl 1 -> iLvl 5 -> iLvl 10 -> iLvl 15 -> iLvl 20 -> iLvl 25
```
Direct crafting is blocked for recipes that have a lower item-level version in the same boss/item line. Use the selected item's Upgrade button for those.
## Roguelike Loot
Roguelike gear should follow the same tier brackets.
Recommended mapping:
| Stage Band | Coin Tier |
| --- | ---: |
| 1-4 | 1 |
| 5-9 | 10 |
| 10-14 | 10 |
| 15-19 | 20 |
| 20+ | 25 |
Boss-based coins are still preferred. A roguelike boss should award coins for its actual boss template when possible.
## Data Notes
Authoritative gearing data lives in SQLite seed data:
- `db/seed.sql`
- `src/offline-starter-profile.json`
Run this after changing seed data:
```sh
npm run db:init
npm run offline:export
```
`npm run build` already runs `offline:export`, so a production build also refreshes the offline starter profile.
TrueNAS keeps its own persistent `data/game.db`. Pushing code does not merge or replace that database. The TrueNAS app applies seed/schema changes when the container starts and runs `npm run db:init`.
+164
View File
@@ -0,0 +1,164 @@
# Push Updates
Use this when pushing code from the Mac to `git.whoagland.com`, then updating the TrueNAS-hosted server.
## Rules
- Git deploys code only.
- TrueNAS save data lives in `/mnt/usbssds/apps/iwanttoheal/data/game.db`.
- Do not commit, copy, or replace `data/game.db`.
- Do not run character reset commands unless you intentionally want a wipe.
- Restarting the TrueNAS app runs `npm ci`, `npm run db:init`, `npm run build`, and `npm start`.
## Step 1: Build Web Locally
```sh
cd /Users/warren/Documents/testgame/testgame
npm run build
```
This validates TypeScript, builds the browser app, and refreshes `src/offline-starter-profile.json`.
## Step 2: Optional Android APK
Only run this when building a new APK.
```sh
set -e
cd /Users/warren/Documents/testgame/testgame
export JAVA_HOME="/Applications/Android Studio.app/Contents/jbr/Contents/Home"
export PATH="$JAVA_HOME/bin:$PATH"
VERSION="1.0.27"
CURRENT_CODE=$(grep -E 'versionCode [0-9]+' android/app/build.gradle | awk '{print $2}')
NEXT_CODE=$((CURRENT_CODE + 1))
perl -0pi -e "s/versionCode\s+\d+/versionCode $NEXT_CODE/" android/app/build.gradle
perl -0pi -e "s/versionName\s+\"[^\"]+\"/versionName \"$VERSION\"/" android/app/build.gradle
VITE_API_BASE_URL="https://iwanttoheal.phenomrom.com" npm run android:sync
cd android
./gradlew clean assembleDebug
cd ..
cp android/app/build/outputs/apk/debug/app-debug.apk "IWantToHeal-Thor-v$VERSION.apk"
ls -lh "IWantToHeal-Thor-v$VERSION.apk"
```
## Step 3: Commit And Push Code
```sh
cd /Users/warren/Documents/testgame/testgame
git add .
git commit -m "Update game 1.0.27"
git push origin main
```
Check before committing:
```sh
git status --short
```
Expected: source/doc/build-output changes only. Do not stage `data/game.db`.
## Step 4: Optional Gitea Release For APK
Only run this when Step 2 created a new APK.
```sh
set -e
cd /Users/warren/Documents/testgame/testgame
export GITEA_URL="https://git.whoagland.com"
export GITEA_OWNER="phenom"
export GITEA_REPO="i-want-to-heal"
export GITEA_TOKEN="PASTE_TOKEN_HERE"
VERSION="1.0.26"
APK="IWantToHeal-Thor-v$VERSION.apk"
RELEASE_JSON=$(curl -sS -X POST "$GITEA_URL/api/v1/repos/$GITEA_OWNER/$GITEA_REPO/releases" \
-H "Authorization: token $GITEA_TOKEN" \
-H "Content-Type: application/json" \
-d "{\"tag_name\":\"v$VERSION\",\"target_commitish\":\"main\",\"name\":\"v$VERSION\",\"body\":\"I Want to Heal Android build v$VERSION\",\"draft\":false,\"prerelease\":false}")
RELEASE_ID=$(python3 -c 'import sys,json; data=json.load(sys.stdin); print(data.get("id") or data)' <<< "$RELEASE_JSON")
curl -sS -X POST "$GITEA_URL/api/v1/repos/$GITEA_OWNER/$GITEA_REPO/releases/$RELEASE_ID/assets?name=$APK" \
-H "Authorization: token $GITEA_TOKEN" \
-F "attachment=@$APK"
```
## Step 5: Update TrueNAS
```sh
cd /mnt/usbssds/apps/iwanttoheal/app
git pull
```
Before restarting, make a DB backup:
```sh
cp /mnt/usbssds/apps/iwanttoheal/data/game.db \
"/mnt/usbssds/apps/iwanttoheal/data/game-before-update-$(date +%Y%m%d-%H%M%S).db"
```
Then restart the `iwanttoheal` app in the TrueNAS Apps UI.
## What Happens On Restart
The app command runs:
```sh
npm ci && npm run db:init && npm run build && npm start
```
That means:
- dependency changes apply
- schema changes apply
- seed/static-content updates apply
- browser files rebuild
- existing accounts and characters stay in `data/game.db`
`npm run db:init` should not wipe saves. Character wipes are separate manual reset operations.
## Resetting TrueNAS Characters
Only run a reset when intentionally starting everyone over.
Resetting the Mac database does not reset TrueNAS. TrueNAS has its own persistent DB at:
```text
/mnt/usbssds/apps/iwanttoheal/data/game.db
```
Back it up first, then run the reset command or reset SQL on TrueNAS.
## If Something Looks Wrong
Check the mounted DB path:
```sh
ls -lh /mnt/usbssds/apps/iwanttoheal/data/game.db
```
Check the latest code:
```sh
cd /mnt/usbssds/apps/iwanttoheal/app
git log --oneline -5
```
Check the app API:
```sh
curl http://127.0.0.1:4173/api/auth/session
```
+60
View File
@@ -0,0 +1,60 @@
<svg xmlns="http://www.w3.org/2000/svg" width="1280" height="720" viewBox="0 0 1280 720">
<rect width="1280" height="720" fill="#111218"/>
<rect x="48" y="36" width="1184" height="648" fill="#1b1c24" stroke="#090a0d" stroke-width="4"/>
<text x="78" y="78" fill="#8f90a0" font-family="monospace" font-size="18">ADVENTURE</text>
<text x="78" y="114" fill="#f2f0dc" font-family="monospace" font-size="34" font-weight="700">Dungeons</text>
<text x="1075" y="88" fill="#e5b95f" font-family="monospace" font-size="18">B Back</text>
<text x="78" y="158" fill="#e5b95f" font-family="monospace" font-size="18">Pick Dungeon</text>
<g>
<rect x="78" y="178" width="335" height="128" fill="#24262f" stroke="#e5b95f" stroke-width="5"/>
<rect x="94" y="194" width="72" height="72" fill="#481e29" stroke="#090a0d" stroke-width="3"/>
<text x="116" y="241" fill="#ef6574" font-family="monospace" font-size="28" font-weight="700">AH</text>
<text x="184" y="216" fill="#f2f0dc" font-family="monospace" font-size="20" font-weight="700">Ashen Halls</text>
<text x="184" y="246" fill="#aaa9b7" font-family="monospace" font-size="16">Level 1 • 6 Players</text>
<text x="184" y="276" fill="#e5b95f" font-family="monospace" font-size="16">Selected</text>
</g>
<g>
<rect x="436" y="178" width="335" height="128" fill="#20222a" stroke="#41404a" stroke-width="4"/>
<rect x="452" y="194" width="72" height="72" fill="#2a263f" stroke="#090a0d" stroke-width="3"/>
<text x="474" y="241" fill="#8ca9ff" font-family="monospace" font-size="28" font-weight="700">SC</text>
<text x="542" y="216" fill="#f2f0dc" font-family="monospace" font-size="20" font-weight="700">Sunken Crypt</text>
<text x="542" y="246" fill="#aaa9b7" font-family="monospace" font-size="16">Level 5 • 6 Players</text>
</g>
<g opacity="0.65">
<rect x="794" y="178" width="335" height="128" fill="#20222a" stroke="#41404a" stroke-width="4"/>
<rect x="810" y="194" width="72" height="72" fill="#223226" stroke="#090a0d" stroke-width="3"/>
<text x="832" y="241" fill="#70d990" font-family="monospace" font-size="28" font-weight="700">GM</text>
<text x="900" y="216" fill="#f2f0dc" font-family="monospace" font-size="20" font-weight="700">Grove Maw</text>
<text x="900" y="246" fill="#aaa9b7" font-family="monospace" font-size="16">Level 10 • 6 Players</text>
</g>
<text x="78" y="356" fill="#e5b95f" font-family="monospace" font-size="18">Pick Part</text>
<g>
<rect x="78" y="376" width="282" height="82" fill="#29291f" stroke="#e5b95f" stroke-width="5"/>
<text x="112" y="426" fill="#f2f0dc" font-family="monospace" font-size="24" font-weight="700">Part 1</text>
<text x="250" y="426" fill="#8f90a0" font-family="monospace" font-size="16">3 fights</text>
</g>
<g>
<rect x="382" y="376" width="282" height="82" fill="#20222a" stroke="#41404a" stroke-width="4"/>
<text x="416" y="426" fill="#f2f0dc" font-family="monospace" font-size="24" font-weight="700">Part 2</text>
<text x="554" y="426" fill="#8f90a0" font-family="monospace" font-size="16">Locked</text>
</g>
<g>
<rect x="686" y="376" width="282" height="82" fill="#20222a" stroke="#41404a" stroke-width="4"/>
<text x="720" y="426" fill="#f2f0dc" font-family="monospace" font-size="24" font-weight="700">Part 3</text>
<text x="858" y="426" fill="#8f90a0" font-family="monospace" font-size="16">Locked</text>
</g>
<text x="78" y="508" fill="#e5b95f" font-family="monospace" font-size="18">Pick Difficulty</text>
<rect x="78" y="528" width="240" height="64" fill="#29291f" stroke="#e5b95f" stroke-width="5"/>
<text x="116" y="568" fill="#f2f0dc" font-family="monospace" font-size="20" font-weight="700">Normal</text>
<rect x="342" y="528" width="240" height="64" fill="#20222a" stroke="#41404a" stroke-width="4"/>
<text x="380" y="568" fill="#f2f0dc" font-family="monospace" font-size="20" font-weight="700">Heroic</text>
<rect x="606" y="528" width="240" height="64" fill="#20222a" stroke="#41404a" stroke-width="4"/>
<text x="644" y="568" fill="#777988" font-family="monospace" font-size="20" font-weight="700">Mythic L10</text>
<rect x="914" y="508" width="238" height="86" fill="#3a2618" stroke="#e5b95f" stroke-width="5"/>
<text x="982" y="559" fill="#f2f0dc" font-family="monospace" font-size="24" font-weight="700">Start</text>
<text x="78" y="638" fill="#aaa9b7" font-family="monospace" font-size="17">Idea A: All choices are button grids. D-pad works everywhere. No native dropdown.</text>
</svg>

After

Width:  |  Height:  |  Size: 4.5 KiB

+44
View File
@@ -0,0 +1,44 @@
<svg xmlns="http://www.w3.org/2000/svg" width="1280" height="720" viewBox="0 0 1280 720">
<rect width="1280" height="720" fill="#111218"/>
<rect x="48" y="36" width="1184" height="648" fill="#1b1c24" stroke="#090a0d" stroke-width="4"/>
<text x="78" y="78" fill="#8f90a0" font-family="monospace" font-size="18">ADVENTURE</text>
<text x="78" y="114" fill="#f2f0dc" font-family="monospace" font-size="34" font-weight="700">Dungeons</text>
<text x="1014" y="88" fill="#e5b95f" font-family="monospace" font-size="18">LB/RB Change</text>
<rect x="78" y="150" width="760" height="398" fill="#20222a" stroke="#41404a" stroke-width="4"/>
<rect x="112" y="184" width="164" height="164" fill="#481e29" stroke="#090a0d" stroke-width="4"/>
<text x="151" y="280" fill="#ef6574" font-family="monospace" font-size="48" font-weight="700">AH</text>
<text x="306" y="202" fill="#8f90a0" font-family="monospace" font-size="18">CURRENT DUNGEON</text>
<text x="306" y="248" fill="#f2f0dc" font-family="monospace" font-size="34" font-weight="700">Ashen Halls</text>
<text x="306" y="286" fill="#aaa9b7" font-family="monospace" font-size="18">Guide a six-player party through burning halls.</text>
<text x="306" y="324" fill="#e5b95f" font-family="monospace" font-size="18">Level 1 • 6 Players • 100 XP</text>
<rect x="112" y="384" width="690" height="104" fill="#15161c" stroke="#33343d" stroke-width="3"/>
<text x="138" y="425" fill="#f2f0dc" font-family="monospace" font-size="19">Ashen Halls</text>
<text x="356" y="425" fill="#8f90a0" font-family="monospace" font-size="19">Sunken Crypt</text>
<text x="608" y="425" fill="#8f90a0" font-family="monospace" font-size="19">Grove Maw</text>
<rect x="128" y="448" width="146" height="8" fill="#e5b95f"/>
<rect x="874" y="150" width="278" height="398" fill="#20222a" stroke="#41404a" stroke-width="4"/>
<text x="906" y="194" fill="#e5b95f" font-family="monospace" font-size="18">Setup</text>
<text x="906" y="232" fill="#f2f0dc" font-family="monospace" font-size="22" font-weight="700">Part</text>
<rect x="906" y="252" width="68" height="54" fill="#29291f" stroke="#e5b95f" stroke-width="4"/>
<text x="932" y="286" fill="#f2f0dc" font-family="monospace" font-size="20">1</text>
<rect x="990" y="252" width="68" height="54" fill="#20222a" stroke="#41404a" stroke-width="3"/>
<text x="1016" y="286" fill="#8f90a0" font-family="monospace" font-size="20">2</text>
<rect x="1074" y="252" width="68" height="54" fill="#20222a" stroke="#41404a" stroke-width="3"/>
<text x="1100" y="286" fill="#8f90a0" font-family="monospace" font-size="20">3</text>
<text x="906" y="350" fill="#f2f0dc" font-family="monospace" font-size="22" font-weight="700">Difficulty</text>
<rect x="906" y="372" width="236" height="52" fill="#29291f" stroke="#e5b95f" stroke-width="4"/>
<text x="938" y="405" fill="#f2f0dc" font-family="monospace" font-size="18">Normal</text>
<rect x="906" y="436" width="236" height="52" fill="#20222a" stroke="#41404a" stroke-width="3"/>
<text x="938" y="469" fill="#aaa9b7" font-family="monospace" font-size="18">Heroic</text>
<rect x="78" y="580" width="238" height="70" fill="#15161c" stroke="#41404a" stroke-width="4"/>
<text x="120" y="624" fill="#e5b95f" font-family="monospace" font-size="22">Prev</text>
<rect x="342" y="580" width="238" height="70" fill="#15161c" stroke="#41404a" stroke-width="4"/>
<text x="392" y="624" fill="#e5b95f" font-family="monospace" font-size="22">Next</text>
<rect x="874" y="580" width="278" height="70" fill="#3a2618" stroke="#e5b95f" stroke-width="5"/>
<text x="963" y="624" fill="#f2f0dc" font-family="monospace" font-size="24" font-weight="700">Start</text>
<text x="78" y="684" fill="#aaa9b7" font-family="monospace" font-size="17">Idea B: One big focused dungeon. Shoulder buttons or side buttons cycle dungeon.</text>
</svg>

After

Width:  |  Height:  |  Size: 3.8 KiB

+48
View File
@@ -0,0 +1,48 @@
<svg xmlns="http://www.w3.org/2000/svg" width="1280" height="720" viewBox="0 0 1280 720">
<rect width="1280" height="720" fill="#111218"/>
<rect x="48" y="36" width="1184" height="648" fill="#1b1c24" stroke="#090a0d" stroke-width="4"/>
<text x="78" y="78" fill="#8f90a0" font-family="monospace" font-size="18">ADVENTURE</text>
<text x="78" y="114" fill="#f2f0dc" font-family="monospace" font-size="34" font-weight="700">Mission Board</text>
<text x="1046" y="88" fill="#e5b95f" font-family="monospace" font-size="18">A Start</text>
<rect x="78" y="150" width="500" height="474" fill="#20222a" stroke="#41404a" stroke-width="4"/>
<text x="112" y="194" fill="#e5b95f" font-family="monospace" font-size="18">Available Runs</text>
<g>
<rect x="112" y="222" width="432" height="82" fill="#29291f" stroke="#e5b95f" stroke-width="5"/>
<text x="136" y="255" fill="#f2f0dc" font-family="monospace" font-size="20" font-weight="700">Ashen Halls • Part 1</text>
<text x="136" y="283" fill="#aaa9b7" font-family="monospace" font-size="16">Normal • iLvl 1 • 100 XP</text>
</g>
<g>
<rect x="112" y="318" width="432" height="82" fill="#20222a" stroke="#41404a" stroke-width="4"/>
<text x="136" y="351" fill="#f2f0dc" font-family="monospace" font-size="20" font-weight="700">Ashen Halls • Part 1</text>
<text x="136" y="379" fill="#aaa9b7" font-family="monospace" font-size="16">Heroic • iLvl 5 • 140 XP</text>
</g>
<g opacity="0.65">
<rect x="112" y="414" width="432" height="82" fill="#20222a" stroke="#41404a" stroke-width="4"/>
<text x="136" y="447" fill="#f2f0dc" font-family="monospace" font-size="20" font-weight="700">Sunken Crypt • Part 1</text>
<text x="136" y="475" fill="#aaa9b7" font-family="monospace" font-size="16">Normal • Locked Level 5</text>
</g>
<g opacity="0.65">
<rect x="112" y="510" width="432" height="82" fill="#20222a" stroke="#41404a" stroke-width="4"/>
<text x="136" y="543" fill="#f2f0dc" font-family="monospace" font-size="20" font-weight="700">Ashen Halls • Part 2</text>
<text x="136" y="571" fill="#aaa9b7" font-family="monospace" font-size="16">Normal • Locked until Part 1 clear</text>
</g>
<rect x="616" y="150" width="536" height="474" fill="#20222a" stroke="#41404a" stroke-width="4"/>
<rect x="650" y="184" width="130" height="130" fill="#481e29" stroke="#090a0d" stroke-width="4"/>
<text x="684" y="262" fill="#ef6574" font-family="monospace" font-size="42" font-weight="700">AH</text>
<text x="812" y="194" fill="#8f90a0" font-family="monospace" font-size="18">SELECTED RUN</text>
<text x="812" y="238" fill="#f2f0dc" font-family="monospace" font-size="30" font-weight="700">Ashen Halls</text>
<text x="812" y="278" fill="#e5b95f" font-family="monospace" font-size="20">Part 1 • Normal</text>
<text x="650" y="358" fill="#aaa9b7" font-family="monospace" font-size="17">Fastest path for controller play. One list item is the exact run.</text>
<text x="650" y="394" fill="#aaa9b7" font-family="monospace" font-size="17">No separate dungeon, phase, or difficulty controls.</text>
<rect x="650" y="440" width="470" height="64" fill="#15161c" stroke="#33343d" stroke-width="3"/>
<text x="680" y="480" fill="#f2f0dc" font-family="monospace" font-size="18">Health 1.00x Damage 1.00x XP 1.0x</text>
<rect x="650" y="532" width="220" height="62" fill="#3a2618" stroke="#e5b95f" stroke-width="5"/>
<text x="716" y="570" fill="#f2f0dc" font-family="monospace" font-size="22" font-weight="700">Start</text>
<rect x="900" y="532" width="220" height="62" fill="#15161c" stroke="#41404a" stroke-width="4"/>
<text x="955" y="570" fill="#e5b95f" font-family="monospace" font-size="22">Loot</text>
<text x="78" y="684" fill="#aaa9b7" font-family="monospace" font-size="17">Idea C: Flat mission list. Most controller-friendly, least setup flexibility on one screen.</text>
</svg>

After

Width:  |  Height:  |  Size: 3.8 KiB

+72
View File
@@ -0,0 +1,72 @@
<svg xmlns="http://www.w3.org/2000/svg" width="1280" height="720" viewBox="0 0 1280 720">
<rect width="1280" height="720" fill="#111218"/>
<rect x="48" y="36" width="1184" height="648" fill="#1b1c24" stroke="#090a0d" stroke-width="4"/>
<text x="78" y="78" fill="#8f90a0" font-family="monospace" font-size="18">ADVENTURE</text>
<text x="78" y="114" fill="#f2f0dc" font-family="monospace" font-size="34" font-weight="700">Dungeons</text>
<text x="958" y="88" fill="#e5b95f" font-family="monospace" font-size="18">B Back • A Select</text>
<text x="78" y="158" fill="#e5b95f" font-family="monospace" font-size="18">1. Pick Item Level</text>
<g>
<rect x="78" y="178" width="170" height="72" fill="#20222a" stroke="#41404a" stroke-width="4"/>
<text x="125" y="222" fill="#f2f0dc" font-family="monospace" font-size="22">5</text>
<text x="108" y="240" fill="#8f90a0" font-family="monospace" font-size="12">Initiate</text>
</g>
<g>
<rect x="268" y="178" width="170" height="72" fill="#20222a" stroke="#41404a" stroke-width="4"/>
<text x="310" y="222" fill="#f2f0dc" font-family="monospace" font-size="22">10</text>
<text x="300" y="240" fill="#8f90a0" font-family="monospace" font-size="12">Veteran</text>
