Compare commits

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22 Commits
Author SHA1 Message Date
Warren H 0d269a6041 Android build v1.1.16 2026-07-04 17:41:45 -04:00
Warren H 99e97e5208 Android build v1.1.15 2026-07-04 12:43:59 -04:00
Warren H a849cd2c69 Android build v1.1.14 2026-07-03 12:58:53 -04:00
Warren H a121b2ef74 Android build v1.1.13 2026-07-03 01:01:32 -04:00
Warren H b7cb572631 Android build v1.1.12 2026-07-03 00:28:38 -04:00
Warren H c6e2c61d0a Android build v1.1.11 2026-07-02 23:03:52 -04:00
Warren H f00ad8655b Android build v1.1.10 2026-07-02 22:42:48 -04:00
Warren H 6560a049f2 Android build v1.1.9 2026-07-02 21:43:04 -04:00
Warren H 89bc1b6ab8 Android build v1.1.8 2026-07-02 14:11:18 -04:00
Warren H 5b8c32dc41 Android build v1.1.7 2026-06-30 14:23:45 -04:00
Warren H df6306fe7a Android build v1.1.6 2026-06-30 13:59:36 -04:00
Warren H f6d408f594 Android build v1.1.5 2026-06-30 13:30:33 -04:00
Warren H 1797154726 Android build v1.1.4 2026-06-29 23:06:37 -04:00
Warren H bbcc67a54a Android build v1.1.3 2026-06-29 22:55:53 -04:00
Warren H c6251167a5 Android build v1.1.2 2026-06-29 22:35:49 -04:00
Warren H cbe42b6164 Android build v1.0.60 stadium updated 2026-06-23 13:13:57 -04:00
Warren H c2888c287b Android build v1.0.59 stadium updated 2026-06-22 23:38:12 -04:00
Warren H 4703017832 Android build v1.0.58 stadium added 2026-06-22 23:15:50 -04:00
Warren H c0f2daccb1 Android build v1.0.57 2026-06-21 21:09:51 -04:00
Warren H abdf4cc654 Android build v1.0.56 2026-06-21 21:00:17 -04:00
Warren H 5449276521 Android build v1.0.55 2026-06-21 20:38:55 -04:00
Warren H 787e2bbae9 Android build v1.0.54 2026-06-21 20:22:12 -04:00
159 changed files with 22296 additions and 3528 deletions
+43 -1
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@@ -1,9 +1,51 @@
# Project Notes
## Target Hardware: AYN Thor
- AYN Thor main display: 6-inch AMOLED, 1920 x 1080, 120Hz.
- AYN Thor secondary display: 3.92-inch AMOLED, 1240 x 1080, 60Hz.
- AYN Thor UI sizing must be designed against Android CSS/layout viewport, not physical framebuffer pixels.
- Approximate Thor CSS viewports: main display 960 x 540, secondary display 620 x 540.
- Test top-screen UI only against the main display viewport, and bottom-screen UI only against the secondary display viewport.
- User rebuilds app; do not rebuild APK unless explicitly requested.
## Input Requirements
- Every game screen, menu, dialog, overlay, and gameplay interaction must be fully navigable by controller at all times.
- Any time a screen, menu, dialog, overlay, or gameplay interaction is added or changed, verify controller navigation still works for that surface before considering the work complete.
- Controller navigation must not depend on touch, mouse, keyboard, or hidden developer-only shortcuts.
- Focus state must always be visible and predictable when controller navigation is active.
- Avoid interaction patterns that trap focus, lose focus, or require precise pointer input.
## Architecture Requirements
- Keep systems modular and scoped by responsibility.
- Prefer small reusable modules/components over large files with mixed concerns.
- Keep shared game logic independent from platform-specific web or mobile wrappers whenever practical.
- Apply game changes to both web version and mobile app version.
## I Want To Heal 1 vs I Want To Heal 2
- I Want To Heal 1 is the existing healer-first menu/combat game. Preserve its current progression, saves, inventories, collection logs, combat screens, and content unless the user explicitly asks to change IWT1.
- I Want To Heal 2 is the new 2D boss-arena version. Keep IWT2 code, content, save data, inventories, character levels, and collection logs separate from IWT1 so the two modes are not confused.
- The app should offer a game-select screen before the main menu: `I Want To Heal 1` launches the old version, and `I Want To Heal 2` launches the new 2D version.
- Both games must remain usable from the same Android APK and from `iwanttoheal.phenomrom.com`.
- Prefer an explicit folder split for IWT2, such as `src/modes/iwt2/`, with subfolders for screens, simulation, rendering, content, and save/repository code.
- Keep IWT2 simulation state independent from rendering. Arena movement, AI, boss attacks, collisions, damage, stun/knockdown, progression, inventory, and collection logs should live in pure TypeScript modules where practical.
- IWT2 rendering can use a 2D canvas/game runtime, but renderer objects must not become the source of truth for saveable gameplay state.
- IWT2 needs continuous movement input: left analog stick on AYN Thor and WASD on keyboard. Do not rely only on existing menu-style navigation actions for arena movement.
- IWT2 menus, dialogs, inventory, collection log, pause overlays, and game-select screen must still follow controller navigation requirements.
- IWT2 boss mechanics and indicators must be modular. Add reusable hit-shape, damage/status, telegraph/indicator, hazard, and marker primitives under `src/modes/iwt2/sim/` or `src/modes/iwt2/render/` instead of hardcoding boss-specific rules in Phaser scenes. Boss AI may compose these primitives, but renderer code should draw sim-owned indicators generically.
- First IWT2 boss conversion target: Bulldrome. Bulldrome should have normal melee tank damage, a charge across the arena that damages and knocks down/stuns hit players for 0.75 seconds, and every 3rd charge should be followed by an AoE ground slam around the boss that also damages and knocks down/stuns hit players for 0.75 seconds.
- IWT2 starter party fantasy: player-controlled healer plus visible party members moving in the arena. Paladin tank holds aggro; ranger fires arrows; mage fires fireballs; rogue flanks; warrior fights in melee. Each class should have a distinct icon and color scheme.
## Performance Requirements
- Treat CPU, GPU, memory, battery, and startup cost as first-class constraints.
- Avoid unnecessary per-frame allocations, polling, timers, layout work, and re-renders.
- Keep assets sized appropriately for Thor displays; do not ship oversized textures, images, audio, or data blobs without need.
- Prefer event-driven updates and cached calculations for UI and game systems.
- Profile or measure when changing hot paths, rendering, animation, input handling, asset loading, or persistent state.
## Build Requirements
- User rebuilds app; do not rebuild APK unless explicitly requested.
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+2 -2
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@@ -7,8 +7,8 @@ android {
applicationId "com.warren.iwanttoheal"
minSdkVersion rootProject.ext.minSdkVersion
targetSdkVersion rootProject.ext.targetSdkVersion
versionCode 72
versionName "1.0.53"
versionCode 95
versionName "1.1.16"
testInstrumentationRunner "androidx.test.runner.AndroidJUnitRunner"
aaptOptions {
// Files and dirs to omit from the packaged assets dir, modified to accommodate modern web apps.
@@ -0,0 +1,51 @@
package com.warren.iwanttoheal;
import android.view.Display;
import android.view.Window;
import android.view.WindowManager;
final class AndroidDisplayPerformance {
private static final float TARGET_REFRESH_RATE = 60.0f;
private AndroidDisplayPerformance() {}
static void preferBatteryRefreshRate(Window window, Display display) {
if (window == null || display == null) return;
Display.Mode currentMode = display.getMode();
Display.Mode selectedMode = closestBatteryMode(display, currentMode);
if (selectedMode == null) return;
WindowManager.LayoutParams attributes = window.getAttributes();
if (attributes.preferredDisplayModeId == selectedMode.getModeId()) return;
attributes.preferredDisplayModeId = selectedMode.getModeId();
window.setAttributes(attributes);
}
private static Display.Mode closestBatteryMode(Display display, Display.Mode currentMode) {
Display.Mode selectedMode = null;
float selectedScore = Float.MAX_VALUE;
for (Display.Mode mode : display.getSupportedModes()) {
if (
currentMode != null
&& (
mode.getPhysicalWidth() != currentMode.getPhysicalWidth()
|| mode.getPhysicalHeight() != currentMode.getPhysicalHeight()
)
) {
continue;
}
float refreshRate = mode.getRefreshRate();
float score = Math.abs(refreshRate - TARGET_REFRESH_RATE);
if (refreshRate > TARGET_REFRESH_RATE + 0.5f) score += 1000.0f;
if (score < selectedScore) {
selectedMode = mode;
selectedScore = score;
}
}
return selectedMode;
}
}
@@ -1,25 +1,45 @@
package com.warren.iwanttoheal;
import android.content.Intent;
import android.content.SharedPreferences;
import android.content.pm.PackageInfo;
import android.content.pm.PackageManager;
import android.os.Build;
import android.os.Bundle;
import android.os.SystemClock;
import android.view.InputDevice;
import android.view.KeyEvent;
import android.view.MotionEvent;
import android.view.View;
import com.getcapacitor.BridgeActivity;
import java.io.File;
import java.util.HashMap;
import java.util.HashSet;
import java.util.Map;
import java.util.Set;
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;
private static final String PREFS_NAME = "com.warren.iwanttoheal.performance";
private static final String CACHE_CLEARED_VERSION_KEY = "webview_cache_cleared_version";
private static final float AXIS_DEAD_ZONE = 0.45f;
private static final long DPAD_THROTTLE_MS = 55;
private final long[] lastDpadDispatchAt = new long[16];
private final Set<String> activeMotionTokens = new HashSet<>();
private final Map<String, Long> lastMotionDispatchAt = new HashMap<>();
@Override
public void onCreate(Bundle savedInstanceState) {
clearWebViewServiceWorkers();
boolean shouldClearWebViewCache = shouldClearWebViewCacheForCurrentVersion();
if (shouldClearWebViewCache) clearWebViewServiceWorkers();
super.onCreate(savedInstanceState);
AndroidDisplayPerformance.preferBatteryRefreshRate(getWindow(), getWindowManager().getDefaultDisplay());
if (bridge != null) {
bridge.getWebView().clearCache(true);
if (shouldClearWebViewCache) {
bridge.getWebView().clearCache(true);
markWebViewCacheClearedForCurrentVersion();
}
}
loadIntentUrl();
}
@@ -34,7 +54,25 @@ public abstract class ControllerBridgeActivity extends BridgeActivity {
@Override
public void onWindowFocusChanged(boolean hasFocus) {
super.onWindowFocusChanged(hasFocus);
if (hasFocus) enableImmersiveMode();
if (hasFocus) {
enableImmersiveMode();
AndroidDisplayPerformance.preferBatteryRefreshRate(
getWindow(),
getWindowManager().getDefaultDisplay()
);
}
}
@Override
public boolean dispatchTouchEvent(MotionEvent event) {
if (
event.getActionMasked() == MotionEvent.ACTION_DOWN
&& bridge != null
&& bridge.getWebView() != null
) {
bridge.getWebView().requestFocus();
}
return super.dispatchTouchEvent(event);
}
private void loadIntentUrl() {
@@ -61,6 +99,34 @@ public abstract class ControllerBridgeActivity extends BridgeActivity {
deleteIfExists(new File(webViewData, "Service Worker"));
}
private boolean shouldClearWebViewCacheForCurrentVersion() {
return performancePreferences().getLong(CACHE_CLEARED_VERSION_KEY, -1L)
!= currentVersionCode();
}
private void markWebViewCacheClearedForCurrentVersion() {
performancePreferences()
.edit()
.putLong(CACHE_CLEARED_VERSION_KEY, currentVersionCode())
.apply();
}
private SharedPreferences performancePreferences() {
return getSharedPreferences(PREFS_NAME, MODE_PRIVATE);
}
private long currentVersionCode() {
try {
PackageInfo packageInfo = getPackageManager().getPackageInfo(getPackageName(), 0);
if (Build.VERSION.SDK_INT >= Build.VERSION_CODES.P) {
return packageInfo.getLongVersionCode();
}
return packageInfo.versionCode;
} catch (PackageManager.NameNotFoundException exception) {
return -1L;
}
}
private void deleteIfExists(File file) {
if (!file.exists()) return;
if (file.isDirectory()) {
@@ -81,21 +147,104 @@ 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 + "}}));";
bridge.getWebView().post(
() -> bridge.getWebView().evaluateJavascript(script, null)
);
if (isDpadToken(token) && shouldThrottleDpad(token)) return true;
dispatchNativeControllerToken(token, repeat);
}
return true;
}
private boolean shouldThrottleDpad() {
@Override
public boolean dispatchGenericMotionEvent(MotionEvent event) {
if (
bridge == null
|| event.getActionMasked() != MotionEvent.ACTION_MOVE
|| !isControllerMotionEvent(event)
) {
return super.dispatchGenericMotionEvent(event);
}
Set<String> currentTokens = new HashSet<>();
addAxisTokens(
currentTokens,
event.getAxisValue(MotionEvent.AXIS_HAT_X),
"Button14",
"Button15"
);
addAxisTokens(
currentTokens,
event.getAxisValue(MotionEvent.AXIS_HAT_Y),
"Button12",
"Button13"
);
addAxisTokens(
currentTokens,
event.getAxisValue(MotionEvent.AXIS_X),
"Axis0-",
"Axis0+"
);
addAxisTokens(
currentTokens,
event.getAxisValue(MotionEvent.AXIS_Y),
"Axis1-",
"Axis1+"
);
boolean hadMotionTokens = !activeMotionTokens.isEmpty();
long now = SystemClock.uptimeMillis();
if (now - lastDpadDispatchAt < DPAD_THROTTLE_MS) return true;
lastDpadDispatchAt = now;
for (String token : currentTokens) {
boolean repeat = activeMotionTokens.contains(token);
long lastDispatchAt = lastMotionDispatchAt.containsKey(token)
? lastMotionDispatchAt.get(token)
: 0L;
if (!repeat || now - lastDispatchAt >= DPAD_THROTTLE_MS) {
dispatchNativeControllerToken(token, repeat);
lastMotionDispatchAt.put(token, now);
}
}
activeMotionTokens.clear();
activeMotionTokens.addAll(currentTokens);
if (currentTokens.isEmpty() && !hadMotionTokens) {
return super.dispatchGenericMotionEvent(event);
}
return true;
}
private boolean isControllerMotionEvent(MotionEvent event) {
int source = event.getSource();
return (source & InputDevice.SOURCE_JOYSTICK) == InputDevice.SOURCE_JOYSTICK
|| (source & InputDevice.SOURCE_DPAD) == InputDevice.SOURCE_DPAD
|| (source & InputDevice.SOURCE_GAMEPAD) == InputDevice.SOURCE_GAMEPAD;
}
private void addAxisTokens(
Set<String> tokens,
float value,
String negativeToken,
String positiveToken
) {
if (value <= -AXIS_DEAD_ZONE) tokens.add(negativeToken);
if (value >= AXIS_DEAD_ZONE) tokens.add(positiveToken);
}
private void dispatchNativeControllerToken(String token, boolean repeat) {
if (bridge == null || bridge.getWebView() == null) return;
String script =
"window.dispatchEvent(new CustomEvent('ashen-halls-native-controller',"
+ "{detail:{token:'" + token + "',repeat:" + repeat + "}}));";
bridge.getWebView().post(
() -> {
bridge.getWebView().requestFocus();
bridge.getWebView().evaluateJavascript(script, null);
}
);
}
private boolean shouldThrottleDpad(String token) {
int buttonIndex = Integer.parseInt(token.substring("Button".length()));
long now = SystemClock.uptimeMillis();
if (now - lastDpadDispatchAt[buttonIndex] < DPAD_THROTTLE_MS) return true;
lastDpadDispatchAt[buttonIndex] = now;
return false;
}
@@ -109,10 +258,13 @@ public abstract class ControllerBridgeActivity extends BridgeActivity {
private String controllerToken(int keyCode) {
switch (keyCode) {
case KeyEvent.KEYCODE_BUTTON_A:
case KeyEvent.KEYCODE_DPAD_CENTER:
case KeyEvent.KEYCODE_ENTER:
case KeyEvent.KEYCODE_NUMPAD_ENTER:
return "Button0";
case KeyEvent.KEYCODE_BUTTON_B:
case KeyEvent.KEYCODE_BACK:
case KeyEvent.KEYCODE_ESCAPE:
return "Button1";
case KeyEvent.KEYCODE_BUTTON_X:
return "Button2";
@@ -259,9 +259,11 @@ public class DualScreenPlugin extends Plugin {
private final class TopDisplayPresentation extends Presentation {
private final String initialUrl;
private final Display display;
TopDisplayPresentation(Context context, Display display, String initialUrl) {
super(context, display);
this.display = display;
this.initialUrl = initialUrl;
}
@@ -277,6 +279,7 @@ public class DualScreenPlugin extends Plugin {
| View.SYSTEM_UI_FLAG_LAYOUT_HIDE_NAVIGATION
| View.SYSTEM_UI_FLAG_LAYOUT_STABLE
);
AndroidDisplayPerformance.preferBatteryRefreshRate(getWindow(), display);
FrameLayout container = new FrameLayout(getContext());
container.setBackgroundColor(Color.BLACK);
+71 -1
View File
@@ -169,7 +169,8 @@ CREATE TABLE IF NOT EXISTS accounts (
completed_dungeon_parts INTEGER NOT NULL DEFAULT 0,
completed_raid_phases INTEGER NOT NULL DEFAULT 0,
created_ip TEXT NOT NULL,
created_at TEXT NOT NULL DEFAULT CURRENT_TIMESTAMP
created_at TEXT NOT NULL DEFAULT CURRENT_TIMESTAMP,
last_saved_at TEXT NOT NULL DEFAULT CURRENT_TIMESTAMP
);
CREATE TABLE IF NOT EXISTS account_ip_allowances (
@@ -254,6 +255,75 @@ CREATE TABLE IF NOT EXISTS character_inventory (
PRIMARY KEY (character_id, item_id)
);
CREATE TABLE IF NOT EXISTS character_boss_stats (
character_id INTEGER NOT NULL REFERENCES characters(id) ON DELETE CASCADE,
encounter_id INTEGER NOT NULL REFERENCES encounters(id) ON DELETE CASCADE,
kills INTEGER NOT NULL DEFAULT 0 CHECK (kills >= 0),
pet_quantity INTEGER NOT NULL DEFAULT 0 CHECK (pet_quantity >= 0),
PRIMARY KEY (character_id, encounter_id)
);
CREATE TABLE IF NOT EXISTS character_pvp_stats (
character_id INTEGER PRIMARY KEY REFERENCES characters(id) ON DELETE CASCADE,
matches_played INTEGER NOT NULL DEFAULT 0 CHECK (matches_played >= 0),
matches_won INTEGER NOT NULL DEFAULT 0 CHECK (matches_won >= 0)
);
CREATE TABLE IF NOT EXISTS action_characters (
id INTEGER PRIMARY KEY,
account_id INTEGER REFERENCES accounts(id) ON DELETE CASCADE,
class_id INTEGER NOT NULL REFERENCES classes(id),
name TEXT NOT NULL,
level INTEGER NOT NULL DEFAULT 1,
experience INTEGER NOT NULL DEFAULT 0,
bulldrome_coins INTEGER NOT NULL DEFAULT 0,
bulldrome_normal_clears INTEGER NOT NULL DEFAULT 0,
bulldrome_hard_clears INTEGER NOT NULL DEFAULT 0,
created_at TEXT NOT NULL DEFAULT CURRENT_TIMESTAMP,
UNIQUE (account_id, class_id)
);
CREATE TABLE IF NOT EXISTS action_gear_items (
id INTEGER PRIMARY KEY,
slug TEXT NOT NULL,
name TEXT NOT NULL,
slot TEXT NOT NULL CHECK (slot IN ('weapon', 'helmet', 'chest', 'gloves', 'boots', 'pants', 'ring', 'necklace', 'trinket')),
item_level INTEGER NOT NULL CHECK (item_level BETWEEN 1 AND 5),
source TEXT NOT NULL DEFAULT 'bulldrome',
created_at TEXT NOT NULL DEFAULT CURRENT_TIMESTAMP
);
CREATE TABLE IF NOT EXISTS action_character_inventory (
id INTEGER PRIMARY KEY,
action_character_id INTEGER NOT NULL REFERENCES action_characters(id) ON DELETE CASCADE,
item_id INTEGER REFERENCES items(id),
action_gear_item_id INTEGER REFERENCES action_gear_items(id),
quantity INTEGER NOT NULL DEFAULT 1 CHECK (quantity > 0),
equipped INTEGER NOT NULL DEFAULT 0 CHECK (equipped IN (0, 1))
);
CREATE TABLE IF NOT EXISTS action_dungeon_runs (
id INTEGER PRIMARY KEY,
action_character_id INTEGER NOT NULL REFERENCES action_characters(id) ON DELETE CASCADE,
dungeon_id INTEGER NOT NULL REFERENCES dungeons(id),
difficulty TEXT NOT NULL CHECK (difficulty IN ('normal', 'hard')),
result TEXT NOT NULL CHECK (result IN ('clear', 'wipe')),
coins_awarded INTEGER NOT NULL DEFAULT 0,
duration_seconds INTEGER NOT NULL DEFAULT 0,
completed_at TEXT NOT NULL DEFAULT CURRENT_TIMESTAMP
);
CREATE TABLE IF NOT EXISTS action_encounter_loot_rolls (
id INTEGER PRIMARY KEY,
action_character_id INTEGER NOT NULL REFERENCES action_characters(id) ON DELETE CASCADE,
dungeon_run_id INTEGER REFERENCES action_dungeon_runs(id) ON DELETE CASCADE,
encounter_id INTEGER NOT NULL REFERENCES encounters(id),
item_id INTEGER NOT NULL REFERENCES items(id),
quantity INTEGER NOT NULL DEFAULT 1 CHECK (quantity > 0),
difficulty TEXT NOT NULL CHECK (difficulty IN ('normal', 'hard')),
created_at TEXT NOT NULL DEFAULT CURRENT_TIMESTAMP
);
CREATE TABLE IF NOT EXISTS encounter_loot_rolls (
id INTEGER PRIMARY KEY,
character_id INTEGER NOT NULL REFERENCES characters(id) ON DELETE CASCADE,
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@@ -10,12 +10,14 @@
"dependencies": {
"@capacitor/android": "^8.4.0",
"@capacitor/core": "^8.4.0",
"phaser": "^4.2.0",
"react": "^19.2.6",
"react-dom": "^19.2.6"
},
"devDependencies": {
"@capacitor/cli": "^8.4.0",
"@eslint/js": "^10.0.1",
"@playwright/test": "^1.61.1",
"@types/node": "^24.12.3",
"@types/react": "^19.2.14",
"@types/react-dom": "^19.2.3",
@@ -801,6 +803,22 @@
"url": "https://github.com/sponsors/Boshen"
}
},
"node_modules/@playwright/test": {
"version": "1.61.1",
"resolved": "https://registry.npmjs.org/@playwright/test/-/test-1.61.1.tgz",
"integrity": "sha512-8nKv6+0RJSL9FE4jYOEGXnPeM/Hg12qZpmqzZjRh3qM0Y7c3z1mrOTfFLids72RDQYVh9WpLEfR5WdpNX4fkig==",
"dev": true,
"license": "Apache-2.0",
"dependencies": {
"playwright": "1.61.1"
},
"bin": {
"playwright": "cli.js"
},
"engines": {
"node": ">=18"
}
},
"node_modules/@rolldown/binding-android-arm64": {
"version": "1.0.3",
"resolved": "https://registry.npmjs.org/@rolldown/binding-android-arm64/-/binding-android-arm64-1.0.3.tgz",
@@ -2013,6 +2031,12 @@
"node": ">=0.10.0"
}
},
"node_modules/eventemitter3": {
"version": "5.0.4",
"resolved": "https://registry.npmjs.org/eventemitter3/-/eventemitter3-5.0.4.tgz",
"integrity": "sha512-mlsTRyGaPBjPedk6Bvw+aqbsXDtoAyAzm5MO7JgU+yVRyMQ5O8bD4Kcci7BS85f93veegeCPkL8R4GLClnjLFw==",
"license": "MIT"
},
"node_modules/fast-deep-equal": {
"version": "3.1.3",
"resolved": "https://registry.npmjs.org/fast-deep-equal/-/fast-deep-equal-3.1.3.tgz",
@@ -2952,6 +2976,15 @@
"dev": true,
"license": "MIT"
},
"node_modules/phaser": {
"version": "4.2.0",
"resolved": "https://registry.npmjs.org/phaser/-/phaser-4.2.0.tgz",
"integrity": "sha512-9nSQZs4CJ9+V96i2mRC3BBStBcsQWGJJBRpdFYSbpL40/i/QM+wLofaCYMsxNyDk8WJOlHGZUh3uVRKa7lj6yg==",
"license": "MIT",
"dependencies": {
"eventemitter3": "^5.0.4"
}
},
"node_modules/picocolors": {
"version": "1.1.1",
"resolved": "https://registry.npmjs.org/picocolors/-/picocolors-1.1.1.tgz",
@@ -2972,6 +3005,53 @@
"url": "https://github.com/sponsors/jonschlinkert"
}
},
"node_modules/playwright": {
"version": "1.61.1",
"resolved": "https://registry.npmjs.org/playwright/-/playwright-1.61.1.tgz",
"integrity": "sha512-DWnY5o3YbLWK4GovuAVwpqL+1VwGNdUGrRr++8j8PtQQzvAVZUIMjKQ90fY689sEJZJBbZVw1rXaOKSTitkzPQ==",
"dev": true,
"license": "Apache-2.0",
"dependencies": {
"playwright-core": "1.61.1"
},
"bin": {
"playwright": "cli.js"
},
"engines": {
"node": ">=18"
},
"optionalDependencies": {
"fsevents": "2.3.2"
}
},
"node_modules/playwright-core": {
"version": "1.61.1",
"resolved": "https://registry.npmjs.org/playwright-core/-/playwright-core-1.61.1.tgz",
"integrity": "sha512-h7Qlt6m4REp25qvIdvbDtVmD4LqVXfpRxhORv9L0jzETM05p4fuPJ3dKyuSXQxDSbXnmS79HAgi9589lGSpLkg==",
"dev": true,
"license": "Apache-2.0",
"bin": {
"playwright-core": "cli.js"
},
"engines": {
"node": ">=18"
}
},
"node_modules/playwright/node_modules/fsevents": {
"version": "2.3.2",
"resolved": "https://registry.npmjs.org/fsevents/-/fsevents-2.3.2.tgz",
"integrity": "sha512-xiqMQR4xAeHTuB9uWm+fFRcIOgKBMiOBP+eXiyT7jsgVCq1bkVygt00oASowB7EdtpOHaaPgKt812P9ab+DDKA==",
"dev": true,
"hasInstallScript": true,
"license": "MIT",
"optional": true,
"os": [
"darwin"
],
"engines": {
"node": "^8.16.0 || ^10.6.0 || >=11.0.0"
}
},
"node_modules/plist": {
"version": "3.1.1",
"resolved": "https://registry.npmjs.org/plist/-/plist-3.1.1.tgz",
+4
View File
@@ -12,6 +12,8 @@
"android:open": "cap open android",
"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",
"release:gui": "python3 scripts/release_game.py",
"release:cli": "python3 scripts/release_game_cli.py",
"accounts:ip": "node scripts/manage-ip-allowance.mjs",
"db:backup": "node scripts/backup-db.mjs",
"db:init": "node scripts/init-db.mjs",
@@ -26,12 +28,14 @@
"dependencies": {
"@capacitor/android": "^8.4.0",
"@capacitor/core": "^8.4.0",
"phaser": "^4.2.0",
"react": "^19.2.6",
"react-dom": "^19.2.6"
},
"devDependencies": {
"@capacitor/cli": "^8.4.0",
"@eslint/js": "^10.0.1",
"@playwright/test": "^1.61.1",
"@types/node": "^24.12.3",
"@types/react": "^19.2.14",
"@types/react-dom": "^19.2.3",
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+6
View File
@@ -241,6 +241,12 @@ addColumnIfMissing('encounters', 'image_url', "TEXT NOT NULL DEFAULT '/boss-plac
addColumnIfMissing('accounts', 'completed_dungeon_parts', 'INTEGER NOT NULL DEFAULT 0')
addColumnIfMissing('accounts', 'completed_raid_phases', 'INTEGER NOT NULL DEFAULT 0')
addColumnIfMissing('accounts', 'last_saved_at', 'TEXT')
database.prepare(`
UPDATE accounts
SET last_saved_at = COALESCE(NULLIF(last_saved_at, ''), created_at, CURRENT_TIMESTAMP)
WHERE last_saved_at IS NULL OR last_saved_at = ''
`).run()
addColumnIfMissing('sessions', 'active_character_id', 'INTEGER REFERENCES characters(id)')
migrateCharacterAccountConstraint()
+502
View File
@@ -0,0 +1,502 @@
#!/usr/bin/env python3
from __future__ import annotations
import json
import os
import queue
import re
import subprocess
import sys
import threading
import time
import urllib.error