</g>
<g>
<rect x="458" y="178" width="170" height="72" fill="#20222a" stroke="#41404a" stroke-width="4"/>
<text x="500" y="222" fill="#f2f0dc" font-family="monospace" font-size="22">15</text>
<text x="488" y="240" fill="#8f90a0" font-family="monospace" font-size="12">Champion</text>
</g>
<g>
<rect x="648" y="178" width="170" height="72" fill="#29291f" stroke="#e5b95f" stroke-width="5"/>
<text x="690" y="222" fill="#f2f0dc" font-family="monospace" font-size="22" font-weight="700">20</text>
<text x="690" y="240" fill="#e5b95f" font-family="monospace" font-size="12">Mythic</text>
</g>
<g opacity="0.65">
<rect x="838" y="178" width="170" height="72" fill="#20222a" stroke="#41404a" stroke-width="4"/>
<text x="880" y="222" fill="#777988" font-family="monospace" font-size="22">25</text>
<text x="864" y="240" fill="#777988" font-family="monospace" font-size="12">Level 20</text>
</g>
<text x="78" y="304" fill="#e5b95f" font-family="monospace" font-size="18">2. Pick Run</text>
<g>
<rect x="78" y="324" width="335" height="154" fill="#29291f" stroke="#e5b95f" stroke-width="5"/>
<rect x="96" y="346" width="64" height="64" fill="#481e29" stroke="#090a0d" stroke-width="3"/>
<text x="114" y="387" fill="#ef6574" font-family="monospace" font-size="24" font-weight="700">AH</text>
<text x="178" y="360" fill="#f2f0dc" font-family="monospace" font-size="20" font-weight="700">Ashen Halls</text>
<text x="178" y="389" fill="#aaa9b7" font-family="monospace" font-size="15">Mythic • iLvl 20</text>
<text x="96" y="446" fill="#e5b95f" font-family="monospace" font-size="16">Part 1 unlocked</text>
</g>
<g>
<rect x="436" y="324" width="335" height="154" fill="#20222a" stroke="#41404a" stroke-width="4"/>
<rect x="454" y="346" width="64" height="64" fill="#2a263f" stroke="#090a0d" stroke-width="3"/>
<text x="472" y="387" fill="#8ca9ff" font-family="monospace" font-size="24" font-weight="700">SC</text>
<text x="536" y="360" fill="#f2f0dc" font-family="monospace" font-size="20" font-weight="700">Sunken Crypt</text>
<text x="536" y="389" fill="#aaa9b7" font-family="monospace" font-size="15">Mythic • iLvl 20</text>
<text x="454" y="446" fill="#aaa9b7" font-family="monospace" font-size="16">Part 1 unlocked</text>
</g>
<g>
<rect x="794" y="324" width="335" height="154" fill="#20222a" stroke="#41404a" stroke-width="4"/>
<rect x="812" y="346" width="64" height="64" fill="#223226" stroke="#090a0d" stroke-width="3"/>
<text x="830" y="387" fill="#70d990" font-family="monospace" font-size="24" font-weight="700">GM</text>
<text x="894" y="360" fill="#f2f0dc" font-family="monospace" font-size="20" font-weight="700">Grove Maw</text>
<text x="894" y="389" fill="#aaa9b7" font-family="monospace" font-size="15">Mythic • iLvl 20</text>
<text x="812" y="446" fill="#777988" font-family="monospace" font-size="16">Locked dungeon</text>
</g>
<text x="78" y="532" fill="#e5b95f" font-family="monospace" font-size="18">3. Pick Part</text>
<rect x="78" y="552" width="250" height="64" fill="#29291f" stroke="#e5b95f" stroke-width="5"/>
<text x="124" y="592" fill="#f2f0dc" font-family="monospace" font-size="20">Part 1</text>
<rect x="352" y="552" width="250" height="64" fill="#20222a" stroke="#41404a" stroke-width="4"/>
<text x="398" y="592" fill="#aaa9b7" font-family="monospace" font-size="20">Part 2</text>
<rect x="626" y="552" width="250" height="64" fill="#20222a" stroke="#41404a" stroke-width="4"/>
<text x="672" y="592" fill="#aaa9b7" font-family="monospace" font-size="20">Part 3</text>
<rect x="926" y="552" width="226" height="64" fill="#3a2618" stroke="#e5b95f" stroke-width="5"/>
<text x="991" y="592" fill="#f2f0dc" font-family="monospace" font-size="22" font-weight="700">Start</text>
<text x="78" y="662" fill="#aaa9b7" font-family="monospace" font-size="17">Idea D: submenu flow. Pick item level first, then only compatible dungeon cards appear.</text>
</svg>

After

Width:  |  Height:  |  Size: 5.2 KiB

+5 -2
View File
@@ -6,16 +6,19 @@
"scripts": {
"predev": "npm run db:init",
"dev": "vite",
"build": "npx tsc -b --noEmit && npx vite build && node scripts/generate-service-worker.mjs",
"build": "npm run offline:export && npx tsc -b --noEmit && npx vite build && node scripts/generate-service-worker.mjs",
"android:sync": "npm run build && cap sync android",
"android:sync:truenas": "VITE_API_BASE_URL=https://iwanttoheal.phenomrom.com npm run android:sync",
"android:open": "cap open android",
"android:apk": "npm run android:sync && cd android && ./gradlew assembleDebug",
"android:apk": "npm run android:sync && cd android && ./gradlew clean assembleDebug",
"android:apk:truenas": "VITE_API_BASE_URL=https://iwanttoheal.phenomrom.com npm run android:apk",
"accounts:ip": "node scripts/manage-ip-allowance.mjs",
"db:backup": "node scripts/backup-db.mjs",
"db:init": "node scripts/init-db.mjs",
"offline:export": "node scripts/export-offline-profile.mjs",
"lint": "eslint .",
"admin:start": "node server/admin.mjs",
"auth:start": "node server/auth.mjs",
"start": "node server/production.mjs",
"prepreview": "npm run db:init",
"preview": "vite preview"
+18
View File
@@ -0,0 +1,18 @@
import { createServer } from 'node:http'
import { handleAuthApiRequest } from './game-api.mjs'
process.env.NODE_ENV = process.env.NODE_ENV ?? 'production'
process.env.CORS_ORIGINS = process.env.CORS_ORIGINS
?? process.env.AUTH_CORS_ORIGINS
?? '*'
const host = process.env.AUTH_HOST ?? process.env.HOST ?? '127.0.0.1'
const port = Number(process.env.AUTH_PORT ?? process.env.PORT ?? 4174)
const server = createServer((request, response) => {
handleAuthApiRequest(request, response)
})
server.listen(port, host, () => {
console.log(`I want to Heal auth listening on http://${host}:${port}`)
})
+675 -68
View File
@@ -33,6 +33,31 @@ function sendJson(response, status, body, headers = {}) {
response.end(JSON.stringify(body))
}
function configuredCorsOrigins() {
return String(process.env.CORS_ORIGINS ?? process.env.AUTH_CORS_ORIGINS ?? '')
.split(',')
.map((origin) => origin.trim())
.filter(Boolean)
}
function setCorsHeaders(response, request) {
const origin = request.headers.origin
if (typeof origin !== 'string') return
const allowedOrigins = configuredCorsOrigins()
if (!allowedOrigins.includes('*') && !allowedOrigins.includes(origin)) return
response.setHeader('Access-Control-Allow-Origin', origin)
response.setHeader('Access-Control-Allow-Methods', 'GET,POST,PUT,OPTIONS')
response.setHeader('Access-Control-Allow-Headers', 'Content-Type,Authorization')
response.setHeader('Access-Control-Max-Age', '86400')
response.setHeader('Vary', 'Origin')
}
function sendCorsPreflight(request, response) {
setCorsHeaders(response, request)
response.statusCode = 204
response.end()
}
async function readJson(request, maxSize = 16 * 1024) {
const chunks = []
let size = 0
@@ -260,6 +285,17 @@ function parseCookies(request) {
)
}
function bearerToken(request) {
const authorization = request.headers.authorization
if (typeof authorization !== 'string') return ''
const match = authorization.match(/^Bearer\s+(.+)$/i)
return match ? match[1].trim() : ''
}
function requestSessionToken(request) {
return bearerToken(request) || parseCookies(request)[sessionCookieName] || ''
}
function sessionCookie(token, request, maxAge = sessionLifetimeSeconds) {
const secure = request.headers['x-forwarded-proto'] === 'https'
|| Boolean(request.socket.encrypted)
@@ -284,7 +320,7 @@ function createSession(database, accountId, ip, activeCharacterId) {
}
function currentSession(database, request) {
const token = parseCookies(request)[sessionCookieName]
const token = requestSessionToken(request)
if (!token) return null
return database.prepare(`
SELECT
@@ -327,13 +363,6 @@ function initializeCharacter(database, accountId, characterName, classId) {
;[...starterSpells, null].slice(0, 6).forEach((spellId, index) => {
insertSlot.run(characterId, index + 1, spellId)
})
const insertItem = database.prepare(`
INSERT INTO character_inventory (character_id, item_id, quantity, equipped)
VALUES (?, ?, 1, ?)
`)
for (let itemId = 100; itemId <= 107; itemId += 1) {
insertItem.run(characterId, itemId, itemId === 107 ? 0 : 1)
}
return characterId
}
@@ -854,6 +883,337 @@ export function getProfile(database, characterId, accountId) {
}
}
function exportCharacterData(database, characterId, classId) {
const character = database.prepare(`
SELECT
level,
experience,
talent_points AS talentPoints
FROM characters
WHERE id = ?
`).get(characterId)
const slots = database.prepare(`
SELECT slot_number AS slotNumber, spell_id AS spellId
FROM character_ability_slots
WHERE character_id = ?
ORDER BY slot_number
`).all(characterId)
const talents = database.prepare(`
SELECT
talents.id,
COALESCE(character_talents.rank, 0) AS rank
FROM talents
LEFT JOIN character_talents
ON character_talents.talent_id = talents.id
AND character_talents.character_id = ?
WHERE talents.class_id = ?
ORDER BY talents.id
`).all(characterId, classId)
const inventory = database.prepare(`
SELECT
items.id,
items.slug,
items.name,
items.slot,
items.rarity,
items.item_level AS itemLevel,
items.healing_power AS healingPower,
items.max_resource_bonus AS maxResourceBonus,
items.glyph,
items.description,
item_sets.id AS setId,
item_sets.slug AS setSlug,
item_sets.name AS setName,
character_inventory.quantity,
character_inventory.equipped
FROM character_inventory
JOIN items ON items.id = character_inventory.item_id
LEFT JOIN item_set_items ON item_set_items.item_id = items.id
LEFT JOIN item_sets ON item_sets.id = item_set_items.set_id
WHERE character_inventory.character_id = ?
ORDER BY items.slot, items.item_level DESC, items.id
`).all(characterId).map((item) => ({ ...item, equipped: Boolean(item.equipped) }))
const talentRanks = {}
for (const talent of talents) {
if (talent.rank > 0) {
talentRanks[String(talent.id)] = talent.rank
}
}
return {
level: character.level,
experience: character.experience,
talentPoints: character.talentPoints,
abilitySlots: Array.from({ length: 6 }, (_, index) => {
const slot = slots.find((candidate) => candidate.slotNumber === index + 1)
return slot?.spellId ?? null
}),
talentRanks,
inventory,
}
}
function buildSyncSave(database, accountId, activeCharacterId) {
const account = database.prepare(`
SELECT
completed_dungeon_parts AS completedDungeonParts,
completed_raid_phases AS completedRaidPhases
FROM accounts
WHERE id = ?
`).get(accountId)
const characters = database.prepare(`
SELECT
id,
class_id AS classId,
name
FROM characters
WHERE account_id = ?
ORDER BY class_id
`).all(accountId)
const activeClassId = characters.find((candidate) => candidate.id === activeCharacterId)?.classId
?? characters[0]?.classId
?? 1
const characterName = characters.find((candidate) => candidate.id === activeCharacterId)?.name
?? characters[0]?.name
?? 'Mira'
return {
version: 3,
characterName,
activeClassId,
completedDungeonParts: account?.completedDungeonParts ?? 0,
completedRaidPhases: account?.completedRaidPhases ?? 0,
characters: Object.fromEntries(
characters.map((character) => [
character.classId,
exportCharacterData(database, character.id, character.classId),
]),
),
lootRolls: {},
}
}
function clampInteger(value, fallback, min, max) {
const numeric = Number(value)
if (!Number.isInteger(numeric)) return fallback
return Math.min(max, Math.max(min, numeric))
}
function importSyncSave(database, accountId, activeCharacterId, payload) {
const save = payload?.save
if (
!save
|| typeof save !== 'object'
|| Number(save.version) !== 3
|| typeof save.characterName !== 'string'
|| !save.characters
|| typeof save.characters !== 'object'
) {
throw new Error('The local save snapshot is invalid.')
}
const maxLevel = Number(
database.prepare("SELECT value FROM game_settings WHERE key = 'max_level'").get()?.value ?? 25,
)
const maxTalentPoints = Number(
database.prepare("SELECT value FROM game_settings WHERE key = 'max_talent_points'").get()?.value ?? 25,
)
const maxExperience = database.prepare(`
SELECT experience_required AS experienceRequired
FROM level_progression
WHERE level = ?
`).get(maxLevel).experienceRequired
const classIds = database.prepare('SELECT id FROM classes ORDER BY id').all().map((row) => row.id)
const existingCharacters = database.prepare(`
SELECT
id,
class_id AS classId,
name
FROM characters
WHERE account_id = ?
ORDER BY class_id
`).all(accountId)
if (existingCharacters.length === 0) {
throw new Error('No character found for this account.')
}
const baseCharacterName = existingCharacters.find((candidate) => candidate.id === activeCharacterId)?.name
?? existingCharacters[0].name
const characterName = normalizeCharacterName(save.characterName, baseCharacterName)
const itemRows = database.prepare(`
SELECT id, slot
FROM items
`).all()
const itemSlots = new Map(itemRows.map((item) => [item.id, item.slot]))
const spellIdsByClass = new Map(
classIds.map((classId) => [
classId,
new Set(
database.prepare(`
SELECT id
FROM spells
WHERE class_id = ?
`).all(classId).map((spell) => spell.id),
),
]),
)
const talentRowsByClass = new Map(
classIds.map((classId) => [
classId,
database.prepare(`
SELECT
id,
max_rank AS maxRank
FROM talents
WHERE class_id = ?
`).all(classId),
]),
)
const charactersByClass = new Map(existingCharacters.map((character) => [character.classId, character]))
database.exec('BEGIN')
try {
for (const classId of classIds) {
if (!charactersByClass.has(classId)) {
const characterId = initializeCharacter(database, accountId, characterName, classId)
charactersByClass.set(classId, { id: characterId, classId, name: characterName })
}
}
database.prepare(`
UPDATE accounts
SET completed_dungeon_parts = ?, completed_raid_phases = ?
WHERE id = ?
`).run(
clampInteger(save.completedDungeonParts, 0, 0, 3),
clampInteger(save.completedRaidPhases, 0, 0, 3),
accountId,
)
const replaceSlot = database.prepare(`
INSERT INTO character_ability_slots (character_id, slot_number, spell_id)
VALUES (?, ?, ?)
`)
const insertTalent = database.prepare(`
INSERT INTO character_talents (character_id, talent_id, rank)
VALUES (?, ?, ?)
`)
const insertInventory = database.prepare(`
INSERT INTO character_inventory (character_id, item_id, quantity, equipped)
VALUES (?, ?, ?, ?)
`)
for (const classId of classIds) {
const local = save.characters[classId]
if (!local || typeof local !== 'object') continue
const characterId = charactersByClass.get(classId).id
database.prepare(`
UPDATE characters
SET name = ?, level = ?, experience = ?, talent_points = ?
WHERE id = ?
`).run(
characterName,
clampInteger(local.level, 1, 1, maxLevel),
clampInteger(local.experience, 0, 0, maxExperience),
clampInteger(local.talentPoints, 1, 0, maxTalentPoints),
characterId,
)
const rawSlots = Array.isArray(local.abilitySlots)
? local.abilitySlots.slice(0, 6)
: []
while (rawSlots.length < 6) rawSlots.push(null)
const validSpellIds = spellIdsByClass.get(classId) ?? new Set()
const seenSpellIds = new Set()
const normalizedSlots = rawSlots.map((value) => {
if (value === null) return null
const spellId = Number(value)
if (
!Number.isInteger(spellId)
|| !validSpellIds.has(spellId)
|| seenSpellIds.has(spellId)
) {
return null
}
seenSpellIds.add(spellId)
return spellId
})
database.prepare(`
DELETE FROM character_ability_slots
WHERE character_id = ?
`).run(characterId)
normalizedSlots.forEach((spellId, index) => {
replaceSlot.run(characterId, index + 1, spellId)
})
database.prepare(`
DELETE FROM character_talents
WHERE character_id = ?
AND talent_id IN (SELECT id FROM talents WHERE class_id = ?)
`).run(characterId, classId)
const localTalentRanks = local.talentRanks && typeof local.talentRanks === 'object'
? local.talentRanks
: {}
for (const talent of talentRowsByClass.get(classId) ?? []) {
const rank = clampInteger(localTalentRanks[String(talent.id)], 0, 0, talent.maxRank)
if (rank > 0) {
insertTalent.run(characterId, talent.id, rank)
}
}
database.prepare(`
DELETE FROM character_inventory
WHERE character_id = ?
`).run(characterId)
const inventoryByItemId = new Map()
const equippedSlots = new Set()
for (const item of Array.isArray(local.inventory) ? local.inventory : []) {
const itemId = Number(item?.id)
const slot = itemSlots.get(itemId)
const quantity = clampInteger(item?.quantity, 0, 0, 9999)
if (!slot || quantity <= 0) continue
const current = inventoryByItemId.get(itemId) ?? { quantity: 0, equipped: false }
current.quantity = Math.min(9999, current.quantity + quantity)
if (
Boolean(item?.equipped)
&& slot !== 'component'
&& !equippedSlots.has(slot)
) {
current.equipped = true
equippedSlots.add(slot)
}
inventoryByItemId.set(itemId, current)
}
for (const [itemId, itemState] of inventoryByItemId) {
insertInventory.run(characterId, itemId, itemState.quantity, itemState.equipped ? 1 : 0)
}
}
let syncedClassId = clampInteger(
save.activeClassId,
existingCharacters[0]?.classId ?? 1,
classIds[0] ?? 1,
classIds[classIds.length - 1] ?? 1,
)
if (!charactersByClass.has(syncedClassId)) {
syncedClassId = existingCharacters[0]?.classId ?? 1
}
const syncedCharacterId = charactersByClass.get(syncedClassId)?.id ?? activeCharacterId
database.prepare(`
UPDATE sessions
SET active_character_id = ?
WHERE account_id = ?
`).run(syncedCharacterId, accountId)
database.exec('COMMIT')
return {
profile: getProfile(database, syncedCharacterId, accountId),
save: buildSyncSave(database, accountId, syncedCharacterId),
}
} catch (error) {
database.exec('ROLLBACK')
throw error
}
}
function itemById(database, itemId) {
return database.prepare(`
SELECT
@@ -937,11 +1297,57 @@ function formatLootRoll(database, context, record, dropChance) {
}
}
function componentDropQuantity(droppedItemLevel) {
const tier = Math.max(0, Math.floor((droppedItemLevel - 5) / 5))
const secondChance = Math.min(0.85, 0.35 + tier * 0.12)
const thirdChance = Math.min(0.6, 0.1 + tier * 0.1)
return 1 + (Math.random() < secondChance ? 1 : 0) + (Math.random() < thirdChance ? 1 : 0)
function coinDropQuantity() {
const roll = Math.random()
if (roll < 0.15) return 3
if (roll < 0.5) return 2
return 1
}
function roguelikeCoinItemLevel(stage) {
return Math.min(25, 5 + Math.max(0, Math.floor(stage / 5)) * 5)
}
function awardRoguelikeCoin(database, characterId, sourceEncounterId, stage) {
if (!sourceEncounterId || !stage) return null
const coin = database.prepare(`
SELECT
items.id,
items.slug,
items.name,
items.slot,
items.rarity,
items.item_level AS itemLevel,
items.healing_power AS healingPower,
items.max_resource_bonus AS maxResourceBonus,
items.glyph,
items.description
FROM encounter_loot
JOIN items ON items.id = encounter_loot.item_id
WHERE encounter_loot.encounter_id = ?
AND items.item_level = ?