import urllib.parse
import urllib.request
from dataclasses import dataclass
from getpass import getpass
from pathlib import Path
from typing import Callable
try:
import tkinter as tk
from tkinter import messagebox, ttk
except ImportError:
tk = None
messagebox = None
ttk = None
REPO_ROOT = Path(__file__).resolve().parents[1]
GRADLE_FILE = REPO_ROOT / "android" / "app" / "build.gradle"
DEFAULT_JAVA_HOME = "/Applications/Android Studio.app/Contents/jbr/Contents/Home"
DEFAULT_API_BASE_URL = "https://iwanttoheal.phenomrom.com"
DEFAULT_GITEA_URL = "https://git.whoagland.com"
DEFAULT_GITEA_OWNER = "phenom"
DEFAULT_GITEA_REPO = "i-want-to-heal"
DEFAULT_BRANCH = "main"
DEFAULT_TRUENAS_PATH = "/mnt/usbssds/apps/iwanttoheal/app"
DEFAULT_DB_PATH = "/mnt/usbssds/apps/iwanttoheal/data/game.db"
class ReleaseError(RuntimeError):
pass
@dataclass(frozen=True)
class ReleaseConfig:
version: str
token: str
api_base_url: str
java_home: str
gitea_url: str
gitea_owner: str
gitea_repo: str
branch: str
truenas_path: str
truenas_db_path: str
restart_command: str
run_build: bool
run_commit_push: bool
run_release: bool
run_truenas_pull: bool
run_truenas_backup: bool
run_restart: bool
def read_current_version() -> str:
text = GRADLE_FILE.read_text()
match = re.search(r'versionName\s+"([^"]+)"', text)
return match.group(1) if match else ""
def run_command(
args: list[str],
*,
cwd: Path,
env: dict[str, str] | None,
log: Callable[[str], None],
) -> None:
log(f"$ {' '.join(args)}")
proc = subprocess.Popen(
args,
cwd=cwd,
env=env,
stdout=subprocess.PIPE,
stderr=subprocess.STDOUT,
text=True,
bufsize=1,
)
assert proc.stdout is not None
for line in proc.stdout:
log(line.rstrip("\n"))
code = proc.wait()
if code != 0:
raise ReleaseError(f"Command failed ({code}): {' '.join(args)}")
def update_gradle_version(version: str, log: Callable[[str], None]) -> int:
text = GRADLE_FILE.read_text()
code_match = re.search(r"versionCode\s+(\d+)", text)
if not code_match:
raise ReleaseError(f"Could not find versionCode in {GRADLE_FILE}")
next_code = int(code_match.group(1)) + 1
text = re.sub(r"versionCode\s+\d+", f"versionCode {next_code}", text, count=1)
text = re.sub(r'versionName\s+"[^"]+"', f'versionName "{version}"', text, count=1)
GRADLE_FILE.write_text(text)
log(f"Android version set: versionName {version}, versionCode {next_code}")
return next_code
def build_apk(config: ReleaseConfig, log: Callable[[str], None]) -> Path:
update_gradle_version(config.version, log)
env = os.environ.copy()
env["JAVA_HOME"] = config.java_home
env["PATH"] = f"{config.java_home}/bin:{env.get('PATH', '')}"
env["VITE_API_BASE_URL"] = config.api_base_url
run_command(["npm", "run", "android:sync"], cwd=REPO_ROOT, env=env, log=log)
run_command(["./gradlew", "clean", "assembleDebug"], cwd=REPO_ROOT / "android", env=env, log=log)
apk_source = REPO_ROOT / "android" / "app" / "build" / "outputs" / "apk" / "debug" / "app-debug.apk"
if not apk_source.exists():
raise ReleaseError(f"APK not found: {apk_source}")
apk_target = REPO_ROOT / f"IWantToHeal-Thor-v{config.version}.apk"
apk_target.write_bytes(apk_source.read_bytes())
log(f"APK copied: {apk_target.name} ({apk_target.stat().st_size:,} bytes)")
return apk_target
def commit_and_push(config: ReleaseConfig, log: Callable[[str], None]) -> None:
message = f"Android build v{config.version}"
run_command(["git", "add", "."], cwd=REPO_ROOT, env=None, log=log)
run_command(["git", "commit", "-m", message], cwd=REPO_ROOT, env=None, log=log)
run_command(["git", "push", "origin", config.branch], cwd=REPO_ROOT, env=None, log=log)
def gitea_request(
config: ReleaseConfig,
method: str,
path: str,
*,
body: bytes | None = None,
content_type: str | None = None,
) -> tuple[int, bytes]:
url = config.gitea_url.rstrip("/") + path
headers = {"Authorization": f"token {config.token}"}
if content_type:
headers["Content-Type"] = content_type
req = urllib.request.Request(url, data=body, headers=headers, method=method)
try:
with urllib.request.urlopen(req) as resp:
return resp.status, resp.read()
except urllib.error.HTTPError as exc:
data = exc.read()
return exc.code, data
def parse_json_response(status: int, data: bytes, action: str) -> dict:
try:
parsed = json.loads(data.decode("utf-8") or "{}")
except json.JSONDecodeError as exc:
raise ReleaseError(f"{action} failed ({status}): {data.decode('utf-8', 'replace')}") from exc
if status >= 400:
raise ReleaseError(f"{action} failed ({status}): {parsed}")
if not isinstance(parsed, dict):
raise ReleaseError(f"{action} returned unexpected JSON: {parsed}")
return parsed
def find_or_create_release(config: ReleaseConfig, log: Callable[[str], None]) -> int:
repo_path = f"/api/v1/repos/{config.gitea_owner}/{config.gitea_repo}"
tag = f"v{config.version}"
tag_path = repo_path + "/releases/tags/" + urllib.parse.quote(tag, safe="")
status, data = gitea_request(config, "GET", tag_path)
if status == 200:
release = parse_json_response(status, data, "Find release")
release_id = release.get("id")
if not release_id:
raise ReleaseError(f"Existing release missing id: {release}")
log(f"Gitea release exists: {tag} (id {release_id})")
return int(release_id)
if status != 404:
parse_json_response(status, data, "Find release")
payload = {
"tag_name": tag,
"target_commitish": config.branch,
"name": tag,
"body": f"I Want to Heal Android build v{config.version}",
"draft": False,
"prerelease": False,
}
status, data = gitea_request(
config,
"POST",
repo_path + "/releases",
body=json.dumps(payload).encode("utf-8"),
content_type="application/json",
)
release = parse_json_response(status, data, "Create release")
release_id = release.get("id")
if not release_id:
raise ReleaseError(f"Created release missing id: {release}")
log(f"Gitea release created: {tag} (id {release_id})")
return int(release_id)
def upload_release_asset(config: ReleaseConfig, log: Callable[[str], None]) -> None:
apk_path = REPO_ROOT / f"IWantToHeal-Thor-v{config.version}.apk"
if not apk_path.exists():
raise ReleaseError(f"APK not found for release upload: {apk_path}")
release_id = find_or_create_release(config, log)
boundary = f"----iwanttoheal{int(time.time() * 1000)}"
header = (
f"--{boundary}\r\n"
f'Content-Disposition: form-data; name="attachment"; filename="{apk_path.name}"\r\n'
"Content-Type: application/vnd.android.package-archive\r\n\r\n"
).encode("utf-8")
footer = f"\r\n--{boundary}--\r\n".encode("utf-8")
body = header + apk_path.read_bytes() + footer
asset_name = urllib.parse.quote(apk_path.name)
path = (
f"/api/v1/repos/{config.gitea_owner}/{config.gitea_repo}"
f"/releases/{release_id}/assets?name={asset_name}"
)
status, data = gitea_request(
config,
"POST",
path,
body=body,
content_type=f"multipart/form-data; boundary={boundary}",
)
if status == 409:
raise ReleaseError(f"Release asset already exists: {apk_path.name}")
parse_json_response(status, data, "Upload release asset")
log(f"Gitea asset uploaded: {apk_path.name}")
def update_truenas(config: ReleaseConfig, log: Callable[[str], None]) -> None:
app_path = Path(config.truenas_path)
if not app_path.exists():
raise ReleaseError(f"TrueNAS path not found: {app_path}")
run_command(["git", "pull"], cwd=app_path, env=None, log=log)
if config.run_truenas_backup:
db_path = Path(config.truenas_db_path)
if not db_path.exists():
raise ReleaseError(f"TrueNAS database not found: {db_path}")
stamp = time.strftime("%Y%m%d-%H%M%S")
backup_path = db_path.with_name(f"game-before-update-{stamp}.db")
backup_path.write_bytes(db_path.read_bytes())
log(f"TrueNAS database backup copied: {backup_path}")
if config.run_restart:
if not config.restart_command.strip():
raise ReleaseError("Restart command is empty")
run_command(["sh", "-lc", config.restart_command], cwd=app_path, env=None, log=log)
def validate_config(config: ReleaseConfig) -> None:
if not re.fullmatch(r"\d+\.\d+\.\d+(?:[-+][0-9A-Za-z.-]+)?", config.version):
raise ReleaseError("Version must look like 1.1.2")
if config.run_release and not config.token:
raise ReleaseError("Gitea token required for release step")
if config.run_restart and not config.run_truenas_pull:
raise ReleaseError("Restart needs TrueNAS update step enabled")
def prompt_text(label: str, default: str = "", *, secret: bool = False) -> str:
prompt = f"{label}"
if default:
prompt += f" [{default}]"
prompt += ": "
try:
value = getpass(prompt) if secret else input(prompt)
except EOFError:
value = ""
return value.strip() or default
def prompt_bool(label: str, default: bool) -> bool:
suffix = "Y/n" if default else "y/N"
try:
value = input(f"{label} [{suffix}]: ").strip().lower()
except EOFError:
value = ""
if not value:
return default
return value in {"y", "yes", "true", "1"}
def run_release_steps(config: ReleaseConfig, log: Callable[[str], None]) -> None:
if config.run_build:
build_apk(config, log)
if config.run_commit_push:
commit_and_push(config, log)
if config.run_release:
upload_release_asset(config, log)
if config.run_truenas_pull:
update_truenas(config, log)
def cli_main() -> int:
print("Tkinter not available. CLI mode.")
current_version = read_current_version()
config = ReleaseConfig(
version=prompt_text("Version", current_version),
token=prompt_text("Gitea token", secret=True),
api_base_url=prompt_text("API base URL", DEFAULT_API_BASE_URL),
java_home=prompt_text("JAVA_HOME", DEFAULT_JAVA_HOME),
gitea_url=prompt_text("Gitea URL", DEFAULT_GITEA_URL),
gitea_owner=prompt_text("Gitea owner", DEFAULT_GITEA_OWNER),
gitea_repo=prompt_text("Gitea repo", DEFAULT_GITEA_REPO),
branch=prompt_text("Git branch", DEFAULT_BRANCH),
truenas_path=prompt_text("TrueNAS app path", DEFAULT_TRUENAS_PATH),
truenas_db_path=prompt_text("TrueNAS DB path", DEFAULT_DB_PATH),
restart_command=prompt_text("Restart command"),
run_build=prompt_bool("Build APK", True),
run_commit_push=prompt_bool("Commit + push", True),
run_release=prompt_bool("Create Gitea release", True),
run_truenas_pull=prompt_bool("TrueNAS pull", True),
run_truenas_backup=prompt_bool("Backup DB", True),
run_restart=prompt_bool("Restart", False),
)
validate_config(config)
run_release_steps(config, print)
print("Release steps complete")
return 0
if tk is not None and ttk is not None and messagebox is not None:
class ReleaseApp(ttk.Frame):
def __init__(self, root: tk.Tk) -> None:
super().__init__(root, padding=12)
self.root = root
self.log_queue: queue.Queue[tuple[str, str]] = queue.Queue()
self.worker: threading.Thread | None = None
self.vars: dict[str, tk.Variable] = {}
self.grid(sticky="nsew")
root.title("I Want to Heal Release Tool")
root.geometry("920x720")
root.columnconfigure(0, weight=1)
root.rowconfigure(0, weight=1)
self.columnconfigure(1, weight=1)
self.rowconfigure(13, weight=1)
self._build_form()
self.after(100, self._drain_log_queue)
def _var(self, name: str, value: object = "") -> tk.Variable:
if isinstance(value, bool):
var: tk.Variable = tk.BooleanVar(value=value)
else:
var = tk.StringVar(value=str(value))
self.vars[name] = var
return var
def _build_form(self) -> None:
current_version = read_current_version()
fields = [
("Version", "version", current_version),
("Gitea token", "token", ""),
("API base URL", "api_base_url", DEFAULT_API_BASE_URL),
("JAVA_HOME", "java_home", DEFAULT_JAVA_HOME),
("Gitea URL", "gitea_url", DEFAULT_GITEA_URL),
("Gitea owner", "gitea_owner", DEFAULT_GITEA_OWNER),
("Gitea repo", "gitea_repo", DEFAULT_GITEA_REPO),
("Git branch", "branch", DEFAULT_BRANCH),
("TrueNAS app path", "truenas_path", DEFAULT_TRUENAS_PATH),
("TrueNAS DB path", "truenas_db_path", DEFAULT_DB_PATH),
("Restart command", "restart_command", ""),
]
for row, (label, name, value) in enumerate(fields):
ttk.Label(self, text=label).grid(row=row, column=0, sticky="w", pady=3)
entry = ttk.Entry(self, textvariable=self._var(name, value), show="*" if name == "token" else "")
entry.grid(row=row, column=1, sticky="ew", pady=3)
checks = ttk.Frame(self)
checks.grid(row=11, column=0, columnspan=2, sticky="ew", pady=(10, 4))
check_data = [
("Build APK", "run_build", True),
("Commit + push", "run_commit_push", True),
("Create Gitea release", "run_release", True),
("TrueNAS pull", "run_truenas_pull", True),
("Backup DB", "run_truenas_backup", True),
("Restart", "run_restart", False),
]
for index, (text, name, value) in enumerate(check_data):
ttk.Checkbutton(checks, text=text, variable=self._var(name, value)).grid(
row=0, column=index, padx=(0, 14), sticky="w"
)
buttons = ttk.Frame(self)
buttons.grid(row=12, column=0, columnspan=2, sticky="ew", pady=(6, 8))
self.run_button = ttk.Button(buttons, text="Run Selected Steps", command=self.run_release)
self.run_button.pack(side="left")
ttk.Button(buttons, text="Start Admin Server", command=self.start_admin).pack(side="left", padx=8)
self.log_text = tk.Text(self, height=18, wrap="word")
self.log_text.grid(row=13, column=0, columnspan=2, sticky="nsew")
scroll = ttk.Scrollbar(self, command=self.log_text.yview)
scroll.grid(row=13, column=2, sticky="ns")
self.log_text.configure(yscrollcommand=scroll.set)
def config_from_form(self) -> ReleaseConfig:
get = lambda name: str(self.vars[name].get()).strip()
get_bool = lambda name: bool(self.vars[name].get())
return ReleaseConfig(
version=get("version"),
token=get("token"),
api_base_url=get("api_base_url"),
java_home=get("java_home"),
gitea_url=get("gitea_url"),
gitea_owner=get("gitea_owner"),
gitea_repo=get("gitea_repo"),
branch=get("branch"),
truenas_path=get("truenas_path"),
truenas_db_path=get("truenas_db_path"),
restart_command=get("restart_command"),
run_build=get_bool("run_build"),
run_commit_push=get_bool("run_commit_push"),
run_release=get_bool("run_release"),
run_truenas_pull=get_bool("run_truenas_pull"),
run_truenas_backup=get_bool("run_truenas_backup"),
run_restart=get_bool("run_restart"),
)
def log(self, message: str) -> None:
self.log_queue.put(("log", message))
def _drain_log_queue(self) -> None:
try:
while True:
kind, message = self.log_queue.get_nowait()
if kind == "done":
self.run_button.configure(state="normal")
if message:
messagebox.showinfo("Release tool", message)
elif kind == "error":
self.run_button.configure(state="normal")
messagebox.showerror("Release failed", message)
else:
self.log_text.insert("end", message + "\n")
self.log_text.see("end")
except queue.Empty:
pass
self.after(100, self._drain_log_queue)
def run_release(self) -> None:
if self.worker and self.worker.is_alive():
return
try:
config = self.config_from_form()
validate_config(config)
except ReleaseError as exc:
messagebox.showerror("Invalid settings", str(exc))
return
self.run_button.configure(state="disabled")
self.log_text.delete("1.0", "end")
self.worker = threading.Thread(target=self._run_release_worker, args=(config,), daemon=True)
self.worker.start()
def _run_release_worker(self, config: ReleaseConfig) -> None:
try:
run_release_steps(config, self.log)
self.log_queue.put(("done", "Release steps complete"))
except Exception as exc:
self.log_queue.put(("error", str(exc)))
def start_admin(self) -> None:
if self.worker and self.worker.is_alive():
messagebox.showerror("Busy", "Release steps are still running")
return
self.log_text.delete("1.0", "end")
self.run_button.configure(state="disabled")
self.worker = threading.Thread(target=self._start_admin_worker, daemon=True)
self.worker.start()
def _start_admin_worker(self) -> None:
try:
self.log("Admin URL: http://127.0.0.1:4174")
run_command(["npm", "run", "admin:start"], cwd=REPO_ROOT, env=None, log=self.log)
self.log_queue.put(("done", "Admin server stopped"))
except Exception as exc:
self.log_queue.put(("error", str(exc)))
def main() -> int:
if not GRADLE_FILE.exists():
print(f"Missing Gradle file: {GRADLE_FILE}", file=sys.stderr)
return 1
if tk is None:
return cli_main()
root = tk.Tk()
ReleaseApp(root)
root.mainloop()
return 0
if __name__ == "__main__":
raise SystemExit(main())
+304
View File
@@ -0,0 +1,304 @@
#!/usr/bin/env python3
from __future__ import annotations
import argparse
import json
import os
import re
import shutil
import sqlite3
import subprocess
import sys
import urllib.error
import urllib.parse
import urllib.request
from datetime import datetime
from pathlib import Path
REPO_ROOT = Path(__file__).resolve().parents[1]
GRADLE_FILE = REPO_ROOT / "android" / "app" / "build.gradle"
JAVA_HOME = "/Applications/Android Studio.app/Contents/jbr/Contents/Home"
API_BASE_URL = "https://iwanttoheal.phenomrom.com"
GITEA_URL = "https://git.whoagland.com"
GITEA_OWNER = "phenom"
GITEA_REPO = "i-want-to-heal"
GITEA_TOKEN = "ed2db3fd54546e9658377d0551b3fc3961583f1d"
BRANCH = "main"
TRUENAS_PATH = Path("/mnt/usbssds/apps/iwanttoheal/app")
PLAYER_DATA_TABLES = [
"encounter_loot_roll_items",
"encounter_loot_rolls",
"dungeon_runs",
"character_pvp_stats",
"character_boss_stats",
"character_inventory",
"character_talents",
"character_ability_slots",
"action_encounter_loot_rolls",
"action_dungeon_runs",
"action_character_inventory",
"action_gear_items",
"action_characters",
"sessions",
"characters",
"accounts",
]
def run(args: list[str], *, cwd: Path, env: dict[str, str] | None = None) -> None:
print(f"$ {' '.join(args)}", flush=True)
subprocess.run(args, cwd=cwd, env=env, check=True)
def parse_args(argv: list[str]) -> argparse.Namespace:
parser = argparse.ArgumentParser(description="Build and publish an Android release.")
parser.add_argument(
"--reset-player-data",
action="store_true",
help="After release, back up the database and delete all accounts, characters, sessions, runs, loot, inventory, and PvP stats.",
)
parser.add_argument(
"--reset-db",
type=Path,
help="SQLite game.db path to reset. Defaults to mounted TrueNAS data/game.db when present, otherwise local data/game.db.",
)
parser.add_argument(
"--yes-reset",
action="store_true",
help="Skip the RESET confirmation when used with --reset-player-data.",
)
args = parser.parse_args(argv)
if args.yes_reset and not args.reset_player_data:
parser.error("--yes-reset requires --reset-player-data")
return args
def prompt_version() -> str:
current = GRADLE_FILE.read_text()
match = re.search(r'versionName\s+"([^"]+)"', current)
current_version = match.group(1) if match else ""
suffix = f" [{current_version}]" if current_version else ""
version = input(f"Version{suffix}: ").strip() or current_version
if not re.fullmatch(r"\d+\.\d+\.\d+(?:[-+][0-9A-Za-z.-]+)?", version):
raise SystemExit("Version must look like 1.1.2")
return version
def update_gradle_version(version: str) -> None:
text = GRADLE_FILE.read_text()
code_match = re.search(r"versionCode\s+(\d+)", text)
if not code_match:
raise SystemExit(f"Could not find versionCode in {GRADLE_FILE}")
next_code = int(code_match.group(1)) + 1
text = re.sub(r"versionCode\s+\d+", f"versionCode {next_code}", text, count=1)
text = re.sub(r'versionName\s+"[^"]+"', f'versionName "{version}"', text, count=1)
GRADLE_FILE.write_text(text)
print(f"Android version: {version}, versionCode: {next_code}")
def build_apk(version: str) -> Path:
update_gradle_version(version)
env = os.environ.copy()
env["JAVA_HOME"] = JAVA_HOME
env["PATH"] = f"{JAVA_HOME}/bin:{env.get('PATH', '')}"
env["VITE_API_BASE_URL"] = API_BASE_URL
run(["npm", "run", "android:sync"], cwd=REPO_ROOT, env=env)
run(["./gradlew", "clean", "assembleDebug"], cwd=REPO_ROOT / "android", env=env)
source = REPO_ROOT / "android" / "app" / "build" / "outputs" / "apk" / "debug" / "app-debug.apk"
apk = REPO_ROOT / f"IWantToHeal-Thor-v{version}.apk"
shutil.copy2(source, apk)
print(f"APK: {apk}")
return apk
def commit_and_push(version: str) -> None:
run(["git", "add", "."], cwd=REPO_ROOT)
run(["git", "commit", "-m", f"Android build v{version}"], cwd=REPO_ROOT)
run(["git", "push", "origin", BRANCH], cwd=REPO_ROOT)
def request_json(method: str, path: str, token: str, data: dict | None = None) -> dict:
body = json.dumps(data).encode("utf-8") if data is not None else None
headers = {"Authorization": f"token {token}", "Content-Type": "application/json"}
req = urllib.request.Request(GITEA_URL + path, data=body, headers=headers, method=method)
try:
with urllib.request.urlopen(req) as resp:
return json.loads(resp.read().decode("utf-8"))
except urllib.error.HTTPError as exc:
detail = exc.read().decode("utf-8", "replace")
raise SystemExit(f"Gitea {method} failed ({exc.code}): {detail}") from exc
def upload_asset(path: str, token: str, apk: Path) -> dict:
boundary = "----iwanttoheal-release-boundary"
body = (
f"--{boundary}\r\n"
f'Content-Disposition: form-data; name="attachment"; filename="{apk.name}"\r\n'
"Content-Type: application/vnd.android.package-archive\r\n\r\n"
).encode("utf-8")
body += apk.read_bytes()
body += f"\r\n--{boundary}--\r\n".encode("utf-8")
headers = {
"Authorization": f"token {token}",
"Content-Type": f"multipart/form-data; boundary={boundary}",
}
req = urllib.request.Request(GITEA_URL + path, data=body, headers=headers, method="POST")
try:
with urllib.request.urlopen(req) as resp:
return json.loads(resp.read().decode("utf-8"))
except urllib.error.HTTPError as exc:
detail = exc.read().decode("utf-8", "replace")
raise SystemExit(f"Gitea asset upload failed ({exc.code}): {detail}") from exc
def create_gitea_release(version: str, apk: Path) -> None:
token = GITEA_TOKEN.strip()
if not token or token == "PASTE_YOUR_GITEA_TOKEN_HERE":
raise SystemExit("Set GITEA_TOKEN near top of scripts/release_game_cli.py")
repo_path = f"/api/v1/repos/{GITEA_OWNER}/{GITEA_REPO}"
release = request_json(
"POST",
repo_path + "/releases",
token,
{
"tag_name": f"v{version}",
"target_commitish": BRANCH,
"name": f"v{version}",
"body": f"I Want to Heal Android build v{version}",
"draft": False,
"prerelease": False,
},
)
release_id = release.get("id")
if not release_id:
raise SystemExit(f"Gitea release missing id: {release}")
asset_name = urllib.parse.quote(apk.name)
upload_asset(f"{repo_path}/releases/{release_id}/assets?name={asset_name}", token, apk)
print(f"Gitea release uploaded: v{version}")
def update_truenas() -> None:
if TRUENAS_PATH.exists():
run(["git", "pull"], cwd=TRUENAS_PATH)
print("Restart app in TrueNAS UI.")
return
print("TrueNAS path not mounted here. Run on TrueNAS:")
print(f"cd {TRUENAS_PATH}")
print("git pull")
print("Then restart app in TrueNAS UI.")
def default_reset_database_path() -> Path:
truenas_database = TRUENAS_PATH / "data" / "game.db"
if truenas_database.exists():
return truenas_database
return REPO_ROOT / "data" / "game.db"
def table_exists(database: sqlite3.Connection, table: str) -> bool:
return database.execute(
"SELECT 1 FROM sqlite_master WHERE type = 'table' AND name = ?",
(table,),
).fetchone() is not None
def count_rows(database: sqlite3.Connection, table: str) -> int:
if not table_exists(database, table):
return 0
return int(database.execute(f'SELECT COUNT(*) FROM "{table}"').fetchone()[0])
def backup_database(database_path: Path) -> Path:
backup_dir = database_path.parent / "backups"
backup_dir.mkdir(parents=True, exist_ok=True)
timestamp = datetime.now().strftime("%Y%m%d-%H%M%S")
backup_path = backup_dir / f"{database_path.stem}-pre-player-reset-{timestamp}{database_path.suffix}"
source = sqlite3.connect(database_path)
try:
destination = sqlite3.connect(backup_path)
try:
source.backup(destination)
finally:
destination.close()
finally:
source.close()
return backup_path
def reset_player_data(database_path: Path, *, assume_yes: bool) -> None:
database_path = database_path.expanduser().resolve()
if not database_path.exists():
raise SystemExit(f"Database not found: {database_path}")
if not assume_yes:
print(f"Reset target: {database_path}")
confirmation = input("Type RESET to delete all accounts/characters/player data: ").strip()
if confirmation != "RESET":
raise SystemExit("Player data reset cancelled.")
backup_path = backup_database(database_path)
database = sqlite3.connect(database_path)
try:
before = {
"accounts": count_rows(database, "accounts"),
"characters": count_rows(database, "characters"),
"action_characters": count_rows(database, "action_characters"),
"dungeon_runs": count_rows(database, "dungeon_runs"),
"encounter_loot_rolls": count_rows(database, "encounter_loot_rolls"),
}
database.execute("PRAGMA foreign_keys = ON")
database.execute("BEGIN")
try:
for table in PLAYER_DATA_TABLES:
if table_exists(database, table):
database.execute(f'DELETE FROM "{table}"')
database.execute("COMMIT")
except Exception:
database.execute("ROLLBACK")
raise
after_accounts = count_rows(database, "accounts")
after_characters = count_rows(database, "characters")
if after_accounts or after_characters:
raise SystemExit(
f"Player data reset incomplete: {after_accounts} accounts, {after_characters} characters remain."
)
print(f"Database backup: {backup_path}")
print(
"Player data reset: "
f"{before['accounts']} accounts, "
f"{before['characters']} characters, "
f"{before['action_characters']} action characters, "
f"{before['dungeon_runs']} dungeon runs, "
f"{before['encounter_loot_rolls']} loot rolls removed."
)
finally:
database.close()
def main(argv: list[str] | None = None) -> int:
args = parse_args(sys.argv[1:] if argv is None else argv)
os.chdir(REPO_ROOT)
version = prompt_version()
apk = build_apk(version)
commit_and_push(version)
create_gitea_release(version, apk)
update_truenas()
if args.reset_player_data:
reset_player_data(args.reset_db or default_reset_database_path(), assume_yes=args.yes_reset)
print("Done.")
return 0
if __name__ == "__main__":
raise SystemExit(main())
+101 -1
View File
@@ -1,4 +1,4 @@
import { createReadStream, existsSync, mkdirSync, statSync, writeFileSync } from 'node:fs'
import { createReadStream, existsSync, mkdirSync, readdirSync, readFileSync, statSync, writeFileSync } from 'node:fs'
import { createServer } from 'node:http'
import { randomBytes } from 'node:crypto'
import { extname, resolve, sep } from 'node:path'
@@ -10,6 +10,7 @@ const port = Number(process.env.ADMIN_PORT ?? 4174)
const databasePath = fileURLToPath(new URL('../data/game.db', import.meta.url))
const distPath = fileURLToPath(new URL('../dist', import.meta.url))
const adminOverridesPath = fileURLToPath(new URL('../db/admin-overrides.sql', import.meta.url))
const iwt2BalanceOverridesPath = fileURLToPath(new URL('../src/modes/iwt2/content/balanceOverrides.ts', import.meta.url))
const bossImageDirectory = fileURLToPath(new URL('../data/uploads/bosses/', import.meta.url))
const itemImageDirectory = fileURLToPath(new URL('../data/uploads/items/', import.meta.url))
const dungeonImageDirectory = fileURLToPath(new URL('../data/uploads/dungeons/', import.meta.url))
@@ -248,6 +249,89 @@ function saveDungeonImage(database, dungeonId, payload) {
return imageUrl
}
function readIwt2BalanceOverrides() {
if (!existsSync(iwt2BalanceOverridesPath)) return { bosses: {} }
const source = readFileSync(iwt2BalanceOverridesPath, 'utf8')
const exportIndex = source.indexOf('IWT2_BALANCE_OVERRIDES')
const objectStart = source.indexOf('{', exportIndex)
const objectEnd = source.lastIndexOf('}')
if (exportIndex < 0 || objectStart < 0 || objectEnd <= objectStart) return { bosses: {} }
try {
const parsed = JSON.parse(source.slice(objectStart, objectEnd + 1))
return sanitizeIwt2BalanceOverrides(parsed)
} catch {
return { bosses: {} }
}
}
function sanitizeIwt2BalanceOverrides(value) {
const overrides = { bosses: {} }
const bosses = value && typeof value === 'object' && value.bosses && typeof value.bosses === 'object'
? value.bosses
: {}
for (const bossId of ['bulldrome', 'yian-kut-ku']) {
const boss = bosses[bossId]
if (!boss || typeof boss !== 'object') continue
const nextBoss = {}
if (Number.isFinite(Number(boss.maxHealth))) nextBoss.maxHealth = Math.max(1, Math.round(Number(boss.maxHealth)))
if (bossId === 'yian-kut-ku' && Number.isFinite(Number(boss.birdHealth))) {
nextBoss.birdHealth = Math.max(1, Math.round(Number(boss.birdHealth)))
}
if (Object.keys(nextBoss).length > 0) overrides.bosses[bossId] = nextBoss
}
return overrides
}
function writeIwt2BalanceOverrides(overrides) {
const source = [
"import type { Iwt2BalanceOverrides } from './bosses'",
'',
'// Generated by local admin panel. Commit this file with intended IWT2 balance changes.',
`export const IWT2_BALANCE_OVERRIDES: Iwt2BalanceOverrides = ${JSON.stringify(sanitizeIwt2BalanceOverrides(overrides), null, 2)}`,
'',
].join('\n')
writeFileSync(iwt2BalanceOverridesPath, source, { mode: 0o644 })
}
function updateIwt2EntityHp(entityId, payload) {
const maxHealth = Number(payload.maxHealth)
if (!Number.isFinite(maxHealth) || maxHealth <= 0) throw new Error('HP must be greater than zero.')
const roundedHealth = Math.round(maxHealth)
const overrides = readIwt2BalanceOverrides()
const bosses = { ...(overrides.bosses ?? {}) }
if (entityId === 'bulldrome' || entityId === 'yian-kut-ku') {
bosses[entityId] = {
...(bosses[entityId] ?? {}),
maxHealth: roundedHealth,
}
} else if (entityId === 'yian-kut-ku:yian-bird' || entityId === 'yian-bird') {
bosses['yian-kut-ku'] = {
...(bosses['yian-kut-ku'] ?? {}),
birdHealth: roundedHealth,
}
} else {
throw new Error('IWT2 entity not found.')
}
const nextOverrides = sanitizeIwt2BalanceOverrides({ bosses })
writeIwt2BalanceOverrides(nextOverrides)
return nextOverrides
}
function listIwt2BossAssets() {
if (!existsSync(bossImageDirectory)) return []
return readdirSync(bossImageDirectory, { withFileTypes: true })
.filter((entry) => entry.isFile() && bossImageContentTypes[extname(entry.name).toLowerCase()])
.map((entry) => {
const imagePath = resolve(bossImageDirectory, entry.name)
return {
filename: entry.name,
size: statSync(imagePath).size,
url: `/api/boss-images/${entry.name}`,
}
})
.sort((a, b) => a.filename.localeCompare(b.filename))
}
function sendFile(response, filePath) {
const contentTypes = {
'.css': 'text/css; charset=utf-8',
@@ -308,6 +392,22 @@ const server = createServer(async (request, response) => {
return
}
if (request.url === '/api/admin/iwt2/data' && request.method === 'GET') {
sendJson(response, 200, {
balanceOverrides: readIwt2BalanceOverrides(),
bossAssets: listIwt2BossAssets(),
})
return
}
const iwt2HpMatch = request.url.match(/^\/api\/admin\/iwt2\/entities\/([^/]+)\/hp$/)
if (iwt2HpMatch && request.method === 'PUT') {
const payload = await readJson(request)
const balanceOverrides = updateIwt2EntityHp(decodeURIComponent(iwt2HpMatch[1]), payload)
sendJson(response, 200, { ok: true, balanceOverrides })
return
}
if (!existsSync(databasePath)) {
sendJson(response, 503, { error: 'Database missing. Run npm run db:init.' })
return
+6
View File
@@ -55,6 +55,12 @@ export function normalizeCatalogProfile(profile) {
})),
craftingRecipes: profile.craftingRecipes.map(normalizeRecipe),
dungeons: profile.dungeons.map(normalizeDungeon),
hunterStats: {
bossKills: {},
bossPets: {},
pvpMatchesPlayed: 0,
pvpMatchesWon: 0,
},
}
}
+288 -64
View File
@@ -10,6 +10,11 @@ import { isIP } from 'node:net'
import { extname, resolve, sep } from 'node:path'
import { DatabaseSync } from 'node:sqlite'
import { catalogPayload } from './catalog.mjs'
import {
catchUpExperienceReward as catchUpExperienceRewardForTarget,
coinDropQuantity,
roguelikeCoinItemLevel,
} from '../src/shared/rewardRules.mjs'
const databasePath = fileURLToPath(new URL('../data/game.db', import.meta.url))
const bossImageDirectory = fileURLToPath(new URL('../data/uploads/bosses/', import.meta.url))
@@ -32,6 +37,35 @@ const pvpMatches = new Map()
const pvpQueueTtlMs = 15 * 1000
const pvpMatchTtlMs = 60 * 60 * 1000
function addColumnIfMissing(database, table, column, definition) {
const columns = database.prepare(`PRAGMA table_info(${table})`).all()
if (!columns.some((candidate) => candidate.name === column)) {
database.exec(`ALTER TABLE ${table} ADD COLUMN ${column} ${definition}`)
}
}
function ensureRuntimeMigrations(database) {
addColumnIfMissing(database, 'accounts', 'last_saved_at', 'TEXT')
database.prepare(`
UPDATE accounts
SET last_saved_at = COALESCE(NULLIF(last_saved_at, ''), created_at, CURRENT_TIMESTAMP)
WHERE last_saved_at IS NULL OR last_saved_at = ''
`).run()
}
function sqliteDateFromMs(value) {
const timestamp = Number(value)
if (!Number.isFinite(timestamp) || timestamp <= 0) {
return new Date().toISOString()
}
return new Date(timestamp).toISOString()
}
function epochMsFromSqliteDate(value) {
const timestamp = Date.parse(String(value ?? ''))
return Number.isFinite(timestamp) ? timestamp : 0
}
function sendJson(response, status, body, headers = {}) {
response.statusCode = status
response.setHeader('Content-Type', 'application/json')
@@ -39,6 +73,19 @@ function sendJson(response, status, body, headers = {}) {
response.end(JSON.stringify(body))
}
function touchAccountSave(database, accountId) {
database.prepare(`
UPDATE accounts
SET last_saved_at = CURRENT_TIMESTAMP
WHERE id = ?
`).run(accountId)
}
function sendMutatingResult(response, database, accountId, body) {
touchAccountSave(database, accountId)
sendJson(response, 200, body)
}
function configuredCorsOrigins() {
return String(process.env.CORS_ORIGINS ?? process.env.AUTH_CORS_ORIGINS ?? '')
.split(',')
@@ -251,10 +298,7 @@ function catchUpExperienceReward(database, accountId, characterId, baseReward, c
FROM level_progression
WHERE level = ?
`).get(targetLevel)?.experienceRequired ?? currentExperience
const gap = Math.max(0, targetExperience - currentExperience)
if (gap <= 0) return baseReward
const doubledBase = Math.min(baseReward, Math.ceil(gap / 2))
return doubledBase * 2 + (baseReward - doubledBase)
return catchUpExperienceRewardForTarget(baseReward, currentExperience, targetExperience)
}
function normalizeUsername(value) {
@@ -813,6 +857,21 @@ export function getProfile(database, characterId, accountId) {
AND completed_parts >= 1
GROUP BY dungeon_id
`).all(characterId).map((row) => [row.dungeonId, row.count]))
const bossStatRows = database.prepare(`
SELECT
encounter_id AS encounterId,
kills,
pet_quantity AS petQuantity
FROM character_boss_stats
WHERE character_id = ?
`).all(characterId)
const pvpStats = database.prepare(`
SELECT
matches_played AS matchesPlayed,
matches_won AS matchesWon
FROM character_pvp_stats
WHERE character_id = ?
`).get(characterId)
const settings = Object.fromEntries(
database.prepare('SELECT key, value FROM game_settings').all()
@@ -928,6 +987,12 @@ export function getProfile(database, characterId, accountId) {
.map((run) => ({ ...run, rank: Number(run.rank) })),
},
})),
hunterStats: {
bossKills: Object.fromEntries(bossStatRows.map((row) => [String(row.encounterId), row.kills])),
bossPets: Object.fromEntries(bossStatRows.map((row) => [String(row.encounterId), row.petQuantity])),
pvpMatchesPlayed: pvpStats?.matchesPlayed ?? 0,
pvpMatchesWon: pvpStats?.matchesWon ?? 0,
},
}
}
@@ -1004,7 +1069,8 @@ function buildSyncSave(database, accountId, activeCharacterId) {
const account = database.prepare(`
SELECT
completed_dungeon_parts AS completedDungeonParts,
completed_raid_phases AS completedRaidPhases
completed_raid_phases AS completedRaidPhases,
last_saved_at AS lastSavedAt
FROM accounts
WHERE id = ?
`).get(accountId)
@@ -1023,8 +1089,19 @@ function buildSyncSave(database, accountId, activeCharacterId) {
const characterName = characters.find((candidate) => candidate.id === activeCharacterId)?.name
?? characters[0]?.name
?? 'Mira'
const bossStats = database.prepare(`
SELECT encounter_id AS encounterId, kills, pet_quantity AS petQuantity
FROM character_boss_stats
WHERE character_id = ?
`).all(activeCharacterId)
const pvpStats = database.prepare(`
SELECT matches_played AS matchesPlayed, matches_won AS matchesWon
FROM character_pvp_stats
WHERE character_id = ?
`).get(activeCharacterId)
return {
version: 3,
version: 4,
updatedAt: epochMsFromSqliteDate(account?.lastSavedAt),
characterName,
activeClassId,
completedDungeonParts: account?.completedDungeonParts ?? 0,
@@ -1036,6 +1113,10 @@ function buildSyncSave(database, accountId, activeCharacterId) {
]),
),
lootRolls: {},
bossKills: Object.fromEntries(bossStats.map((row) => [String(row.encounterId), row.kills])),
bossPets: Object.fromEntries(bossStats.map((row) => [String(row.encounterId), row.petQuantity])),
pvpMatchesPlayed: pvpStats?.matchesPlayed ?? 0,
pvpMatchesWon: pvpStats?.matchesWon ?? 0,
}
}
@@ -1050,7 +1131,7 @@ function importSyncSave(database, accountId, activeCharacterId, payload) {
if (
!save
|| typeof save !== 'object'
|| Number(save.version) !== 3
|| (Number(save.version) !== 4 && Number(save.version) !== 3)
|| typeof save.characterName !== 'string'
|| !save.characters
|| typeof save.characters !== 'object'
@@ -1127,11 +1208,12 @@ function importSyncSave(database, accountId, activeCharacterId, payload) {
database.prepare(`
UPDATE accounts
SET completed_dungeon_parts = ?, completed_raid_phases = ?
SET completed_dungeon_parts = ?, completed_raid_phases = ?, last_saved_at = ?
WHERE id = ?
`).run(
clampInteger(save.completedDungeonParts, 0, 0, 3),
clampInteger(save.completedRaidPhases, 0, 0, 3),
sqliteDateFromMs(save.updatedAt),
accountId,
)
@@ -1147,6 +1229,10 @@ function importSyncSave(database, accountId, activeCharacterId, payload) {
INSERT INTO character_inventory (character_id, item_id, quantity, equipped)
VALUES (?, ?, ?, ?)
`)
const insertBossStats = database.prepare(`
INSERT INTO character_boss_stats (character_id, encounter_id, kills, pet_quantity)
VALUES (?, ?, ?, ?)
`)
for (const classId of classIds) {
const local = save.characters[classId]
@@ -1211,6 +1297,14 @@ function importSyncSave(database, accountId, activeCharacterId, payload) {
DELETE FROM character_inventory
WHERE character_id = ?
`).run(characterId)
database.prepare(`
DELETE FROM character_boss_stats
WHERE character_id = ?
`).run(characterId)
database.prepare(`
DELETE FROM character_pvp_stats
WHERE character_id = ?
`).run(characterId)
const inventoryByItemId = new Map()
const equippedSlots = new Set()
for (const item of Array.isArray(local.inventory) ? local.inventory : []) {
@@ -1233,6 +1327,34 @@ function importSyncSave(database, accountId, activeCharacterId, payload) {
for (const [itemId, itemState] of inventoryByItemId) {
insertInventory.run(characterId, itemId, itemState.quantity, itemState.equipped ? 1 : 0)
}
if (classId === Number(save.activeClassId)) {
const bossKills = save.bossKills && typeof save.bossKills === 'object' ? save.bossKills : {}
const bossPets = save.bossPets && typeof save.bossPets === 'object' ? save.bossPets : {}
for (const [encounterId, rawKills] of Object.entries(bossKills)) {
const id = Number(encounterId)
if (!Number.isInteger(id)) continue
insertBossStats.run(
characterId,
id,
clampInteger(rawKills, 0, 0, 1000000),
clampInteger(bossPets[encounterId], 0, 0, 1000000),
)
}
for (const [encounterId, rawPets] of Object.entries(bossPets)) {
if (Object.hasOwn(bossKills, encounterId)) continue
const id = Number(encounterId)
if (!Number.isInteger(id)) continue
insertBossStats.run(characterId, id, 0, clampInteger(rawPets, 0, 0, 1000000))
}
database.prepare(`
INSERT INTO character_pvp_stats (character_id, matches_played, matches_won)
VALUES (?, ?, ?)
`).run(
characterId,
clampInteger(save.pvpMatchesPlayed, 0, 0, 1000000),
clampInteger(save.pvpMatchesWon, 0, 0, 1000000),
)
}
}
let syncedClassId = clampInteger(
@@ -1345,17 +1467,6 @@ function formatLootRoll(database, context, record, dropChance) {
}
}
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(`
@@ -2307,7 +2418,18 @@ function completeRoguelike(database, characterId, accountId, runMetrics) {
const bossesCleared = Number(runMetrics?.bossesCleared ?? Math.floor(encountersCleared / 3))
const experienceMode = runMetrics?.experienceMode === 'pvp-boss-quarter-level'
? 'pvp-boss-quarter-level'
: 'default'
: runMetrics?.experienceMode === 'pvp-fight-twelfth-level'
? 'pvp-fight-twelfth-level'
: runMetrics?.experienceMode === 'pvp-match-win-half-level'
? 'pvp-match-win-half-level'
: runMetrics?.experienceMode === 'pvp-stadium-round-win-quarter-level'
? 'pvp-stadium-round-win-quarter-level'
: runMetrics?.experienceMode === 'pvp-stadium-round-loss-tenth-level'
? 'pvp-stadium-round-loss-tenth-level'
: runMetrics?.experienceMode === 'pvp-stadium-match-half-level'
? 'pvp-stadium-match-half-level'
: 'default'
const fightsCleared = Number(runMetrics?.fightsCleared ?? encountersCleared)
const resourceSpent = Number(runMetrics?.resourceSpent)
const durationSeconds = Number(runMetrics?.durationSeconds)
if (!Number.isInteger(dungeonId) || dungeonId < 1) {
@@ -2322,6 +2444,9 @@ function completeRoguelike(database, characterId, accountId, runMetrics) {
if (!Number.isInteger(bossesCleared) || bossesCleared < 0 || bossesCleared > 100000) {
throw new Error('The roguelike boss total is invalid.')
}
if (!Number.isInteger(fightsCleared) || fightsCleared < 0 || fightsCleared > 100000) {
throw new Error('The roguelike fight total is invalid.')
}
if (!Number.isInteger(resourceSpent) || resourceSpent < 0 || resourceSpent > 100000) {
throw new Error('The run resource total is invalid.')
}
@@ -2374,14 +2499,15 @@ function completeRoguelike(database, characterId, accountId, runMetrics) {
`).get(maxLevel).experienceRequired
let newExperience = character.experience
let newLevel = character.level
if (experienceMode === 'pvp-boss-quarter-level') {
if (experienceMode === 'pvp-boss-quarter-level' || experienceMode === 'pvp-fight-twelfth-level') {
const catchUpTargetLevel = database.prepare(`
SELECT COALESCE(MAX(level), 0) AS level
FROM characters
WHERE account_id = ?
AND id != ?
`).get(accountId, characterId).level
for (let bossIndex = 0; bossIndex < bossesCleared && newExperience < maxExperience; bossIndex += 1) {
const rewardUnits = experienceMode === 'pvp-boss-quarter-level' ? bossesCleared : fightsCleared
for (let rewardIndex = 0; rewardIndex < rewardUnits && newExperience < maxExperience; rewardIndex += 1) {
const currentLevelFloor = database.prepare(`
SELECT experience_required AS experienceRequired
FROM level_progression
@@ -2395,7 +2521,9 @@ function completeRoguelike(database, characterId, accountId, runMetrics) {
WHERE level = ?
`).get(newLevel + 1).experienceRequired
const levelBand = Math.max(1, nextLevelExperience - currentLevelFloor)
const rewardRate = catchUpTargetLevel > newLevel ? 0.5 : 0.25
const rewardRate = experienceMode === 'pvp-boss-quarter-level'
? (catchUpTargetLevel > newLevel ? 0.5 : 0.25)
: (catchUpTargetLevel > newLevel ? 1 / 6 : 1 / 12)
newExperience = Math.min(maxExperience, newExperience + Math.round(levelBand * rewardRate))
newLevel = database.prepare(`
SELECT MAX(level) AS level
@@ -2403,6 +2531,36 @@ function completeRoguelike(database, characterId, accountId, runMetrics) {
WHERE experience_required <= ?
`).get(newExperience).level
}
} else if (
experienceMode === 'pvp-match-win-half-level'
|| experienceMode === 'pvp-stadium-round-win-quarter-level'
|| experienceMode === 'pvp-stadium-round-loss-tenth-level'
|| experienceMode === 'pvp-stadium-match-half-level'
) {
const currentLevelFloor = database.prepare(`
SELECT experience_required AS experienceRequired
FROM level_progression
WHERE level = ?
`).get(newLevel).experienceRequired
const nextLevelExperience = newLevel >= maxLevel
? maxExperience
: database.prepare(`
SELECT experience_required AS experienceRequired
FROM level_progression
WHERE level = ?
`).get(newLevel + 1).experienceRequired
const levelBand = Math.max(1, nextLevelExperience - currentLevelFloor)
const rewardRate = experienceMode === 'pvp-stadium-round-win-quarter-level'
? 0.25
: experienceMode === 'pvp-stadium-round-loss-tenth-level'
? 0.1
: 0.5
newExperience = Math.min(maxExperience, newExperience + Math.round(levelBand * rewardRate))
newLevel = database.prepare(`
SELECT MAX(level) AS level
FROM level_progression
WHERE experience_required <= ?
`).get(newExperience).level
} else {
const baseExperienceReward = Math.round(
dungeon.experienceReward * dungeon.experienceMultiplier * (encountersCleared / 3),
@@ -2555,7 +2713,7 @@ function cleanupPvpMemory(now = Date.now()) {
}
function validatePvpContentType(value) {
if (value !== 'dungeon' && value !== 'raid') {
if (value !== 'dungeon' && value !== 'raid' && value !== 'stadium') {
throw new Error('The PvP content type is invalid.')