ORDER BY encounter_loot.difficulty_id
LIMIT 1
`).get(sourceEncounterId, roguelikeCoinItemLevel(stage))
if (!coin) return null
const quantity = coinDropQuantity()
const previousQuantity = database.prepare(`
SELECT quantity
FROM character_inventory
WHERE character_id = ? AND item_id = ?
`).get(characterId, coin.id)?.quantity ?? 0
database.prepare(`
INSERT INTO character_inventory (character_id, item_id, quantity, equipped)
VALUES (?, ?, ?, 0)
ON CONFLICT(character_id, item_id)
DO UPDATE SET quantity = quantity + ?
`).run(characterId, coin.id, quantity, quantity)
return {
...coin,
quantity,
duplicate: previousQuantity > 0,
quantityAfter: previousQuantity + quantity,
}
}
function rollWeightedLootEntry(entries) {
@@ -1044,13 +1450,11 @@ function rollEncounterLoot(database, characterId, encounterId, difficultyId, run
}
const selectedQuantities = new Map()
const lootChanceSlots = context.contentType === 'raid' ? 8 : 5
for (let index = 0; index < lootChanceSlots; index += 1) {
if (Math.random() >= dropChance) continue
if (Math.random() < dropChance) {
const selected = rollWeightedLootEntry(entries)
selectedQuantities.set(
selected.id,
(selectedQuantities.get(selected.id) ?? 0) + componentDropQuantity(context.droppedItemLevel),
coinDropQuantity(),
)
}
@@ -1281,11 +1685,24 @@ function craftItem(database, characterId, recipeId) {
crafting_recipes.item_id AS itemId,
crafting_recipes.difficulty_id AS difficultyId,
crafting_recipes.source_dungeon_id AS sourceDungeonId,
crafting_recipes.source_encounter_id AS sourceEncounterId
crafting_recipes.source_encounter_id AS sourceEncounterId,
items.slot,
items.item_level AS itemLevel
FROM crafting_recipes
JOIN items ON items.id = crafting_recipes.item_id
WHERE crafting_recipes.id = ?
`).get(recipeId)
if (!recipe) throw new Error('That crafting recipe does not exist.')
const lowerTierRecipe = database.prepare(`
SELECT crafting_recipes.id
FROM crafting_recipes
JOIN items ON items.id = crafting_recipes.item_id
WHERE crafting_recipes.source_encounter_id = ?
AND items.slot = ?
AND items.item_level < ?
LIMIT 1
`).get(recipe.sourceEncounterId, recipe.slot, recipe.itemLevel)
if (lowerTierRecipe) throw new Error('Upgrade the previous item tier instead.')
const components = database.prepare(`
SELECT
@@ -1334,6 +1751,104 @@ function craftItem(database, characterId, recipeId) {
return getProfile(database, characterId)
}
function upgradeItem(database, characterId, itemId) {
const item = database.prepare(`
SELECT
items.id,
items.name,
items.slot,
items.item_level AS itemLevel,
character_inventory.quantity,
character_inventory.equipped
FROM character_inventory
JOIN items ON items.id = character_inventory.item_id
WHERE character_inventory.character_id = ?
AND items.id = ?
`).get(characterId, itemId)
if (!item) throw new Error('That item is not in the character inventory.')
if (item.slot === componentSlot) throw new Error('Components cannot be upgraded.')
const currentRecipe = database.prepare(`
SELECT source_encounter_id AS sourceEncounterId
FROM crafting_recipes
WHERE item_id = ?
`).get(itemId)
if (!currentRecipe) throw new Error('No upgrade is available for this item.')
const targetRecipe = database.prepare(`
SELECT
crafting_recipes.id,
crafting_recipes.item_id AS itemId
FROM crafting_recipes
JOIN items ON items.id = crafting_recipes.item_id
WHERE crafting_recipes.source_encounter_id = ?
AND items.slot = ?
AND items.item_level > ?
ORDER BY items.item_level
LIMIT 1
`).get(currentRecipe.sourceEncounterId, item.slot, item.itemLevel)
if (!targetRecipe) throw new Error('No upgrade is available for this item.')
const components = database.prepare(`
SELECT
crafting_recipe_components.item_id AS itemId,
crafting_recipe_components.quantity,
COALESCE(character_inventory.quantity, 0) AS owned
FROM crafting_recipe_components
LEFT JOIN character_inventory
ON character_inventory.item_id = crafting_recipe_components.item_id
AND character_inventory.character_id = ?
WHERE crafting_recipe_components.recipe_id = ?
`).all(characterId, targetRecipe.id)
const missing = components.find((component) => component.owned < component.quantity)
if (missing) {
const componentItem = itemById(database, missing.itemId)
throw new Error(`Need ${missing.quantity} ${componentItem?.name ?? 'component'} to upgrade this item.`)
}
database.exec('BEGIN')
try {
for (const component of components) {
database.prepare(`
UPDATE character_inventory
SET quantity = quantity - ?
WHERE character_id = ? AND item_id = ?
`).run(component.quantity, characterId, component.itemId)
}
database.prepare(`
UPDATE character_inventory
SET quantity = quantity - 1,
equipped = 0
WHERE character_id = ? AND item_id = ?
`).run(characterId, itemId)
database.prepare(`
DELETE FROM character_inventory
WHERE character_id = ? AND quantity <= 0
`).run(characterId)
if (item.equipped) {
database.prepare(`
UPDATE character_inventory
SET equipped = 0
WHERE character_id = ?
AND item_id IN (SELECT id FROM items WHERE slot = ?)
`).run(characterId, item.slot)
}
database.prepare(`
INSERT INTO character_inventory (character_id, item_id, quantity, equipped)
VALUES (?, ?, 1, ?)
ON CONFLICT(character_id, item_id)
DO UPDATE SET quantity = quantity + 1,
equipped = CASE WHEN excluded.equipped = 1 THEN 1 ELSE equipped END
`).run(characterId, targetRecipe.itemId, item.equipped ? 1 : 0)
database.exec('COMMIT')
} catch (error) {
database.exec('ROLLBACK')
throw error
}
return getProfile(database, characterId)
}
function allocateTalent(database, characterId, talentId) {
const character = database.prepare(`
SELECT class_id AS classId, talent_points AS talentPoints
@@ -1622,7 +2137,7 @@ function completeDungeon(database, characterId, accountId, dungeonId, difficulty
ON CONFLICT(character_id, item_id)
DO UPDATE SET quantity = quantity + 1
`).run(characterId, bonusItem.id)
bonusItem = { ...bonusItem, duplicate: previousQuantity > 0, quantityAfter: previousQuantity + 1 }
bonusItem = { ...bonusItem, quantity: 1, duplicate: previousQuantity > 0, quantityAfter: previousQuantity + 1 }
}
}
@@ -1777,6 +2292,12 @@ function completeRoguelike(database, characterId, accountId, runMetrics) {
SET experience = ?, level = ?, talent_points = ?
WHERE id = ?
`).run(newExperience, newLevel, newTalentPoints, characterId)
const bonusItem = awardRoguelikeCoin(
database,
characterId,
Number(runMetrics?.lootSourceEncounterId),
Number(runMetrics?.roguelikeStage),
)
return {
dungeonName: `${dungeon.name} Roguelike`,
@@ -1791,7 +2312,7 @@ function completeRoguelike(database, characterId, accountId, runMetrics) {
durationSeconds,
averageItemLevel,
unlockedAbilities,
bonusItem: null,
bonusItem,
profile: getProfile(database, characterId, accountId),
}
}
@@ -1880,12 +2401,124 @@ export function gameApiPlugin() {
}
}
async function handleAuthApiRoute(database, request, response) {
if (request.url === '/api/auth/register' && request.method === 'POST') {
const payload = await readJson(request)
const result = registerAccount(database, request, payload)
sendJson(
response,
201,
{ account: result.account, profile: result.profile, token: result.token },
{ 'Set-Cookie': sessionCookie(result.token, request) },
)
return true
}
if (request.url === '/api/auth/login' && request.method === 'POST') {
const payload = await readJson(request)
const result = loginAccount(database, request, payload)
sendJson(
response,
200,
{ account: result.account, profile: result.profile, token: result.token },
{ 'Set-Cookie': sessionCookie(result.token, request) },
)
return true
}
if (request.url === '/api/auth/session' && request.method === 'GET') {
const session = currentSession(database, request)
if (!session) {
sendJson(response, 200, { account: null, profile: null })
return true
}
sendJson(response, 200, {
account: { id: session.accountId, username: session.username },
profile: getProfile(database, session.characterId, session.accountId),
})
return true
}
if (request.url === '/api/auth/logout' && request.method === 'POST') {
const token = requestSessionToken(request)
if (token) {
database.prepare('DELETE FROM sessions WHERE token_hash = ?').run(tokenHash(token))
}
sendJson(
response,
200,
{ ok: true },
{ 'Set-Cookie': sessionCookie('', request, 0) },
)
return true
}
return false
}
export async function handleAuthApiRequest(request, response, next = null) {
if (!request.url?.startsWith('/api/auth/')) {
if (next) {
next()
return
}
sendJson(response, 404, { error: 'API route not found.' })
return
}
if (request.method === 'OPTIONS') {
sendCorsPreflight(request, response)
return
}
setCorsHeaders(response, request)
if (!existsSync(databasePath)) {
sendJson(response, 503, { error: 'Database missing. Run npm run db:init.' })
return
}
const database = new DatabaseSync(databasePath)
database.exec('PRAGMA foreign_keys = ON')
try {
const ip = requestIp(request)
consumeRateLimit(`auth:${ip}`, 120, 60 * 1000)
database.prepare(`
DELETE FROM sessions WHERE expires_at <= CURRENT_TIMESTAMP
`).run()
if (!(await handleAuthApiRoute(database, request, response))) {
sendJson(response, 404, { error: 'API route not found.' })
}
} catch (error) {
const status = Number(error?.status) || 400
const headers = error?.retryAfter
? { 'Retry-After': String(error.retryAfter) }
: {}
sendJson(
response,
status,
{ error: error instanceof Error ? error.message : 'Unable to process request.' },
headers,
)
} finally {
database.close()
}
}
export async function handleApiRequest(request, response, next) {
if (!request.url?.startsWith('/api/')) {
next()
return
}
if (request.method === 'OPTIONS') {
sendCorsPreflight(request, response)
return
}
setCorsHeaders(response, request)
if (request.url.startsWith('/api/boss-images/') && request.method === 'GET') {
sendBossImage(request, response)
return
@@ -1911,59 +2544,23 @@ export async function handleApiRequest(request, response, next) {
DELETE FROM sessions WHERE expires_at <= CURRENT_TIMESTAMP
`).run()
if (request.url === '/api/auth/register' && request.method === 'POST') {
const payload = await readJson(request)
const result = registerAccount(database, request, payload)
sendJson(
response,
201,
{ account: result.account, profile: result.profile },
{ 'Set-Cookie': sessionCookie(result.token, request) },
)
return
}
if (request.url === '/api/auth/login' && request.method === 'POST') {
const payload = await readJson(request)
const result = loginAccount(database, request, payload)
sendJson(
response,
200,
{ account: result.account, profile: result.profile },
{ 'Set-Cookie': sessionCookie(result.token, request) },
)
return
}
if (request.url === '/api/auth/session' && request.method === 'GET') {
const session = currentSession(database, request)
if (!session) {
sendJson(response, 200, { account: null, profile: null })
return
}
sendJson(response, 200, {
account: { id: session.accountId, username: session.username },
profile: getProfile(database, session.characterId, session.accountId),
})
return
}
if (request.url === '/api/auth/logout' && request.method === 'POST') {
const token = parseCookies(request)[sessionCookieName]
if (token) {
database.prepare('DELETE FROM sessions WHERE token_hash = ?').run(tokenHash(token))
}
sendJson(
response,
200,
{ ok: true },
{ 'Set-Cookie': sessionCookie('', request, 0) },
)
if (await handleAuthApiRoute(database, request, response)) {
return
}
const session = requireSession(database, request)
if (request.url === '/api/profile/sync-save' && request.method === 'GET') {
sendJson(response, 200, buildSyncSave(database, session.accountId, session.characterId))
return
}
if (request.url === '/api/profile/sync-save' && request.method === 'PUT') {
const payload = await readJson(request, 512 * 1024)
sendJson(response, 200, importSyncSave(database, session.accountId, session.characterId, payload))
return
}
if (request.url === '/api/profile' && request.method === 'GET') {
sendJson(response, 200, getProfile(database, session.characterId, session.accountId))
return
@@ -2059,6 +2656,16 @@ export async function handleApiRequest(request, response, next) {
return
}
const itemUpgrade = request.url.match(/^\/api\/items\/(\d+)\/upgrade$/)
if (itemUpgrade && request.method === 'POST') {
sendJson(
response,
200,
upgradeItem(database, session.characterId, Number(itemUpgrade[1])),
)
return
}
const encounterLootRoll = request.url.match(/^\/api\/encounters\/(\d+)\/loot-roll$/)
if (encounterLootRoll && request.method === 'POST') {
const payload = await readJson(request)
+1267 -38
View File
File diff suppressed because it is too large Load Diff
+216 -61
View File
@@ -19,7 +19,12 @@ import {
type AuthSession,
type CharacterProfile,
} from './profile'
import { getGameMode, type GameMode } from './gameRepository'
import {
getCloudSyncStatus,
getGameMode,
syncCloudSave,
type GameMode,
} from './gameRepository'
import { focusFirstControl } from './input.tsx'
type Screen =
@@ -40,8 +45,8 @@ const MENU_ITEMS: Array<{
glyph: string
description: string
}> = [
{ screen: 'dungeons', label: 'Dungeons', glyph: 'D', description: 'Guide a five-player party through dangerous encounters.' },
{ screen: 'raids', label: 'Raids', glyph: 'R', description: 'Guide a ten-player party through three-phase challenges.' },
{ screen: 'dungeons', label: 'Dungeons', glyph: 'D', description: 'Guide a six-player party through dangerous encounters.' },
{ screen: 'raids', label: 'Raids', glyph: 'R', description: 'Guide an eighteen-player party through three-phase challenges.' },
{ screen: 'roguelike', label: 'Roguelike', glyph: 'L', description: 'Draft upgrades through escalating random encounters.' },
{ screen: 'pvp', label: 'PvP', glyph: 'P', description: 'Race another healer through roguelike encounters with buffs and sabotage.' },
{ screen: 'customize', label: 'Customize Character', glyph: 'C', description: 'Choose your class and prepare a six-ability loadout.' },
@@ -49,6 +54,7 @@ const MENU_ITEMS: Array<{
]
const LAST_DIFFICULTY_KEY = 'i-want-to-heal:last-difficulty'
const SHOW_LEADERBOARDS = false
function activityInitials(name: string) {
return name
@@ -88,6 +94,8 @@ function App() {
const [lootSort, setLootSort] = useState<'sequence' | 'boss'>('sequence')
const [showLeaderboard, setShowLeaderboard] = useState(false)
const [error, setError] = useState('')
const [syncingCloud, setSyncingCloud] = useState(false)
const [syncMessage, setSyncMessage] = useState('')
useEffect(() => {
loadAuthSession()
@@ -105,6 +113,17 @@ function App() {
.finally(() => setAuthChecked(true))
}, [])
useEffect(() => {
const handleModeChange = (event: Event) => {
const nextMode = (event as CustomEvent<GameMode>).detail
setGameMode(nextMode)
}
window.addEventListener('chronicle:mode-changed', handleModeChange as EventListener)
return () => {
window.removeEventListener('chronicle:mode-changed', handleModeChange as EventListener)
}
}, [])
useEffect(() => {
if (screen === 'combat') return
window.requestAnimationFrame(() => {
@@ -112,6 +131,13 @@ function App() {
})
}, [screen])
useEffect(() => {
if (!authChecked || !account || !profile || screen === 'combat') return
window.requestAnimationFrame(() => {
focusFirstControl()
})
}, [account, authChecked, profile, screen])
useEffect(() => {
window.localStorage.setItem(LAST_DIFFICULTY_KEY, String(selectedDifficultyId))
}, [selectedDifficultyId])
@@ -129,6 +155,9 @@ function App() {
setScreen('menu')
setError('')
setServerMessage('')
window.requestAnimationFrame(() => {
focusFirstControl()
})
}
async function signOut() {
@@ -138,11 +167,27 @@ function App() {
setProfile(null)
setGameMode(getGameMode())
setScreen('menu')
setSyncMessage('')
} catch (reason) {
setError(reason instanceof Error ? reason.message : 'Unable to sign out.')
}
}
async function syncSaveNow() {
setSyncingCloud(true)
setSyncMessage('')
try {
const updated = await syncCloudSave()
setProfile(updated)
setGameMode(getGameMode())
setSyncMessage('Cloud save updated.')
} catch (reason) {
setSyncMessage(reason instanceof Error ? reason.message : 'Unable to sync cloud save.')
} finally {
setSyncingCloud(false)
}
}
if (error) {
return (
<main className="game-shell">
@@ -237,10 +282,32 @@ function App() {
?? dungeonOptions[0]!
const raid = raidOptions.find((candidate) => candidate.id === selectedRaidId)
?? raidOptions[0]
const activity = screen === 'raids' && raid ? raid : dungeon
const activityOptions = screen === 'raids' ? raidOptions : dungeonOptions
const tierOptions = activityOptions
.flatMap((option) => option.difficulties)
.filter((difficulty, index, all) => (
all.findIndex((candidate) => candidate.droppedItemLevel === difficulty.droppedItemLevel) === index
))
.sort((a, b) => a.droppedItemLevel - b.droppedItemLevel)
const savedDifficulty = profile.dungeons
.flatMap((option) => option.difficulties)
.find((candidate) => candidate.id === selectedDifficultyId)
const selectedTier = tierOptions.find((candidate) => (
candidate.droppedItemLevel === savedDifficulty?.droppedItemLevel
&& profile.character.level >= candidate.unlockLevel
))
?? tierOptions.slice().reverse().find((candidate) => profile.character.level >= candidate.unlockLevel)
?? tierOptions[0]
const selectedTierItemLevel = selectedTier?.droppedItemLevel ?? 0
const tierActivityOptions = activityOptions.filter((option) =>
option.difficulties.some((difficulty) => difficulty.droppedItemLevel === selectedTierItemLevel),
)
const selectedActivityId = screen === 'raids' && raid ? raid.id : dungeon.id
const activity = tierActivityOptions.find((candidate) => candidate.id === selectedActivityId)
?? tierActivityOptions[0]
?? (screen === 'raids' && raid ? raid : dungeon)
const selectedDifficulty = activity.difficulties.find(
(candidate) => candidate.id === selectedDifficultyId,
(candidate) => candidate.droppedItemLevel === selectedTierItemLevel,
) ?? activity.difficulties[0]
const difficultyLocked = profile.character.level < selectedDifficulty.unlockLevel
const completedSections = activity.contentType === 'raid'
@@ -252,7 +319,8 @@ function App() {
{ part: 2, name: `${sectionName} 2`, encounterCount: 3, unlocked: completedSections >= 1 },
{ part: 3, name: `${sectionName} 3`, encounterCount: 3, unlocked: completedSections >= 2 },
]
const lootChanceSlots = activity.contentType === 'raid' ? 8 : 5
const cloudSync = getCloudSyncStatus()
const canShowCloudSync = account.id !== -1 && cloudSync.available
const lootPreviewEncounters = [...activity.encounters]
.filter((encounter) => encounter.isBoss)
.sort((a, b) => lootSort === 'boss'
@@ -260,7 +328,7 @@ function App() {
: a.sequence - b.sequence)
return (
<main className="game-shell">
<main className={`game-shell ${screen === 'dungeons' || screen === 'raids' ? 'dungeon-shell' : ''}`}>
<header className="topbar app-header">
<button
className="brand-button"
@@ -285,6 +353,28 @@ function App() {
{screen === 'menu' && (
<section className="menu-screen">
<div className="main-menu-grid">
{canShowCloudSync && (
<div className="menu-card cloud-sync-card">
<span>{cloudSync.dirty ? 'S' : 'C'}</span>
<div>
<strong>Cloud Save</strong>
<small>
{cloudSync.dirty
? 'Local progress waiting. Upload when you want to refresh the server copy.'