}
return value
@@ -2589,10 +2747,30 @@ function pvpSnapshot(match) {
statuses: match.statuses,
progress: match.progress,
upgradeChoices: match.upgradeChoices,
rematchRequests: match.rematchRequests,
updatedAt: match.updatedAt,
}
}
function createPvpMatch(contentType, startStage, players, now = Date.now()) {
const matchId = randomBytes(12).toString('base64url')
const match = {
id: matchId,
contentType,
startStage,
createdAt: now,
players,
states: {},
statuses: {},
progress: {},
upgradeChoices: {},
rematchRequests: {},
updatedAt: now,
}
pvpMatches.set(matchId, match)
return match
}
function joinPvpQueue(session, payload) {
const now = Date.now()
cleanupPvpMemory(now)
@@ -2622,24 +2800,11 @@ function joinPvpQueue(session, payload) {
.sort((left, right) => left.createdAt - right.createdAt)[0]
const player = pvpPlayerInfo(session)
if (opponent) {
const matchId = randomBytes(12).toString('base64url')
const match = {
id: matchId,
contentType,
startStage,
createdAt: now,
players: {
a: { side: 'a', ...opponent.player },
b: { side: 'b', ...player },
},
states: {},
statuses: {},
progress: {},
upgradeChoices: {},
updatedAt: now,
}
pvpMatches.set(matchId, match)
opponent.matchId = matchId
const match = createPvpMatch(contentType, startStage, {
a: { side: 'a', ...opponent.player },
b: { side: 'b', ...player },
}, now)
opponent.matchId = match.id
opponent.updatedAt = now
const ticketId = randomBytes(12).toString('base64url')
pvpQueue.set(ticketId, {
@@ -2649,7 +2814,7 @@ function joinPvpQueue(session, payload) {
contentType,
startStage,
player,
matchId,
matchId: match.id,
createdAt: now,
updatedAt: now,
})
@@ -2720,7 +2885,7 @@ function requirePvpMatchForSession(session, matchId) {
function updatePvpMatchState(session, matchId, payload) {
const { match, side } = requirePvpMatchForSession(session, matchId)
const status = ['playing', 'upgrade-choice', 'won', 'lost'].includes(payload.status)
const status = ['playing', 'upgrade-choice', 'shop', 'won', 'lost'].includes(payload.status)
? payload.status
: 'playing'
const progress = {
@@ -2731,6 +2896,19 @@ function updatePvpMatchState(session, matchId, payload) {
alive: Boolean(payload.alive),
elapsedTicks: Math.max(0, Math.floor(Number(payload.elapsedTicks) || 0)),
}
const currentProgress = match.progress[side]
if (
currentProgress
&& (
progress.stage < currentProgress.stage
|| (
progress.stage === currentProgress.stage
&& progress.encounterIndex < currentProgress.encounterIndex
)
)
) {
return pvpSnapshot(match)
}
match.states[side] = payload.state ?? null
match.statuses[side] = status
match.progress[side] = progress
@@ -2746,11 +2924,40 @@ function submitPvpUpgradeChoice(session, matchId, payload) {
encounterIndex,
buffId: String(payload.buffId ?? ''),
debuffId: String(payload.debuffId ?? ''),
purchases: Array.isArray(payload.purchases) ? payload.purchases.map((purchase) => String(purchase)) : [],
shopReady: Boolean(payload.shopReady),
}
match.updatedAt = Date.now()
return pvpSnapshot(match)
}
function requestPvpRematch(session, matchId) {
const { match, side } = requirePvpMatchForSession(session, matchId)
if (match.nextMatchId) {
const nextMatch = pvpMatches.get(match.nextMatchId)
if (nextMatch) return { status: 'matched', side, match: pvpSnapshot(nextMatch) }
}
match.rematchRequests = match.rematchRequests ?? {}
match.rematchRequests[side] = true
match.updatedAt = Date.now()
const opponentSide = side === 'a' ? 'b' : 'a'
if (!match.rematchRequests[opponentSide]) {
return { status: 'waiting', match: pvpSnapshot(match), side }
}
const nextMatch = createPvpMatch(
match.contentType,
match.startStage,
{
a: match.players.a,
b: match.players.b,
},
Date.now(),
)
match.nextMatchId = nextMatch.id
match.updatedAt = Date.now()
return { status: 'matched', side, match: pvpSnapshot(nextMatch) }
}
export function gameApiPlugin() {
return {
name: 'ashen-halls-game-api',
@@ -2842,6 +3049,7 @@ export async function handleAuthApiRequest(request, response, next = null) {
const database = new DatabaseSync(databasePath)
database.exec('PRAGMA foreign_keys = ON')
ensureRuntimeMigrations(database)
try {
const ip = requestIp(request)
@@ -2898,6 +3106,7 @@ export async function handleApiRequest(request, response, next) {
const database = new DatabaseSync(databasePath)
database.exec('PRAGMA foreign_keys = ON')
ensureRuntimeMigrations(database)
try {
const ip = requestIp(request)
@@ -2936,7 +3145,7 @@ export async function handleApiRequest(request, response, next) {
if (request.url === '/api/profile' && request.method === 'PUT') {
const payload = await readJson(request)
const newCharacterId = saveProfile(database, session.characterId, session.accountId, payload)
sendJson(response, 200, getProfile(database, newCharacterId, session.accountId))
sendMutatingResult(response, database, session.accountId, getProfile(database, newCharacterId, session.accountId))
return
}
@@ -2971,6 +3180,12 @@ export async function handleApiRequest(request, response, next) {
return
}
const pvpRematch = request.url.match(/^\/api\/pvp\/matches\/([A-Za-z0-9_-]+)\/rematch$/)
if (pvpRematch && request.method === 'POST') {
sendJson(response, 200, requestPvpRematch(session, pvpRematch[1]))
return
}
const pvpMatch = request.url.match(/^\/api\/pvp\/matches\/([A-Za-z0-9_-]+)$/)
if (pvpMatch && request.method === 'GET') {
sendJson(response, 200, pvpSnapshot(requirePvpMatchForSession(session, pvpMatch[1]).match))
@@ -2980,9 +3195,10 @@ export async function handleApiRequest(request, response, next) {
const dungeonCompletion = request.url.match(/^\/api\/dungeons\/(\d+)\/complete$/)
if (dungeonCompletion && request.method === 'POST') {
const payload = await readJson(request)
sendJson(
sendMutatingResult(
response,
200,
database,
session.accountId,
completeDungeon(
database,
session.characterId,
@@ -2997,9 +3213,10 @@ export async function handleApiRequest(request, response, next) {
if (request.url === '/api/roguelike/complete' && request.method === 'POST') {
const payload = await readJson(request)
sendJson(
sendMutatingResult(
response,
200,
database,
session.accountId,
completeRoguelike(database, session.characterId, session.accountId, payload),
)
return
@@ -3007,24 +3224,26 @@ export async function handleApiRequest(request, response, next) {
const talentAllocation = request.url.match(/^\/api\/talents\/(\d+)\/allocate$/)
if (talentAllocation && request.method === 'POST') {
sendJson(
sendMutatingResult(
response,
200,
database,
session.accountId,
allocateTalent(database, session.characterId, Number(talentAllocation[1])),
)
return
}
if (request.url === '/api/talents/reset' && request.method === 'POST') {
sendJson(response, 200, resetTalents(database, session.characterId))
sendMutatingResult(response, database, session.accountId, resetTalents(database, session.characterId))
return
}
const itemEquip = request.url.match(/^\/api\/equipment\/(\d+)\/equip$/)
if (itemEquip && request.method === 'POST') {
sendJson(
sendMutatingResult(
response,
200,
database,
session.accountId,
equipItem(database, session.characterId, Number(itemEquip[1])),
)
return
@@ -3032,9 +3251,10 @@ export async function handleApiRequest(request, response, next) {
const itemDiscard = request.url.match(/^\/api\/equipment\/(\d+)\/discard-extra$/)
if (itemDiscard && request.method === 'POST') {
sendJson(
sendMutatingResult(
response,
200,
database,
session.accountId,
discardExtraItem(database, session.characterId, Number(itemDiscard[1])),
)
return
@@ -3042,9 +3262,10 @@ export async function handleApiRequest(request, response, next) {
const itemBreakdown = request.url.match(/^\/api\/equipment\/(\d+)\/breakdown$/)
if (itemBreakdown && request.method === 'POST') {
sendJson(
sendMutatingResult(
response,
200,
database,
session.accountId,
breakdownItem(database, session.characterId, Number(itemBreakdown[1])),
)
return
@@ -3052,9 +3273,10 @@ export async function handleApiRequest(request, response, next) {
const recipeCraft = request.url.match(/^\/api\/crafting\/recipes\/(\d+)\/craft$/)
if (recipeCraft && request.method === 'POST') {
sendJson(
sendMutatingResult(
response,
200,
database,
session.accountId,
craftItem(database, session.characterId, Number(recipeCraft[1])),
)
return
@@ -3062,9 +3284,10 @@ export async function handleApiRequest(request, response, next) {
const itemUpgrade = request.url.match(/^\/api\/items\/(\d+)\/upgrade$/)
if (itemUpgrade && request.method === 'POST') {
sendJson(
sendMutatingResult(
response,
200,
database,
session.accountId,
upgradeItem(database, session.characterId, Number(itemUpgrade[1])),
)
return
@@ -3073,9 +3296,10 @@ export async function handleApiRequest(request, response, next) {
const encounterLootRoll = request.url.match(/^\/api\/encounters\/(\d+)\/loot-roll$/)
if (encounterLootRoll && request.method === 'POST') {
const payload = await readJson(request)
sendJson(
sendMutatingResult(
response,
200,
database,
session.accountId,
rollEncounterLoot(
database,
session.characterId,
+2896 -190
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+60 -977
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+4 -1
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@@ -3,9 +3,12 @@ import { createRoot } from 'react-dom/client'
import './index.css'
import './App.css'
import { AdminScreen } from './components/AdminScreen'
import { InputProvider } from './input'
createRoot(document.getElementById('root')!).render(
<StrictMode>
<AdminScreen onBack={() => window.close()} />
<InputProvider>
<AdminScreen onBack={() => window.close()} />
</InputProvider>
</StrictMode>,
)
+116
View File
@@ -0,0 +1,116 @@
# Combat Modules
Shared combat code is split by responsibility:
- `spellEffects.ts` owns spell target plans and the shared spell-effect applier.
- `combatEngine.ts` owns repeated per-member tick math: damage reduction, shields, HoTs, poison, debuff timers, and bounce-heal jumps.
- `combatPresentation.ts` owns UI-facing caps and grouping for combat logs and floating combat text.
- Screen files provide `SpellEffectProfile` objects for mode-specific numbers.
- `spellCasting.ts` owns cast readiness and cooldown writes.
- `pvpSpellCasting.ts` owns the shared PvP cast pipeline: readiness validation, live target validation, effect application, floating-heal emission, and side-state writes.
- `combatTick.ts` owns small tick helpers such as resource regeneration and cooldown decay.
- `cpuAi.ts` owns CPU healer timing, mistake rolls, spell choice, and turn execution.
- `stackCounts.ts` owns stacked buff/upgrade count maps and summaries.
- `spellModifiers.ts` owns stack-based spell modifiers such as cost, cooldown, extra targets, free casts, and power multipliers.
- `combatStateTransitions.ts` owns shared combat state writes such as applying a completed cast to party, resource, cooldown, and free-cast fields.
- `stadiumLifecycle.ts` owns pure Stadium round/shop decisions: round outcome resolution, shop point awards, and CPU purchase selection.
- `pvpRoguelikeLifecycle.ts` owns pure PvP roguelike lifecycle decisions: live snapshot outcomes, combat tick outcomes, upgrade-complete checks, and next-stage progression.
- `pvpRoguelikeUpgrades.ts` owns PvP roguelike upgrade application, revive cleanup, party recovery, resource restore, cooldown reset, and next enemy health setup.
- `pvpRoguelikeMatchSetup.ts` owns PvP roguelike match-start side creation, first segment setup, live opponent naming, and shared reset defaults.
- `stadiumMatchSetup.ts` owns Stadium starter side creation, local/live match setup, live opponent naming, and shared reset defaults.
- `pveRoguelikeRunSetup.ts` owns PvE combat-state creation and roguelike run reset defaults.
- `rewardSummaries.ts` owns reward summary initialization, unlocked ability merging, XP/level/talent accumulation, and PvP roguelike boss loot accumulation.
- `dualScreenPayloads.ts` owns dual-screen combat payload construction and mode-specific status normalization.
- `pvpLiveLifecycle.ts` owns live PvP polling, local progress publication, and rematch request state.
## SpellEffectProfile
Use a profile when spell behavior is the same shape but different by mode.
Examples:
- PvE stores Renew-style effects in `hotEffects`; PvP modes mostly use `hotTicks`.
- Stadium applies dampening through profile power callbacks.
- PvE cleanse intentionally does not emit floating heal text; PvP modes do.
- Shield ratios such as Radiance `0.3`, Mend `0.5`, and Stadium group shield `0.5` belong in profiles.
When adding a spell rule, prefer adding a named profile field or callback instead of branching in screen components.
## StackCounts
Use `createStackCounts` once per party state, upgrade list, or cast snapshot when repeated math needs stack totals. Then pass the map to spell cost, cooldown, target, and effect helpers. This keeps stacked upgrade behavior consistent and avoids repeated `filter`/scan work in combat render and cast paths.
## Spell Modifiers
Use `spellModifiers.ts` for stacked upgrade math instead of open-coded exponent formulas in screen components. Screens still own mode-specific IDs, but shared helpers own the math:
- slot cost/cooldown reducers default to `0.75 ** stacks`.
- opponent slot penalties default to `1.25 ** stacks`.
- power boosts default to `1.25 ** stacks`.
- free-cast checks use a named stack modifier and the mode's existing `freeCastReady` rules.
## State Transitions
Use `applyCastStateUpdate` after a spell effect profile returns the next party. Screens can still prepare mode-specific cooldown adjustments before the spell cooldown lands, but the final resource spend, cooldown write, party replacement, and free-cast progress should go through the transition helper.
## PvP Spell Casting
Use `applyPvpSpellCast` after a PvP screen builds its mode-specific target plan and `SpellEffectProfile`. Keep balance inputs such as roguelike effects, Stadium dampening, shop buffs, cooldown tweaks, and free-cast flags in the screen; let the helper own the repeated validate/apply/emit/write pipeline.
## CPU AI
Use `runCpuHealTurn` for PvP CPU turns. Screens still own mode-specific behavior tables and apply-spell adapters, while `cpuAi.ts` owns timing checks, mistake rolls, action selection, and invoking the selected spell.
## Stadium Lifecycle
Use `resolveStadiumRound` for win/loss/tie decisions instead of open-coding score checks in `PvpStadiumScreen`. Use `stadiumShopPointsForOutcome` and `chooseStadiumCpuPurchases` for shop setup so player and CPU point rules stay in one place.
## PvP Roguelike Lifecycle
Use `resolvePvpRoguelikeCombatOutcome` after each tick advances both sides. Use `resolvePvpRoguelikeLiveSnapshot` when a live match snapshot arrives. Use `nextPvpRoguelikeStage` after upgrade choices to decide whether to continue, advance stage, or complete the match. Components should execute the returned intent with React setters instead of duplicating the decision tree.
## PvP Roguelike Upgrades
Use `applyPvpRoguelikeUpgradeChoice` to apply selected buffs, incoming debuffs, and revive-buff debuff cleanup. Use `preparePvpRoguelikeNextEncounter` after progression chooses the next encounter so recovery, 25% resource restore, cooldown reset, and enemy health setup stay consistent between live and CPU matches.
## PvP Roguelike Match Setup
Use `createPvpRoguelikeMatchStart` for local/CPU starts and `createPvpRoguelikeLiveMatchStart` for live matches. These helpers build starter sides, set first encounter health, name live opponents, and provide reset defaults so rematch, checkpoint start, and queue fallback do not duplicate initial state construction.
## Stadium Match Setup
Use `createStadiumMatchStart` for queue/CPU starts, `createStadiumLiveMatchStart` for live matches, and `createStadiumStarterSide` for advancing to the next round. These helpers reset party state, carry purchased buffs and round wins where needed, and provide shared reset defaults for queue, rematch, and live match starts.
## PvE Run Setup
Use `createPveCombatState` for initial single-player combat state and `createPveRoguelikeRunStart` when resetting a run. This keeps party cloning, resource setup, enemy health, cooldown/free-cast reset, and UI reset defaults in one place.
## Reward Summaries
Use `createEmptyRewardSummary`, `createEmptyPvpRunSummary`, `mergeDungeonRewardSummary`, and `mergePvpRunRewardSummary` instead of open-coding reward accumulation in screens. This keeps XP, level, talent points, unlocked abilities, and boss loot merge behavior consistent.
Presentation components for these summaries live in `components/RewardPanels.tsx`: use `RewardXpSummary`, `BonusItemReward`, `LootRollList`, and `PvpRunLootList` instead of duplicating reward JSX in result screens.
## Dual-Screen Payloads
Use the builders in `dualScreenPayloads.ts` when publishing combat state to the secondary display. Keep render-derived arrays such as stripped floating text and opponent summaries memoized before calling the builder, then let the builder normalize mode status values like queueing, countdown, and Stadium shop into the bottom-screen status model.
## Live PvP Sync
Use `usePvpLiveMatchSync` for live match polling and rematch controls. Screens should provide only mode-specific progress payloads and opponent snapshot rules; the hook owns publish/poll intervals, rematch pending state, expiry, and error messages.
## Timers
Use `useRoundCountdown` for PvP round starts and `useDeadlineTimer` for mode deadlines such as PvP roguelike upgrade choice and Stadium shop. Keep countdown expiry behavior mode-specific, but avoid open-coded interval refs and `Date.now()` loops in screens.
## Floating Combat Text
Use `useFloatingCombatText` for single-sided combat screens and `useSidedFloatingCombatText` for PvP screens. The hooks own IDs, expiry cleanup, member grouping, side filtering, and dual-screen text stripping so screens only emit heal events.
## Party Targeting
Use `usePartyTargeting` for combat-screen navigation wrappers. Keep raw grid/direct selection rules in `combat/targeting.ts`; the hook owns relative, directional, and direct target callbacks around the current party ref, selected-id ref, grid columns, living-target flags, and target group.
## Render Allocation
Keep repeated combat-render derivations memoized near their source state: active input bindings, stack summaries, visible shop choices, enemy health segments, and stripped floating text payloads. Avoid calling summary helpers or `bindings[lastDevice]` repeatedly inside JSX loops.
+170
View File
@@ -0,0 +1,170 @@
import type { PartyMember } from '../game'
import {
clamp,
healAmount,
memberHotEffects,
tickHotEffects,
} from './rules'
export type MemberTickInput = {
member: PartyMember
party: PartyMember[]
damage: number
hotHealing: number
hotTicks: 'effects' | 'ticks'
healingMultiplier?: number
damageReductionMultiplier?: number
damageReductionRounding?: 'round' | 'ceil'
shieldedDamageMultiplier?: number
applyDebuff?: {
label: string
ticks: number
}
applyPoisonStacks?: boolean
poisonDamage?: (stacks: number) => number
applyMaxHealthPenaltyTicks?: number
applyHealingReductionTicks?: number
decrementDamageReduction?: boolean
useBounceHeals?: boolean
jumpTarget?: () => PartyMember | undefined
}
export type MemberTickResult = {
member: PartyMember
floatingHeal: number
jumpedBounceHeals: Array<{
targetId: string
heal: NonNullable<PartyMember['bounceHeals']>[number]
}>
}
/**
* Applies one combat tick to a party member. Screen-level engines still decide
* who is targeted and when fights end; this helper owns repeated health math:
* damage reduction, shields, HoT healing, debuff timers, poison, and bounce heals.
*/
export function advanceMemberTick({
member,
party,
damage,
hotHealing,
hotTicks,
healingMultiplier = 1,
damageReductionMultiplier = 0.5,
damageReductionRounding = 'round',
shieldedDamageMultiplier,
applyDebuff,
applyPoisonStacks = false,
poisonDamage = () => 0,
applyMaxHealthPenaltyTicks,
applyHealingReductionTicks,
decrementDamageReduction = false,
useBounceHeals = false,
jumpTarget,
}: MemberTickInput): MemberTickResult {
if (member.health <= 0) {
return { member, floatingHeal: 0, jumpedBounceHeals: [] }
}
let nextDamage = damage
const nextPoisonStacks = applyPoisonStacks
? Math.max(1, (member.poisonStacks ?? 0) + 1)
: member.poisonStacks ?? 0
if (nextPoisonStacks > 0) nextDamage += poisonDamage(nextPoisonStacks)
if ((member.damageReductionTicks ?? 0) > 0) {
const reducedDamage = nextDamage * damageReductionMultiplier
nextDamage = damageReductionRounding === 'ceil'
? Math.ceil(reducedDamage)
: Math.round(reducedDamage)
}
if (member.shield > 0 && shieldedDamageMultiplier !== undefined) {
nextDamage = Math.round(nextDamage * shieldedDamageMultiplier)
}
const absorbed = Math.min(member.shield, nextDamage)
const hotEffects = hotTicks === 'effects' ? memberHotEffects(member) : []
let healing = hotTicks === 'effects'
? hotEffects.reduce((total, effect) => total + healAmount(member, effect.power, healingMultiplier), 0)
: member.hotTicks > 0 ? healAmount(member, hotHealing, healingMultiplier) : 0
let nextBounceHeals = [...(member.bounceHeals ?? [])]
const jumpedBounceHeals: MemberTickResult['jumpedBounceHeals'] = []
if (useBounceHeals && nextDamage > 0 && nextBounceHeals.length > 0) {
nextBounceHeals = nextBounceHeals.flatMap((effect) => {
healing += healAmount(member, effect.power, healingMultiplier)
const nextCharges = effect.charges - 1
if (nextCharges <= 0) return []
const target = jumpTarget?.() ?? party.find((candidate) => candidate.health > 0 && candidate.id !== member.id) ?? member
jumpedBounceHeals.push({
targetId: target.id,
heal: { ...effect, charges: nextCharges },
})
return []
})
}
const nextMaxHealthPenaltyTicks = applyMaxHealthPenaltyTicks !== undefined
? applyMaxHealthPenaltyTicks
: Math.max(0, (member.maxHealthPenaltyTicks ?? 0) - 1)
const nextHealingReductionTicks = applyHealingReductionTicks !== undefined
? applyHealingReductionTicks
: Math.max(0, (member.healingReductionTicks ?? 0) - 1)
const nextDebuffTicks = applyDebuff
? applyDebuff.ticks
: Math.max(0, (member.debuffTicks ?? 0) - 1)
const nextEffectiveMaxHealth = Math.max(1, Math.round(
member.maxHealth * (nextMaxHealthPenaltyTicks > 0 ? 0.75 : 1),
))
return {
member: {
...member,
health: clamp(
clamp(member.health + healing, 0, nextEffectiveMaxHealth) - nextDamage + absorbed,
0,
nextEffectiveMaxHealth,
),
shield: Math.max(0, member.shield - nextDamage),
hotTicks: hotTicks === 'effects' ? 0 : Math.max(0, member.hotTicks - 1),
hotEffects: hotTicks === 'effects' ? tickHotEffects(hotEffects) : member.hotEffects,
bounceHeals: useBounceHeals ? nextBounceHeals : member.bounceHeals,
damageReductionTicks: decrementDamageReduction
? Math.max(0, (member.damageReductionTicks ?? 0) - 1)
: member.damageReductionTicks,
debuff: nextDebuffTicks > 0
? applyDebuff?.label ?? member.debuff
: undefined,
debuffTicks: nextDebuffTicks > 0 ? nextDebuffTicks : undefined,
poisonStacks: nextPoisonStacks,
maxHealthPenaltyTicks: nextMaxHealthPenaltyTicks,
healingReductionTicks: nextHealingReductionTicks,
},
floatingHeal: healing,
jumpedBounceHeals,
}
}
export function attachJumpedBounceHeals(
party: PartyMember[],
jumpedBounceHeals: MemberTickResult['jumpedBounceHeals'],
) {
if (jumpedBounceHeals.length === 0) return party
const jumpedByTarget = new Map<string, NonNullable<PartyMember['bounceHeals']>>()
for (const jump of jumpedBounceHeals) {
const current = jumpedByTarget.get(jump.targetId)
if (current) current.push(jump.heal)
else jumpedByTarget.set(jump.targetId, [jump.heal])
}
return party.map((member) => {
const jumped = jumpedByTarget.get(member.id)
if (!jumped || jumped.length === 0) return member
return {
...member,
bounceHeals: [
...(member.bounceHeals ?? []),
...jumped,
],
}
})
}
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import type { CombatLogEntry } from '../game'
export type BasicFloatingCombatText = {
id: number
memberId: string
value: number
}
export const DEFAULT_COMBAT_LOG_LIMIT = 60
export const STADIUM_COMBAT_LOG_LIMIT = 70
export const DEFAULT_FLOATING_TEXT_LIMIT = 48
export function appendCombatLog(
current: CombatLogEntry[],
entry: CombatLogEntry,
limit = DEFAULT_COMBAT_LOG_LIMIT,
) {
return [entry, ...current].slice(0, limit)
}
export function appendFloatingText<T extends BasicFloatingCombatText>(
current: T[],
entry: T,
limit = DEFAULT_FLOATING_TEXT_LIMIT,
) {
return [...current, entry].slice(-limit)
}
export function groupFloatingTextsByMember<T extends BasicFloatingCombatText>(texts: T[]) {
const groups = new Map<string, T[]>()
texts.forEach((entry) => {
const current = groups.get(entry.memberId)
if (current) current.push(entry)
else groups.set(entry.memberId, [entry])
})
return groups
}
export function stripFloatingTextSide<T extends BasicFloatingCombatText>(texts: T[]): BasicFloatingCombatText[] {
return texts.map(({ id, memberId, value }) => ({ id, memberId, value }))
}
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import type { PartyMember, Spell } from '../game'
import { putSpellOnCooldown } from './spellCasting'
import { advanceFreeCastProgress } from './spellEffects'
export type CastStateFields<TParty extends readonly PartyMember[] = PartyMember[]> = {
party: TParty
resource: number
cooldowns: Record<string, number>
castsTowardFree: number
freeCastReady: boolean
}
export function applyCastStateUpdate<
TParty extends readonly PartyMember[],
TState extends CastStateFields<TParty>,
>({
current,
party,
spell,
resourceCost,
cooldownMultiplier = 1,
cooldowns = current.cooldowns,
freeCast = { enabled: false, wasReady: false },
}: {
current: TState
party: TParty
spell: Spell
resourceCost: number
cooldownMultiplier?: number
cooldowns?: Record<string, number>
freeCast?: {
enabled: boolean
wasReady: boolean
}
}) {
const freeCastProgress = advanceFreeCastProgress({
enabled: freeCast.enabled,
wasReady: freeCast.wasReady,
castsTowardFree: current.castsTowardFree,
})
return {
...current,
party,
resource: current.resource - resourceCost,
cooldowns: putSpellOnCooldown(cooldowns, spell, cooldownMultiplier),
castsTowardFree: freeCastProgress.castsTowardFree,
freeCastReady: freeCastProgress.freeCastReady,
}
}
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import { clamp } from './rules'
export function tickSeconds(tickMs: number) {
return tickMs / 1000
}
export function advanceCooldowns(cooldowns: Record<string, number>, elapsedSeconds: number) {
const nextCooldowns: Record<string, number> = {}
for (const id in cooldowns) {
nextCooldowns[id] = Math.max(0, cooldowns[id] - elapsedSeconds)
}
return nextCooldowns
}
export function regenerateResource(resource: number, amount: number, maxResource: number) {
return clamp(resource + amount, 0, maxResource)
}
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import type { PartyMember, Spell } from '../game'
import { effectiveMaxHealth } from './rules'
export type CpuHealBehavior = {
directHealThreshold: number
groupHealThreshold: number
hotThreshold: number
shieldThreshold: number
}
export type CpuTurnBehavior = CpuHealBehavior & {
actionEveryTicks: number
mistakeChance: number
}
export function shouldCpuAct({
elapsedTicks,
behavior,
}: {
elapsedTicks: number
behavior: CpuTurnBehavior
}) {
return elapsedTicks % behavior.actionEveryTicks === 0 && Math.random() >= behavior.mistakeChance
}
export function chooseCpuHealActions({
party,
spells,
behavior,
preferSlots = false,
}: {
party: PartyMember[]
spells: Spell[]
behavior: CpuHealBehavior
preferSlots?: boolean
}) {
let livingCount = 0
let healthRatioTotal = 0
let lowest: PartyMember | null = null
let tank: PartyMember | null = null
let cleanseTarget: PartyMember | null = null
let renewTarget: PartyMember | null = null
let shieldTarget: PartyMember | null = null
let woundedCount = 0
for (const member of party) {
if (member.health <= 0) continue
livingCount += 1
const ratio = member.health / effectiveMaxHealth(member)
healthRatioTotal += ratio
if (!lowest || ratio < lowest.health / effectiveMaxHealth(lowest)) lowest = member
if (!tank && member.role === 'Tank') tank = member
if (!cleanseTarget && (member.debuff || (member.poisonStacks ?? 0) > 0)) cleanseTarget = member
if (!renewTarget && member.hotTicks <= 1 && ratio < behavior.hotThreshold) renewTarget = member
if (!shieldTarget && member.role === 'Tank' && member.shield <= 5 && ratio < behavior.shieldThreshold) {
shieldTarget = member
}
if (ratio < behavior.directHealThreshold) woundedCount += 1
}
if (!lowest || livingCount === 0) return []
const averageHealth = healthRatioTotal / livingCount
const spellByKind = (kind: Spell['kind']) => spells.find((candidate) => candidate.kind === kind)
const spellBySlot = (slot: string) => spells.find((candidate) => candidate.key === slot)
const direct = preferSlots ? spellBySlot('1') : spellByKind('direct')
const hot = preferSlots ? spellBySlot('2') : spellByKind('hot')
const group = preferSlots ? spellBySlot('3') : spellByKind('group')
const shield = preferSlots ? spellBySlot('4') : spellByKind('shield')
const cleanse = preferSlots ? spellBySlot('5') : spellByKind('cleanse')
const ordered: Array<{ spell: Spell | undefined; targetId: string | null }> = [
{ spell: cleanseTarget ? cleanse : undefined, targetId: cleanseTarget?.id ?? null },
{ spell: averageHealth < behavior.groupHealThreshold ? group : undefined, targetId: lowest.id },
{ spell: shieldTarget ? shield : undefined, targetId: shieldTarget?.id ?? null },
{ spell: woundedCount > 0 ? direct : undefined, targetId: lowest.id },
{ spell: renewTarget ? hot : undefined, targetId: renewTarget?.id ?? null },