: 'Server copy matches this device.'}
</small>
{syncMessage && <small className="cloud-sync-message">{syncMessage}</small>}
</div>
<button
className="text-button"
disabled={syncingCloud || !cloudSync.dirty}
onClick={syncSaveNow}
type="button"
>
{syncingCloud ? 'Syncing...' : cloudSync.dirty ? 'Sync Save To Server' : 'Already Synced'}
</button>
</div>
)}
{MENU_ITEMS.map((item) => (
<button
className="menu-card"
@@ -457,6 +547,7 @@ function App() {
Start Match
</button>
</div>
{SHOW_LEADERBOARDS && (
<div className="leaderboard-section">
<div className="equipment-heading toggle-heading">
<div>
@@ -488,56 +579,135 @@ function App() {
)}
</div>
</div>
)}
</>
)}
</section>
)}
{(screen === 'dungeons' || screen === 'raids') && (
<section className="content-screen">
<section className="content-screen dungeon-run-screen">
<ScreenHeading
eyebrow="Adventure"
title={activity.contentType === 'raid' ? 'Raids' : 'Dungeons'}
onBack={() => setScreen('menu')}
/>
<article className="dungeon-card">
<div className="dungeon-run-board">
<div className="dungeon-run-main">
<article className="run-summary-card dungeon-focus-card">
<div className={`dungeon-art ${activity.contentType === 'raid' ? 'raid-art' : ''}`}>
{activityInitials(activity.name)}
</div>
<div>
<p className="eyebrow">{activity.locationName}</p>
<div className="run-summary-copy">
<p className="eyebrow">Selected Run</p>
<h2>{activity.name}</h2>
<p>{activity.description}</p>
<div className="tag-row">
<span>Level {activity.recommendedLevel}</span>
<span>{activity.partySize} Players</span>
<span>{selectedDifficulty.name}</span>
<span>Component Level {selectedDifficulty.droppedItemLevel}</span>
<span>iLvl {selectedDifficulty.droppedItemLevel}</span>
<span>{Math.round(activity.experienceReward * selectedDifficulty.experienceMultiplier)} XP</span>
</div>
</div>
{activityOptions.length > 1 && (
<label className="activity-select">
<span>{activity.contentType === 'raid' ? 'Raid' : 'Dungeon'}</span>
<select
value={activity.id}
onChange={(event) => {
const nextActivityId = Number(event.target.value)
const nextActivity = activityOptions.find((candidate) => candidate.id === nextActivityId)
if (screen === 'raids') setSelectedRaidId(nextActivityId)
else setSelectedDungeonId(nextActivityId)
if (nextActivity?.difficulties[0]) {
setSelectedDifficultyId(nextActivity.difficulties[0].id)
</article>
<section className="run-setup-panel dungeon-choice-panel">
<div className="run-setup-heading">
<div>
<p className="eyebrow">Pick Run</p>
<h2>{screen === 'raids' ? 'Raid' : 'Dungeon'}</h2>
</div>
<small>{selectedDifficulty.name} rewards iLvl {selectedDifficulty.droppedItemLevel} components.</small>
</div>
<div className="activity-card-grid dungeon-choice-grid">
{tierActivityOptions.map((candidate) => {
const difficulty = candidate.difficulties.find(
(option) => option.droppedItemLevel === selectedDifficulty.droppedItemLevel,
) ?? candidate.difficulties[0]
const locked = profile.character.level < difficulty.unlockLevel
const selected = candidate.id === activity.id
return (
<button
className={`activity-card ${selected ? 'selected' : ''} ${locked ? 'locked' : ''}`}
disabled={locked}
key={candidate.id}
onClick={() => {
if (screen === 'raids') setSelectedRaidId(candidate.id)
else setSelectedDungeonId(candidate.id)
setSelectedDifficultyId(difficulty.id)
}}
type="button"
>
<span className={`dungeon-art ${candidate.contentType === 'raid' ? 'raid-art' : ''}`}>
{activityInitials(candidate.name)}
</span>
<strong>{candidate.name}</strong>
<small>{candidate.locationName}</small>
<i>
Level {candidate.recommendedLevel} | {candidate.partySize} Players
</i>
</button>
)
})}
</div>
</section>
</div>
<aside className="dungeon-setup-rail">
<section className="run-setup-panel tier-setup-panel">
<div className="run-setup-heading">
<div>
<p className="eyebrow">Item Level</p>
<h2>Tier</h2>
</div>
<small>{screen === 'raids' ? 'Raid' : 'Dungeon'} tiers unlock by level.</small>
</div>
<div className="tier-grid">
{tierOptions.map((difficulty) => {
const locked = profile.character.level < difficulty.unlockLevel
const selected = difficulty.droppedItemLevel === selectedDifficulty.droppedItemLevel
return (
<button
className={`${selected ? 'selected' : ''} ${locked ? 'locked' : ''}`}
disabled={locked}
key={difficulty.id}
onClick={() => {
const nextActivity = activity.difficulties.some(
(candidate) => candidate.droppedItemLevel === difficulty.droppedItemLevel,
)
? activity
: activityOptions.find((option) =>
option.difficulties.some((candidate) => candidate.droppedItemLevel === difficulty.droppedItemLevel),
)
if (nextActivity) {
if (screen === 'raids') setSelectedRaidId(nextActivity.id)
else setSelectedDungeonId(nextActivity.id)
const nextDifficulty = nextActivity.difficulties.find(
(candidate) => candidate.droppedItemLevel === difficulty.droppedItemLevel,
)
if (nextDifficulty) setSelectedDifficultyId(nextDifficulty.id)
}
}}
type="button"
>
{activityOptions.map((candidate) => (
<option key={candidate.id} value={candidate.id}>{candidate.name}</option>
))}
</select>
</label>
)}
<div className="part-buttons">
<strong>iLvl {difficulty.droppedItemLevel}</strong>
<span>{locked ? `Level ${difficulty.unlockLevel}` : difficulty.name}</span>
</button>
)
})}
</div>
</section>
<section className="run-setup-panel part-setup-panel">
<div className="run-setup-heading">
<div>
<p className="eyebrow">Start</p>
<h2>{sectionName}</h2>
</div>
<small>{difficultyLocked ? `Unlocks at level ${selectedDifficulty.unlockLevel}` : 'Choose a section to launch.'}</small>
</div>
<div className="part-picker">
{parts.map((p) => (
<button
key={p.part}
@@ -546,6 +716,7 @@ function App() {
onClick={() => {
setSelectedPart(p.part)
setCombatContentId(activity.id)
setSelectedDifficultyId(selectedDifficulty.id)
setScreen('combat')
}}
type="button"
@@ -554,34 +725,9 @@ function App() {
</button>
))}
</div>
</article>
</section>
<div className="difficulty-section compact-difficulty-section">
<div className="difficulty-select-row">
<div>
<p className="eyebrow">Challenge Tier</p>
<h2>Difficulty</h2>
</div>
<label>
<span>Select</span>
<select
value={selectedDifficulty.id}
onChange={(event) => setSelectedDifficultyId(Number(event.target.value))}
>
{activity.difficulties.map((difficulty, index) => (
<option
disabled={profile.character.level < difficulty.unlockLevel}
key={difficulty.id}
value={difficulty.id}
>
{index + 1}. {difficulty.name}
{profile.character.level < difficulty.unlockLevel
? ` - Level ${difficulty.unlockLevel}`
: ''}
</option>
))}
</select>
</label>
</div>
<div className={`difficulty-summary ${difficultyLocked ? 'locked' : ''}`}>
<div>
<strong>{selectedDifficulty.name}</strong>
@@ -591,10 +737,11 @@ function App() {
<div><dt>Health</dt><dd>{selectedDifficulty.healthMultiplier.toFixed(2)}x</dd></div>
<div><dt>Damage</dt><dd>{selectedDifficulty.damageMultiplier.toFixed(2)}x</dd></div>
<div><dt>XP</dt><dd>{selectedDifficulty.experienceMultiplier.toFixed(1)}x</dd></div>
<div><dt>Components</dt><dd>iLvl {selectedDifficulty.droppedItemLevel}</dd></div>
<div><dt>Loot</dt><dd>iLvl {selectedDifficulty.droppedItemLevel}</dd></div>
</dl>
</div>
</div>
<div className="loot-preview-section">
<div className="equipment-heading toggle-heading">
<div>
@@ -621,7 +768,7 @@ function App() {
</label>
</div>
<p className="section-note">
Bosses roll {lootChanceSlots} loot chances against the listed table, 1-3 materials each
Bosses drop 1-3 boss coins from one loot roll
{activity.completionItemLevel
? ` - full clear guarantees iLvl ${activity.completionItemLevel}`
: ''}
@@ -641,7 +788,7 @@ function App() {
)}
<div>
<strong>{encounter.enemyName}</strong>
<small>{loot.length > 0 ? `${lootChanceSlots} weighted chances, 1-3 each` : 'No component table'}</small>
<small>{loot.length > 0 ? '1 loot roll, 1-3 coins' : 'No coin table'}</small>
</div>
</div>
<div className="loot-items">
@@ -663,6 +810,7 @@ function App() {
</>
)}
</div>
{SHOW_LEADERBOARDS && (
<div className="leaderboard-section">
<div className="equipment-heading toggle-heading">
<div>
@@ -682,6 +830,8 @@ function App() {
<p className="section-note">
{gameMode === 'offline'
? 'Offline runs are not submitted'
: canShowCloudSync
? 'Manual save sync updates your cloud profile.'
: 'Lowest resource spent ranks first'}
</p>
<div className="leaderboard-tabs">
@@ -730,6 +880,8 @@ function App() {
<div className="leaderboard-empty">
{gameMode === 'offline'
? 'Connect with an online character to compete in rankings.'
: canShowCloudSync
? 'No leaderboard entries yet.'
: 'Complete this difficulty to claim the first ranking.'}
</div>
)}
@@ -737,6 +889,9 @@ function App() {
</>
)}
</div>
)}
</aside>
</div>
</section>
)}
+1 -1
View File
@@ -183,7 +183,7 @@ function ItemsTab({ data, setData, setSaving, saving }: {
</label>
<label>Rarity
<select value={form.rarity ?? item.rarity} onChange={(e) => setForm({ ...form, rarity: e.target.value })}>
{['common', 'uncommon', 'rare', 'epic'].map((r) => (
{['common', 'uncommon', 'rare', 'epic', 'legendary'].map((r) => (
<option key={r} value={r}>{r}</option>
))}
</select>
+1 -1
View File
@@ -156,7 +156,7 @@ export function AuthScreen({ onAuthenticated, serverMessage = '' }: Props) {
<h2>Play Offline</h2>
<p>
No account or connection required. Offline progress stays on
this device and is excluded from online leaderboards.
this device.
</p>
</div>
{offlineCharacterExists && (
+218 -133
View File
@@ -73,6 +73,16 @@ type FloatingCombatText = {
value: number
}
type SinglePlayerCombatState = {
party: PartyMember[]
resource: number
enemyHealth: number
cooldowns: Record<string, number>
elapsedTicks: number
castsTowardFree: number
freeCastReady: boolean
}
const ROGUELIKE_MECHANICS: RoguelikeMechanic[] = [
'party-pulse',
'searing-mark',
@@ -241,7 +251,7 @@ function makeRoguelikeSegment(
encounter.maxHealth
+ encounter.damage * 18
+ encounter.tankDamage * 10
+ encounter.partyDamage * 12
+ encounter.partyDamage * 18
)
const trashPool = [...pool.filter((encounter) => !encounter.isBoss)]
.sort((left, right) => encounterThreat(left) - encounterThreat(right))
@@ -331,7 +341,7 @@ export function CombatScreen({
)
const maxResource = gameClass.maxResource + (isRoguelike ? 0 : profile.gearStats.maxResourceBonus)
const partyTemplate = useMemo(
() => (dungeon.partySize === 10 ? RAID_PARTY : INITIAL_PARTY).map((member) => ({
() => (dungeon.partySize >= 10 ? RAID_PARTY : INITIAL_PARTY).map((member) => ({
...member,
name: member.id === 'mira' ? profile.character.name : member.name,
})),
@@ -340,16 +350,21 @@ export function CombatScreen({
const sectionName = isRoguelike ? 'Stage' : dungeon.contentType === 'raid' ? 'Phase' : 'Part'
const contentName = isRoguelike ? 'Roguelike' : dungeon.contentType === 'raid' ? 'Raid' : 'Dungeon'
const initialEncounterIndex = (startPart - 1) * 3
const [party, setParty] = useState<PartyMember[]>(partyTemplate)
const initialCombatState = useMemo<SinglePlayerCombatState>(() => ({
party: partyTemplate,
resource: maxResource,
enemyHealth: encounters[initialEncounterIndex].maxHealth,
cooldowns: {},
elapsedTicks: 0,
castsTowardFree: 0,
freeCastReady: false,
}), [encounters, initialEncounterIndex, maxResource, partyTemplate])
const [combatState, setCombatState] = useState<SinglePlayerCombatState>(() => initialCombatState)
const [selectedId, setSelectedId] = useState(partyTemplate[0].id)
const [resource, setResource] = useState(maxResource)
const [encounterIndex, setEncounterIndex] = useState(initialEncounterIndex)
const [enemyHealth, setEnemyHealth] = useState(encounters[initialEncounterIndex].maxHealth)
const [cooldowns, setCooldowns] = useState<Record<string, number>>({})
const [elapsedTicks, setElapsedTicks] = useState(0)
const [status, setStatus] = useState<'playing' | 'won' | 'lost' | 'part-complete' | 'upgrade-choice'>('playing')
const [paused, setPaused] = useState(false)
const [targetGroup, setTargetGroup] = useState<0 | 1>(0)
const [targetGroup, setTargetGroup] = useState<0 | 1 | 2>(0)
const [log, setLog] = useState<CombatLogEntry[]>([
{ id: 1, text: `${dungeon.name} begins.`, tone: 'system' },
])
@@ -360,8 +375,6 @@ export function CombatScreen({
const [floatingTexts, setFloatingTexts] = useState<FloatingCombatText[]>([])
const [roguelikeUpgrades, setRoguelikeUpgrades] = useState<RoguelikeUpgrade[]>([])
const [upgradeChoices, setUpgradeChoices] = useState<RoguelikeUpgrade[]>([])
const [, setCastsTowardFree] = useState(0)
const [freeCastReady, setFreeCastReady] = useState(false)
const rewardClaimedRef = useRef(false)
const profileRefreshedRef = useRef(false)
const rolledEncounterIdsRef = useRef(new Set<number>())
@@ -371,8 +384,9 @@ export function CombatScreen({
const partStartTimesRef = useRef<Record<number, number>>({})
const nextLogId = useRef(2)
const nextFloatingTextId = useRef(1)
const partyRef = useRef(partyTemplate)
const enemyHealthRef = useRef(encounters[initialEncounterIndex].maxHealth)
const combatRef = useRef(initialCombatState)
const selectedIdRef = useRef(partyTemplate[0].id)
const { party, resource, enemyHealth, cooldowns, freeCastReady } = combatState
const encounter = encounters[encounterIndex]
const currentPart = getCurrentPart(encounterIndex)
const firstEncounterIndex = (startPart - 1) * 3
@@ -414,6 +428,35 @@ export function CombatScreen({
})
}, [paused])
const setCombat = useCallback((
nextState: SinglePlayerCombatState | ((current: SinglePlayerCombatState) => SinglePlayerCombatState),
) => {
const next = typeof nextState === 'function'
? nextState(combatRef.current)
: nextState
combatRef.current = next
setSelectedId(selectedIdRef.current)
setCombatState(next)
}, [])
const syncSelectedTargetDom = useCallback((id: string) => {
document.querySelectorAll<HTMLButtonElement>('[data-party-member-id]').forEach((button) => {
const selected = button.dataset.partyMemberId === id
button.classList.toggle('selected', selected)
button.setAttribute('aria-pressed', String(selected))
})
}, [])
const setSelectedTargetId = useCallback((id: string) => {
if (selectedIdRef.current === id) return
selectedIdRef.current = id
syncSelectedTargetDom(id)
}, [syncSelectedTargetDom])
useEffect(() => {
syncSelectedTargetDom(selectedIdRef.current)
}, [combatState, syncSelectedTargetDom])
const addLog = useCallback((text: string, tone: CombatLogEntry['tone']) => {
const entry = { id: nextLogId.current++, text, tone }
setLog((current) => [entry, ...current].slice(0, 60))
@@ -461,17 +504,19 @@ export function CombatScreen({
: []
const nextEncounters = roguelikeMode ? nextRoguelikeEncounters : staticEncounters
const freshParty = partyTemplate.map((member) => ({ ...member }))
partyRef.current = freshParty
enemyHealthRef.current = nextEncounters[initialEncounterIndex].maxHealth
setCombat({
party: freshParty,
resource: maxResource,
enemyHealth: nextEncounters[initialEncounterIndex].maxHealth,
cooldowns: {},
elapsedTicks: 0,
castsTowardFree: 0,
freeCastReady: false,
})
if (roguelikeMode) setRoguelikeEncounters(nextRoguelikeEncounters)
setRoguelikeStage(1)
setParty(freshParty)
setSelectedId(partyTemplate[0].id)
setResource(maxResource)
setSelectedTargetId(partyTemplate[0].id)
setEncounterIndex(initialEncounterIndex)
setEnemyHealth(nextEncounters[initialEncounterIndex].maxHealth)
setCooldowns({})
setElapsedTicks(0)
setStatus('playing')
setPaused(false)
setTargetGroup(0)
@@ -482,8 +527,6 @@ export function CombatScreen({
setFloatingTexts([])
setRoguelikeUpgrades([])
setUpgradeChoices([])
setCastsTowardFree(0)
setFreeCastReady(false)
rewardClaimedRef.current = false
profileRefreshedRef.current = false
rolledEncounterIdsRef.current = new Set()
@@ -492,34 +535,36 @@ export function CombatScreen({
runStartedAtRef.current = Date.now()
partStartTimesRef.current = { [startPart]: runStartedAtRef.current }
setLog([{ id: nextLogId.current++, text: 'A new run begins.', tone: 'system' }])
}, [difficulty, initialEncounterIndex, maxResource, partyTemplate, roguelikeMode, roguelikePool, startPart, staticEncounters])
}, [difficulty, initialEncounterIndex, maxResource, partyTemplate, roguelikeMode, roguelikePool, setCombat, setSelectedTargetId, startPart, staticEncounters])
const castSpell = useCallback(
(spell: Spell) => {
const effectiveCost = spellResourceCost(spell, roguelikeUpgrades, freeCastReady)
if (status !== 'playing' || cooldowns[spell.id] > 0 || resource < effectiveCost) return
const healer = partyRef.current.find((member) => member.id === 'mira')
const current = combatRef.current
const effectiveCost = spellResourceCost(spell, roguelikeUpgrades, current.freeCastReady)
if (status !== 'playing' || current.cooldowns[spell.id] > 0 || current.resource < effectiveCost) return
const healer = current.party.find((member) => member.id === 'mira')
if (!healer || healer.health <= 0) return
const selected = partyRef.current.find((member) => member.id === selectedId)
const targetId = selectedIdRef.current
const selected = current.party.find((member) => member.id === targetId)
if (!selected || selected.health <= 0) return
const extraTarget = (blockedIds: string[]) => partyRef.current
const extraTarget = (blockedIds: string[]) => current.party
.filter((member) => member.health > 0 && !blockedIds.includes(member.id))
.sort((left, right) => (left.health / left.maxHealth) - (right.health / right.maxHealth))[0]
const directTargets = new Set([selectedId])
const directTargets = new Set([targetId])
const hotTargets = new Set<string>()
const shieldTargets = new Set<string>()
if (spell.kind === 'hot') hotTargets.add(selectedId)
if (spell.kind === 'shield') shieldTargets.add(selectedId)
if (spell.kind === 'hot') hotTargets.add(targetId)
if (spell.kind === 'shield') shieldTargets.add(targetId)
if (spell.name === 'Mend' && activeSetEffects.has('mend_extra_target')) {
const extra = extraTarget([selectedId])
const extra = extraTarget([targetId])
if (extra) directTargets.add(extra.id)
}
if (spell.name === 'Renew' && activeSetEffects.has('renew_extra_target')) {
const extra = extraTarget([selectedId])
const extra = extraTarget([targetId])
if (extra) hotTargets.add(extra.id)
}
if (spell.name === 'Mend' && activeSetEffects.has('mend_applies_renew')) {
hotTargets.add(selectedId)
hotTargets.add(targetId)
}
const extraTargets = upgradeStackCount(roguelikeUpgrades, `slot${spell.key as SlotKey}-extra-target` as RoguelikeUpgradeId)
for (let index = 0; index < extraTargets; index += 1) {
@@ -538,28 +583,7 @@ export function CombatScreen({
if (extra) directTargets.add(extra.id)
}
setResource((value) => value - effectiveCost)
resourceSpentRef.current += effectiveCost
setCooldowns((current) => ({
...current,
[spell.id]: spell.cooldown * cooldownMultiplier(spell, roguelikeUpgrades),
}))
if (upgradeStackCount(roguelikeUpgrades, 'fifth-cast-free') > 0) {
if (freeCastReady) {
setFreeCastReady(false)
setCastsTowardFree(0)
} else {
setCastsTowardFree((current) => {
const next = current + 1
if (next >= 5) {
setFreeCastReady(true)
return 0
}
return next
})
}
}
const nextParty = partyRef.current.map((member) => {
const nextParty = current.party.map((member) => {
if (member.health <= 0) return member
if (spell.kind === 'group') {
const power = Math.round(spell.power * (1.25 ** upgradeStackCount(roguelikeUpgrades, 'group-heal-boost')))
@@ -593,11 +617,35 @@ export function CombatScreen({
hotTicks: hotTargets.has(member.id) ? 5 : member.hotTicks,
}
})
partyRef.current = nextParty
setParty(nextParty)
const freeCastStacks = upgradeStackCount(roguelikeUpgrades, 'fifth-cast-free')
const nextFreeCastReady = freeCastStacks > 0 && current.freeCastReady
? false
: current.freeCastReady
const nextCastsTowardFree = freeCastStacks > 0
? current.freeCastReady
? 0
: current.castsTowardFree + 1 >= 5
? 0
: current.castsTowardFree + 1
: current.castsTowardFree
const gainedFreeCast = freeCastStacks > 0
&& !current.freeCastReady
&& current.castsTowardFree + 1 >= 5
resourceSpentRef.current += effectiveCost