{ spell: tank ? direct : undefined, targetId: tank?.id ?? null },
]
return ordered
.filter((action): action is { spell: Spell; targetId: string } => Boolean(action.spell && action.targetId))
}
export function chooseCpuHealAction(options: Parameters<typeof chooseCpuHealActions>[0]) {
return chooseCpuHealActions(options)[0] ?? null
}
export function runCpuHealTurn<TSide>({
side,
elapsedTicks,
spells,
behavior,
preferSlots = false,
applySpell,
}: {
side: TSide & { party: PartyMember[] }
elapsedTicks: number
spells: Spell[]
behavior: CpuTurnBehavior
preferSlots?: boolean
applySpell: (side: TSide, spell: Spell, targetId: string) => void
}) {
if (!shouldCpuAct({ elapsedTicks, behavior })) return false
const action = chooseCpuHealAction({
party: side.party,
spells,
behavior,
preferSlots,
})
if (!action) return false
applySpell(side, action.spell, action.targetId)
return true
}
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import type { DualScreenCombatState } from '../dualScreen'
export function buildCombatDualScreenState(state: DualScreenCombatState): DualScreenCombatState {
return state
}
export function buildPvpRoguelikeDualScreenState({
status,
...state
}: Omit<DualScreenCombatState, 'status'> & {
status: DualScreenCombatState['status'] | 'queueing' | 'round-countdown'
}): DualScreenCombatState {
return {
...state,
status: status === 'queueing' || status === 'round-countdown' ? 'playing' : status,
}
}
export function buildStadiumDualScreenState({
status,
...state
}: Omit<DualScreenCombatState, 'status' | 'targetGroup' | 'speedMultiplier'> & {
status: DualScreenCombatState['status'] | 'queueing' | 'round-countdown' | 'shop'
}): DualScreenCombatState {
return {
...state,
status: status === 'queueing' || status === 'round-countdown'
? 'playing'
: status === 'shop'
? 'upgrade-choice'
: status,
targetGroup: 0,
speedMultiplier: 1,
}
}
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import type { DungeonEncounter } from '../profile'
import { chooseRandom } from './rules'
export function encounterThreat(encounter: DungeonEncounter) {
return (
encounter.maxHealth
+ encounter.damage * 18
+ encounter.tankDamage * 10
+ encounter.partyDamage * 18
)
}
export function buildRoguelikeSegment<TMechanic extends string, TExtra extends object = object>({
pool,
stage,
mechanics,
trashCandidateCount,
bossCandidateCount,
healthScale,
damageScale,
partyDamageScale,
idBase,
bossDescription,
bossName,
fallbackBossFirst = false,
extraFields,
}: {
pool: DungeonEncounter[]
stage: number
mechanics: TMechanic[]
trashCandidateCount: (trashCount: number) => number
bossCandidateCount: (bossCount: number) => number
healthScale: number
damageScale: number
partyDamageScale: number
idBase: number
bossDescription: (mechanics: TMechanic[]) => string
bossName?: (encounter: DungeonEncounter) => string
fallbackBossFirst?: boolean
extraFields?: (encounter: DungeonEncounter, isBoss: boolean, mechanics: TMechanic[]) => TExtra
}) {
const trashPool = [...pool.filter((encounter) => !encounter.isBoss)]
.sort((left, right) => encounterThreat(left) - encounterThreat(right))
const bossPool = [...pool.filter((encounter) => encounter.isBoss)]
.sort((left, right) => encounterThreat(left) - encounterThreat(right))
const selectedTrash = chooseRandom(trashPool.slice(0, trashCandidateCount(trashPool.length)), 2)
const selectedBoss = chooseRandom(bossPool.slice(0, bossCandidateCount(bossPool.length)), 1)[0]
?? (fallbackBossFirst ? bossPool[0] : trashPool[0])
?? trashPool[0]
?? pool[0]
const selectedMechanics = mechanics
return [...selectedTrash, selectedBoss].map((encounter, index) => {
const isBoss = index === 2
return {
...encounter,
id: idBase + stage * 10 + index,
sequence: (stage - 1) * 3 + index + 1,
isBoss,
encounterType: isBoss ? 'boss' : 'trash',
enemyName: isBoss ? (bossName?.(encounter) ?? `${encounter.enemyName} ${stage}`) : encounter.enemyName,
description: isBoss ? bossDescription(selectedMechanics) : encounter.description,
maxHealth: Math.round(encounter.maxHealth * healthScale),
damage: Math.round(encounter.damage * damageScale),
tankDamage: Math.round(encounter.tankDamage * damageScale),
partyDamage: Math.round(encounter.partyDamage * partyDamageScale),
lootTables: [],
...(extraFields?.(encounter, isBoss, selectedMechanics) ?? {} as TExtra),
}
})
}
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import type { PartyMember } from '../game'
export type PveCombatState = {
party: PartyMember[]
resource: number
enemyHealth: number
cooldowns: Record<string, number>
elapsedTicks: number
castsTowardFree: number
freeCastReady: boolean
}
export function createPveCombatState<TEncounter extends { maxHealth: number }>({
partyTemplate,
maxResource,
encounter,
enemyCount,
}: {
partyTemplate: readonly PartyMember[]
maxResource: number
encounter: TEncounter
enemyCount: number
}): PveCombatState {
return {
party: partyTemplate.map((member) => ({ ...member })),
resource: maxResource,
enemyHealth: encounter.maxHealth * enemyCount,
cooldowns: {},
elapsedTicks: 0,
castsTowardFree: 0,
freeCastReady: false,
}
}
export function createPveRoguelikeRunStart<TEncounter extends { maxHealth: number }>({
partyTemplate,
maxResource,
encounters,
initialEncounterIndex,
enemyCount,
}: {
partyTemplate: readonly PartyMember[]
maxResource: number
encounters: readonly TEncounter[]
initialEncounterIndex: number
enemyCount: number
}) {
return {
combatState: createPveCombatState({
partyTemplate,
maxResource,
encounter: encounters[initialEncounterIndex],
enemyCount,
}),
defaults: {
roguelikeStage: 1,
selectedId: partyTemplate[0].id,
encounterIndex: initialEncounterIndex,
status: 'playing' as const,
paused: false,
targetGroup: 0 as const,
reward: null,
rewardError: '',
lootRolls: [],
showEndLog: false,
floatingTexts: [],
roguelikeUpgrades: [],
upgradeChoices: [],
marathonBossesDefeated: 0,
resourceSpent: 0,
log: { text: 'A new run begins.', tone: 'system' as const },
},
}
}
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export type PvpRoguelikeStatus = 'queueing' | 'round-countdown' | 'playing' | 'upgrade-choice' | 'won' | 'lost'
export type PvpRoguelikeLogTone = 'system' | 'heal' | 'danger' | 'loot'
export type PvpRoguelikeCombatOutcome =
| {
type: 'none'
}
| {
type: 'lost'
status: 'lost'
log: { text: string; tone: PvpRoguelikeLogTone }
}
| {
type: 'won'
status: 'won'
markOpponentDefeated: boolean
log: { text: string; tone: PvpRoguelikeLogTone }
}
| {
type: 'upgrade-choice'
status: 'upgrade-choice'
log: { text: string; tone: PvpRoguelikeLogTone }
}
export function resolvePvpRoguelikeCombatOutcome({
playerAlive,
opponentAlive,
playerCleared,
encounterIsBoss,
encounterName,
opponentDefeated,
liveMatchActive,
opponentLabel,
}: {
playerAlive: boolean
opponentAlive: boolean
playerCleared: boolean
encounterIsBoss: boolean
encounterName: string
opponentDefeated: boolean
liveMatchActive: boolean
opponentLabel: string
}): PvpRoguelikeCombatOutcome {
if (!playerAlive) {
return {
type: 'lost',
status: 'lost',
log: { text: 'Your party fell first.', tone: 'danger' },
}
}
if (!liveMatchActive && !opponentAlive && !opponentDefeated) {
return {
type: 'won',
status: 'won',
markOpponentDefeated: true,
log: { text: `${opponentLabel} fell. Match complete.`, tone: 'loot' },
}
}
if (!playerCleared) return { type: 'none' }
if (encounterIsBoss && opponentDefeated) {
return {
type: 'won',
status: 'won',
markOpponentDefeated: false,
log: { text: `${opponentLabel} defeated. Match complete.`, tone: 'loot' },
}
}
return {
type: 'upgrade-choice',
status: 'upgrade-choice',
log: { text: `${encounterName} cleared. Choose your next edge.`, tone: 'loot' },
}
}
export function resolvePvpRoguelikeLiveSnapshot({
currentStatus,
opponentStatus,
opponentAlive,
alreadyLoggedOpponentDone,
opponentName,
}: {
currentStatus: PvpRoguelikeStatus
opponentStatus?: string
opponentAlive?: boolean
alreadyLoggedOpponentDone: boolean
opponentName: string
}) {
if (currentStatus === 'won' || currentStatus === 'lost') return { type: 'none' as const }
if ((opponentStatus === 'lost' || opponentAlive === false) && !alreadyLoggedOpponentDone) {
return {
type: 'won' as const,
status: 'won' as const,
markOpponentDefeated: true,
log: { text: `${opponentName} fell. Match complete.`, tone: 'loot' as const },
}
}
if (opponentStatus === 'won') {
return {
type: 'lost' as const,
status: 'lost' as const,
log: { text: `${opponentName} finished first.`, tone: 'danger' as const },
}
}
return { type: 'none' as const }
}
export function resolvePvpRoguelikeUpgradeCompletion({
clearedBoss,
opponentDefeated,
opponentLabel,
}: {
clearedBoss: boolean
opponentDefeated: boolean
opponentLabel: string
}) {
if (!clearedBoss || !opponentDefeated) return { type: 'none' as const }
return {
type: 'won' as const,
status: 'won' as const,
log: { text: `${opponentLabel} defeated. Match complete.`, tone: 'loot' as const },
}
}
export function nextPvpRoguelikeStage<TEncounter>({
clearedBoss,
stage,
encounterIndex,
encounters,
nextSegment,
}: {
clearedBoss: boolean
stage: number
encounterIndex: number
encounters: readonly TEncounter[]
nextSegment: readonly TEncounter[]
}) {
const nextStage = clearedBoss ? stage + 1 : stage
const nextEncounter = clearedBoss ? nextSegment[0] : encounters[encounterIndex + 1]
if (!nextEncounter) {
return {
type: 'complete' as const,
status: 'won' as const,
log: { text: 'No further encounters remain.', tone: 'loot' as const },
}
}
return {
type: 'next' as const,
nextStage,
nextEncounter,
nextEncounterIndex: encounterIndex + 1,
appendSegment: clearedBoss,
}
}
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import type { PartyMember } from '../game'
import type { PvpMatchSnapshot, PvpMatchSide } from '../pvpRoguelike'
export type PvpRoguelikeSetupSide<TBuff extends string, TDebuff extends string> = {
party: PartyMember[]
resource: number
cooldowns: Record<string, number>
enemyHealth: number
buffs: TBuff[]
debuffs: TDebuff[]
castsTowardFree: number
freeCastReady: boolean
}
export type PvpRoguelikeLiveMatchSetup = {
id: string
side: PvpMatchSide
opponentSide: PvpMatchSide
opponentName: string
opponentClassName: string
}
export function createPvpRoguelikeStarterSide<TBuff extends string, TDebuff extends string>(
partyTemplate: readonly PartyMember[],
maxResource: number,
): PvpRoguelikeSetupSide<TBuff, TDebuff> {
return {
party: partyTemplate.map((member) => ({ ...member })),
resource: maxResource,
cooldowns: {},
enemyHealth: 0,
buffs: [],
debuffs: [],
castsTowardFree: 0,
freeCastReady: false,
}
}
export function createPvpRoguelikeMatchStart<
TBuff extends string,
TDebuff extends string,
TEncounter extends { maxHealth: number },
>({
startStage,
encounterPool,
buildSegment,
partyTemplate,
opponentPartyTemplate,
maxResource,
upgradeChoiceSeconds,
}: {
startStage: number
encounterPool: readonly TEncounter[]
buildSegment: (pool: readonly TEncounter[], stage: number) => TEncounter[]
partyTemplate: readonly PartyMember[]
opponentPartyTemplate: readonly PartyMember[]
maxResource: number
upgradeChoiceSeconds: number
}) {
const firstSegment = buildSegment(encounterPool, startStage)
const firstEncounter = firstSegment[0]
const playerSide = createPvpRoguelikeStarterSide<TBuff, TDebuff>(partyTemplate, maxResource)
const opponentSide = createPvpRoguelikeStarterSide<TBuff, TDebuff>(opponentPartyTemplate, maxResource)
playerSide.enemyHealth = firstEncounter.maxHealth
opponentSide.enemyHealth = firstEncounter.maxHealth
return {
startStage,
firstSegment,
firstEncounter,
playerSide,
opponentSide,
defaults: {
encounterIndex: 0,
elapsedTicks: 0,
encountersCleared: 0,
paused: false,
targetGroup: 0 as const,
upgradeTimeLeft: upgradeChoiceSeconds,
liveUpgradePending: false,
rewardError: '',
showEndLog: false,
},
}
}
export function createPvpRoguelikeLiveMatchStart<
TBuff extends string,
TDebuff extends string,
TEncounter extends { maxHealth: number },
>({
match,
side,
encounterPool,
buildSegment,
partyTemplate,
opponentPartyTemplate,
maxResource,
upgradeChoiceSeconds,
message,
}: {
match: PvpMatchSnapshot<PvpRoguelikeSetupSide<TBuff, TDebuff>>
side: PvpMatchSide
encounterPool: readonly TEncounter[]
buildSegment: (pool: readonly TEncounter[], stage: number) => TEncounter[]
partyTemplate: readonly PartyMember[]
opponentPartyTemplate: readonly PartyMember[]
maxResource: number
upgradeChoiceSeconds: number
message?: string
}) {
const opponentSideId: PvpMatchSide = side === 'a' ? 'b' : 'a'
const opponent = match.players[opponentSideId]
const opponentTemplate = opponentPartyTemplate.map((member) => ({
...member,
name: member.id === 'mira' ? opponent.characterName : member.name,
}))
const setup = createPvpRoguelikeMatchStart<TBuff, TDebuff, TEncounter>({
startStage: match.startStage,
encounterPool,
buildSegment,
partyTemplate,
opponentPartyTemplate: opponentTemplate,
maxResource,
upgradeChoiceSeconds,
})
const liveMatch: PvpRoguelikeLiveMatchSetup = {
id: match.id,
side,
opponentSide: opponentSideId,
opponentName: opponent.characterName,
opponentClassName: opponent.className,
}
return {
...setup,
liveMatch,
logText: message ?? `${opponent.characterName} found. Stage ${match.startStage} begins.`,
}
}
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import type { PartyMember } from '../game'
export type PvpRoguelikeUpgradeSide<TBuff extends string, TDebuff extends string> = {
party: PartyMember[]
resource: number
cooldowns: Record<string, number>
enemyHealth: number
buffs: TBuff[]
debuffs: TDebuff[]
}
function removeRandomItem<T>(items: readonly T[], random = Math.random) {
if (items.length === 0) return [...items]
const removedIndex = Math.floor(random() * items.length)
return items.filter((_, index) => index !== removedIndex)
}
export function recoverPartyForNextPvpRoguelikeEncounter(party: readonly PartyMember[]) {
return party.map((member) => ({
...member,
health: member.maxHealth,
debuff: undefined,
debuffTicks: undefined,
poisonStacks: undefined,
maxHealthPenaltyTicks: undefined,
healingReductionTicks: undefined,
}))
}
export function applyPvpRoguelikeUpgradeChoice<
TBuff extends string,
TDebuff extends string,
TSide extends PvpRoguelikeUpgradeSide<TBuff, TDebuff>,
>({
side,
buffId,
incomingDebuffId,
reviveBuffId,
random,
}: {
side: TSide
buffId: TBuff
incomingDebuffId?: TDebuff
reviveBuffId: TBuff
random?: () => number
}) {
const reviveSelected = buffId === reviveBuffId
const nextBuffs = reviveSelected ? side.buffs : [...side.buffs, buffId]
const nextDebuffs = incomingDebuffId ? [...side.debuffs, incomingDebuffId] : side.debuffs
return {
...side,
buffs: nextBuffs,
debuffs: reviveSelected ? removeRandomItem(nextDebuffs, random) : nextDebuffs,
}
}
export function preparePvpRoguelikeNextEncounter<
TBuff extends string,
TDebuff extends string,
TSide extends PvpRoguelikeUpgradeSide<TBuff, TDebuff>,
>({
side,
maxResource,
enemyMaxHealth,
}: {
side: TSide
maxResource: number
enemyMaxHealth: number
}) {
return {
...side,
party: recoverPartyForNextPvpRoguelikeEncounter(side.party),
resource: maxResource,
cooldowns: {},
enemyHealth: enemyMaxHealth,
}
}
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import type { PartyMember, Spell } from '../game'
import { applyCastStateUpdate, type CastStateFields } from './combatStateTransitions'
import { canCastSpell } from './spellCasting'
import { applySpellEffectProfile, type SpellEffectProfile, type SpellTargetPlan } from './spellEffects'
export function applyPvpSpellCast<TState extends CastStateFields<PartyMember[]>>({
current,
spell,
targetId,
resourceCost,
targetPlan,
profile,
setCurrent,
emitFloatingHeal,
cooldownMultiplier = 1,
cooldowns,
freeCast,
}: {
current: TState
spell: Spell
targetId: string
resourceCost: number
targetPlan: SpellTargetPlan
profile: SpellEffectProfile
setCurrent: (next: TState) => void
emitFloatingHeal: (memberId: string, value: number) => void
cooldownMultiplier?: number
cooldowns?: Record<string, number>
freeCast?: {
enabled: boolean
wasReady: boolean
}
}) {
if (!canCastSpell(spell, current.resource, current.cooldowns, resourceCost)) return false
const target = current.party.find((member) => member.id === targetId && member.health > 0)
if (!target) return false
const { party: nextParty, floatingHeals } = applySpellEffectProfile({
party: current.party,
spell,
targetId,
plan: targetPlan,
profile,
})
floatingHeals.forEach((event) => emitFloatingHeal(event.memberId, event.value))
const nextState = applyCastStateUpdate({
current,
party: nextParty,
cooldowns,
spell,
resourceCost,
cooldownMultiplier,
freeCast,
})
setCurrent(nextState)
return true
}
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import type { DungeonReward } from '../profile'
export type RewardSummaryBase = {
experienceGained: number
previousLevel: number | null
newLevel: number | null
levelsGained: number
talentPointsGained: number
unlockedAbilities: DungeonReward['unlockedAbilities']
}
export type PvpRunRewardSummary = RewardSummaryBase & {
bossesKilled: number
loot: Array<NonNullable<DungeonReward['bonusItem']>>
}
export function createEmptyRewardSummary(): RewardSummaryBase {
return {
experienceGained: 0,
previousLevel: null,
newLevel: null,
levelsGained: 0,
talentPointsGained: 0,
unlockedAbilities: [],
}
}
export function createEmptyPvpRunSummary(): PvpRunRewardSummary {
return {
bossesKilled: 0,
...createEmptyRewardSummary(),
loot: [],
}
}
export function mergeUnlockedAbilities(
current: DungeonReward['unlockedAbilities'],
next: DungeonReward['unlockedAbilities'],
) {
const unlockedById = new Map(current.map((ability) => [ability.id, ability]))
next.forEach((ability) => unlockedById.set(ability.id, ability))
return Array.from(unlockedById.values())
}
export function mergeDungeonRewardSummary<TSummary extends RewardSummaryBase>(
current: TSummary,
reward: DungeonReward,
) {
return {
...current,
experienceGained: current.experienceGained + reward.experienceGained,
previousLevel: current.previousLevel ?? reward.previousLevel,
newLevel: reward.newLevel,
levelsGained: current.levelsGained + reward.levelsGained,
talentPointsGained: current.talentPointsGained + reward.talentPointsGained,
unlockedAbilities: mergeUnlockedAbilities(current.unlockedAbilities, reward.unlockedAbilities),
}
}
export function mergePvpRunRewardSummary(
current: PvpRunRewardSummary,
reward: DungeonReward,
{ bossKilled }: { bossKilled: boolean },
) {
return {
...mergeDungeonRewardSummary(current, reward),
bossesKilled: current.bossesKilled + (bossKilled ? 1 : 0),
loot: reward.bonusItem ? [...current.loot, reward.bonusItem] : current.loot,
}
}
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import type { Spell } from '../game'
import { createStackCounts, summarizeStackCounts } from './stackCounts'
export type UpgradeChoice<T extends string> = {
id: T
name: string
description: string
}
export function slotLabel(slot: string, spells: Spell[], labelMode: 'ability' | 'slot') {
const spell = spells.find((candidate) => candidate.key === slot)
if (labelMode === 'ability' && spell) return spell.name
return `Slot ${slot}`
}
export function buildSelfSlotUpgradeChoices<T extends string>({
slots,
spells,
labelMode,
idPrefix = 'slot',
}: {
slots: readonly string[]
spells: Spell[]
labelMode: 'ability' | 'slot'
idPrefix?: string
}) {
return slots.flatMap((slot) => {
const label = slotLabel(slot, spells, labelMode)
return [
{
id: `${idPrefix}${slot}-extra-target` as T,
name: `${label}: +1 target`,
description: `${label} affects 1 additional ally when possible.`,
},
{
id: `${idPrefix}${slot}-cost-down` as T,
name: `${label}: -25% cost`,
description: `${label} costs 25% less resource.`,
},
{
id: `${idPrefix}${slot}-cooldown-down` as T,
name: `${label}: -25% cooldown`,
description: `${label} recharges 25% faster.`,
},
]
})
}
export function buildOpponentSlotDebuffChoices<T extends string>({
slots,
spells,
labelMode,
}: {
slots: readonly string[]
spells: Spell[]
labelMode: 'ability' | 'slot'
}) {
return slots.flatMap((slot) => {
const label = slotLabel(slot, spells, labelMode)
return [
{
id: `opp-slot${slot}-cost-up` as T,
name: `${label}: +25% cost`,
description: `Opponent ${label.toLowerCase()} costs 25% more resource.`,
},
{
id: `opp-slot${slot}-cooldown-up` as T,
name: `${label}: +25% cooldown`,
description: `Opponent ${label.toLowerCase()} recharges 25% slower.`,
},
]
})
}
export function summarizeChoiceStacks<T extends string>(
items: T[],
catalog: Array<UpgradeChoice<T>>,
emptyLabel = '',
) {
return summarizeStackCounts(createStackCounts(items), catalog, emptyLabel)
}
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import type { PartyMember, Spell } from '../game'
import type { Ability } from '../profile'
import { createStackCounts, stackCount } from './stackCounts'
export const DEFAULT_TICK_MS = 700
export function clamp(value: number, min: number, max: number) {
return Math.min(max, Math.max(min, value))
}
export function chooseRandom<T>(items: T[], count: number) {
const pool = [...items]
const result: T[] = []
while (pool.length > 0 && result.length < count) {
const index = Math.floor(Math.random() * pool.length)
result.push(pool.splice(index, 1)[0])
}
return result
}
export function effectiveMaxHealth(member: PartyMember) {
return Math.max(
1,
Math.round(member.maxHealth * (member.maxHealthPenaltyTicks && member.maxHealthPenaltyTicks > 0 ? 0.75 : 1)),
)
}
export function healAmount(member: PartyMember, amount: number, multiplier = 1) {
return Math.round(amount * (member.healingReductionTicks && member.healingReductionTicks > 0 ? 0.75 : 1) * multiplier)
}
export function healMember(member: PartyMember, amount: number, multiplier = 1) {
return clamp(member.health + healAmount(member, amount, multiplier), 0, effectiveMaxHealth(member))
}
export function memberHotEffects(member: PartyMember) {
if (member.hotEffects?.length) return member.hotEffects
return member.hotTicks > 0
? [{ id: 'legacy-renew', spellId: 'legacy-renew', label: 'Renew', ticks: member.hotTicks, power: 6 }]
: []
}
export function effectId(prefix: string) {
return `${prefix}-${globalThis.crypto?.randomUUID?.() ?? `${Date.now()}-${Math.random()}`}`
}
export function addHotEffect(member: PartyMember, spell: Spell, ticks = 5) {
const nextEffect = {
id: effectId(spell.id),
spellId: spell.id,
label: spell.name,
ticks,
power: Math.max(1, Math.round(spell.power / 2)),
}
const currentEffects = memberHotEffects(member).filter((effect) => effect.spellId !== spell.id)
return [...currentEffects, nextEffect]
}
export function addBounceHeal(member: PartyMember, spell: Spell) {
return [
...(member.bounceHeals ?? []),
{
id: effectId(spell.id),
label: spell.name,
charges: 4,
power: spell.power,
},
]
}
export function tickHotEffects(effects: PartyMember['hotEffects']) {
return (effects ?? [])
.map((effect) => ({ ...effect, ticks: effect.ticks - 1 }))
.filter((effect) => effect.ticks > 0)
}
export function formatEffectTime(ticks: number, tickMs = DEFAULT_TICK_MS) {
const seconds = (ticks * tickMs) / 1000
return Number.isInteger(seconds) ? `${seconds}s` : `${seconds.toFixed(1)}s`
}
export function buffStacks<T extends string>(items: readonly T[], id: T) {
return stackCount(createStackCounts(items), id)
}
export function createLogEntry(nextLogId: { current: number }, text: string, tone: 'system' | 'heal' | 'danger' | 'loot') {
return { id: nextLogId.current++, text, tone }
}
export function toCombatSpell(ability: Ability, key: string, healingPower = 0): Spell {
const kinds: Record<string, Spell['kind']> = {
direct_heal: 'direct',
direct_hot: 'direct',
heal_over_time: 'hot',
party_heal: 'group',
party_hot: 'group',
party_absorb: 'group',
absorb: 'shield',
damage_reduction: 'damage_reduction',
bounce_heal: 'bounce_heal',
cleanse: 'cleanse',
}
return {
id: String(ability.id),
key,
name: ability.name,
description: ability.description,
cost: ability.cost,
cooldown: ability.cooldown,
power: ability.power + healingPower,
glyph: ability.glyph,
kind: kinds[ability.spellType] ?? 'direct',
effectType: ability.spellType,
}
}
export function resetParty(partyTemplate: PartyMember[]) {
return partyTemplate.map((member) => ({
...member,
health: member.maxHealth,
shield: 0,
hotTicks: 0,
hotEffects: undefined,
debuff: undefined,
debuffTicks: undefined,
poisonStacks: undefined,
maxHealthPenaltyTicks: undefined,
healingReductionTicks: undefined,
damageReductionTicks: undefined,
bounceHeals: undefined,
}))
}
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import type { Spell } from '../game'
export function cooldownNow() {
return Date.now()
}
export function cooldownRemaining(
cooldowns: Record<string, number>,
spellId: string,
now = cooldownNow(),
) {
return Math.max(0, ((cooldowns[spellId] ?? 0) - now) / 1000)
}
export function hasActiveCooldowns(
cooldowns: Record<string, number>,
now = cooldownNow(),
) {
return Object.values(cooldowns).some((readyAtMs) => readyAtMs > now)
}
export function pruneExpiredCooldowns(
cooldowns: Record<string, number>,
now = cooldownNow(),
) {
let changed = false
const nextCooldowns: Record<string, number> = {}
for (const id in cooldowns) {
if (cooldowns[id] <= now) {
changed = true
continue
}
nextCooldowns[id] = cooldowns[id]
}
return changed ? nextCooldowns : cooldowns
}
export function reduceCooldown(
cooldowns: Record<string, number>,
spellId: string,
seconds: number,
now = cooldownNow(),
) {
const readyAtMs = cooldowns[spellId]
if (!readyAtMs || readyAtMs <= now) return cooldowns
const nextReadyAtMs = readyAtMs - seconds * 1000
const nextCooldowns = { ...cooldowns }
if (nextReadyAtMs <= now) delete nextCooldowns[spellId]
else nextCooldowns[spellId] = nextReadyAtMs
return nextCooldowns
}
export function canCastSpell(
spell: Spell,
resource: number,
cooldowns: Record<string, number>,
resourceCost: number,
now = cooldownNow(),
) {
return resource >= resourceCost && cooldownRemaining(cooldowns, spell.id, now) <= 0
}
export function putSpellOnCooldown(
cooldowns: Record<string, number>,
spell: Spell,
cooldownMultiplier = 1,
now = cooldownNow(),
) {
const cooldownMs = spell.cooldown * cooldownMultiplier * 1000
if (cooldownMs <= 0) {
const nextCooldowns = { ...cooldowns }
delete nextCooldowns[spell.id]
return nextCooldowns
}
return {
...cooldowns,
[spell.id]: now + cooldownMs,
}
}
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import { DEFAULT_GROUP_HEAL_TARGETS, groupHealTargets, type PartyMember, type Spell } from '../game'
import { addBounceHeal, addHotEffect } from './rules'
export type SpellTargetBucket = 'direct' | 'hot' | 'shield' | 'damageReduction'
export type SpellTargetPlan = {
directTargets: Set<string>
hotTargets: Set<string>
shieldTargets: Set<string>
damageReductionTargets: Set<string>
groupTargets: Set<string>
}
export type ExtraTargetMode = Partial<Record<Spell['kind'], SpellTargetBucket>>
function hasBlockedId(blockedIds: Iterable<string>, id: string) {
if (blockedIds instanceof Set) return blockedIds.has(id)
for (const blockedId of blockedIds) {
if (blockedId === id) return true
}
return false
}
export function lowestHealthExtraTarget(party: PartyMember[], blockedIds: Iterable<string>) {
let target: PartyMember | undefined
let targetRatio = Number.POSITIVE_INFINITY
for (const member of party) {
if (member.health <= 0 || hasBlockedId(blockedIds, member.id)) continue
const healthRatio = member.health / member.maxHealth
if (healthRatio < targetRatio) {
target = member
targetRatio = healthRatio
}
}
return target
}
export function addLowestHealthExtraTarget(
plan: SpellTargetPlan,
party: PartyMember[],
bucket: SpellTargetBucket,
) {
const targetSet = bucket === 'direct'
? plan.directTargets
: bucket === 'hot'
? plan.hotTargets
: bucket === 'shield'
? plan.shieldTargets
: plan.damageReductionTargets
const extra = lowestHealthExtraTarget(party, targetSet)
if (extra) targetSet.add(extra.id)
}
export function buildSpellTargetPlan({
party,
spell,
targetId,
extraTargets,
directTarget,
hotTarget,
shieldTarget,
damageReductionTarget,
groupTargetCount = DEFAULT_GROUP_HEAL_TARGETS,
extraTargetMode,
beforeExtraTargetBuckets = [],
}: {
party: PartyMember[]
spell: Spell
targetId: string
extraTargets: number
directTarget: boolean
hotTarget: boolean
shieldTarget: boolean
damageReductionTarget?: boolean
groupTargetCount?: number
extraTargetMode: ExtraTargetMode
beforeExtraTargetBuckets?: SpellTargetBucket[]
}): SpellTargetPlan {
const plan: SpellTargetPlan = {
directTargets: new Set(directTarget ? [targetId] : []),
hotTargets: new Set(hotTarget ? [targetId] : []),
shieldTargets: new Set(shieldTarget ? [targetId] : []),
damageReductionTargets: new Set(damageReductionTarget ? [targetId] : []),
groupTargets: new Set(
spell.kind === 'group'
? groupHealTargets(party, groupTargetCount).map((member) => member.id)
: [],
),
}
beforeExtraTargetBuckets.forEach((bucket) => {
addLowestHealthExtraTarget(plan, party, bucket)
})
const bucket = extraTargetMode[spell.kind] ?? 'direct'
for (let index = 0; index < extraTargets; index += 1) {
if (spell.kind === 'group') break
addLowestHealthExtraTarget(plan, party, bucket)
}
return plan
}
export function clearNegativeEffects(member: PartyMember) {
return {
...member,
debuff: undefined,
debuffTicks: undefined,
poisonStacks: undefined,
maxHealthPenaltyTicks: undefined,
healingReductionTicks: undefined,
}
}
export type FloatingHealEvent = {
memberId: string
value: number
}
export type SpellEffectProfile = {
/**
* Profiles keep mode-specific spell math out of screen components. PvE uses
* stacked HoT effect objects; PvP modes mostly use legacy hotTicks. Stadium
* also applies dampening through the power callbacks below.
*/
modeName: string
heal: (member: PartyMember, power: number, multiplier: number) => number
healingMultiplier: (member: PartyMember) => number
power: {
direct: (spell: Spell) => number
cleanse: (spell: Spell) => number
groupHeal: (spell: Spell) => number
groupAbsorb: (spell: Spell) => number
shield: (sourcePower: number, strength?: number) => number
}
hot: {
mode: 'effects' | 'ticks'
defaultTicks: number
groupTicks: number
radianceTicks: number
merge: 'replace' | 'max'
groupMerge?: 'replace' | 'max'
}
effects: {
renewSpell?: Spell | null
shieldSpell?: Spell | null
groupAbsorbOnly: (spell: Spell) => boolean
groupHotOnly: (spell: Spell) => boolean
groupAppliesShield: (spell: Spell) => boolean
groupAppliesHot: (spell: Spell) => boolean
shieldAppliesHot: (spell: Spell) => boolean
hotSpellForDirect: (spell: Spell) => Spell
}
ratios: {
groupShield: number
directShield: number
}
damageReductionTicks: number
floatingHeals: {
group: boolean
direct: boolean
cleanse: boolean
}
bounceHeals: boolean
}
function applyHot(
member: PartyMember,
spell: Spell,
profile: SpellEffectProfile,
ticks = profile.hot.defaultTicks,
merge = profile.hot.merge,
) {
if (profile.hot.mode === 'effects') {
return {
...member,
hotTicks: 0,
hotEffects: addHotEffect(member, spell, ticks),
}
}
return {
...member,
hotTicks: merge === 'max'
? Math.max(member.hotTicks, ticks)
: ticks,
}
}
function recordFloatingHeal(
events: FloatingHealEvent[],
enabled: boolean,
member: PartyMember,
nextHealth: number,
) {
if (enabled && nextHealth > member.health) {
events.push({ memberId: member.id, value: nextHealth - member.health })
}
}
export function applySpellEffectProfile({
party,
spell,
targetId,
plan,
profile,
}: {
party: PartyMember[]
spell: Spell
targetId: string
plan: SpellTargetPlan
profile: SpellEffectProfile
}) {
const floatingHeals: FloatingHealEvent[] = []
const nextParty = party.map((member) => {
if (member.health <= 0) return member
if (spell.kind === 'group') {
if (!plan.groupTargets.has(member.id)) return member
const isGroupAbsorb = profile.effects.groupAbsorbOnly(spell)
if (profile.effects.groupHotOnly(spell)) {
return applyHot(member, spell, profile, profile.hot.groupTicks, profile.hot.groupMerge)
}
const power = isGroupAbsorb
? profile.power.groupAbsorb(spell)
: profile.power.groupHeal(spell)
const nextHealth = isGroupAbsorb
? member.health
: profile.heal(member, power, profile.healingMultiplier(member))
recordFloatingHeal(floatingHeals, profile.floatingHeals.group, member, nextHealth)
let nextMember: PartyMember = {
...member,
health: nextHealth,
shield: profile.effects.groupAppliesShield(spell)
? Math.max(
member.shield,
isGroupAbsorb
? power
: profile.power.shield(
profile.effects.shieldSpell?.power ?? spell.power,
profile.ratios.groupShield,
),
)
: member.shield,
}
if (profile.effects.groupAppliesHot(spell) && profile.effects.renewSpell) {
nextMember = applyHot(nextMember, profile.effects.renewSpell, profile, profile.hot.radianceTicks, profile.hot.groupMerge)
} else if (profile.effects.groupAppliesHot(spell)) {
nextMember = applyHot(nextMember, spell, profile, profile.hot.groupTicks, profile.hot.groupMerge)
}
return nextMember
}
if (
!plan.directTargets.has(member.id)
&& !plan.hotTargets.has(member.id)
&& !plan.shieldTargets.has(member.id)
&& !plan.damageReductionTargets.has(member.id)
&& !(member.id === targetId && spell.kind === 'bounce_heal' && profile.bounceHeals)
) return member
if (spell.kind === 'shield') {
let nextMember: PartyMember = {
...member,
shield: Math.max(member.shield, profile.power.shield(spell.power)),
}
if (plan.hotTargets.has(member.id) || profile.effects.shieldAppliesHot(spell)) {
nextMember = applyHot(nextMember, profile.effects.renewSpell ?? spell, profile)
}
return nextMember
}
if (spell.kind === 'damage_reduction') {
return {
...member,
damageReductionTicks: profile.hot.merge === 'max'
? Math.max(member.damageReductionTicks ?? 0, profile.damageReductionTicks)
: profile.damageReductionTicks,
hotTicks: plan.hotTargets.has(member.id)
? (profile.hot.merge === 'max'
? Math.max(member.hotTicks, profile.hot.defaultTicks)
: profile.hot.defaultTicks)
: member.hotTicks,
}
}
if (spell.kind === 'bounce_heal' && profile.bounceHeals) {
return { ...member, bounceHeals: addBounceHeal(member, spell) }
}
if (spell.kind === 'cleanse') {
const nextHealth = profile.heal(member, profile.power.cleanse(spell), profile.healingMultiplier(member))
recordFloatingHeal(floatingHeals, profile.floatingHeals.cleanse, member, nextHealth)
let nextMember: PartyMember = {
...clearNegativeEffects(member),
health: nextHealth,
shield: plan.shieldTargets.has(member.id)
? Math.max(
member.shield,
profile.power.shield(profile.effects.shieldSpell?.power ?? spell.power),
)
: member.shield,
}
if (plan.hotTargets.has(member.id)) {
nextMember = applyHot(nextMember, profile.effects.renewSpell ?? spell, profile)
}
return nextMember
}
const nextHealth = plan.directTargets.has(member.id)
? profile.heal(member, profile.power.direct(spell), profile.healingMultiplier(member))
: member.health
recordFloatingHeal(floatingHeals, profile.floatingHeals.direct, member, nextHealth)
let nextMember: PartyMember = {
...member,
health: nextHealth,
shield: plan.shieldTargets.has(member.id)
? Math.max(
member.shield,
profile.power.shield(
profile.effects.shieldSpell?.power ?? spell.power,
profile.ratios.directShield,
),
)
: member.shield,
}
if (plan.hotTargets.has(member.id)) {
nextMember = applyHot(nextMember, profile.effects.hotSpellForDirect(spell), profile)
}
return nextMember
})
return { party: nextParty, floatingHeals }
}
export function advanceFreeCastProgress({
enabled,
wasReady,
castsTowardFree,
}: {
enabled: boolean
wasReady: boolean
castsTowardFree: number
}) {
if (!enabled) {
return {
castsTowardFree,
freeCastReady: wasReady,
}
}
if (wasReady) {
return {
castsTowardFree: 0,
freeCastReady: false,
}
}
const nextCasts = castsTowardFree + 1
return {
castsTowardFree: nextCasts >= 5 ? 0 : nextCasts,
freeCastReady: nextCasts >= 5,
}
}
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import type { Spell } from '../game'
import { stackCount, type StackCounts } from './stackCounts'
export type SlotModifier<T extends string> = {
stacks: StackCounts<T>
id: (slot: string) => T
multiplier?: number
}
export type StackModifier<T extends string> = {
stacks: StackCounts<T>
id: T
multiplier?: number
}
function slotKey(spell: Spell) {
return String(spell.key)
}
function slotModifierStacks<T extends string>(spell: Spell, modifier?: SlotModifier<T>) {
return modifier ? stackCount(modifier.stacks, modifier.id(slotKey(spell))) : 0
}
function stackModifierStacks<T extends string>(modifier?: StackModifier<T>) {
return modifier ? stackCount(modifier.stacks, modifier.id) : 0
}
function stackMultiplier<T extends string>(modifier?: StackModifier<T>) {
if (!modifier) return 1
return (modifier.multiplier ?? 1.25) ** stackModifierStacks(modifier)
}
export function spellSlotMultiplier<TPositive extends string, TNegative extends string = never>(
spell: Spell,
positive?: SlotModifier<TPositive>,
negative?: SlotModifier<TNegative>,
) {
const positiveMultiplier = (positive?.multiplier ?? 0.75) ** slotModifierStacks(spell, positive)
const negativeMultiplier = (negative?.multiplier ?? 1.25) ** slotModifierStacks(spell, negative)
return positiveMultiplier * negativeMultiplier
}
export function spellCooldownMultiplier<TPositive extends string, TNegative extends string = never>(
spell: Spell,
cooldownDown?: SlotModifier<TPositive>,
cooldownUp?: SlotModifier<TNegative>,
) {
return spellSlotMultiplier(spell, cooldownDown, cooldownUp)
}
export function spellResourceCost<TPositive extends string, TNegative extends string = never>({
spell,
costDown,
costUp,
freeCastReady = false,
freeCast,
}: {
spell: Spell
costDown?: SlotModifier<TPositive>
costUp?: SlotModifier<TNegative>
freeCastReady?: boolean
freeCast?: StackModifier<TPositive>
}) {
if (freeCastReady && stackModifierStacks(freeCast) > 0) return 0
return Math.ceil(spell.cost * spellSlotMultiplier(spell, costDown, costUp))
}
export function spellExtraTargets<T extends string>(
spell: Spell,
extraTarget: SlotModifier<T>,
) {
return slotModifierStacks(spell, extraTarget)
}
export function spellPowerMultiplier<T extends string>(modifier: StackModifier<T>) {
return stackMultiplier(modifier)
}
export function hasSpellStack<T extends string>(modifier: StackModifier<T>) {
return stackModifierStacks(modifier) > 0
}
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@@ -0,0 +1,25 @@
export type StackCounts<T extends string> = ReadonlyMap<T, number>
export function createStackCounts<T extends string>(items: readonly T[]): StackCounts<T> {
const counts = new Map<T, number>()
items.forEach((item) => counts.set(item, (counts.get(item) ?? 0) + 1))
return counts
}
export function stackCount<T extends string>(counts: StackCounts<T>, id: T) {
return counts.get(id) ?? 0
}
export function summarizeStackCounts<T extends string, TChoice extends { id: T; name: string }>(
counts: StackCounts<T>,
catalog: readonly TChoice[],
emptyLabel = '',
) {
const summary = Array.from(counts.entries())
.map(([id, count]) => {
const label = catalog.find((choice) => choice.id === id)?.name ?? id
return count > 1 ? `${label} x${count}` : label
})
.join(', ')
return summary || emptyLabel
}
+81
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@@ -0,0 +1,81 @@
export type StadiumRoundOutcome = 'win' | 'loss' | 'tie'
export type StadiumWins = {
player: number
opponent: number
}
export type StadiumRoundStatus = 'playing' | 'shop' | 'won' | 'lost'
export type StadiumExperienceMode =
| 'pvp-stadium-round-win-quarter-level'
| 'pvp-stadium-round-loss-tenth-level'
| 'pvp-stadium-match-half-level'
export const DEFAULT_STADIUM_WIN_ROUNDS = 3
export function stadiumShopPointsForOutcome(outcome: StadiumRoundOutcome, side: 'player' | 'opponent') {
if (side === 'player') return outcome === 'loss' ? 4 : 3
return outcome === 'win' ? 4 : 3
}
export function resolveStadiumRound({
outcome,
roundIndex,
wins,
winRounds = DEFAULT_STADIUM_WIN_ROUNDS,
}: {
outcome: StadiumRoundOutcome
roundIndex: number
wins: StadiumWins
winRounds?: number
}) {
const roundExperienceMode: StadiumExperienceMode = outcome === 'loss'
? 'pvp-stadium-round-loss-tenth-level'
: 'pvp-stadium-round-win-quarter-level'
const logTone = outcome === 'loss' ? 'danger' as const : 'loot' as const
const nextWins = {
player: wins.player + (outcome === 'win' ? 1 : 0),
opponent: wins.opponent + (outcome === 'loss' ? 1 : 0),
}
const status: StadiumRoundStatus = nextWins.player >= winRounds
? 'won'
: nextWins.opponent >= winRounds
? 'lost'
: 'shop'
return {
nextWins,
status,
playerRoundStatus: status,
roundExperience: {
key: `round-${roundIndex}-${outcome}`,
mode: roundExperienceMode,
},
matchExperience: status === 'won'
? { key: 'match-win', mode: 'pvp-stadium-match-half-level' as StadiumExperienceMode }
: null,
log: {
text: outcome === 'win'
? `Round ${roundIndex} won.`
: outcome === 'loss'
? `Round ${roundIndex} lost.`
: `Round ${roundIndex} tied.`,
tone: logTone,
},
}
}
export function chooseStadiumCpuPurchases<TId extends string, TBuff extends { id: TId; cost: number }>(
catalog: readonly TBuff[],
points: number,
random = Math.random,
) {
let remaining = points
const purchases: TId[] = []
while (remaining > 0) {
const affordable = catalog.filter((buff) => buff.cost <= remaining)
if (affordable.length === 0) break
const selected = affordable[Math.floor(random() * affordable.length)]
purchases.push(selected.id)
remaining -= selected.cost
}
return purchases
}
+124
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@@ -0,0 +1,124 @@
import type { PartyMember } from '../game'
import type { PvpMatchSnapshot, PvpMatchSide } from '../pvpRoguelike'
import { resetParty } from './rules'
import type { StadiumRoundOutcome, StadiumWins } from './stadiumLifecycle'
export type StadiumSetupSide<TBuff extends string> = {
party: PartyMember[]
resource: number
cooldowns: Record<string, number>
buffs: TBuff[]
castsTowardFree: number
freeCastReady: boolean
survivalSeconds: number
dampeningPercent: number
roundIndex: number
roundWins: number
roundStatus: 'playing' | 'shop' | 'won' | 'lost'
lastRoundOutcome?: StadiumRoundOutcome
shopReady: boolean
}
export type StadiumLiveMatchSetup = {
id: string
side: PvpMatchSide
opponentSide: PvpMatchSide
opponentName: string
opponentClassName: string
}
export function createStadiumStarterSide<TBuff extends string>({
partyTemplate,
maxResource,
roundIndex,
buffs = [],
roundWins = 0,
}: {
partyTemplate: readonly PartyMember[]
maxResource: number
roundIndex: number
buffs?: TBuff[]
roundWins?: number
}): StadiumSetupSide<TBuff> {
return {
party: resetParty([...partyTemplate]),
resource: maxResource,
cooldowns: {},
buffs,
castsTowardFree: 0,
freeCastReady: false,
survivalSeconds: 0,
dampeningPercent: 0,
roundIndex,
roundWins,
roundStatus: 'playing',
shopReady: false,
}
}
export function createStadiumMatchStart<TBuff extends string>({
partyTemplate,
opponentPartyTemplate,
maxResource,
}: {
partyTemplate: readonly PartyMember[]
opponentPartyTemplate: readonly PartyMember[]
maxResource: number
}) {
const roundIndex = 1
return {
playerSide: createStadiumStarterSide<TBuff>({ partyTemplate, maxResource, roundIndex }),
opponentSide: createStadiumStarterSide<TBuff>({ partyTemplate: opponentPartyTemplate, maxResource, roundIndex }),
defaults: {
roundIndex,
roundWins: { player: 0, opponent: 0 } satisfies StadiumWins,
elapsedTicks: 0,
shopPoints: 0,
shopReady: false,
paused: false,
rewardError: '',
showEndLog: false,
},
}
}
export function createStadiumLiveMatchStart<TBuff extends string>({
match,
side,
partyTemplate,
opponentPartyTemplate,
maxResource,
message,
}: {
match: PvpMatchSnapshot<StadiumSetupSide<TBuff>>
side: PvpMatchSide
partyTemplate: readonly PartyMember[]
opponentPartyTemplate: readonly PartyMember[]
maxResource: number
message?: string
}) {
const opponentSideId: PvpMatchSide = side === 'a' ? 'b' : 'a'
const opponent = match.players[opponentSideId]
const opponentTemplate = opponentPartyTemplate.map((member) => ({
...member,
name: member.id === 'mira' ? opponent.characterName : member.name,
}))
const setup = createStadiumMatchStart<TBuff>({
partyTemplate,
opponentPartyTemplate: opponentTemplate,
maxResource,
})
const liveMatch: StadiumLiveMatchSetup = {
id: match.id,
side,
opponentSide: opponentSideId,
opponentName: opponent.characterName,
opponentClassName: opponent.className,
}
return {
...setup,
liveMatch,
logText: message ?? `${opponent.characterName} found. Stadium begins.`,
}
}
+98
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@@ -0,0 +1,98 @@
import type { PartyMember } from '../game'
export type NavigateAction = 'navigateLeft' | 'navigateRight' | 'navigateUp' | 'navigateDown'
type TargetOptions = {
livingOnly?: boolean
}
function canTarget(member: PartyMember, options: TargetOptions) {
return !options.livingOnly || member.health > 0
}
export function selectRelativePartyTarget(
party: PartyMember[],
selectedId: string,
direction: -1 | 1,
options: TargetOptions = {},
) {
const candidates = party.filter((member) => canTarget(member, options))
if (candidates.length === 0) return null
const currentIndex = candidates.findIndex((member) => member.id === selectedId)
const nextIndex = currentIndex < 0
? 0
: (currentIndex + direction + candidates.length) % candidates.length
return candidates[nextIndex]?.id ?? null
}
export function selectDirectionalPartyTarget(
party: PartyMember[],
selectedId: string,
action: NavigateAction,
columns: number,
options: TargetOptions = {},
) {
const currentIndex = party.findIndex((member) => member.id === selectedId)
if (currentIndex < 0) {
return party.find((member) => canTarget(member, options))?.id ?? null
}
const currentRow = Math.floor(currentIndex / columns)
const currentColumn = currentIndex % columns
const horizontal = action === 'navigateLeft' || action === 'navigateRight'
const candidate = party
.map((member, index) => ({
member,
index,
row: Math.floor(index / columns),
column: index % columns,
}))
.filter(({ member, index, row, column }) => {
if (!canTarget(member, options) || 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((left, right) => {
const leftPrimary = horizontal
? Math.abs(left.column - currentColumn)
: Math.abs(left.row - currentRow)
const rightPrimary = horizontal
? Math.abs(right.column - currentColumn)
: Math.abs(right.row - currentRow)
const leftSecondary = horizontal ? 0 : Math.abs(left.column - currentColumn)
const rightSecondary = horizontal ? 0 : Math.abs(right.column - currentColumn)
return leftPrimary - rightPrimary || leftSecondary - rightSecondary
})[0]
return candidate?.member.id ?? null
}
export function selectDirectPartyTarget(
party: PartyMember[],
slot: number,
options: TargetOptions & {
targetGroup?: number
groupSize?: number
} = {},
) {
const groupSize = options.groupSize ?? 6
const index = slot + (options.targetGroup ?? 0) * groupSize
const member = party[index]
return member && canTarget(member, options) ? member.id : null
}
export function nextTargetGroupSelection(
party: PartyMember[],
selectedId: string,
currentGroup: number,
groupSize = 6,
) {
const groupCount = Math.max(1, Math.ceil(party.length / groupSize))
const nextGroup = (currentGroup + 1) % groupCount
const selectedIndex = party.findIndex((member) => member.id === selectedId)
const slot = selectedIndex < 0 ? 0 : selectedIndex % groupSize
return {
group: nextGroup,
selectedId: party[slot + nextGroup * groupSize]?.id ?? null,
}
}
+357 -1
View File
@@ -1,5 +1,11 @@
import { useEffect, useState } from 'react'
import type { CSSProperties, Dispatch, SetStateAction } from 'react'
import {
IWT2_BOSS_METADATA,
type Iwt2BalanceOverrides,
type Iwt2BossId,
type Iwt2BossMetadata,
} from '../modes/iwt2/content/bosses'
type AdminItem = {
id: number
@@ -130,7 +136,38 @@ type AdminData = {
classes: AdminClass[]
}
type AdminTab = 'items' | 'dungeons' | 'encounters' | 'loot' | 'crafting' | 'upgrades' | 'classes'
type Iwt2AdminAsset = {
filename: string
size: number
url: string
}
type Iwt2AdminData = {
balanceOverrides: Iwt2BalanceOverrides
bossAssets: Iwt2AdminAsset[]
}
type Iwt2AdminAttack = {
name: string
frequency: string
damage: string
details: string
}
type Iwt2AdminEntityRow = {
id: string
bossId: Iwt2BossId
kind: 'boss' | 'mob'
name: string
slug: string
icon: string
color: string
maxHealth: number
attacks: Iwt2AdminAttack[]
assets: Iwt2AdminAsset[]
}
type AdminTab = 'items' | 'dungeons' | 'encounters' | 'loot' | 'crafting' | 'upgrades' | 'classes' | 'iwt2'
type SavingState = Record<string, boolean>
type SetData = Dispatch<SetStateAction<AdminData | null>>
type SetSaving = Dispatch<SetStateAction<SavingState>>
@@ -144,6 +181,7 @@ const tabs: { id: AdminTab; label: string }[] = [
{ id: 'crafting', label: 'Crafting' },
{ id: 'upgrades', label: 'Upgrades' },
{ id: 'classes', label: 'Classes' },
{ id: 'iwt2', label: 'IWT2' },
]
async function fetchJson<T>(url: string, init?: RequestInit): Promise<T> {
@@ -189,6 +227,7 @@ export function AdminScreen({ onBack }: { onBack: () => void }) {
{tab === 'crafting' && <CraftingTab data={data} setData={setData} setSaving={setSaving} saving={saving} />}
{tab === 'upgrades' && <UpgradesTab data={data} setData={setData} setSaving={setSaving} saving={saving} />}
{tab === 'classes' && <ClassesTab data={data} />}
{tab === 'iwt2' && <Iwt2AdminTab />}
</section>
)
}
@@ -1155,6 +1194,196 @@ function ClassesTab({ data }: { data: AdminData }) {
)
}
function Iwt2AdminTab() {
const [metadata, setMetadata] = useState<Record<Iwt2BossId, Iwt2BossMetadata>>(IWT2_BOSS_METADATA)
const [adminData, setAdminData] = useState<Iwt2AdminData | null>(null)
const [error, setError] = useState('')
const [selectedEntityId, setSelectedEntityId] = useState<string>('bulldrome')
const [draftHp, setDraftHp] = useState<Record<string, string>>({})
const [saving, setSaving] = useState<Record<string, boolean>>({})
useEffect(() => {
fetchJson<Iwt2AdminData>(`${API}/iwt2/data`)
.then((result) => {
setAdminData(result)
setMetadata(applyIwt2AdminOverrides(IWT2_BOSS_METADATA, result.balanceOverrides))
})
.catch((e: unknown) => {
setError(e instanceof Error ? e.message : 'Failed to load IWT2 admin data')
setAdminData({ balanceOverrides: { bosses: {} }, bossAssets: [] })
})
}, [])
const rows = createIwt2AdminRows(metadata, adminData?.bossAssets ?? [])
const selectedRow = rows.find((row) => row.id === selectedEntityId) ?? rows[0]
async function saveHp(row: Iwt2AdminEntityRow) {
const value = Number(draftHp[row.id] ?? row.maxHealth)
if (!Number.isFinite(value) || value <= 0) {
alert('HP must be greater than zero.')