setCombat({
...current,
party: nextParty,
resource: current.resource - effectiveCost,
cooldowns: {
...current.cooldowns,
[spell.id]: spell.cooldown * cooldownMultiplier(spell, roguelikeUpgrades),
},
castsTowardFree: nextCastsTowardFree,
freeCastReady: gainedFreeCast || nextFreeCastReady,
})
addLog(`${spell.name} cast on ${spell.kind === 'group' ? 'the party' : selected.name}${effectiveCost === 0 ? ' for free' : ''}.`, 'heal')
},
[activeSetEffects, addFloatingHeal, addLog, cooldowns, freeCastReady, resource, roguelikeUpgrades, selectedId, status],
[activeSetEffects, addFloatingHeal, addLog, roguelikeUpgrades, setCombat, status],
)
const finishRun = useCallback(
@@ -660,25 +708,25 @@ export function CombatScreen({
)
const selectRelativeTarget = useCallback((direction: -1 | 1) => {
const living = partyRef.current.filter((member) => member.health > 0)
const living = combatRef.current.party.filter((member) => member.health > 0)
if (living.length === 0) return
const currentIndex = living.findIndex((member) => member.id === selectedId)
const currentIndex = living.findIndex((member) => member.id === selectedIdRef.current)
const nextIndex = currentIndex < 0
? 0
: (currentIndex + direction + living.length) % living.length
setSelectedId(living[nextIndex].id)
}, [selectedId])
setSelectedTargetId(living[nextIndex].id)
}, [setSelectedTargetId])
const selectDirectionalTarget = useCallback((action: InputAction) => {
const columns = dungeon.partySize === 10 ? 5 : 3
const currentIndex = partyRef.current.findIndex((member) => member.id === selectedId)
const columns = dungeon.partySize >= 10 ? 6 : 3
const currentIndex = combatRef.current.party.findIndex((member) => member.id === selectedIdRef.current)
if (currentIndex < 0) {
setSelectedId(partyRef.current[0].id)
setSelectedTargetId(combatRef.current.party[0].id)
return
}
const currentRow = Math.floor(currentIndex / columns)
const currentColumn = currentIndex % columns
const candidates = partyRef.current
const candidates = combatRef.current.party
.map((member, index) => ({
member,
index,
@@ -707,19 +755,20 @@ export function CombatScreen({
: Math.abs(b.column - currentColumn)
return aPrimary - bPrimary || aSecondary - bSecondary
})
if (candidates[0]) setSelectedId(candidates[0].member.id)
}, [dungeon.partySize, selectedId])
if (candidates[0]) setSelectedTargetId(candidates[0].member.id)
}, [dungeon.partySize, setSelectedTargetId])
const selectDirectTarget = useCallback((slot: number) => {
const index = slot + (dungeon.partySize === 10 ? targetGroup * 5 : 0)
const member = partyRef.current[index]
if (member) setSelectedId(member.id)
}, [dungeon.partySize, targetGroup])
const index = slot + (dungeon.partySize > 6 ? targetGroup * 6 : 0)
const member = combatRef.current.party[index]
if (member) setSelectedTargetId(member.id)
}, [dungeon.partySize, setSelectedTargetId, targetGroup])
const chooseRoguelikeUpgrade = useCallback((upgrade: RoguelikeUpgrade) => {
if (!roguelikeMode) return
const current = combatRef.current
const clearedBoss = encounters[encounterIndex]?.isBoss ?? false
const recoveredParty = partyRef.current.map((member) => ({
const recoveredParty = current.party.map((member) => ({
...member,
health: member.health <= 0
? 0
@@ -738,23 +787,24 @@ export function CombatScreen({
? nextSegment[0]
: encounters[encounterIndex + 1]
if (!nextEncounter) return
partyRef.current = recoveredParty
enemyHealthRef.current = nextEncounter.maxHealth
setRoguelikeUpgrades((current) => [...current, upgrade])
if (clearedBoss) {
setRoguelikeStage(nextStage)
setRoguelikeEncounters((current) => [...current, ...nextSegment])
}
setParty(recoveredParty)
setEncounterIndex((current) => current + 1)
setEnemyHealth(nextEncounter.maxHealth)
setElapsedTicks(0)
setCooldowns({})
setResource((value) => clamp(value + Math.round(maxResource * 0.25), 0, maxResource))
setCombat({
...current,
party: recoveredParty,
enemyHealth: nextEncounter.maxHealth,
elapsedTicks: 0,
cooldowns: {},
resource: clamp(current.resource + Math.round(maxResource * 0.25), 0, maxResource),
})
setUpgradeChoices([])
setStatus('playing')
addLog(`${upgrade.name} gained. ${nextEncounter.enemyName} approaches.`, 'system')
}, [addLog, difficulty, encounterIndex, encounters, maxResource, roguelikeMode, roguelikePool, roguelikeStage])
}, [addLog, difficulty, encounterIndex, encounters, maxResource, roguelikeMode, roguelikePool, roguelikeStage, setCombat])
useGameAction((action, device) => {
if (action === 'pause' || (action === 'back' && device === 'pc')) {
@@ -771,12 +821,13 @@ export function CombatScreen({
return
}
if (action === 'toggleTargetGroup') {
if (dungeon.partySize !== 10) return
if (dungeon.partySize <= 6) return
setTargetGroup((current) => {
const next = current === 0 ? 1 : 0
const selectedIndex = partyRef.current.findIndex((member) => member.id === selectedId)
const nextMember = partyRef.current[(selectedIndex < 0 ? 0 : selectedIndex % 5) + next * 5]
if (nextMember) setSelectedId(nextMember.id)
const groupCount = Math.max(1, Math.ceil(combatRef.current.party.length / 6))
const next = ((current + 1) % groupCount) as 0 | 1 | 2
const selectedIndex = combatRef.current.party.findIndex((member) => member.id === selectedIdRef.current)
const nextMember = combatRef.current.party[(selectedIndex < 0 ? 0 : selectedIndex % 6) + next * 6]
if (nextMember) setSelectedTargetId(nextMember.id)
return next
})
return
@@ -798,18 +849,17 @@ export function CombatScreen({
useEffect(() => {
if (status !== 'playing' || paused) return
const timer = window.setInterval(() => {
setElapsedTicks((value) => value + 1)
setResource((value) => clamp(value + 2.4, 0, maxResource))
setCooldowns((current) =>
Object.fromEntries(
Object.entries(current).map(([id, seconds]) => [
const current = combatRef.current
const nextElapsedTicks = current.elapsedTicks + 1
const nextCooldowns = Object.fromEntries(
Object.entries(current.cooldowns).map(([id, seconds]) => [
id,
Math.max(0, seconds - TICK_MS / 1000),
]),
),
)
let nextResource = clamp(current.resource + 2.4, 0, maxResource)
const living = partyRef.current.filter((member) => member.health > 0)
const living = current.party.filter((member) => member.health > 0)
if (living.length === 0) {
if (isRoguelike) finishRoguelikeRun(encounterIndex)
setStatus('lost')
@@ -820,19 +870,19 @@ export function CombatScreen({
const primaryTarget = living[Math.floor(Math.random() * living.length)]
const mechanics = (encounter as RoguelikeEncounter).roguelikeMechanics ?? []
const useDefaultBossMechanics = encounter.isBoss && mechanics.length === 0
const bossPulse = encounter.isBoss && elapsedTicks > 0 && elapsedTicks % 7 === 0
const bossPulse = encounter.isBoss && nextElapsedTicks > 0 && nextElapsedTicks % 7 === 0
&& (useDefaultBossMechanics || mechanics.includes('party-pulse'))
const appliesDebuff = encounter.isBoss && elapsedTicks > 0 && elapsedTicks % 11 === 0
const appliesDebuff = encounter.isBoss && nextElapsedTicks > 0 && nextElapsedTicks % 11 === 0
&& (useDefaultBossMechanics || mechanics.includes('searing-mark'))
const appliesMaxHealthCut = encounter.isBoss && elapsedTicks > 0 && elapsedTicks % 13 === 0
const appliesMaxHealthCut = encounter.isBoss && nextElapsedTicks > 0 && nextElapsedTicks % 13 === 0
&& mechanics.includes('max-health-cut')
const appliesHealingReduction = encounter.isBoss && elapsedTicks > 0 && elapsedTicks % 9 === 0
const appliesHealingReduction = encounter.isBoss && nextElapsedTicks > 0 && nextElapsedTicks % 9 === 0
&& mechanics.includes('healing-reduction')
const tankBuster = encounter.isBoss && elapsedTicks > 0 && elapsedTicks % 8 === 0
const tankBuster = encounter.isBoss && nextElapsedTicks > 0 && nextElapsedTicks % 8 === 0
&& mechanics.includes('tank-buster')
const resourceDrain = encounter.isBoss && elapsedTicks > 0 && elapsedTicks % 10 === 0
const resourceDrain = encounter.isBoss && nextElapsedTicks > 0 && nextElapsedTicks % 10 === 0
&& mechanics.includes('resource-drain')
const appliesPoison = encounter.isBoss && elapsedTicks > 0 && elapsedTicks % 12 === 0
const appliesPoison = encounter.isBoss && nextElapsedTicks > 0 && nextElapsedTicks % 12 === 0
&& mechanics.includes('ramping-poison')
if (bossPulse) addLog(`${encounter.enemyName} unleashes party-wide damage.`, 'danger')
if (appliesDebuff) addLog(`${primaryTarget.name} is afflicted by Searing Mark.`, 'danger')
@@ -841,12 +891,12 @@ export function CombatScreen({
if (appliesHealingReduction) addLog(`${primaryTarget.name} receives reduced healing.`, 'danger')
if (tankBuster) addLog(`${encounter.enemyName} crushes the tanks.`, 'danger')
if (resourceDrain) {
setResource((value) => clamp(value - 8, 0, maxResource))
nextResource = clamp(nextResource - 8, 0, maxResource)
addLog(`${encounter.enemyName} drains ${gameClass.resourceName}.`, 'danger')
}
const healerBeforeDamage = partyRef.current.find((member) => member.id === 'mira')
const nextParty = partyRef.current.map((member) => {
const healerBeforeDamage = current.party.find((member) => member.id === 'mira')
const nextParty = current.party.map((member) => {
if (member.health <= 0) return member
let damage = member.id === primaryTarget.id ? encounter.damage : 0
if (member.role === 'Tank') damage += encounter.tankDamage
@@ -885,8 +935,6 @@ export function CombatScreen({
}
})
const healerAfterDamage = nextParty.find((member) => member.id === 'mira')
partyRef.current = nextParty
setParty(nextParty)
if (
healerBeforeDamage
@@ -898,16 +946,30 @@ export function CombatScreen({
}
if (nextParty.every((member) => member.health <= 0)) {
setCombat({
...current,
party: nextParty,
resource: nextResource,
cooldowns: nextCooldowns,
elapsedTicks: nextElapsedTicks,
enemyHealth: current.enemyHealth,
})
if (isRoguelike) finishRoguelikeRun(encounterIndex)
setStatus('lost')
addLog('The party has fallen.', 'danger')
return
}
const nextEnemyHealth = enemyHealthRef.current - encounter.partyDamage
const nextEnemyHealth = current.enemyHealth - encounter.partyDamage
if (nextEnemyHealth > 0) {
enemyHealthRef.current = nextEnemyHealth
setEnemyHealth(nextEnemyHealth)
setCombat({
...current,
party: nextParty,
resource: nextResource,
cooldowns: nextCooldowns,
elapsedTicks: nextElapsedTicks,
enemyHealth: nextEnemyHealth,
})
return
}
@@ -916,8 +978,14 @@ export function CombatScreen({
}
if (isRoguelike && (upgradesEveryEncounter || encounter.isBoss)) {
enemyHealthRef.current = 0
setEnemyHealth(0)
setCombat({
...current,
party: nextParty,
resource: nextResource,
cooldowns: nextCooldowns,
elapsedTicks: nextElapsedTicks,
enemyHealth: 0,
})
setUpgradeChoices(chooseRandom(roguelikeUpgradeCatalog, 3))
setStatus('upgrade-choice')
addLog(`${encounter.enemyName} defeated. Choose an upgrade.`, 'loot')
@@ -925,16 +993,28 @@ export function CombatScreen({
}
if (isPartBoss && !isFinalBoss) {
enemyHealthRef.current = 0
setEnemyHealth(0)
setCombat({
...current,
party: nextParty,
resource: nextResource,
cooldowns: nextCooldowns,
elapsedTicks: nextElapsedTicks,
enemyHealth: 0,
})
setStatus('part-complete')
addLog(`${encounter.enemyName} is defeated.`, 'loot')
return
}
if (encounterIndex === encounters.length - 1) {
enemyHealthRef.current = 0
setEnemyHealth(0)
setCombat({
...current,
party: nextParty,
resource: nextResource,
cooldowns: nextCooldowns,
elapsedTicks: nextElapsedTicks,
enemyHealth: 0,
})
finishRun(currentPart, startPart)
addLog(`${encounter.enemyName} is defeated. Rolling its loot table.`, 'loot')
return
@@ -952,12 +1032,15 @@ export function CombatScreen({
maxHealthPenaltyTicks: undefined,
healingReductionTicks: undefined,
}))
partyRef.current = recoveredParty
enemyHealthRef.current = nextEncounter.maxHealth
setParty(recoveredParty)
setEncounterIndex((value) => value + 1)
setEnemyHealth(nextEncounter.maxHealth)
setElapsedTicks(0)
setCombat({
...current,
party: recoveredParty,
resource: nextResource,
cooldowns: nextCooldowns,
elapsedTicks: 0,
enemyHealth: nextEncounter.maxHealth,
})
addLog(`${encounter.enemyName} defeated. ${nextEncounter.enemyName} approaches.`, 'system')
}, TICK_MS)
return () => window.clearInterval(timer)
@@ -965,7 +1048,6 @@ export function CombatScreen({
addLog,
addFloatingHeal,
difficulty.damageMultiplier,
elapsedTicks,
encounter,
encounterIndex,
encounters,
@@ -981,6 +1063,7 @@ export function CombatScreen({
gameClass.resourceName,
requestLootRoll,
profile.character.name,
setCombat,
startPart,
status,
currentPart,
@@ -1123,21 +1206,20 @@ export function CombatScreen({
<div className="bar mana-bar"><span style={{ width: `${(resource / maxResource) * 100}%` }} /></div>
</div>
</div>
<div className={`party-grid ${dungeon.partySize === 10 ? 'raid-party-grid' : ''}`}>
<div className={`party-grid ${dungeon.partySize >= 10 ? 'raid-party-grid' : ''}`}>
{party.map((member) => (
<button
className={`party-member ${selectedId === member.id ? 'selected' : ''} ${member.health <= 0 ? 'dead' : ''}`}
data-party-member-id={member.id}
key={member.id}
onClick={() => setSelectedId(member.id)}
onClick={() => setSelectedTargetId(member.id)}
aria-pressed={selectedId === member.id}
type="button"
>
{selectedId === member.id && (
<span className="target-marker" aria-hidden="true">
<i />
Target
</span>
)}
<div className="member-header">
<span className={`role role-${member.role.toLowerCase()}`}>{member.role[0]}</span>
<strong>{member.name}</strong>
@@ -1146,6 +1228,7 @@ export function CombatScreen({
<div className="bar member-health">
<span style={{ width: `${(member.health / effectiveMaxHealth(member)) * 100}%` }} />
{member.shield > 0 && <i style={{ width: `${(member.shield / effectiveMaxHealth(member)) * 100}%` }} />}
<em className="health-text">{Math.ceil(member.health)} / {effectiveMaxHealth(member)}</em>
</div>
<div className="floating-combat-texts" aria-hidden="true">
{floatingTexts
@@ -1212,7 +1295,7 @@ export function CombatScreen({
{dualScreenEnabled && (
<DualScreenTopCombat
state={dualScreenState}
onSelectTarget={setSelectedId}
onSelectTarget={setSelectedTargetId}
/>
)}
@@ -1314,7 +1397,7 @@ export function CombatScreen({
<div className="bonus-item-detail">
<span>{reward.bonusItem.glyph}</span>
<strong className={`rarity-${reward.bonusItem.rarity}`}>{reward.bonusItem.name}</strong>
<small>Item Level {reward.bonusItem.itemLevel}</small>
<small>Item Level {reward.bonusItem.itemLevel} x{reward.bonusItem.quantity}</small>
{reward.bonusItem.duplicate && <small> (owned x{reward.bonusItem.quantityAfter})</small>}
</div>
</div>
@@ -1384,18 +1467,20 @@ export function CombatScreen({
const nextIndex = encounterIndex + 1
partStartTimesRef.current[currentPart + 1] = Date.now()
const nextEncounter = encounters[nextIndex]
const recoveredParty = partyRef.current.map((member) => ({
const current = combatRef.current
const recoveredParty = current.party.map((member) => ({
...member,
health: clamp(member.health + 35, 0, member.maxHealth),
debuff: undefined,
debuffTicks: undefined,
}))
partyRef.current = recoveredParty
enemyHealthRef.current = nextEncounter.maxHealth
setParty(recoveredParty)
setEncounterIndex(nextIndex)
setEnemyHealth(nextEncounter.maxHealth)
setElapsedTicks(0)
setCombat({
...current,
party: recoveredParty,
enemyHealth: nextEncounter.maxHealth,
elapsedTicks: 0,
})
setStatus('playing')
addLog(`Proceeding to ${sectionName} ${currentPart + 1}. ${nextEncounter.enemyName} approaches.`, 'system')
}}
+239 -41
View File
@@ -4,6 +4,7 @@ import {
craftItem,
equipItem,
loadProfile,
upgradeItem,
type CharacterProfile,
type EquipmentSlot,
type Item,
@@ -22,6 +23,9 @@ const SLOT_LABELS: Record<EquipmentSlot, string> = {
component: 'Component',
}
const EQUIPMENT_LIST_PAGE_SIZE = 3
const CRAFTING_LIST_PAGE_SIZE = 6
type Props = {
profile: CharacterProfile
onBack?: () => void
@@ -43,8 +47,11 @@ export function EquipmentScreen({ profile, onBack, onUpdated, embedded = false }
const [equipping, setEquipping] = useState(false)
const [breakingDown, setBreakingDown] = useState(false)
const [crafting, setCrafting] = useState(false)
const [upgrading, setUpgrading] = useState(false)
const [showSetBonuses, setShowSetBonuses] = useState(false)
const [equipmentTab, setEquipmentTab] = useState<'equipment' | 'crafting'>('equipment')
const [inventoryPage, setInventoryPage] = useState(0)
const [recipePage, setRecipePage] = useState(0)
const [message, setMessage] = useState('')
const scrollRef = useRef<number>(0)
const selectedItem = profile.inventory.find((item) => item.id === selectedItemId)
@@ -54,6 +61,25 @@ export function EquipmentScreen({ profile, onBack, onUpdated, embedded = false }
firstRecipe?.id ?? null,
)
const selectedRecipe = profile.craftingRecipes.find((recipe) => recipe.id === selectedRecipeId)
const selectedRecipeRequiresUpgrade = selectedRecipe
? profile.craftingRecipes.some((recipe) =>
recipe.sourceEncounterId === selectedRecipe.sourceEncounterId
&& recipe.item.slot === selectedRecipe.item.slot
&& recipe.item.itemLevel < selectedRecipe.item.itemLevel,
)
: false
const selectedItemRecipe = selectedItem
? profile.craftingRecipes.find((recipe) => recipe.item.id === selectedItem.id)
: undefined
const upgradeRecipe = selectedItem && selectedItemRecipe
? profile.craftingRecipes
.filter((recipe) =>
recipe.sourceEncounterId === selectedItemRecipe.sourceEncounterId
&& recipe.item.slot === selectedItem.slot
&& recipe.item.itemLevel > selectedItem.itemLevel,
)
.sort((left, right) => left.item.itemLevel - right.item.itemLevel)[0]
: undefined
const equippedBySlot = useMemo(
() => new Map(
profile.inventory
@@ -75,6 +101,14 @@ export function EquipmentScreen({ profile, onBack, onUpdated, embedded = false }
(total, item) => total + item.quantity,
0,
)
const inventoryPageCount = Math.max(
1,
Math.ceil(visibleInventory.length / EQUIPMENT_LIST_PAGE_SIZE),
)
const inventoryPageItems = visibleInventory.slice(
inventoryPage * EQUIPMENT_LIST_PAGE_SIZE,
(inventoryPage + 1) * EQUIPMENT_LIST_PAGE_SIZE,
)
const [slotFilter, setSlotFilter] = useState<EquipmentSlot | 'all'>('all')
const [levelFilter, setLevelFilter] = useState<number | null>(null)
@@ -92,11 +126,47 @@ export function EquipmentScreen({ profile, onBack, onUpdated, embedded = false }
},
[profile.craftingRecipes, slotFilter, levelFilter],
)
const readyRecipeCount = filteredRecipes.filter((recipe) => recipe.canCraft).length
const slotRecipeCounts = useMemo(
() => new Map(
(Object.keys(SLOT_LABELS) as EquipmentSlot[]).map((slot) => [
slot,
profile.craftingRecipes.filter((recipe) => recipe.item.slot === slot).length,
]),
),
[profile.craftingRecipes],
)
const recipePageCount = Math.max(
1,
Math.ceil(filteredRecipes.length / CRAFTING_LIST_PAGE_SIZE),
)
const recipePageItems = filteredRecipes.slice(
recipePage * CRAFTING_LIST_PAGE_SIZE,
(recipePage + 1) * CRAFTING_LIST_PAGE_SIZE,
)
useEffect(() => {
window.scrollTo(0, scrollRef.current)
}, [profile])
useEffect(() => {
setInventoryPage((current) => Math.min(current, inventoryPageCount - 1))
}, [inventoryPageCount])
useEffect(() => {
setRecipePage((current) => Math.min(current, recipePageCount - 1))
}, [recipePageCount])
useEffect(() => {
if (filteredRecipes.length === 0) {
setSelectedRecipeId(null)
return
}
if (!filteredRecipes.some((recipe) => recipe.id === selectedRecipeId)) {
setSelectedRecipeId(filteredRecipes[0].id)
}
}, [filteredRecipes, selectedRecipeId])
useEffect(() => {
if (equipmentTab === 'crafting') {
loadProfile().then((fresh) => onUpdated(fresh)).catch(() => {})
@@ -160,6 +230,23 @@ export function EquipmentScreen({ profile, onBack, onUpdated, embedded = false }
}
}
async function upgradeSelected() {
if (!selectedItem || !upgradeRecipe) return
saveScroll()
setUpgrading(true)
setMessage('')
try {
const updated = await upgradeItem(selectedItem.id)
onUpdated(updated)
setSelectedItemId(upgradeRecipe.item.id)
setMessage(`${selectedItem.name} upgraded to ${upgradeRecipe.item.name}.`)
} catch (reason) {
setMessage(reason instanceof Error ? reason.message : 'Unable to upgrade item.')