return
}
const nextHealth = Math.round(value)
setSaving((prev) => ({ ...prev, [row.id]: true }))
try {
await fetchJson(`${API}/iwt2/entities/${encodeURIComponent(row.id)}/hp`, jsonRequest('PUT', { maxHealth: nextHealth }))
setMetadata((current) => {
const boss = current[row.bossId]
return {
...current,
[row.bossId]: row.kind === 'boss'
? { ...boss, maxHealth: nextHealth }
: { ...boss, birdHealth: nextHealth },
}
})
setDraftHp((prev) => {
const next = { ...prev }
delete next[row.id]
return next
})
} catch (e: unknown) {
alert(e instanceof Error ? e.message : 'Save failed')
} finally {
setSaving((prev) => ({ ...prev, [row.id]: false }))
}
}
return (
<div className="admin-panel iwt2-admin-panel">
{error && <p className="error-message">{error}</p>}
<div className="iwt2-admin-summary">
<span>{rows.length} mobs / bosses</span>
<span>{adminData?.bossAssets.length ?? 0} uploaded boss assets</span>
<span>HP edits write to IWT2 balance overrides</span>
</div>
<div className="iwt2-admin-layout">
<aside className="iwt2-admin-entity-list" aria-label="IWT2 mobs and bosses">
{rows.map((row) => (
<button
className={selectedRow?.id === row.id ? 'active' : ''}
key={row.id}
onClick={() => setSelectedEntityId(row.id)}
type="button"
>
<span className="iwt2-admin-token" style={{ '--iwt2-entity-color': row.color } as CSSProperties}>{row.icon}</span>
<span>
<strong>{row.name}</strong>
<small>{row.kind} · {row.maxHealth} hp · {row.attacks.length} attacks</small>
</span>
</button>
))}
</aside>
{selectedRow && (
<Iwt2AdminDetail
draftHp={draftHp}
row={selectedRow}
saveHp={saveHp}
saving={saving}
setDraftHp={setDraftHp}
/>
)}
</div>
</div>
)
}
function Iwt2AdminDetail({
draftHp,
row,
saveHp,
saving,
setDraftHp,
}: {
draftHp: Record<string, string>
row: Iwt2AdminEntityRow
saveHp: (row: Iwt2AdminEntityRow) => void
saving: Record<string, boolean>
setDraftHp: Dispatch<SetStateAction<Record<string, string>>>
}) {
const value = draftHp[row.id] ?? String(row.maxHealth)
const changed = Number(value) !== row.maxHealth
return (
<section className="iwt2-admin-detail">
<header className="iwt2-admin-detail-hero">
<span className="iwt2-admin-token" style={{ '--iwt2-entity-color': row.color } as CSSProperties}>{row.icon}</span>
<div>
<p className="eyebrow">{row.kind}</p>
<h2>{row.name}</h2>
<small>{row.slug} · source boss: {row.bossId}</small>
</div>
</header>
<label className="iwt2-admin-hp">
HP
<input
min="1"
step="1"
type="number"
value={value}
onChange={(event) => setDraftHp((prev) => ({ ...prev, [row.id]: event.target.value }))}
/>
<button
className="primary-button"
disabled={!changed || saving[row.id]}
onClick={() => saveHp(row)}
type="button"
>
{saving[row.id] ? 'Saving...' : 'Save HP'}
</button>
</label>
<section className="iwt2-admin-section">
<div className="iwt2-admin-section-heading">
<h3>Assets</h3>
<span>{row.assets.length} uploaded</span>
</div>
<div className="iwt2-admin-assets">
<div className="iwt2-admin-swatch" style={{ '--iwt2-entity-color': row.color } as CSSProperties}>
<span>{row.icon}</span>
<strong>Runtime Token</strong>
<small>Icon and color used by current arena renderer.</small>
</div>
{row.assets.length > 0 ? row.assets.map((asset) => {
const label = iwt2AssetLabel(asset.filename)
return (
<a href={asset.url} key={asset.filename} target="_blank" rel="noreferrer">
<img src={asset.url} alt={`${row.name} ${label}`} />
<strong>{label}</strong>
<small>{asset.filename}</small>
</a>
)
}) : (
<p className="admin-item-desc">No uploaded raster asset matched. Runtime uses shape, icon, and color.</p>
)}
</div>
</section>
<section className="iwt2-admin-section">
<div className="iwt2-admin-section-heading">
<h3>Attacks</h3>
<span>{row.attacks.length} mechanics</span>
</div>
<div className="iwt2-admin-attacks">
<div className="iwt2-admin-attack-head">
<span>Attack</span>
<span>Frequency</span>
<span>Damage</span>
</div>
{row.attacks.map((attack) => (
<div className="iwt2-admin-attack-row" key={`${row.id}-${attack.name}`}>
<strong>{attack.name}</strong>
<span>{attack.frequency}</span>
<span>{attack.damage}</span>
<small>{attack.details}</small>
</div>
))}
</div>
</section>
</section>
)
}
function jsonRequest(method: 'POST' | 'PUT', body: unknown): RequestInit {
return {
method,
@@ -1163,6 +1392,133 @@ function jsonRequest(method: 'POST' | 'PUT', body: unknown): RequestInit {
}
}
function applyIwt2AdminOverrides(
metadata: Record<Iwt2BossId, Iwt2BossMetadata>,
overrides: Iwt2BalanceOverrides,
): Record<Iwt2BossId, Iwt2BossMetadata> {
return (Object.keys(metadata) as Iwt2BossId[]).reduce((nextMetadata, bossId) => ({
...nextMetadata,
[bossId]: {
...metadata[bossId],
...overrides.bosses?.[bossId],
},
}), {} as Record<Iwt2BossId, Iwt2BossMetadata>)
}
function createIwt2AdminRows(
metadata: Record<Iwt2BossId, Iwt2BossMetadata>,
bossAssets: Iwt2AdminAsset[],
): Iwt2AdminEntityRow[] {
const bosses = Object.values(metadata).map((boss): Iwt2AdminEntityRow => ({
assets: assetsForIwt2Boss(boss.id, bossAssets),
attacks: bossAttacks(boss),
bossId: boss.id,
color: boss.color,
icon: boss.icon,
id: boss.id,
kind: 'boss',
maxHealth: boss.maxHealth,
name: boss.name,
slug: boss.id,
}))
const yian = metadata['yian-kut-ku']
if (!yian.birdHealth) return bosses
return [
...bosses,
{
assets: [],
attacks: yianBirdAttacks(yian),
bossId: yian.id,
color: '#f0b84f',
icon: 'v',
id: `${yian.id}:yian-bird`,
kind: 'mob',
maxHealth: yian.birdHealth,
name: 'Yian Kut Ku Hatchling',
slug: 'yian-bird',
},
]
}
function bossAttacks(boss: Iwt2BossMetadata): Iwt2AdminAttack[] {
const attacks: Iwt2AdminAttack[] = [{
damage: `${boss.meleeDamage}`,
details: `Range ${boss.meleeRange}px`,
frequency: `${formatSeconds(boss.meleeCooldown)} cooldown`,
name: 'Melee',
}]
if (boss.chargeCooldown > 0) {
attacks.push({
damage: `${boss.chargeDamage}`,
details: `${formatSeconds(boss.chargeWindup)} windup, ${formatSeconds(boss.chargeStunSeconds)} stun / knockdown`,
frequency: `${formatSeconds(boss.chargeCooldown)} cooldown`,
name: 'Charge',
})
}
if (boss.slamDamage > 0) {
attacks.push({
damage: `${boss.slamDamage}`,
details: `${boss.slamRadius}px radius, ${formatSeconds(boss.slamStunSeconds)} stun / knockdown`,
frequency: 'Every 3rd charge',
name: 'Ground Slam',
})
}
if (boss.fireballCooldown && boss.fireballDamage) {
attacks.push({
damage: `${boss.fireballDamage} hit + ${boss.firePuddleDamage ?? 0}/tick puddle`,
details: `${boss.firePuddleRadius ?? 0}px puddle for ${formatSeconds(boss.firePuddleSeconds ?? 0)}`,
frequency: `${formatSeconds(boss.fireballCooldown)} cooldown`,
name: 'Fireball',
})
}
if (boss.birdWaveThresholds?.length) {
attacks.push({
damage: `${boss.birdContactDamage ?? 0} contact`,
details: `${boss.birdWaveThresholds.map((threshold) => `${Math.round(threshold * 100)}%`).join(', ')} HP thresholds`,
frequency: 'Health threshold',
name: 'Bird Wave',
})
}
return attacks
}
function yianBirdAttacks(boss: Iwt2BossMetadata): Iwt2AdminAttack[] {
return [
{
damage: `${boss.birdContactDamage ?? 0}`,
details: `Contact radius ${boss.birdRadius ?? 0}px`,
frequency: '1.15s cooldown',
name: 'Peck',
},
{
damage: '10',
details: `${formatSeconds(boss.birdFlightWindup ?? 0)} windup, ${formatSeconds(boss.birdStunSeconds ?? 0)} stun`,
frequency: `${formatSeconds(boss.birdFlightCooldown ?? 0)} cooldown`,
name: 'Flight Lane',
},
]
}
function assetsForIwt2Boss(bossId: Iwt2BossId, bossAssets: Iwt2AdminAsset[]): Iwt2AdminAsset[] {
const terms = bossId.split('-').filter((part) => part.length > 2)
return bossAssets.filter((asset) => {
const filename = asset.filename.toLowerCase()
return filename.includes(bossId) || terms.some((term) => filename.includes(term))
})
}
function iwt2AssetLabel(filename: string) {
const normalized = filename.toLowerCase()
if (normalized.includes('approach')) return 'Approach Illustration'
if (normalized.includes('guardians')) return 'Party Encounter Art'
if (normalized.includes('boss')) return 'Boss Portrait'
return 'Primary Boss Art'
}
function formatSeconds(value: number) {
return `${Number.isInteger(value) ? value.toFixed(0) : value.toFixed(2).replace(/0$/, '')}s`
}
function fileToDataUrl(file: File) {
return new Promise<string>((resolve, reject) => {
const reader = new FileReader()
File diff suppressed because it is too large Load Diff
+7 -7
View File
@@ -1,4 +1,4 @@
import type { CSSProperties } from 'react'
import { memo, type CSSProperties } from 'react'
import {
bindingLabel,
compactBindingLabel,
@@ -31,7 +31,7 @@ function faceButtonFor(binding: string, iconStyle: ControllerIconStyle) {
return FACE_BUTTONS[iconStyle][Number(binding.slice(6))] ?? null
}
function FaceIcon({
const FaceIcon = memo(function FaceIcon({
color,
iconStyle,
label,
@@ -52,9 +52,9 @@ function FaceIcon({
{label}
</span>
)
}
})
export function ControllerBindingLabel({
export const ControllerBindingLabel = memo(function ControllerBindingLabel({
binding,
compact = false,
iconStyle,
@@ -78,9 +78,9 @@ export function ControllerBindingLabel({
}
return <>{compact ? compactBindingLabel(binding, iconStyle) : title}</>
}
})
export function ControllerStylePreview({ iconStyle }: { iconStyle: ControllerIconStyle }) {
export const ControllerStylePreview = memo(function ControllerStylePreview({ iconStyle }: { iconStyle: ControllerIconStyle }) {
return (
<span className="controller-style-preview" aria-hidden="true">
{[0, 1, 2, 3].map((button) => {
@@ -99,4 +99,4 @@ export function ControllerStylePreview({ iconStyle }: { iconStyle: ControllerIco
})}
</span>
)
}
})
+263 -20
View File
@@ -1,10 +1,11 @@
import { useEffect, useMemo, useRef, useState } from 'react'
import { useEffect, useMemo, useRef, useState, type CSSProperties } from 'react'
import {
saveProfile,
type CharacterProfile,
type GameClass,
} from '../profile'
import { useDualScreen, useDualScreenWorkshopPublisher, type DualScreenWorkshopState } from '../dualScreen'
import { useGameAction, type InputAction } from '../input'
import { EquipmentScreen } from './EquipmentScreen'
import { TalentScreen } from './TalentScreen'
@@ -14,20 +15,121 @@ type Props = {
onSaved: (profile: CharacterProfile) => void
}
type CustomizeTab = 'equipment' | 'crafting' | 'talents' | 'class'
type CustomizeNavEntry =
| { kind: 'back'; key: string; row: number; column: number }
| { kind: 'tab'; key: string; row: number; column: number; tab: CustomizeTab }
| { kind: 'class'; key: string; row: number; column: number; classId: number }
| { kind: 'slot'; key: string; row: number; column: number; slotIndex: number }
| { kind: 'clear'; key: string; row: number; column: number }
| { kind: 'abilityPagePrev'; key: string; row: number; column: number }
| { kind: 'abilityPageNext'; key: string; row: number; column: number }
| { kind: 'ability'; key: string; row: number; column: number; abilityId: number }
| { kind: 'save'; key: string; row: number; column: number }
const CUSTOMIZE_TABS: Array<{ key: CustomizeTab; label: string }> = [
{ key: 'equipment', label: 'Equipment' },
{ key: 'crafting', label: 'Crafting' },
{ key: 'talents', label: 'Talents' },
{ key: 'class', label: 'Class' },
]
const CLASS_PICKER_COLUMN = 0
const CLASS_CONTENT_COLUMN = 2
const ABILITY_LIBRARY_COLUMNS = 5
const ABILITY_LIBRARY_PAGE_SIZE = 10
export function CustomizeScreen({ profile, onBack, onSaved }: Props) {
const [activeTab, setActiveTab] = useState<'equipment' | 'crafting' | 'talents' | 'class'>('class')
const [activeTab, setActiveTab] = useState<CustomizeTab>('class')
const { enabled: dualScreenEnabled } = useDualScreen()
const [classId, setClassId] = useState(profile.character.classId)
const [slots, setSlots] = useState<Array<number | null>>(profile.abilitySlots)
const [selectedSlot, setSelectedSlot] = useState(0)
const [selectedNavKey, setSelectedNavKey] = useState('tab:class')
const [abilityPage, setAbilityPage] = useState(0)
const [message, setMessage] = useState('')
const [saving, setSaving] = useState(false)
const scrollRef = useRef<number>(0)
const navRefs = useRef<Record<string, HTMLElement | null>>({})
const gameClass = profile.classes.find((candidate) => candidate.id === classId)!
const abilityMap = useMemo(
() => new Map(gameClass.spells.map((ability) => [ability.id, ability])),
[gameClass],
)
const abilityPageCount = Math.max(1, Math.ceil(gameClass.spells.length / ABILITY_LIBRARY_PAGE_SIZE))
const currentAbilityPage = Math.min(abilityPage, abilityPageCount - 1)
const visibleAbilities = useMemo(
() => gameClass.spells.slice(
currentAbilityPage * ABILITY_LIBRARY_PAGE_SIZE,
currentAbilityPage * ABILITY_LIBRARY_PAGE_SIZE + ABILITY_LIBRARY_PAGE_SIZE,
),
[currentAbilityPage, gameClass.spells],
)
const classNavActive = activeTab === 'class'
const navEntries = useMemo<CustomizeNavEntry[]>(() => {
const entries: CustomizeNavEntry[] = [
{ kind: 'back', key: 'back', row: 0, column: 0 },
...CUSTOMIZE_TABS.map((tab, index) => ({
kind: 'tab' as const,
key: `tab:${tab.key}`,
row: 0,
column: index + 1,
tab: tab.key,
})),
]
if (activeTab !== 'class') return entries
entries.push(
...profile.classes.map((candidate, index) => ({
kind: 'class' as const,
key: `class:${candidate.id}`,
row: index + 1,
column: CLASS_PICKER_COLUMN,
classId: candidate.id,
})),
...slots.map((_, index) => ({
kind: 'slot' as const,
key: `slot:${index}`,
row: 1,
column: CLASS_CONTENT_COLUMN + index,
slotIndex: index,
})),
{ kind: 'clear', key: 'clear-slot', row: 2, column: CLASS_CONTENT_COLUMN + 4 },
...(abilityPageCount > 1 && currentAbilityPage > 0
? [{ kind: 'abilityPagePrev' as const, key: 'ability-page-prev', row: 2, column: CLASS_CONTENT_COLUMN + 2 }]
: []),
...(abilityPageCount > 1 && currentAbilityPage < abilityPageCount - 1
? [{ kind: 'abilityPageNext' as const, key: 'ability-page-next', row: 2, column: CLASS_CONTENT_COLUMN + 3 }]
: []),
...visibleAbilities
.filter((ability) => ability.unlockLevel <= profile.character.level)
.map((ability, index) => ({
kind: 'ability' as const,
key: `ability:${ability.id}`,
row: Math.floor(index / ABILITY_LIBRARY_COLUMNS) + 3,
column: CLASS_CONTENT_COLUMN + (index % ABILITY_LIBRARY_COLUMNS),
abilityId: ability.id,
})),
)
if (!saving) {
entries.push({ kind: 'save', key: 'save', row: 99, column: CLASS_CONTENT_COLUMN + 4 })
}
return entries
}, [abilityPageCount, activeTab, currentAbilityPage, profile.character.level, profile.classes, saving, slots, visibleAbilities])
const activeEntry = navEntries.find((entry) => entry.key === selectedNavKey)
?? navEntries.find((entry) => entry.key === `tab:${activeTab}`)
?? navEntries[0]
function selected(entryKey: string) {
return classNavActive && activeEntry?.key === entryKey
}
function navRef(entryKey: string) {
return (node: HTMLElement | null) => {
navRefs.current[entryKey] = node
}
}
useEffect(() => {
window.scrollTo(0, scrollRef.current)
@@ -45,9 +147,15 @@ export function CustomizeScreen({ profile, onBack, onSaved }: Props) {
setClassId(nextClass.id)
setSlots([...starterAbilities, ...Array(6 - starterAbilities.length).fill(null)])
setSelectedSlot(0)
setAbilityPage(0)
setMessage('')
}
function selectTab(tab: CustomizeTab) {
setActiveTab(tab)
setSelectedNavKey(`tab:${tab}`)
}
function equipAbility(abilityId: number) {
if (slots.includes(abilityId)) {
setMessage('That ability is already equipped.')
@@ -65,6 +173,66 @@ export function CustomizeScreen({ profile, onBack, onSaved }: Props) {
)
}
function moveSelection(action: InputAction) {
if (!action.startsWith('navigate') || navEntries.length === 0 || !activeEntry) return
const activeIndex = Math.max(0, navEntries.findIndex((entry) => entry.key === activeEntry.key))
const candidates = navEntries
.map((entry, index) => ({ entry, index }))
.filter(({ index }) => index !== activeIndex)
.filter(({ entry }) => {
if (action === 'navigateLeft') return entry.column < activeEntry.column
if (action === 'navigateRight') return entry.column > activeEntry.column
if (action === 'navigateUp') return entry.row < activeEntry.row
return entry.row > activeEntry.row
})
if (candidates.length === 0) return
candidates.sort((a, b) => {
const aPrimary = Math.abs(a.entry.row - activeEntry.row) + Math.abs(a.entry.column - activeEntry.column)
const bPrimary = Math.abs(b.entry.row - activeEntry.row) + Math.abs(b.entry.column - activeEntry.column)
const aSecondary = action === 'navigateLeft' || action === 'navigateRight'
? Math.abs(a.entry.row - activeEntry.row)
: Math.abs(a.entry.column - activeEntry.column)
const bSecondary = action === 'navigateLeft' || action === 'navigateRight'
? Math.abs(b.entry.row - activeEntry.row)
: Math.abs(b.entry.column - activeEntry.column)
return aPrimary - bPrimary || aSecondary - bSecondary || a.index - b.index
})
setSelectedNavKey(candidates[0]?.entry.key ?? activeEntry.key)
}
function openEntry(entry: CustomizeNavEntry | undefined) {
if (!entry) return
if (entry.kind === 'back') onBack()
else if (entry.kind === 'tab') selectTab(entry.tab)
else if (entry.kind === 'class') {
const nextClass = profile.classes.find((candidate) => candidate.id === entry.classId)
if (nextClass) chooseClass(nextClass)
} else if (entry.kind === 'slot') setSelectedSlot(entry.slotIndex)
else if (entry.kind === 'clear') clearSlot()
else if (entry.kind === 'abilityPagePrev') setAbilityPage((page) => Math.max(0, page - 1))
else if (entry.kind === 'abilityPageNext') setAbilityPage((page) => Math.min(abilityPageCount - 1, page + 1))
else if (entry.kind === 'ability') equipAbility(entry.abilityId)
else if (entry.kind === 'save') void persistChanges()
}
useEffect(() => {
if (!classNavActive) return
navRefs.current[activeEntry?.key ?? '']?.scrollIntoView({ block: 'nearest', inline: 'nearest' })
}, [activeEntry, classNavActive])
useGameAction((action, device) => {
if (device !== 'controller' || !classNavActive) return
if (action === 'back') {
onBack()
return
}
if (action === 'confirm') {
openEntry(activeEntry)
return
}
moveSelection(action)
})
const classWorkshopState = useMemo<DualScreenWorkshopState | null>(() => {
if (activeTab !== 'class') return null
return {
@@ -104,28 +272,46 @@ export function CustomizeScreen({ profile, onBack, onSaved }: Props) {
}
return (
<section className="content-screen customize-screen">
<section className="content-screen customize-screen" data-game-nav-active={classNavActive ? 'true' : undefined}>
<div className="screen-heading customize-heading">
<div>
<p className="eyebrow">Character Workshop</p>
<h1>Customize Character</h1>
</div>
<button className="back-button" onClick={onBack} type="button">Back</button>
<button
className={`back-button ${selected('back') ? 'game-selected' : ''}`}
data-controller-nav={classNavActive ? 'skip' : undefined}
data-game-selected={selected('back') ? 'true' : undefined}
onClick={onBack}
onPointerDown={() => setSelectedNavKey('back')}
ref={navRef('back')}
type="button"
>
Back
</button>
</div>
<div className="customize-tabs" role="tablist" aria-label="Customize character sections">
<button className="back-button customize-tab-back" onClick={onBack} type="button">Back</button>
{([
{ key: 'equipment', label: 'Equipment' },
{ key: 'crafting', label: 'Crafting' },
{ key: 'talents', label: 'Talents' },
{ key: 'class', label: 'Class' },
] as const).map((tab) => (
<button
className={`back-button customize-tab-back ${selected('back') ? 'game-selected' : ''}`}
data-controller-nav={classNavActive ? 'skip' : undefined}
data-game-selected={selected('back') ? 'true' : undefined}
onClick={onBack}
onPointerDown={() => setSelectedNavKey('back')}
type="button"
>
Back
</button>
{CUSTOMIZE_TABS.map((tab) => (
<button
aria-selected={activeTab === tab.key}
className={activeTab === tab.key ? 'active' : ''}
className={`${activeTab === tab.key ? 'active' : ''} ${selected(`tab:${tab.key}`) ? 'game-selected' : ''}`}
data-controller-nav={classNavActive ? 'skip' : undefined}
data-game-selected={selected(`tab:${tab.key}`) ? 'true' : undefined}
key={tab.key}
onClick={() => setActiveTab(tab.key)}
onClick={() => selectTab(tab.key)}
onPointerDown={() => setSelectedNavKey(`tab:${tab.key}`)}
ref={navRef(`tab:${tab.key}`)}
role="tab"
type="button"
>
@@ -168,10 +354,14 @@ export function CustomizeScreen({ profile, onBack, onSaved }: Props) {
<p className="eyebrow">Healing Class</p>
{profile.classes.map((candidate) => (
<button
className={candidate.id === classId ? 'active' : ''}
className={`${candidate.id === classId ? 'active' : ''} ${selected(`class:${candidate.id}`) ? 'game-selected' : ''}`}
data-controller-nav="skip"
data-game-selected={selected(`class:${candidate.id}`) ? 'true' : undefined}
key={candidate.id}
onClick={() => chooseClass(candidate)}
style={{ '--class-color': candidate.themeColor } as React.CSSProperties}
onPointerDown={() => setSelectedNavKey(`class:${candidate.id}`)}
ref={navRef(`class:${candidate.id}`)}
style={{ '--class-color': candidate.themeColor } as CSSProperties}
type="button"
>
<span>{candidate.name[0]}</span>
@@ -211,9 +401,13 @@ export function CustomizeScreen({ profile, onBack, onSaved }: Props) {
const ability = abilityId ? abilityMap.get(abilityId) : undefined
return (
<button
className={selectedSlot === index ? 'selected' : ''}
className={`${selectedSlot === index ? 'selected' : ''} ${selected(`slot:${index}`) ? 'game-selected' : ''}`}
data-controller-nav="skip"
data-game-selected={selected(`slot:${index}`) ? 'true' : undefined}
key={index}
onClick={() => setSelectedSlot(index)}
onPointerDown={() => setSelectedNavKey(`slot:${index}`)}
ref={navRef(`slot:${index}`)}
type="button"
>
<kbd>{index + 1}</kbd>
@@ -229,19 +423,64 @@ export function CustomizeScreen({ profile, onBack, onSaved }: Props) {
<p className="eyebrow">Class Abilities</p>
<h2>Ability Library</h2>
</div>
<button className="text-button" onClick={clearSlot} type="button">Clear Selected Slot</button>
<div className="ability-library-actions">
{abilityPageCount > 1 && (
<div className="ability-library-pager">
<button
className={`text-button ${selected('ability-page-prev') ? 'game-selected' : ''}`}
data-controller-nav="skip"
data-game-selected={selected('ability-page-prev') ? 'true' : undefined}
disabled={currentAbilityPage === 0}
onClick={() => setAbilityPage((page) => Math.max(0, page - 1))}
onPointerDown={() => setSelectedNavKey('ability-page-prev')}
ref={navRef('ability-page-prev')}
type="button"
>
Prev
</button>
<span>{currentAbilityPage + 1}/{abilityPageCount}</span>
<button
className={`text-button ${selected('ability-page-next') ? 'game-selected' : ''}`}
data-controller-nav="skip"
data-game-selected={selected('ability-page-next') ? 'true' : undefined}
disabled={currentAbilityPage >= abilityPageCount - 1}
onClick={() => setAbilityPage((page) => Math.min(abilityPageCount - 1, page + 1))}
onPointerDown={() => setSelectedNavKey('ability-page-next')}
ref={navRef('ability-page-next')}
type="button"
>
Next
</button>
</div>
)}
<button
className={`text-button ${selected('clear-slot') ? 'game-selected' : ''}`}
data-controller-nav="skip"
data-game-selected={selected('clear-slot') ? 'true' : undefined}
onClick={clearSlot}
onPointerDown={() => setSelectedNavKey('clear-slot')}
ref={navRef('clear-slot')}
type="button"
>
Clear Selected Slot
</button>
</div>
</div>
<div className="ability-library">
{gameClass.spells.map((ability) => {
{visibleAbilities.map((ability) => {
const locked = ability.unlockLevel > profile.character.level
const equipped = slots.includes(ability.id)
return (
<button
className={`${locked ? 'locked' : ''} ${equipped ? 'equipped' : ''}`}
className={`${locked ? 'locked' : ''} ${equipped ? 'equipped' : ''} ${selected(`ability:${ability.id}`) ? 'game-selected' : ''}`}
data-controller-nav="skip"
data-game-selected={selected(`ability:${ability.id}`) ? 'true' : undefined}
disabled={locked}
key={ability.id}
onClick={() => equipAbility(ability.id)}
onPointerDown={() => setSelectedNavKey(`ability:${ability.id}`)}
ref={navRef(`ability:${ability.id}`)}
type="button"
>
<span>{locked ? 'L' : ability.glyph}</span>
@@ -258,9 +497,13 @@ export function CustomizeScreen({ profile, onBack, onSaved }: Props) {
<div className="save-row">
<span>{message}</span>
<button
className="primary-button"
className={`primary-button ${selected('save') ? 'game-selected' : ''}`}
data-controller-nav="skip"
data-game-selected={selected('save') ? 'true' : undefined}
disabled={saving}
onClick={persistChanges}
onPointerDown={() => setSelectedNavKey('save')}
ref={navRef('save')}
type="button"
>
{saving ? 'Saving...' : 'Save Character'}
+36 -52
View File
@@ -84,6 +84,7 @@ export function EquipmentScreen({