} finally {
setUpgrading(false)
}
}
const content = (
<>
{!embedded && (
@@ -230,16 +317,26 @@ export function EquipmentScreen({ profile, onBack, onUpdated, embedded = false }
<ComparisonDelta selected={selectedItem} equipped={comparisonItem} />
<button
className="primary-button"
disabled={selectedItem.equipped || equipping || breakingDown}
disabled={selectedItem.equipped || equipping || breakingDown || upgrading}
onClick={equipSelected}
type="button"
>
{selectedItem.equipped ? 'Equipped' : equipping ? 'Equipping...' : 'Equip Item'}
</button>
{upgradeRecipe && (
<button
className="primary-button"
disabled={!upgradeRecipe.canCraft || equipping || breakingDown || upgrading}
onClick={upgradeSelected}
type="button"
>
{upgrading ? 'Upgrading...' : `Upgrade to iLvl ${upgradeRecipe.item.itemLevel}`}
</button>
)}
{(!selectedItem.equipped || selectedItem.quantity > 1) && (
<button
className="breakdown-button"
disabled={equipping || breakingDown}
disabled={equipping || breakingDown || upgrading}
onClick={breakdownSelected}
type="button"
>
@@ -270,6 +367,7 @@ export function EquipmentScreen({ profile, onBack, onUpdated, embedded = false }
key={slot}
onClick={() => {
setSelectedSlot(slot)
setInventoryPage(0)
const firstSlotItem = profile.inventory.find(
(candidate) => candidate.slot === slot,
)
@@ -302,14 +400,17 @@ export function EquipmentScreen({ profile, onBack, onUpdated, embedded = false }
{selectedSlot && (
<button
className="inventory-filter-clear"
onClick={() => setSelectedSlot(null)}
onClick={() => {
setSelectedSlot(null)
setInventoryPage(0)
}}
type="button"
>
Show All Items
</button>
)}
<div className="inventory-list">
{visibleInventory.map((item) => (
{inventoryPageItems.map((item) => (
<button
className={`${selectedItemId === item.id ? 'selected' : ''} rarity-${item.rarity}`}
key={item.id}
@@ -333,6 +434,15 @@ export function EquipmentScreen({ profile, onBack, onUpdated, embedded = false }
</p>
)}
</div>
{visibleInventory.length > EQUIPMENT_LIST_PAGE_SIZE && (
<ListPager
label={`Page ${inventoryPage + 1} / ${inventoryPageCount}`}
onNext={() => setInventoryPage((current) => Math.min(inventoryPageCount - 1, current + 1))}
onPrevious={() => setInventoryPage((current) => Math.max(0, current - 1))}
nextDisabled={inventoryPage >= inventoryPageCount - 1}
previousDisabled={inventoryPage <= 0}
/>
)}
</section>
</div>
</>
@@ -340,38 +450,83 @@ export function EquipmentScreen({ profile, onBack, onUpdated, embedded = false }
<section className="crafting-panel">
<EquipmentHeading
eyebrow="Crafting"
title="Recipes"
detail={`${filteredRecipes.filter((recipe) => recipe.canCraft).length} ready`}
title="Workbench"
detail={`${readyRecipeCount} ready / ${filteredRecipes.length} shown`}
/>
<div className="crafting-filter-bar">
<select
className="filter-select"
value={slotFilter}
onChange={(e) => setSlotFilter(e.target.value as EquipmentSlot | 'all')}
>
<option value="all">All Slots</option>
{(Object.entries(SLOT_LABELS) as [EquipmentSlot, string][]).map(([slot, label]) => (
<option key={slot} value={slot}>{label}</option>
))}
</select>
<select
className="filter-select"
value={levelFilter ?? ''}
onChange={(e) => setLevelFilter(e.target.value === '' ? null : Number(e.target.value))}
>
<option value="">All Levels</option>
{availableLevels.map((level) => (
<option key={level} value={level}>Item Level {level}</option>
))}
</select>
</div>
{filteredRecipes.length === 0 && (
<p className="inventory-empty">No crafting recipes match filters.</p>
)}
{filteredRecipes.length > 0 && (
<div className="crafting-layout">
<aside className="crafting-filters">
<div>
<p className="eyebrow">Slot</p>
<div className="crafting-filter-grid">
<button
className={slotFilter === 'all' ? 'active' : ''}
onClick={() => {
setSlotFilter('all')
setRecipePage(0)
}}
type="button"
>
<strong>All</strong>
<span>{profile.craftingRecipes.length}</span>
</button>
{(Object.entries(SLOT_LABELS) as [EquipmentSlot, string][]).map(([slot, label]) => (
<button
className={slotFilter === slot ? 'active' : ''}
disabled={(slotRecipeCounts.get(slot) ?? 0) === 0}
key={slot}
onClick={() => {
setSlotFilter(slot)
setRecipePage(0)
}}
type="button"
>
<strong>{label}</strong>
<span>{slotRecipeCounts.get(slot) ?? 0}</span>
</button>
))}
</div>
</div>
<div>
<p className="eyebrow">Item Level</p>
<div className="crafting-level-row">
<button
className={levelFilter === null ? 'active' : ''}
onClick={() => {
setLevelFilter(null)
setRecipePage(0)
}}
type="button"
>
All
</button>
{availableLevels.map((level) => (
<button
className={levelFilter === level ? 'active' : ''}
key={level}
onClick={() => {
setLevelFilter(level)
setRecipePage(0)
}}
type="button"
>
{level}
</button>
))}
</div>
</div>
</aside>
<section className="crafting-list-panel">
<EquipmentHeading
eyebrow="Recipes"
title={slotFilter === 'all' ? 'Available' : SLOT_LABELS[slotFilter]}
detail={`Page ${recipePage + 1}/${recipePageCount}`}
/>
{filteredRecipes.length === 0 ? (
<p className="inventory-empty">No recipes match filters.</p>
) : (
<div className="crafting-list">
{filteredRecipes.map((recipe) => (
{recipePageItems.map((recipe) => (
<button
className={`${selectedRecipeId === recipe.id ? 'selected' : ''} rarity-${recipe.item.rarity}`}
key={recipe.id}
@@ -386,13 +541,32 @@ export function EquipmentScreen({ profile, onBack, onUpdated, embedded = false }
{recipe.item.setName ? ` - ${recipe.item.setName}` : ''}
</small>
</div>
<i>{recipe.canCraft ? 'Ready' : 'Needs materials'}</i>
<i className={recipe.canCraft ? 'ready' : 'missing'}>
{recipe.canCraft ? 'Ready' : 'Needs materials'}
</i>
</button>
))}
</div>
{selectedRecipe && (
)}
{filteredRecipes.length > CRAFTING_LIST_PAGE_SIZE && (
<ListPager
label={`Page ${recipePage + 1} / ${recipePageCount}`}
onNext={() => setRecipePage((current) => Math.min(recipePageCount - 1, current + 1))}
onPrevious={() => setRecipePage((current) => Math.max(0, current - 1))}
nextDisabled={recipePage >= recipePageCount - 1}
previousDisabled={recipePage <= 0}
/>
)}
</section>
<section className="crafting-detail-panel">
{selectedRecipe ? (
<div className={`crafting-detail rarity-${selectedRecipe.item.rarity}`}>
<ItemDetail title="Craft Output" item={{ ...selectedRecipe.item, quantity: 1, equipped: false }} />
<div className="crafting-detail-heading">
<p className="eyebrow">Materials</p>
<span>{selectedRecipe.canCraft ? 'Ready' : 'Missing components'}</span>
</div>
<div className="crafting-components">
{selectedRecipe.components.map((component) => (
<div
@@ -407,20 +581,22 @@ export function EquipmentScreen({ profile, onBack, onUpdated, embedded = false }
</div>
<button
className="primary-button"
disabled={!selectedRecipe.canCraft || crafting}
disabled={selectedRecipeRequiresUpgrade || !selectedRecipe.canCraft || crafting}
onClick={craftSelected}
type="button"
>
{crafting ? 'Crafting...' : 'Craft Item'}
{crafting ? 'Crafting...' : selectedRecipeRequiresUpgrade ? 'Upgrade Existing Item' : 'Craft Item'}
</button>
</div>
) : (
<p className="inventory-empty">Select a recipe.</p>
)}
</section>
</div>
)}
</section>
)}
{profile.setBonuses.length > 0 && (
{equipmentTab === 'equipment' && profile.setBonuses.length > 0 && (
<section className="set-bonus-panel">
<div className="equipment-heading toggle-heading">
<div>
@@ -456,16 +632,38 @@ export function EquipmentScreen({ profile, onBack, onUpdated, embedded = false }
)
if (embedded) {
return <div className="equipment-screen embedded-screen">{content}</div>
return <div className={`equipment-screen embedded-screen ${equipmentTab === 'crafting' ? 'crafting-active' : ''}`}>{content}</div>
}
return (
<section className="content-screen equipment-screen">
<section className={`content-screen equipment-screen ${equipmentTab === 'crafting' ? 'crafting-active' : ''}`}>
{content}
</section>
)
}
function ListPager({
label,
nextDisabled,
previousDisabled,
onNext,
onPrevious,
}: {
label: string
nextDisabled: boolean
previousDisabled: boolean
onNext: () => void
onPrevious: () => void
}) {
return (
<div className="list-pager">
<button disabled={previousDisabled} onClick={onPrevious} type="button">Prev</button>
<span>{label}</span>
<button disabled={nextDisabled} onClick={onNext} type="button">Next</button>
</div>
)
}
function GearStat({ value, label }: { value: string; label: string }) {
return (
<div className="gear-stat">
+254 -72
View File
@@ -4,10 +4,18 @@ import { completeRoguelike, type DungeonReward } from '../profile'
import type { Ability, CharacterProfile, DungeonEncounter } from '../profile'
import type { GameMode } from '../gameRepository'
import { ControllerBindingLabel } from './ControllerIcons'
import { useGameAction, useInput, type InputAction } from '../input'
import { focusFirstControl, useGameAction, useInput, type InputAction } from '../input'
import {
DualScreenTopCombat,
useDualScreen,
useDualScreenPublisher,
type DualScreenCombatState,
} from '../dualScreen'
import {
loadPvpRoguelikeCheckpoint,
randomCpuDifficulty,
recordCpuPvpLeaderboard,
recordPvpRoguelikeCheckpoint,
type CpuDifficulty,
type PvpContentType,
} from '../pvpRoguelike'
@@ -23,6 +31,7 @@ type BossMechanic =
type PvpEncounter = DungeonEncounter & {
bossMechanics?: BossMechanic[]
sourceEncounterId?: number
}
type SlotKey = '1' | '2' | '3' | '4' | '5'
@@ -238,7 +247,7 @@ function buildEncounterSegment(pool: DungeonEncounter[], stage: number, kind: Pv
encounter.maxHealth
+ encounter.damage * 18
+ encounter.tankDamage * 10
+ encounter.partyDamage * 12
+ encounter.partyDamage * 18
)
const trashPool = [...pool.filter((encounter) => !encounter.isBoss)]
.sort((left, right) => encounterThreat(left) - encounterThreat(right))
@@ -255,6 +264,7 @@ function buildEncounterSegment(pool: DungeonEncounter[], stage: number, kind: Pv
const isBoss = index === 2
return {
...encounter,
sourceEncounterId: encounter.id,
id: 910000 + stage * 10 + index,
sequence: (stage - 1) * 3 + index + 1,
isBoss,
@@ -366,7 +376,7 @@ export function PvPRoguelikeScreen({
.filter((spell) => spell.unlockLevel === 1)
.slice(0, 5)
.map((spell, index) => toCombatSpell(spell, String(index + 1))), [gameClass.spells])
const [abilityLabelMode, setAbilityLabelMode] = useState<AbilityLabelMode>('ability')
const [abilityLabelMode] = useState<AbilityLabelMode>('ability')
const selfBuffChoicesCatalog = useMemo(
() => buildSelfBuffChoices(starterSpells, abilityLabelMode),
[abilityLabelMode, starterSpells],
@@ -375,6 +385,10 @@ export function PvPRoguelikeScreen({
() => buildOpponentDebuffChoices(starterSpells, abilityLabelMode),
[abilityLabelMode, starterSpells],
)
const [checkpointStage, setCheckpointStage] = useState(() =>
loadPvpRoguelikeCheckpoint(profile.character.id, contentType),
)
const [startStage, setStartStage] = useState(checkpointStage)
const maxResource = gameClass.maxResource
const partyTemplate = useMemo(
() => (contentType === 'raid' ? RAID_PARTY : INITIAL_PARTY).map((member) => ({
@@ -391,8 +405,8 @@ export function PvPRoguelikeScreen({
[contentType],
)
const [status, setStatus] = useState<'queueing' | 'playing' | 'upgrade-choice' | 'won' | 'lost'>('queueing')
const [stage, setStage] = useState(1)
const [encounters, setEncounters] = useState<PvpEncounter[]>(() => buildEncounterSegment(encounterPool, 1, contentType))
const [stage, setStage] = useState(startStage)
const [encounters, setEncounters] = useState<PvpEncounter[]>(() => buildEncounterSegment(encounterPool, startStage, contentType))
const [encounterIndex, setEncounterIndex] = useState(0)
const [playerSide, setPlayerSide] = useState<SideState>(() => starterSide(partyTemplate, maxResource))
const [cpuSide, setCpuSide] = useState<SideState>(() => starterSide(cpuPartyTemplate, maxResource))
@@ -410,10 +424,14 @@ export function PvPRoguelikeScreen({
const [selectedBuff, setSelectedBuff] = useState<Choice<SelfBuffId> | null>(null)
const [selectedDebuff, setSelectedDebuff] = useState<Choice<OpponentDebuffId> | null>(null)
const [encountersCleared, setEncountersCleared] = useState(0)
const [paused, setPaused] = useState(false)
const [targetGroup, setTargetGroup] = useState<0 | 1 | 2>(0)
const nextLogId = useRef(2)
const nextFloatingTextId = useRef(1)
const recordedRunRef = useRef(false)
const rewardClaimedRef = useRef(false)
const bossRewardClaimedRef = useRef(new Set<number>())
const cpuDefeatedRef = useRef(false)
const playerClearedEncounterRef = useRef(-1)
const playerRef = useRef(playerSide)
const cpuRef = useRef(cpuSide)
@@ -431,11 +449,16 @@ export function PvPRoguelikeScreen({
const cpuDone = cpuSide.enemyHealth <= 0
const playerAlive = playerSide.party.some((member) => member.health > 0)
const cpuAlive = cpuSide.party.some((member) => member.health > 0)
const partyColumns = contentType === 'raid' ? 6 : 3
const {
bindings,
controllerIconStyle,
directPartyTargeting,
lastDevice,
} = useInput()
const {
enabled: dualScreenEnabled,
} = useDualScreen()
const addLog = useCallback((text: string, tone: CombatLogEntry['tone']) => {
setLog((current) => [createLogEntry(nextLogId, text, tone), ...current].slice(0, 60))
}, [])
@@ -449,31 +472,50 @@ export function PvPRoguelikeScreen({
}, 900)
}, [])
const finishRoguelikeRun = useCallback((cleared: number) => {
if (rewardClaimedRef.current) return
rewardClaimedRef.current = true
const bossesCleared = Math.floor(cleared / 3)
useEffect(() => {
const loadedCheckpoint = loadPvpRoguelikeCheckpoint(profile.character.id, contentType)
setCheckpointStage(loadedCheckpoint)
setStartStage(loadedCheckpoint)
}, [contentType, profile.character.id])
const awardBossReward = useCallback((encounterIndexValue: number) => {
if (bossRewardClaimedRef.current.has(encounterIndexValue)) return
bossRewardClaimedRef.current.add(encounterIndexValue)
const rewardEncounter = encounters[encounterIndexValue]
completeRoguelike(
rewardDungeon.id,
rewardDifficulty.id,
cleared,
0,
0,
Math.max(1, Math.round((elapsedTicks * TICK_MS) / 1000)),
{
bossesCleared,
bossesCleared: 1,
experienceMode: 'pvp-boss-quarter-level',
lootSourceEncounterId: rewardEncounter?.sourceEncounterId,
roguelikeStage: stage,
},
)
.then((result) => {
setReward(result)
onProfileUpdated(result.profile)
if (result.bonusItem) {
addLog(
`${result.bonusItem.name} x${result.bonusItem.quantity} awarded.`,
'loot',
)
}
})
.catch((reason: unknown) => {
setRewardError(
reason instanceof Error ? reason.message : 'Unable to award roguelike experience.',
)
})
}, [elapsedTicks, onProfileUpdated, rewardDifficulty.id, rewardDungeon.id])
}, [addLog, elapsedTicks, encounters, onProfileUpdated, rewardDifficulty.id, rewardDungeon.id, stage])
const finishRoguelikeRun = useCallback(() => {
if (rewardClaimedRef.current) return
rewardClaimedRef.current = true
}, [])
useEffect(() => {
setPlayerBuffChoices((current) => current
@@ -491,7 +533,7 @@ export function PvPRoguelikeScreen({
}, [opponentDebuffChoicesCatalog, selfBuffChoicesCatalog])
useEffect(() => {
const firstSegment = buildEncounterSegment(encounterPool, 1, contentType)
const firstSegment = buildEncounterSegment(encounterPool, startStage, contentType)
const firstEncounter = firstSegment[0]
const basePlayer = starterSide(partyTemplate, maxResource)
const baseCpu = starterSide(cpuPartyTemplate, maxResource)
@@ -501,9 +543,10 @@ export function PvPRoguelikeScreen({
cpuRef.current = baseCpu
nextLogId.current = 2
playerClearedEncounterRef.current = -1
bossRewardClaimedRef.current = new Set()
setEncounters(firstSegment)
setEncounterIndex(0)
setStage(1)
setStage(startStage)
setElapsedTicks(0)
setStatus('queueing')
setPlayerSide(basePlayer)
@@ -514,6 +557,8 @@ export function PvPRoguelikeScreen({
setSelectedBuff(null)
setSelectedDebuff(null)
setEncountersCleared(0)
setPaused(false)
setTargetGroup(0)
setReward(null)
setRewardError('')
setShowEndLog(false)
@@ -521,28 +566,29 @@ export function PvPRoguelikeScreen({
setCpuDifficulty(null)
recordedRunRef.current = false
rewardClaimedRef.current = false
cpuDefeatedRef.current = false
if (gameMode === 'offline') {
const randomCpu = randomCpuDifficulty()
setQueueMessage(`Offline mode. CPU ${randomCpu} enters immediately.`)
setQueueMessage(`Offline mode. CPU ${randomCpu} enters at stage ${startStage}.`)
setCpuDifficulty(randomCpu)
setLog([{ id: 1, text: `Offline mode. CPU ${randomCpu} enters immediately.`, tone: 'system' }])
setLog([{ id: 1, text: `Offline mode. CPU ${randomCpu} enters at stage ${startStage}.`, tone: 'system' }])
const timer = window.setTimeout(() => {
setStatus('playing')
addLog(`Round 1 begins against CPU ${randomCpu}.`, 'system')
addLog(`Stage ${startStage} begins against CPU ${randomCpu}.`, 'system')
}, 500)
return () => window.clearTimeout(timer)
}
setQueueMessage('Searching queue. No player found yet.')