const [upgrading, setUpgrading] = useState(false)
const [showSetBonuses, setShowSetBonuses] = useState(false)
const [equipmentTab, setEquipmentTab] = useState<'equipment' | 'crafting'>(mode ?? 'equipment')
const activeEquipmentTab = mode ?? equipmentTab
const [inventoryPage, setInventoryPage] = useState(0)
const [recipePage, setRecipePage] = useState(0)
const [message, setMessage] = useState('')
@@ -97,10 +98,6 @@ export function EquipmentScreen({
const [selectedRecipeId, setSelectedRecipeId] = useState<number | null>(
firstRecipe?.id ?? null,
)
const selectedRecipe = profile.craftingRecipes.find((recipe) => recipe.id === selectedRecipeId)
const selectedRecipeRequiresUpgrade = selectedRecipe
? !DIRECT_CRAFT_ITEM_LEVELS.has(selectedRecipe.item.itemLevel)
: false
const selectedItemRecipe = selectedItem
? profile.craftingRecipes.find((recipe) => recipe.item.id === selectedItem.id)
: undefined
@@ -132,9 +129,10 @@ export function EquipmentScreen({
1,
Math.ceil(visibleInventory.length / EQUIPMENT_LIST_PAGE_SIZE),
)
const activeInventoryPage = Math.min(inventoryPage, inventoryPageCount - 1)
const inventoryPageItems = visibleInventory.slice(
inventoryPage * EQUIPMENT_LIST_PAGE_SIZE,
(inventoryPage + 1) * EQUIPMENT_LIST_PAGE_SIZE,
activeInventoryPage * EQUIPMENT_LIST_PAGE_SIZE,
(activeInventoryPage + 1) * EQUIPMENT_LIST_PAGE_SIZE,
)
const [slotFilter, setSlotFilter] = useState<EquipmentSlot | 'all'>('all')
@@ -172,42 +170,28 @@ export function EquipmentScreen({
1,
Math.ceil(filteredRecipes.length / CRAFTING_LIST_PAGE_SIZE),
)
const activeRecipePage = Math.min(recipePage, recipePageCount - 1)
const recipePageItems = filteredRecipes.slice(
recipePage * CRAFTING_LIST_PAGE_SIZE,
(recipePage + 1) * CRAFTING_LIST_PAGE_SIZE,
activeRecipePage * CRAFTING_LIST_PAGE_SIZE,
(activeRecipePage + 1) * CRAFTING_LIST_PAGE_SIZE,
)
const activeSelectedRecipeId = filteredRecipes.some((recipe) => recipe.id === selectedRecipeId)
? selectedRecipeId
: filteredRecipes[0]?.id ?? null
const selectedRecipe = profile.craftingRecipes.find((recipe) => recipe.id === activeSelectedRecipeId)
const selectedRecipeRequiresUpgrade = selectedRecipe
? !DIRECT_CRAFT_ITEM_LEVELS.has(selectedRecipe.item.itemLevel)
: false
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') {
if (activeEquipmentTab === 'crafting') {
loadProfile().then((fresh) => onUpdated(fresh)).catch(() => {})
}
}, [equipmentTab])
useEffect(() => {
if (mode) setEquipmentTab(mode)
}, [mode])
}, [activeEquipmentTab, onUpdated])
function saveScroll() {
scrollRef.current = window.scrollY
@@ -330,7 +314,7 @@ export function EquipmentScreen({
}
const workshopState = useMemo<DualScreenWorkshopState>(() => {
if (equipmentTab === 'crafting') {
if (activeEquipmentTab === 'crafting') {
if (!selectedRecipe) {
return {
mode: 'crafting',
@@ -416,7 +400,7 @@ export function EquipmentScreen({
: []),
],
}
}, [comparisonItem, equipmentTab, selectedItem, selectedRecipe, upgradeRecipe])
}, [activeEquipmentTab, comparisonItem, selectedItem, selectedRecipe, upgradeRecipe])
useDualScreenWorkshopPublisher(workshopState, dualScreenEnabled)
@@ -449,14 +433,14 @@ export function EquipmentScreen({
{showModeTabs && (
<nav className="equipment-tabs">
<button
className={`equipment-tab ${equipmentTab === 'equipment' ? 'active' : ''}`}
className={`equipment-tab ${activeEquipmentTab === 'equipment' ? 'active' : ''}`}
onClick={() => setEquipmentTab('equipment')}
type="button"
>
Equipment
</button>
<button
className={`equipment-tab ${equipmentTab === 'crafting' ? 'active' : ''}`}
className={`equipment-tab ${activeEquipmentTab === 'crafting' ? 'active' : ''}`}
onClick={() => setEquipmentTab('crafting')}
type="button"
>
@@ -465,7 +449,7 @@ export function EquipmentScreen({
</nav>
)}
{equipmentTab === 'equipment' ? (
{activeEquipmentTab === 'equipment' ? (
<>
<section className="item-comparison">
{selectedItem ? (
@@ -577,11 +561,11 @@ export function EquipmentScreen({
</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}
label={`Page ${activeInventoryPage + 1} / ${inventoryPageCount}`}
onNext={() => setInventoryPage(Math.min(inventoryPageCount - 1, activeInventoryPage + 1))}
onPrevious={() => setInventoryPage(Math.max(0, activeInventoryPage - 1))}
nextDisabled={activeInventoryPage >= inventoryPageCount - 1}
previousDisabled={activeInventoryPage <= 0}
/>
)}
</section>
@@ -666,7 +650,7 @@ export function EquipmentScreen({
<EquipmentHeading
eyebrow="Available Gear"
title={slotFilter === 'all' ? 'Craftable Gear' : SLOT_LABELS[slotFilter]}
detail={`Page ${recipePage + 1}/${recipePageCount}`}
detail={`Page ${activeRecipePage + 1}/${recipePageCount}`}
/>
{filteredRecipes.length === 0 ? (
<p className="inventory-empty">No recipes match filters.</p>
@@ -674,7 +658,7 @@ export function EquipmentScreen({
<div className="crafting-list">
{recipePageItems.map((recipe) => (
<button
className={`${selectedRecipeId === recipe.id ? 'selected' : ''} rarity-${recipe.item.rarity}`}
className={`${activeSelectedRecipeId === recipe.id ? 'selected' : ''} rarity-${recipe.item.rarity}`}
key={recipe.id}
onClick={() => setSelectedRecipeId(recipe.id)}
type="button"
@@ -696,11 +680,11 @@ export function EquipmentScreen({
)}
{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}
label={`Page ${activeRecipePage + 1} / ${recipePageCount}`}
onNext={() => setRecipePage(Math.min(recipePageCount - 1, activeRecipePage + 1))}
onPrevious={() => setRecipePage(Math.max(0, activeRecipePage - 1))}
nextDisabled={activeRecipePage >= recipePageCount - 1}
previousDisabled={activeRecipePage <= 0}
/>
)}
<div className="crafting-action-row">
@@ -748,7 +732,7 @@ export function EquipmentScreen({
</section>
)}
{equipmentTab === 'equipment' && profile.setBonuses.length > 0 && (
{activeEquipmentTab === 'equipment' && profile.setBonuses.length > 0 && (
<section className="set-bonus-panel">
<div className="equipment-heading toggle-heading">
<div>
@@ -784,11 +768,11 @@ export function EquipmentScreen({
)
if (embedded) {
return <div className={`equipment-screen embedded-screen ${equipmentTab === 'crafting' ? 'crafting-active' : ''}`}>{content}</div>
return <div className={`equipment-screen embedded-screen ${activeEquipmentTab === 'crafting' ? 'crafting-active' : ''}`}>{content}</div>
}
return (
<section className={`content-screen equipment-screen ${equipmentTab === 'crafting' ? 'crafting-active' : ''}`}>
<section className={`content-screen equipment-screen ${activeEquipmentTab === 'crafting' ? 'crafting-active' : ''}`}>
{content}
</section>
)
+408
View File
@@ -0,0 +1,408 @@
import { useEffect, useMemo, useRef, useState } from 'react'
import type { CharacterProfile, DungeonEncounter } from '../profile'
import { useDualScreen, useDualScreenWorkshopPublisher, type DualScreenWorkshopState } from '../dualScreen'
import { useGameAction, type InputAction } from '../input'
type HunterProfileScreenProps = {
profile: CharacterProfile
onBack: () => void
}
type BossEntry = {
encounter: DungeonEncounter
dungeonId: number
dungeonName: string
contentType: 'dungeon' | 'raid'
}
type CollectionItem = {
key: string
glyph: string
name: string
chance: string
quantity: number
rarity: 'stat' | 'common' | 'uncommon' | 'rare' | 'epic' | 'legendary'
source: string
}
type HunterProfileTab = 'stats' | 'collection'
type HunterProfileNavEntry =
| { kind: 'back'; key: string; row: number; column: number }
| { kind: 'tab'; key: string; row: number; column: number; tab: HunterProfileTab }
| { kind: 'stat'; key: string; row: number; column: number; index: number }
| { kind: 'boss'; key: string; row: number; column: number; bossId: number }
| { kind: 'item'; key: string; row: number; column: number; itemKey: string }
const HUNTER_PROFILE_DROP_COLUMNS = 6
function bossInitials(name: string) {
return name
.split(/\s+/)
.filter(Boolean)
.slice(0, 2)
.map((part) => part[0]?.toUpperCase() ?? '')
.join('')
}
function dropChanceLabel(chance: number) {
if (chance <= 0) return 'Unavailable'
const denominator = Math.round(1 / chance)
if (denominator >= 10) return `1 in ${denominator}`
return `${Math.round(chance * 100)}%`
}
function purplePetKey(encounterId: number) {
return `purple:${encounterId}`
}
export function HunterProfileScreen({ profile, onBack }: HunterProfileScreenProps) {
const [activeTab, setActiveTab] = useState<HunterProfileTab>('stats')
const [selectedIndex, setSelectedIndex] = useState(1)
const screenRef = useRef<HTMLElement | null>(null)
const { enabled: dualScreenEnabled } = useDualScreen()
const bosses = useMemo<BossEntry[]>(() => profile.dungeons.flatMap((dungeon) =>
dungeon.encounters
.filter((encounter) => encounter.isBoss)
.map((encounter) => ({
encounter,
dungeonId: dungeon.id,
dungeonName: dungeon.name,
contentType: dungeon.contentType,
})),
), [profile.dungeons])
const [selectedBossId, setSelectedBossId] = useState(() => bosses[0]?.encounter.id ?? 0)
const [focusedItemKey, setFocusedItemKey] = useState<string | null>(null)
const selectedBoss = bosses.find((boss) => boss.encounter.id === selectedBossId) ?? bosses[0]
const bossKills = useMemo(() => profile.hunterStats?.bossKills ?? {}, [profile.hunterStats?.bossKills])
const bossPets = useMemo(() => profile.hunterStats?.bossPets ?? {}, [profile.hunterStats?.bossPets])
const inventoryQuantities = useMemo(
() => new Map(profile.inventory.map((item) => [item.id, item.quantity])),
[profile.inventory],
)
const totalBossKills = bosses.reduce((total, boss) => total + (bossKills[String(boss.encounter.id)] ?? 0), 0)
const mostKilledBoss = bosses.reduce<BossEntry | null>((best, boss) => {
if (!best) return boss
return (bossKills[String(boss.encounter.id)] ?? 0) > (bossKills[String(best.encounter.id)] ?? 0)
? boss
: best
}, null)
const matchesPlayed = profile.hunterStats?.pvpMatchesPlayed ?? 0
const matchesWon = profile.hunterStats?.pvpMatchesWon ?? 0
const winRate = matchesPlayed > 0 ? Math.round((matchesWon / matchesPlayed) * 100) : 0
const collectionItems = useMemo<CollectionItem[]>(() => {
if (!selectedBoss) return []
return [
{
key: `kills:${selectedBoss.encounter.id}`,
glyph: 'K',
name: 'Boss Kills',
chance: 'Defeats',
quantity: bossKills[String(selectedBoss.encounter.id)] ?? 0,
rarity: 'stat',
source: selectedBoss.encounter.enemyName,
},
...selectedBoss.encounter.lootTables.map((drop) => ({
key: `drop:${drop.difficultyId}:${drop.id}`,
glyph: drop.glyph,
name: drop.name,
chance: dropChanceLabel(drop.dropChance),
quantity: inventoryQuantities.get(drop.id) ?? 0,
rarity: drop.rarity,
source: selectedBoss.encounter.enemyName,
})),
{
key: `pet:${selectedBoss.encounter.id}`,
glyph: '*',
name: `${selectedBoss.encounter.enemyName} Pet`,
chance: '1 in 500',
quantity: bossPets[String(selectedBoss.encounter.id)] ?? 0,
rarity: 'legendary',
source: selectedBoss.encounter.enemyName,
},
{
key: `purple-pet:${selectedBoss.encounter.id}`,
glyph: 'P',
name: `Purple ${selectedBoss.encounter.enemyName} Pet`,
chance: '1 in 500',
quantity: bossPets[purplePetKey(selectedBoss.encounter.id)] ?? 0,
rarity: 'epic',
source: `${selectedBoss.encounter.enemyName} Roguelike`,
},
]
}, [bossKills, bossPets, inventoryQuantities, selectedBoss])
const statTiles = useMemo(() => [
{
key: 'stat:total-kills',
label: 'Total Boss Kills',
value: totalBossKills,
},
{
key: 'stat:most-killed',
label: 'Most Killed Boss',
value: totalBossKills > 0 && mostKilledBoss ? mostKilledBoss.encounter.enemyName : 'None',
detail: totalBossKills > 0 && mostKilledBoss ? `${bossKills[String(mostKilledBoss.encounter.id)] ?? 0} kills` : '0 kills',
},
{
key: 'stat:pvp-matches',
label: 'PvP Matches',
value: matchesPlayed,
},
{
key: 'stat:pvp-wins',
label: 'PvP Wins',
value: matchesWon,
},
{
key: 'stat:pvp-win-rate',
label: 'PvP Win Rate',
value: `${winRate}%`,
},
], [bossKills, matchesPlayed, matchesWon, mostKilledBoss, totalBossKills, winRate])
const focusedItem = collectionItems.find((item) => item.key === focusedItemKey) ?? collectionItems[0] ?? null
const navEntries = useMemo<HunterProfileNavEntry[]>(() => {
const entries: HunterProfileNavEntry[] = [
{ kind: 'back', key: 'back', row: 0, column: 0 },
{ kind: 'tab', key: 'tab:stats', row: 0, column: 1, tab: 'stats' },
{ kind: 'tab', key: 'tab:collection', row: 0, column: 2, tab: 'collection' },
]
if (activeTab === 'stats') {
entries.push(...statTiles.map((tile, index) => ({
kind: 'stat' as const,
key: tile.key,
row: 1,
column: index,
index,
})))
} else {
entries.push(
...bosses.map((boss, index) => ({
kind: 'boss' as const,
key: `boss:${boss.encounter.id}`,
row: index + 1,
column: 0,
bossId: boss.encounter.id,
})),
...collectionItems.map((item, index) => ({
kind: 'item' as const,
key: `item:${item.key}`,
row: Math.floor(index / HUNTER_PROFILE_DROP_COLUMNS) + 1,
column: (index % HUNTER_PROFILE_DROP_COLUMNS) + 1,
itemKey: item.key,
})),
)
}
return entries
}, [activeTab, bosses, collectionItems, statTiles])
const activeIndex = Math.min(selectedIndex, Math.max(0, navEntries.length - 1))
const activeEntry = navEntries[activeIndex]
const itemDetailState = useMemo<DualScreenWorkshopState | null>(() => {
if (activeTab !== 'collection' || !selectedBoss || !focusedItem) return null
return {
mode: 'collection',
title: focusedItem.name,
subtitle: selectedBoss.encounter.enemyName,
summary: `Owned x${focusedItem.quantity}`,
items: [
{
glyph: focusedItem.glyph,
title: 'Drop Rate',
meta: focusedItem.chance,
detail: focusedItem.source,
status: focusedItem.quantity > 0 ? 'Collected' : 'Missing',
},
{
title: 'Boss Kills',
meta: `${bossKills[String(selectedBoss.encounter.id)] ?? 0}`,
detail: selectedBoss.dungeonName,
},
],
}
}, [activeTab, bossKills, focusedItem, selectedBoss])
useDualScreenWorkshopPublisher(itemDetailState, dualScreenEnabled)
function selected(entryKey: string) {
return activeEntry?.key === entryKey
}
function selectKey(entryKey: string) {
const index = navEntries.findIndex((entry) => entry.key === entryKey)
if (index >= 0) setSelectedIndex(index)
}
function selectTab(tab: HunterProfileTab) {
setActiveTab(tab)
setSelectedIndex(tab === 'stats' ? 1 : 2)
}
function selectBoss(bossId: number) {
setSelectedBossId(bossId)
setFocusedItemKey(null)
}
function moveSelection(action: InputAction) {
if (!action.startsWith('navigate') || navEntries.length === 0) return
setSelectedIndex((current) => {
const bounded = Math.min(current, navEntries.length - 1)
const active = navEntries[bounded]
if (!active) return 0
const candidates = navEntries
.map((entry, index) => ({ entry, index }))
.filter(({ index }) => index !== bounded)
.filter(({ entry }) => {
if (action === 'navigateLeft') return entry.column < active.column
if (action === 'navigateRight') return entry.column > active.column
if (action === 'navigateUp') return entry.row < active.row
return entry.row > active.row
})
if (candidates.length === 0) return bounded
candidates.sort((a, b) => {
const aPrimary = Math.abs(a.entry.row - active.row) + Math.abs(a.entry.column - active.column)
const bPrimary = Math.abs(b.entry.row - active.row) + Math.abs(b.entry.column - active.column)
const aSecondary = action === 'navigateLeft' || action === 'navigateRight'
? Math.abs(a.entry.row - active.row)
: Math.abs(a.entry.column - active.column)
const bSecondary = action === 'navigateLeft' || action === 'navigateRight'
? Math.abs(b.entry.row - active.row)
: Math.abs(b.entry.column - active.column)
return aPrimary - bPrimary || aSecondary - bSecondary || a.index - b.index
})
return candidates[0]?.index ?? bounded
})
}
function openEntry(entry: HunterProfileNavEntry | undefined) {
if (!entry) return
if (entry.kind === 'back') onBack()
else if (entry.kind === 'tab') selectTab(entry.tab)
else if (entry.kind === 'boss') selectBoss(entry.bossId)
else if (entry.kind === 'item') setFocusedItemKey(entry.itemKey)
}
useEffect(() => {
if (!activeEntry) return
screenRef.current
?.querySelector<HTMLElement>('[data-game-selected="true"]')
?.scrollIntoView({ block: 'nearest', inline: 'nearest' })
}, [activeEntry])
useGameAction((action, inputDevice) => {
if (inputDevice !== 'controller') return
if (action === 'back') {
onBack()
return
}
if (action === 'confirm') {
openEntry(activeEntry)
return
}
moveSelection(action)
})
return (
<section className="content-screen hunter-profile-screen" data-game-nav-active="true" ref={screenRef}>
<div className="screen-heading hunter-profile-heading">
<div className="equipment-tabs hunter-profile-tabs" role="tablist" aria-label="Hunter profile tabs">
<button
className={`equipment-tab ${activeTab === 'stats' ? 'active' : ''} ${selected('tab:stats') ? 'game-selected' : ''}`}
data-controller-nav="skip"
data-game-selected={selected('tab:stats') ? 'true' : undefined}
onClick={() => selectTab('stats')}
onPointerDown={() => selectKey('tab:stats')}
type="button"
role="tab"
aria-selected={activeTab === 'stats'}
>
Stats
</button>
<button
className={`equipment-tab ${activeTab === 'collection' ? 'active' : ''} ${selected('tab:collection') ? 'game-selected' : ''}`}
data-controller-nav="skip"
data-game-selected={selected('tab:collection') ? 'true' : undefined}
onClick={() => selectTab('collection')}
onPointerDown={() => selectKey('tab:collection')}
type="button"
role="tab"
aria-selected={activeTab === 'collection'}
>
Collection Log
</button>
</div>
<button
className={`back-button ${selected('back') ? 'game-selected' : ''}`}
data-controller-nav="skip"
data-game-selected={selected('back') ? 'true' : undefined}
onClick={onBack}
onPointerDown={() => selectKey('back')}
type="button"
>
Back
</button>
</div>
{activeTab === 'stats' && (
<div className="hunter-stat-grid">
{statTiles.map((tile) => (
<article
className={`hunter-stat-tile ${selected(tile.key) ? 'game-selected' : ''}`}
data-game-selected={selected(tile.key) ? 'true' : undefined}
key={tile.key}
onPointerDown={() => selectKey(tile.key)}
>
<span>{tile.label}</span>
<strong>{tile.value}</strong>
{tile.detail && <small>{tile.detail}</small>}
</article>
))}
</div>
)}
{activeTab === 'collection' && (
<div className="collection-log-layout">
<div className="collection-boss-list" aria-label="Bosses">
{bosses.map((boss) => {
return (
<button
className={`collection-boss-button ${selectedBoss?.encounter.id === boss.encounter.id ? 'selected' : ''} ${selected(`boss:${boss.encounter.id}`) ? 'game-selected' : ''}`}
data-controller-nav="skip"
data-game-selected={selected(`boss:${boss.encounter.id}`) ? 'true' : undefined}
key={boss.encounter.id}
onClick={() => selectBoss(boss.encounter.id)}
onPointerDown={() => selectKey(`boss:${boss.encounter.id}`)}
type="button"
>
<span>{bossInitials(boss.encounter.enemyName)}</span>
<strong>{boss.encounter.enemyName}</strong>
</button>
)
})}
</div>
{selectedBoss && (
<article className="collection-boss-detail">
<div className="collection-drop-list">
{collectionItems.map((item) => (
<button
className={`collection-drop-row collection-rarity-${item.rarity} ${item.quantity <= 0 ? 'missing' : 'owned'} ${selected(`item:${item.key}`) ? 'game-selected' : ''}`}
data-controller-nav="skip"
data-game-selected={selected(`item:${item.key}`) ? 'true' : undefined}
key={item.key}
onClick={() => setFocusedItemKey(item.key)}
onFocus={() => setFocusedItemKey(item.key)}
onPointerDown={() => selectKey(`item:${item.key}`)}
type="button"
>
<span>{item.glyph}</span>
<strong>{item.name}</strong>
<small>{item.chance}</small>
<b>x{item.quantity}</b>
</button>
))}
</div>
</article>
)}
</div>
)}
</section>
)
}
+154
View File
@@ -0,0 +1,154 @@
import { memo, type ElementType, type ReactNode } from 'react'
import type { ControllerIconStyle } from '../input'
import type { PartyMember } from '../game'
import {
effectiveMaxHealth,
formatEffectTime,
memberHotEffects,
} from '../combat/rules'
import { ControllerBindingLabel } from './ControllerIcons'
import { barFillStyle } from './barStyles'
export type FloatingCombatText = {
id: number
memberId: string
value: number
}
type MemberEffectMode = 'full' | 'compact' | 'timed-basic'
const MemberEffects = memo(function MemberEffects({
member,
mode,
}: {
member: PartyMember
mode: MemberEffectMode
}) {
if (mode === 'compact') {
return (
<div className="member-effects">
{memberHotEffects(member).map((effect) => (
<span className="buff" key={effect.id}>{effect.label}</span>
))}
{member.shield > 0 && <span className="buff">Shield {Math.ceil(member.shield)}</span>}
{member.debuff && <span className="debuff">{member.debuff}</span>}
</div>
)
}
if (mode === 'timed-basic') {
return (
<div className="member-effects">
{member.hotTicks > 0 && <span className="buff">Renew {formatEffectTime(member.hotTicks)}</span>}
{member.shield > 0 && <span className="buff">Shield {Math.ceil(member.shield)}</span>}
{member.debuff && member.debuffTicks && <span className="debuff">{member.debuff} {formatEffectTime(member.debuffTicks)}</span>}
{(member.poisonStacks ?? 0) > 0 && <span className="debuff">Poison {member.poisonStacks}</span>}
{(member.maxHealthPenaltyTicks ?? 0) > 0 && <span className="debuff">Max HP -25% {formatEffectTime(member.maxHealthPenaltyTicks ?? 0)}</span>}
{(member.healingReductionTicks ?? 0) > 0 && <span className="debuff">Healing -25% {formatEffectTime(member.healingReductionTicks ?? 0)}</span>}
</div>
)
}
return (
<div className="member-effects">
{memberHotEffects(member).map((effect) => (
<span className="buff" key={effect.id}>{effect.label} {formatEffectTime(effect.ticks)}</span>
))}
{member.shield > 0 && <span className="buff">Shield {Math.ceil(member.shield)}</span>}
{(member.damageReductionTicks ?? 0) > 0 && <span className="buff">Barkskin {formatEffectTime(member.damageReductionTicks ?? 0)}</span>}
{(member.bounceHeals ?? []).map((effect) => (
<span className="buff" key={effect.id}>{effect.label} {effect.charges}</span>
))}
{member.debuff && member.debuffTicks && <span className="debuff">{member.debuff} {formatEffectTime(member.debuffTicks)}</span>}
{(member.poisonStacks ?? 0) > 0 && <span className="debuff">Poison {member.poisonStacks}</span>}
{(member.maxHealthPenaltyTicks ?? 0) > 0 && <span className="debuff">Max HP -25% {formatEffectTime(member.maxHealthPenaltyTicks ?? 0)}</span>}
{(member.healingReductionTicks ?? 0) > 0 && <span className="debuff">Healing -25% {formatEffectTime(member.healingReductionTicks ?? 0)}</span>}
</div>
)
})
export const PartyMemberFrame = memo(function PartyMemberFrame({
as,
member,
selected = false,
baseClassName = 'party-member',
selectedClassName = 'selected',
deadClassName = 'dead',
effectMode = 'full',
floatingTexts = [],
showTargetMarker = false,
showHeaderHealth = true,
showHealthText = false,
targetBinding,
controllerIconStyle,
onSelect,
children,
}: {
as?: ElementType
member: PartyMember
selected?: boolean
baseClassName?: string
selectedClassName?: string
deadClassName?: string
effectMode?: MemberEffectMode
floatingTexts?: FloatingCombatText[]
showTargetMarker?: boolean
showHeaderHealth?: boolean
showHealthText?: boolean
targetBinding?: string | null
controllerIconStyle?: ControllerIconStyle
onSelect?: (id: string) => void
children?: ReactNode
}) {
const Component = as ?? (onSelect ? 'button' : 'div')
const maxHealth = effectiveMaxHealth(member)
const className = [
baseClassName,
selected ? selectedClassName : '',
member.health <= 0 ? deadClassName : '',
].filter(Boolean).join(' ')
const action = targetBinding ? {
binding: targetBinding,
iconStyle: controllerIconStyle ?? 'playstation',
} : null
return (
<Component
className={className}
data-party-member-id={member.id}
onClick={onSelect ? () => onSelect(member.id) : undefined}
aria-pressed={onSelect ? selected : undefined}
type={Component === 'button' ? 'button' : undefined}
>
{showTargetMarker && (
<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>
{showHeaderHealth && <small>{Math.ceil(member.health)} / {maxHealth}</small>}
</div>
<div className="bar member-health">
<span style={barFillStyle((member.health / maxHealth) * 100)} />
{member.shield > 0 && <i style={barFillStyle((member.shield / maxHealth) * 100, 'right')} />}
{showHealthText && <em className="health-text">{Math.floor(member.health)} / {maxHealth}</em>}
</div>
<div className="floating-combat-texts" aria-hidden="true">
{floatingTexts.map((entry) => <span className="floating-heal" key={entry.id}>+{entry.value}</span>)}
</div>
{action && (
<div className="member-target-key">
<ControllerBindingLabel
binding={action.binding}
iconStyle={action.iconStyle}
/>
</div>
)}
<MemberEffects member={member} mode={effectMode} />
{children}
</Component>
)
})
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