setLog([{ id: 1, text: 'Searching queue. No player found yet.', tone: 'system' }])
setQueueMessage(`Searching queue. Stage ${startStage} start ready.`)
setLog([{ id: 1, text: `Searching queue. Stage ${startStage} start ready.`, tone: 'system' }])
const timer = window.setTimeout(() => {
const randomCpu = randomCpuDifficulty()
setCpuDifficulty(randomCpu)
setQueueMessage(`No queued player found. CPU ${randomCpu} steps in.`)
setStatus('playing')
addLog(`No queued player found. CPU ${randomCpu} steps in.`, 'system')
addLog(`No queued player found. CPU ${randomCpu} steps in at stage ${startStage}.`, 'system')
}, 1400)
return () => window.clearTimeout(timer)
}, [addLog, contentType, cpuPartyTemplate, encounterPool, gameMode, maxResource, partyTemplate])
}, [addLog, contentType, cpuPartyTemplate, encounterPool, gameMode, maxResource, partyTemplate, startStage])
const applySpell = useCallback((
current: SideState,
@@ -659,10 +705,45 @@ export function PvPRoguelikeScreen({
setSelectedId(living[nextIndex].id)
}, [selectedId])
const selectDirectionalTarget = useCallback((action: InputAction) => {
const currentIndex = playerRef.current.party.findIndex((member) => member.id === selectedId)
if (currentIndex < 0) {
const firstLiving = playerRef.current.party.find((member) => member.health > 0)
if (firstLiving) setSelectedId(firstLiving.id)
return
}
const currentRow = Math.floor(currentIndex / partyColumns)
const currentColumn = currentIndex % partyColumns
const candidates = playerRef.current.party
.map((member, index) => ({
member,
index,
row: Math.floor(index / partyColumns),
column: index % partyColumns,
}))
.filter(({ member, index, row, column }) => {
if (member.health <= 0 || index === currentIndex) return false
if (action === 'navigateLeft') return row === currentRow && column < currentColumn
if (action === 'navigateRight') return row === currentRow && column > currentColumn
if (action === 'navigateUp') return row < currentRow
return row > currentRow
})
.sort((a, b) => {
const horizontal = action === 'navigateLeft' || action === 'navigateRight'
const aPrimary = horizontal ? Math.abs(a.column - currentColumn) : Math.abs(a.row - currentRow)
const bPrimary = horizontal ? Math.abs(b.column - currentColumn) : Math.abs(b.row - currentRow)
const aSecondary = horizontal ? 0 : Math.abs(a.column - currentColumn)
const bSecondary = horizontal ? 0 : Math.abs(b.column - currentColumn)
return aPrimary - bPrimary || aSecondary - bSecondary
})
if (candidates[0]) setSelectedId(candidates[0].member.id)
}, [partyColumns, selectedId])
const selectDirectTarget = useCallback((slot: number) => {
const member = playerRef.current.party[slot]
const index = slot + (contentType === 'raid' ? targetGroup * 6 : 0)
const member = playerRef.current.party[index]
if (member?.health > 0) setSelectedId(member.id)
}, [])
}, [contentType, targetGroup])
const cpuTakeTurn = useCallback(() => {
if (!cpuDifficulty || status !== 'playing' || cpuDone || !cpuAlive) return
@@ -774,7 +855,7 @@ export function PvPRoguelikeScreen({
}, [opponentDebuffChoicesCatalog, selfBuffChoicesCatalog])
useEffect(() => {
if (status !== 'playing' || !encounter) return
if (status !== 'playing' || paused || !encounter) return
const timer = window.setInterval(() => {
setElapsedTicks((value) => value + 1)
cpuTakeTurn()
@@ -783,6 +864,18 @@ export function PvPRoguelikeScreen({
if (nextPlayer.enemyHealth <= 0 && playerClearedEncounterRef.current !== encounterIndex) {
playerClearedEncounterRef.current = encounterIndex
setEncountersCleared((value) => value + 1)
if (encounter.isBoss) {
awardBossReward(encounterIndex)
const nextCheckpoint = recordPvpRoguelikeCheckpoint(
profile.character.id,
contentType,
stage,
)
if (nextCheckpoint > checkpointStage) {
setCheckpointStage(nextCheckpoint)
addLog(`Stage ${nextCheckpoint} checkpoint unlocked.`, 'loot')
}
}
}
playerRef.current = nextPlayer
cpuRef.current = nextCpu
@@ -791,28 +884,23 @@ export function PvPRoguelikeScreen({
const nextPlayerAlive = nextPlayer.party.some((member) => member.health > 0)
const nextCpuAlive = nextCpu.party.some((member) => member.health > 0)
const clearedCount = nextPlayer.enemyHealth <= 0
? Math.max(encountersCleared, encounterIndex + 1)
: encountersCleared
if (!nextPlayerAlive) {
finishRoguelikeRun(clearedCount)
finishRoguelikeRun()
setStatus('lost')
addLog('Your party fell first.', 'danger')
return
}
if (!nextCpuAlive) {
finishRoguelikeRun(clearedCount)
setStatus('won')
addLog(`CPU ${cpuDifficulty ?? 1} fell first.`, 'loot')
return
if (!nextCpuAlive && !cpuDefeatedRef.current) {
cpuDefeatedRef.current = true
addLog(`CPU ${cpuDifficulty ?? 1} fell. Finish the boss for XP.`, 'loot')
}
if (nextPlayer.enemyHealth <= 0 && nextCpu.enemyHealth <= 0) {
addLog(`${encounter.enemyName} cleared by both teams. Choose your next edge.`, 'loot')
if (nextPlayer.enemyHealth <= 0) {
addLog(`${encounter.enemyName} cleared. Choose your next edge.`, 'loot')
beginUpgradePhase()
}
}, TICK_MS)
return () => window.clearInterval(timer)
}, [addLog, advanceSide, beginUpgradePhase, cpuDifficulty, cpuTakeTurn, encounter, encounterIndex, encountersCleared, finishRoguelikeRun, status])
}, [addLog, advanceSide, awardBossReward, beginUpgradePhase, checkpointStage, contentType, cpuDifficulty, cpuTakeTurn, encounter, encounterIndex, encountersCleared, finishRoguelikeRun, paused, profile.character.id, stage, status])
useEffect(() => {
if ((status !== 'won' && status !== 'lost') || recordedRunRef.current || !cpuDifficulty) return
@@ -828,6 +916,16 @@ export function PvPRoguelikeScreen({
})
}, [contentType, cpuDifficulty, finalEncountersCleared, profile.character.className, profile.character.name, status])
useEffect(() => {
if (status !== 'upgrade-choice') return
window.requestAnimationFrame(() => focusFirstControl())
}, [status])
useEffect(() => {
if (!paused) return
window.requestAnimationFrame(() => focusFirstControl())
}, [paused])
const confirmUpgradeChoices = useCallback(() => {
if (!selectedBuff || !selectedDebuff || !cpuDifficulty) return
const cpuBuffChoices = chooseRandom(selfBuffChoicesCatalog, 3)
@@ -912,7 +1010,15 @@ export function PvPRoguelikeScreen({
}, [addLog, contentType, cpuDifficulty, encounter, encounterIndex, encounterPool, encounters, maxResource, opponentDebuffChoicesCatalog, selectedBuff, selectedDebuff, selfBuffChoicesCatalog, stage, starterSpells])
useGameAction((action) => {
if (status !== 'playing') return
if (action === 'pause' || action === 'back') {
if (status === 'playing') setPaused((value) => !value)
return
}
if (paused || status !== 'playing') return
if (action.startsWith('navigate')) {
selectDirectionalTarget(action)
return
}
if (action === 'previousTarget') {
selectRelativeTarget(-1)
return
@@ -925,41 +1031,93 @@ export function PvPRoguelikeScreen({
selectDirectTarget(Number(action.slice('targetParty'.length)) - 1)
return
}
if (action === 'toggleTargetGroup') {
if (contentType !== 'raid') return
setTargetGroup((current) => {
const groupCount = Math.max(1, Math.ceil(playerRef.current.party.length / 6))
const next = ((current + 1) % groupCount) as 0 | 1 | 2
const selectedIndex = playerRef.current.party.findIndex((member) => member.id === selectedId)
const nextMember = playerRef.current.party[(selectedIndex < 0 ? 0 : selectedIndex % 6) + next * 6]
if (nextMember?.health > 0) setSelectedId(nextMember.id)
return next
})
return
}
if (action.startsWith('ability')) {
const spell = starterSpells.find((candidate) => candidate.key === action.slice('ability'.length))
if (spell) castPlayerSpell(spell)
}
})
return (
<main className="game-shell" data-combat-active={status === 'playing' ? 'true' : 'false'}>
<section className="content-screen pvp-match-screen">
<div className="screen-heading">
<div>
<p className="eyebrow">PvP Roguelike</p>
<h1>{contentType === 'raid' ? 'Raid Clash' : 'Dungeon Clash'}</h1>
</div>
<div className="pvp-screen-tools">
<div className="roguelike-timing-row">
<button
className={`text-button ${abilityLabelMode === 'ability' ? 'active' : ''}`}
onClick={() => setAbilityLabelMode('ability')}
type="button"
>
Ability Names
</button>
<button
className={`text-button ${abilityLabelMode === 'slot' ? 'active' : ''}`}
onClick={() => setAbilityLabelMode('slot')}
type="button"
>
Slot Names
</button>
</div>
<button className="back-button" onClick={onExit} type="button">Leave</button>
</div>
</div>
const dualScreenState = useMemo<DualScreenCombatState>(() => ({
difficultyName: `Stage ${stage}`,
dungeonName: encounter.enemyName,
contentName: 'PvP Roguelike',
encounterName: encounter.enemyName,
encounterDescription: encounter.description,
encounterHealth: playerSide.enemyHealth,
encounterMaxHealth: encounter.maxHealth,
encounterIsBoss: encounter.isBoss,
encounterIndex,
encounterCount: encounters.length,
party: playerSide.party,
partySize: playerSide.party.length,
selectedId,
log,
status: status === 'queueing' ? 'playing' : status,
resource: playerSide.resource,
maxResource,
resourceName: gameClass.resourceName,
playerIsAlive: playerAlive,
spells: starterSpells.map((spell, slotIndex) => ({
...spell,
cost: spellResourceCost(spell, playerSide.buffs, playerSide.debuffs, playerSide.freeCastReady),
slotIndex,
remaining: playerSide.cooldowns[spell.id] ?? 0,
})),
activeDevice: lastDevice,
bindings: bindings[lastDevice],
controllerIconStyle,
directPartyTargeting,
paused,
targetGroup,
}), [
bindings,
controllerIconStyle,
directPartyTargeting,
encounter.description,
encounter.enemyName,
encounter.isBoss,
encounter.maxHealth,
encounterIndex,
encounters.length,
gameClass.resourceName,
lastDevice,
log,
maxResource,
paused,
playerAlive,
playerSide.buffs,
playerSide.cooldowns,
playerSide.debuffs,
playerSide.enemyHealth,
playerSide.freeCastReady,
playerSide.party,
playerSide.resource,
selectedId,
stage,
starterSpells,
status,
targetGroup,
])
useDualScreenPublisher(dualScreenState, dualScreenEnabled)
return (
<main
className={`game-shell ${dualScreenEnabled ? 'dual-top-game-shell' : ''}`}
data-combat-active={status === 'playing' && !paused ? 'true' : 'false'}
>
<section className="content-screen pvp-match-screen">
{status === 'queueing' && (
<div className="placeholder-panel">
<div className="placeholder-runes">P V P</div>
@@ -967,7 +1125,14 @@ export function PvPRoguelikeScreen({
</div>
)}
{status !== 'queueing' && (
{dualScreenEnabled && status !== 'queueing' && (
<DualScreenTopCombat
state={dualScreenState}
onSelectTarget={setSelectedId}
/>
)}
{!dualScreenEnabled && status !== 'queueing' && (
<div className="pvp-board">
<section className="combat-panel pvp-side">
<div className="encounter-header">
@@ -982,7 +1147,7 @@ export function PvPRoguelikeScreen({
</div>
</div>
</div>
<div className="party-grid">
<div className={`party-grid pvp-party-grid ${contentType === 'raid' ? 'raid' : ''}`}>
{playerSide.party.map((member) => (
<button
className={`party-member ${selectedId === member.id ? 'selected' : ''} ${member.health <= 0 ? 'down' : ''}`}
@@ -998,6 +1163,7 @@ export function PvPRoguelikeScreen({
<div className="bar member-health">
<span style={{ width: `${(member.health / effectiveMaxHealth(member)) * 100}%` }} />
{member.shield > 0 && <i style={{ width: `${(member.shield / effectiveMaxHealth(member)) * 100}%` }} />}
<em className="health-text">{Math.floor(member.health)} / {effectiveMaxHealth(member)}</em>
</div>
<div className="floating-combat-texts" aria-hidden="true">
{floatingTexts
@@ -1087,7 +1253,7 @@ export function PvPRoguelikeScreen({
</div>
</div>
</div>
<div className="party-grid">
<div className={`party-grid pvp-party-grid ${contentType === 'raid' ? 'raid' : ''}`}>
{cpuSide.party.map((member) => (
<div className={`party-member ${member.health <= 0 ? 'down' : ''}`} key={`cpu-${member.id}`}>
<div className="member-header">
@@ -1098,6 +1264,7 @@ export function PvPRoguelikeScreen({
<div className="bar member-health">
<span style={{ width: `${(member.health / effectiveMaxHealth(member)) * 100}%` }} />
{member.shield > 0 && <i style={{ width: `${(member.shield / effectiveMaxHealth(member)) * 100}%` }} />}
<em className="health-text">{Math.floor(member.health)} / {effectiveMaxHealth(member)}</em>
</div>
<div className="floating-combat-texts" aria-hidden="true">
{floatingTexts
@@ -1125,9 +1292,6 @@ export function PvPRoguelikeScreen({
{status === 'upgrade-choice' && (
<div className="result-screen">
<div className="pvp-upgrade-dialog">
<p className="eyebrow">Round Cleared</p>
<h2>Choose Your Edge</h2>
<p>Take 1 buff for yourself and 1 debuff for the CPU.</p>
<div className="pvp-choice-columns">
<div>
<strong>Self Buff</strong>
@@ -1169,6 +1333,17 @@ export function PvPRoguelikeScreen({
</div>
)}
{paused && (
<div className="pause-screen">
<div>
<p className="eyebrow">Paused</p>
<h2>{contentType === 'raid' ? 'Raid Clash' : 'Dungeon Clash'}</h2>
<button onClick={() => setPaused(false)} type="button">Resume</button>
<button className="secondary-result-button" onClick={onExit} type="button">Leave</button>
</div>
</div>
)}
{(status === 'won' || status === 'lost') && (
<div className="result-screen">
<div>
@@ -1176,7 +1351,7 @@ export function PvPRoguelikeScreen({
<h2>{status === 'won' ? `CPU ${cpuDifficulty} Falls` : `CPU ${cpuDifficulty} Wins`}</h2>
<p>{finalEncountersCleared} encounters cleared.</p>
<div className="reward-summary">
{!reward && !rewardError && <p>Recording roguelike progress...</p>}
{!reward && !rewardError && <p>Boss kills grant XP immediately.</p>}
{rewardError && <p className="reward-error">{rewardError}</p>}
{reward && (
<>
@@ -1193,6 +1368,13 @@ export function PvPRoguelikeScreen({
Ability Unlocked: {ability.name}
</p>
))}
{reward.bonusItem && (
<p className="ability-unlock">
<span>{reward.bonusItem.glyph}</span>
{reward.bonusItem.name} x{reward.bonusItem.quantity}
{reward.bonusItem.duplicate ? ` (owned x${reward.bonusItem.quantityAfter})` : ''}
</p>
)}
</>
)}
</div>
+41 -12
View File
@@ -24,6 +24,7 @@ import {
export function SettingsScreen({ onBack }: { onBack: () => void }) {
const [device, setDevice] = useState<InputDevice>('controller')
const [settingsTab, setSettingsTab] = useState<'display' | 'input' | 'bindings'>('display')
const [displayMessage, setDisplayMessage] = useState('')
const [androidDisplays, setAndroidDisplays] = useState<AndroidDisplay[]>([])
const {
@@ -50,6 +51,7 @@ export function SettingsScreen({ onBack }: { onBack: () => void }) {
'targetParty3',
'targetParty4',
'targetParty5',
'targetParty6',
'toggleTargetGroup',
])
const visibleActions = INPUT_ACTIONS.filter((action) => (
@@ -95,7 +97,27 @@ export function SettingsScreen({ onBack }: { onBack: () => void }) {
<button className="back-button" onClick={onBack} type="button">Back</button>
</div>
<section className="dual-screen-settings">
<nav className="settings-tabs" role="tablist" aria-label="Settings sections">
{([
{ key: 'display', label: 'Display' },
{ key: 'input', label: 'Input' },
{ key: 'bindings', label: 'Bindings' },
] as const).map((tab) => (
<button
aria-selected={settingsTab === tab.key}
className={settingsTab === tab.key ? 'selected' : ''}
key={tab.key}
onClick={() => setSettingsTab(tab.key)}
role="tab"
type="button"
>
{tab.label}
</button>
))}
</nav>
{settingsTab === 'display' && (
<section className="dual-screen-settings settings-tab-panel">
<div>
<p className="eyebrow">Display</p>
<h2>AYN Thor Dual-Screen Mode</h2>
@@ -131,29 +153,23 @@ export function SettingsScreen({ onBack }: { onBack: () => void }) {
{androidDisplays.map((display) => (
<span key={display.id}>
<strong>{display.isCurrent ? 'Current' : 'Secondary'} #{display.id}</strong>
{display.width}×{display.height} at {Math.round(display.refreshRate)} Hz
{display.width}x{display.height} at {Math.round(display.refreshRate)} Hz
{display.isPresentation ? ' - Presentation' : ''}
</span>
))}
</div>
)}
</section>
)}
<div className="settings-heading">
<div>
<p className="eyebrow">Input</p>
<h2>Keybindings</h2>
</div>
<p>Select an action, then press the new key or controller control.</p>
</div>
<section className="controller-preferences">
{settingsTab === 'input' && (
<section className="controller-preferences settings-tab-panel">
<div>
<p className="eyebrow">Targeting</p>
<h3>Direct Party Keybinds</h3>
<p>
Assign party slots directly. In raids, use the group-switch binding
to alternate between members 1-5 and 6-10.
to alternate between members 1-6, 7-12, and 13-18.
</p>
</div>
<button
@@ -180,6 +196,17 @@ export function SettingsScreen({ onBack }: { onBack: () => void }) {
))}
</div>
</section>
)}
{settingsTab === 'bindings' && (
<section className="settings-bindings-panel settings-tab-panel">
<div className="settings-heading">
<div>
<p className="eyebrow">Input</p>
<h2>Keybindings</h2>
</div>
<p>Select an action, then press the new key or controller control.</p>
</div>
<div className="binding-tabs">
<button
@@ -227,6 +254,8 @@ export function SettingsScreen({ onBack }: { onBack: () => void }) {
Reset {device === 'pc' ? 'PC' : 'Controller'} Defaults
</button>
</footer>
</section>
)}
{capture && (
<div className="binding-capture" role="dialog" aria-modal="true">
+22 -1
View File
@@ -15,6 +15,7 @@ type Props = {
export function TalentScreen({ profile, onBack, onUpdated, embedded = false }: Props) {
const [busyTalentId, setBusyTalentId] = useState<number | null>(null)
const [talentPage, setTalentPage] = useState(0)
const [resetting, setResetting] = useState(false)
const [message, setMessage] = useState('')
const scrollRef = useRef<number>(0)
@@ -28,6 +29,11 @@ export function TalentScreen({ profile, onBack, onUpdated, embedded = false }: P
const tiers = Array.from(
new Set(gameClass.talents.map((talent) => talent.tier)),
).sort((a, b) => a - b)
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(() => {
window.scrollTo(0, scrollRef.current)
@@ -123,8 +129,23 @@ export function TalentScreen({ profile, onBack, onUpdated, embedded = false }: P
</div>
</div>
<nav className="talent-page-tabs" role="tablist" aria-label="Talent tier pages">
{tierPages.map((pageTiers, index) => (
<button
aria-selected={talentPage === index}
className={talentPage === index ? 'active' : ''}
key={pageTiers.join('-')}
onClick={() => setTalentPage(index)}
role="tab"
type="button"
>
Tiers {pageTiers[0]}-{pageTiers[pageTiers.length - 1]}
</button>
))}
</nav>
<div className="talent-tree">
{tiers.map((tier) => {
{visibleTiers.map((tier) => {
const requiredPoints = (tier - 1) * 5
return (
<section className="talent-tier" key={tier}>
+81 -13
View File
@@ -11,6 +11,7 @@ import {
} from 'react'
import type { CombatLogEntry, PartyMember, Spell } from './game'
import {
getNativeDisplays,
hasNativeDualScreenBridge,
openNativeTopDisplay,
} from './nativeDualScreen'
@@ -23,6 +24,7 @@ import { ControllerBindingLabel } from './components/ControllerIcons'
const STORAGE_KEY = 'ashen-halls-dual-screen-enabled'
const SNAPSHOT_KEY = 'ashen-halls-dual-screen-snapshot'
const STARTUP_CHOICE_KEY = 'ashen-halls-dual-screen-startup-choice'
const CHANNEL_NAME = 'ashen-halls-dual-screen'
export type DualScreenCombatState = {
@@ -51,7 +53,7 @@ export type DualScreenCombatState = {
controllerIconStyle: ControllerIconStyle
directPartyTargeting: boolean
paused: boolean
targetGroup: 0 | 1
targetGroup: 0 | 1 | 2
}
type DualScreenMessage =
@@ -172,6 +174,73 @@ export function useDualScreen() {
return context
}
export function DualScreenStartupPrompt() {
const { openTopDisplay, setEnabled } = useDualScreen()
const [visible, setVisible] = useState(false)
const [displayCount, setDisplayCount] = useState<number | null>(null)
const [message, setMessage] = useState('')
const autoOpenedRef = useRef(false)
useEffect(() => {
if (!hasNativeDualScreenBridge()) return
if (new URLSearchParams(window.location.search).has('display')) return
const choice = localStorage.getItem(STARTUP_CHOICE_KEY)
if (choice === 'yes') {
if (autoOpenedRef.current) return
autoOpenedRef.current = true
openTopDisplay().catch(() => {
// Settings can still launch the display manually if Android rejects startup launch.
})
return
}
if (choice === 'no') return
getNativeDisplays()
.then((result) => setDisplayCount(result.displays.length))
.catch(() => setDisplayCount(null))
.finally(() => setVisible(true))
}, [openTopDisplay])
async function enableDualScreen() {
localStorage.setItem(STARTUP_CHOICE_KEY, 'yes')
setMessage('Opening second display...')
const opened = await openTopDisplay()
if (opened) {
setVisible(false)
return
}
setMessage('No second display found. Check Thor display mode, then try again.')
}
function skipDualScreen() {
localStorage.setItem(STARTUP_CHOICE_KEY, 'no')
setEnabled(false)
setVisible(false)
}
if (!visible) return null
return (
<div className="dual-startup-prompt" role="dialog" aria-modal="true">
<section>
<p className="eyebrow">Display Setup</p>
<h2>Use Dual-Screen Mode?</h2>
<p>
Choose yes on AYN Thor. The game opens the combat view on the upper
display and keeps controls on the lower display.
</p>
{displayCount !== null && (
<small>{displayCount} Android display{displayCount === 1 ? '' : 's'} detected.</small>
)}
{message && <small>{message}</small>}
<div>
<button onClick={enableDualScreen} type="button">Yes, Enable</button>
<button onClick={skipDualScreen} type="button">No</button>
</div>
</section>
</div>
)
}
export function useDualScreenPublisher(
state: DualScreenCombatState,
enabled: boolean,
@@ -280,9 +349,9 @@ export function DualScreenBottomDisplay() {
<div className={`dual-controls-targets ${state.directPartyTargeting ? 'direct' : ''}`}>
{state.directPartyTargeting ? (
<>
{([1, 2, 3, 4, 5] as const).map((slot) => {
{([1, 2, 3, 4, 5, 6] as const).map((slot) => {
const action = `targetParty${slot}` as InputAction
const memberIndex = slot - 1 + (state.partySize === 10 ? state.targetGroup * 5 : 0)
const memberIndex = slot - 1 + (state.partySize > 6 ? state.targetGroup * 6 : 0)
return (
<button onClick={() => sendAction(action)} type="button" key={action}>
<ControllerBindingLabel
@@ -293,13 +362,13 @@ export function DualScreenBottomDisplay() {
</button>
)
})}
{state.partySize === 10 && (
{state.partySize > 6 && (
<button onClick={() => sendAction('toggleTargetGroup')} type="button">
<ControllerBindingLabel
binding={state.bindings.toggleTargetGroup}
iconStyle={state.controllerIconStyle}
/>{' '}
Party Group {state.targetGroup + 1}
Party Group {state.targetGroup + 1}/{Math.ceil(state.partySize / 6)}
</button>
)}
</>
@@ -396,14 +465,17 @@ export function DualScreenTopCombat({
</section>
<section className="dual-top-party">
<div className={`dual-top-party-grid ${state.partySize === 10 ? 'raid' : ''}`}>
<div className={`dual-top-party-grid ${state.partySize > 6 ? 'raid' : ''}`}>
{state.party.map((member, index) => {
const partySlot = index + 1 + (state.directPartyTargeting && state.partySize === 10 ? state.targetGroup * 5 : 0)
const partySlot = (index % 6) + 1
const targetAction = `targetParty${partySlot}` as InputAction
const targetBinding = state.directPartyTargeting ? state.bindings[targetAction] : null
const groupStart = state.partySize > 6 ? state.targetGroup * 6 : 0
const inCurrentTargetGroup = index >= groupStart && index < groupStart + 6
const targetBinding = state.directPartyTargeting && inCurrentTargetGroup ? state.bindings[targetAction] : null
return (
<button
className={`dual-top-member ${state.selectedId === member.id ? 'selected' : ''} ${member.health <= 0 ? 'dead' : ''}`}
data-party-member-id={member.id}
key={member.id}
onClick={() => onSelectTarget(member.id)}
type="button"
@@ -418,6 +490,7 @@ export function DualScreenTopCombat({
{member.shield > 0 && (
<i style={{ width: `${(member.shield / member.maxHealth) * 100}%` }} />
)}
<em className="health-text">{Math.ceil(member.health)} / {member.maxHealth}</em>
</div>
{state.directPartyTargeting && targetBinding && (
<div className="member-target-key">
@@ -437,11 +510,6 @@ export function DualScreenTopCombat({
</div>
</section>
<footer className="dual-top-log">
{state.log.slice(0, 3).map((entry) => (
<span className={entry.tone} key={entry.id}>{entry.text}</span>
))}
</footer>
</div>
)
}
+9
View File
@@ -50,6 +50,7 @@ export const INITIAL_PARTY: PartyMember[] = [
{ id: 'kael', name: 'Kael', role: 'Damage', health: 105, maxHealth: 105, shield: 0, hotTicks: 0 },
{ id: 'ves', name: 'Ves', role: 'Damage', health: 95, maxHealth: 95, shield: 0, hotTicks: 0 },
{ id: 'orin', name: 'Orin', role: 'Damage', health: 110, maxHealth: 110, shield: 0, hotTicks: 0 },
{ id: 'lyra', name: 'Lyra', role: 'Damage', health: 98, maxHealth: 98, shield: 0, hotTicks: 0 },
]
export const RAID_PARTY: PartyMember[] = [
@@ -63,6 +64,14 @@ export const RAID_PARTY: PartyMember[] = [
{ id: 'lyra', name: 'Lyra', role: 'Damage', health: 98, maxHealth: 98, shield: 0, hotTicks: 0 },
{ id: 'dax', name: 'Dax', role: 'Damage', health: 108, maxHealth: 108, shield: 0, hotTicks: 0 },
{ id: 'nyx', name: 'Nyx', role: 'Damage', health: 100, maxHealth: 100, shield: 0, hotTicks: 0 },
{ id: 'ren', name: 'Ren', role: 'Damage', health: 104, maxHealth: 104, shield: 0, hotTicks: 0 },
{ id: 'iona', name: 'Iona', role: 'Damage', health: 96, maxHealth: 96, shield: 0, hotTicks: 0 },
{ id: 'sol', name: 'Sol', role: 'Damage', health: 106, maxHealth: 106, shield: 0, hotTicks: 0 },
{ id: 'nari', name: 'Nari', role: 'Damage', health: 99, maxHealth: 99, shield: 0, hotTicks: 0 },
{ id: 'joss', name: 'Joss', role: 'Damage', health: 103, maxHealth: 103, shield: 0, hotTicks: 0 },
{ id: 'eira', name: 'Eira', role: 'Damage', health: 97, maxHealth: 97, shield: 0, hotTicks: 0 },
{ id: 'cato', name: 'Cato', role: 'Damage', health: 107, maxHealth: 107, shield: 0, hotTicks: 0 },
{ id: 'rhea', name: 'Rhea', role: 'Damage', health: 101, maxHealth: 101, shield: 0, hotTicks: 0 },
]
export const SPELLS: Spell[] = [
+636 -115
View File
File diff suppressed because it is too large Load Diff
+6
View File
@@ -12,4 +12,10 @@ body {
margin: 0;
min-width: 320px;
min-height: 100vh;
overflow: hidden;
}
#root {
height: 100dvh;
overflow: hidden;
}
+67 -8
View File
@@ -33,6 +33,7 @@ export const INPUT_ACTIONS = [
'targetParty3',
'targetParty4',
'targetParty5',
'targetParty6',
'toggleTargetGroup',
'pause',
] as const
@@ -60,6 +61,7 @@ export const ACTION_LABELS: Record<InputAction, string> = {
targetParty3: 'Target Party Member 3',
targetParty4: 'Target Party Member 4',
targetParty5: 'Target Party Member 5',
targetParty6: 'Target Party Member 6',
toggleTargetGroup: 'Switch Raid Target Group',
pause: 'Pause Menu',
}
@@ -85,6 +87,7 @@ export const DEFAULT_BINDINGS: Record<InputDevice, InputBindings> = {
targetParty3: 'F3',
targetParty4: 'F4',
targetParty5: 'F5',
targetParty6: 'F6',
toggleTargetGroup: 'Tab',
pause: 'Escape',
},
@@ -108,6 +111,7 @@ export const DEFAULT_BINDINGS: Record<InputDevice, InputBindings> = {
targetParty3: 'Button15',
targetParty4: 'Button13',
targetParty5: 'Button4',
targetParty6: 'Button11',
toggleTargetGroup: 'Button6',
pause: 'Button9',
},
@@ -117,6 +121,7 @@ const STORAGE_KEY = 'ashen-halls-input-bindings-v1'
const PREFERENCES_STORAGE_KEY = 'ashen-halls-input-preferences-v1'
const GAME_ACTION_EVENT = 'ashen-halls-game-action'
const NATIVE_CONTROLLER_EVENT = 'ashen-halls-native-controller'
const COMBAT_TARGET_NAVIGATION_THROTTLE_MS = 220
type CaptureState = {
device: InputDevice
@@ -202,13 +207,19 @@ function bindingGroup(action: InputAction) {
}
function isVisible(element: HTMLElement) {
if (element.hidden || element.getAttribute('aria-hidden') === 'true') return false
return element.getClientRects().length > 0
}
function focusableElements() {
const keyboard = document.querySelector<HTMLElement>('.controller-keyboard')
const pauseMenu = document.querySelector<HTMLElement>('.pause-screen')
const scope: ParentNode = keyboard ?? pauseMenu ?? document
const dialog = Array.from(
document.querySelectorAll<HTMLElement>(
'.result-screen, .binding-capture, .dual-startup-prompt',
),
).find(isVisible)
const scope: ParentNode = keyboard ?? pauseMenu ?? dialog ?? document
return Array.from(
scope.querySelectorAll<HTMLElement>(
'button:not(:disabled), input:not(:disabled), select:not(:disabled), textarea:not(:disabled), [tabindex]:not([tabindex="-1"])',
@@ -256,7 +267,22 @@ function moveFocus(action: InputAction) {
const next = ranked[0]?.candidate
if (!next) return
next.focus({ preventScroll: true })
next.scrollIntoView({ behavior: 'smooth', block: 'nearest', inline: 'nearest' })
}
function hasUiOverlay() {
return Array.from(
document.querySelectorAll<HTMLElement>(
'.pause-screen, .result-screen, .binding-capture, .dual-startup-prompt, .controller-keyboard',
),
).some(isVisible)
}
function isCombatTargetAction(action: InputAction) {
return action.startsWith('navigate')
|| action.startsWith('targetParty')
|| action === 'previousTarget'
|| action === 'nextTarget'
|| action === 'toggleTargetGroup'
}
const BUTTON_LABELS: Record<number, string> = {
@@ -372,6 +398,7 @@ export function InputProvider({ children }: { children: ReactNode }) {
const keyboardInputRef = useRef(keyboardInput)
const previousTokensRef = useRef(new Set<string>())
const repeatRef = useRef<Record<string, number>>({})
const lastCombatNavigationRef = useRef(0)
useEffect(() => {
bindingsRef.current = bindings
@@ -416,18 +443,29 @@ export function InputProvider({ children }: { children: ReactNode }) {
}, [])
const dispatchAction = useCallback((action: InputAction, device: InputDevice) => {
const uiOverlay = hasUiOverlay()
const combatActive = Boolean(document.querySelector('[data-combat-active="true"]'))
if (combatActive && !uiOverlay && isCombatTargetAction(action)) {
const now = performance.now()
if (now - lastCombatNavigationRef.current < COMBAT_TARGET_NAVIGATION_THROTTLE_MS) return
lastCombatNavigationRef.current = now
}
setLastDevice(device)
document.documentElement.dataset.inputDevice = device
const combatActive = Boolean(document.querySelector('[data-combat-active="true"]'))
if (action.startsWith('navigate')) {
if (!combatActive) moveFocus(action)
if (uiOverlay || !combatActive) moveFocus(action)
} else if (action === 'confirm') {
const active = document.activeElement
if (isTextInput(active)) {
setKeyboardInput(active)
window.requestAnimationFrame(() => focusFirstControl())
} else if (active instanceof HTMLElement && active.matches('button, [role="button"]')) {
} else if (
active instanceof HTMLElement
&& active.matches('button:not(:disabled), [role="button"]')
&& isVisible(active)
) {
active.click()
} else {
focusFirstControl()
@@ -435,7 +473,7 @@ export function InputProvider({ children }: { children: ReactNode }) {
} else if (action === 'back') {
if (keyboardInputRef.current) {
closeKeyboard()
} else if (!combatActive) {
} else if (uiOverlay || !combatActive) {
const backButton = Array.from(
document.querySelectorAll<HTMLButtonElement>('.back-button:not(:disabled)'),
).find(isVisible)
@@ -458,18 +496,28 @@ export function InputProvider({ children }: { children: ReactNode }) {
const combatActive = Boolean(
document.querySelector('[data-combat-active="true"]'),
)
const uiOverlay = hasUiOverlay()
const menuDpadActions: Partial<Record<string, InputAction>> = {
Button12: 'navigateUp',
Button13: 'navigateDown',
Button14: 'navigateLeft',
Button15: 'navigateRight',
}
const uiPriority = [
'navigateUp',
'navigateDown',
'navigateLeft',
'navigateRight',
'confirm',
'back',
] satisfies InputAction[]
const directTargetActions = [
'targetParty1',
'targetParty2',
'targetParty3',
'targetParty4',
'targetParty5',
'targetParty6',
'toggleTargetGroup',
] satisfies InputAction[]
const combatPriority = [
@@ -487,7 +535,11 @@ export function InputProvider({ children }: { children: ReactNode }) {
'navigateLeft',
'navigateRight',
] satisfies InputAction[]
const action = combatActive && preferencesRef.current.directPartyTargeting
const action = menuDpadActions[token] && (!combatActive || uiOverlay)
? menuDpadActions[token]
: uiOverlay
? uiPriority.find((candidate) => bindingsRef.current.controller[candidate] === token)
: combatActive && preferencesRef.current.directPartyTargeting
? [...directTargetActions, ...combatPriority].find(
(candidate) => bindingsRef.current.controller[candidate] === token,
)
@@ -541,8 +593,13 @@ export function InputProvider({ children }: { children: ReactNode }) {
const ensureFocus = () => {
const combatActive = document.querySelector('[data-combat-active="true"]')
if (combatActive) return
const candidates = focusableElements()
const active = document.activeElement
const activeIsUsable = active instanceof HTMLElement
&& candidates.includes(active)
&& isVisible(active)
if (
document.activeElement === document.body
(!activeIsUsable || document.activeElement === document.body)
&& !keyboardInputRef.current
&& !captureRef.current
) {
@@ -553,6 +610,8 @@ export function InputProvider({ children }: { children: ReactNode }) {
window.requestAnimationFrame(ensureFocus)
})
observer.observe(document.getElementById('root') ?? document.body, {
attributes: true,
attributeFilter: ['aria-hidden', 'class', 'disabled', 'hidden', 'style'],
childList: true,
subtree: true,
})
+16 -2
View File
@@ -1,9 +1,10 @@
import { StrictMode } from 'react'
import { createRoot } from 'react-dom/client'
import { Capacitor } from '@capacitor/core'
import './index.css'
import App from './App.tsx'
import { InputProvider } from './input.tsx'
import { DualScreenBottomDisplay, DualScreenProvider } from './dualScreen.tsx'
import { DualScreenBottomDisplay, DualScreenProvider, DualScreenStartupPrompt } from './dualScreen.tsx'
createRoot(document.getElementById('root')!).render(
<StrictMode>
@@ -11,6 +12,7 @@ createRoot(document.getElementById('root')!).render(
<DualScreenBottomDisplay />
) : (
<DualScreenProvider>
<DualScreenStartupPrompt />
<InputProvider>
<App />
</InputProvider>
@@ -19,7 +21,19 @@ createRoot(document.getElementById('root')!).render(
</StrictMode>,
)
if (import.meta.env.PROD && 'serviceWorker' in navigator) {
const isNativeApp = Capacitor.isNativePlatform()
if (import.meta.env.PROD && isNativeApp && 'serviceWorker' in navigator) {
navigator.serviceWorker.getRegistrations()
.then((registrations) => Promise.all(registrations.map((registration) => registration.unregister())))
.then(() => caches.keys())
.then((keys) => Promise.all(keys.filter((key) => key.startsWith('chronicle-')).map((key) => caches.delete(key))))
.catch(() => {
// Native app assets should come directly from the APK when cache cleanup is unavailable.
})
}
if (import.meta.env.PROD && !isNativeApp && 'serviceWorker' in navigator) {
window.addEventListener('load', () => {
navigator.serviceWorker.register('/service-worker.js').catch(() => {
// Offline launch remains optional when registration is unavailable.
File diff suppressed because it is too large Load Diff
+9 -1
View File
@@ -59,7 +59,7 @@ export type Item = {
slug: string
name: string
slot: EquipmentSlot
rarity: 'common' | 'uncommon' | 'rare' | 'epic'
rarity: 'common' | 'uncommon' | 'rare' | 'epic' | 'legendary'
itemLevel: number
healingPower: number
maxResourceBonus: number
@@ -234,6 +234,7 @@ export type Account = {
export type AuthSession = {
account: Account | null
profile: CharacterProfile | null
token?: string
}
export type BonusItem = {
@@ -247,6 +248,7 @@ export type BonusItem = {
maxResourceBonus: number
glyph: string
description: string
quantity: number
duplicate: boolean
quantityAfter: number
}
@@ -338,6 +340,8 @@ export async function completeRoguelike(
options?: {
bossesCleared?: number
experienceMode?: 'default' | 'pvp-boss-quarter-level'
lootSourceEncounterId?: number
roguelikeStage?: number
},
): Promise<DungeonReward> {
return activeGameRepository().completeRoguelike(
@@ -374,6 +378,10 @@ export async function craftItem(recipeId: number): Promise<CharacterProfile> {
return activeGameRepository().craftItem(recipeId)
}
export async function upgradeItem(itemId: number): Promise<CharacterProfile> {
return activeGameRepository().upgradeItem(itemId)
}
export async function rollEncounterLoot(
encounterId: number,
difficultyId: number,
+22
View File
@@ -12,6 +12,7 @@ export type CpuPvpLeaderboardEntry = {
}
const cpuLeaderboardKey = 'chronicle.pvpCpuLeaderboard.v1'
const checkpointKey = 'chronicle.pvpRoguelikeCheckpoint.v1'
export function randomCpuDifficulty(): CpuDifficulty {
return (Math.floor(Math.random() * 5) + 1) as CpuDifficulty
@@ -44,3 +45,24 @@ export function recordCpuPvpLeaderboard(entry: CpuPvpLeaderboardEntry) {
.slice(0, 30)
localStorage.setItem(cpuLeaderboardKey, JSON.stringify(next))
}
function checkpointStorageKey(characterId: number, contentType: PvpContentType) {
return `${checkpointKey}:${characterId}:${contentType}`
}
export function loadPvpRoguelikeCheckpoint(characterId: number, contentType: PvpContentType) {
const value = Number(localStorage.getItem(checkpointStorageKey(characterId, contentType)) ?? 1)
return Number.isInteger(value) && value >= 5 ? value : 1
}
export function recordPvpRoguelikeCheckpoint(
characterId: number,
contentType: PvpContentType,
stage: number,
) {
if (stage < 5 || stage % 5 !== 0) return loadPvpRoguelikeCheckpoint(characterId, contentType)
const current = loadPvpRoguelikeCheckpoint(characterId, contentType)
const next = Math.max(current, stage)
localStorage.setItem(checkpointStorageKey(characterId, contentType), String(next))
return next
}
+20
View File
@@ -0,0 +1,20 @@
{
"compilerOptions": {
"tsBuildInfoFile": "./node_modules/.tmp/tsconfig.node.tsbuildinfo",
"target": "es2023",
"lib": ["ES2023"],
"module": "esnext",
"types": ["node"],
"skipLibCheck": true,
"moduleResolution": "bundler",
"allowImportingTsExtensions": true,
"verbatimModuleSyntax": true,
"moduleDetection": "force",
"noEmit": true,
"noUnusedLocals": true,
"noUnusedParameters": true,
"erasableSyntaxOnly": true,
"noFallthroughCasesInSwitch": true
},
"files": ["vite.config.ts"]
}