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10 Commits
Author SHA1 Message Date
Warren H 956c9e32f9 Android build v1.1.22 2026-07-05 12:08:11 -04:00
Warren H 547044892d Android build v1.1.21 2026-07-04 21:15:29 -04:00
Warren H 81d65bc381 Android build v1.1.20 2026-07-04 21:15:04 -04:00
Warren H bdae0007a1 Android build v1.1.19 2026-07-04 20:50:33 -04:00
Warren H c052b086f8 Android build v1.1.18 2026-07-04 19:31:58 -04:00
Warren H c2a14bac7d Android build v1.1.17 2026-07-04 18:07:50 -04:00
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
134 changed files with 20913 additions and 1499 deletions
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@@ -11,6 +11,7 @@
## 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.
@@ -22,6 +23,54 @@
- 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.
- Every IWT2 boss must have a boss pet collection-log reward. Add the pet to IWT2 boss reward metadata when adding the boss, and keep boss kill pet drops at a rare 1 in 500 chance.
- IWT2 boss and party movement must be built with crowding and hazard escape in mind from the first implementation. New bosses must not rely on straight-line chase or single-vector hazard avoidance if the boss can create ground effects, wall pressure, summons, or multi-boss overlap.
- IWT2 AI-controlled party members must be able to route around nearby ground effects and telegraphs using deterministic local steering/path scoring. Avoidance should consider hazard damage radius, telegraph danger, boss collision radius, nearby party members, wall clearance, and a center-safe bias when escaping danger.
- IWT2 bosses must not be allowed to pin the tank, DPS, or themselves in arena corners. Any boss that chases, charges, pounces, relocates, or creates persistent hazards needs wall-disengage/relocation behavior and must avoid sustained wall contact.
- IWT2 collision resolution must run after both party movement and boss movement so party-vs-boss and party-vs-party overlaps do not persist into damage, projectile, or hazard ticks. When resolving boss overlap near walls, prefer pushing party members toward arena center instead of clamping them deeper into the wall/corner.
- Any new IWT2 boss or boss-pair change must be verified with forced simulation for that boss alone and in at least one two-boss pairing. Sim checks should look for sustained boss wall contact, live party overlap, party members stuck near hazards with near-zero movement, and deaths caused by corner pileups rather than intended mechanics.
- 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.
## IWT2 Boss Asset Requirements
- IWT2 gameplay boss sprites should use side-view cel-shaded PNG art by default, not top-down token art.
- Boss sprites should face right in source art. Renderer may flip sprites horizontally for left-facing movement; avoid 360-degree rotation for side-view sprites.
- Use original creature designs only. Do not copy franchise art, silhouettes, armor layouts, or exact monster designs.
- Generate full-body sprites with generous padding, crisp inked outlines, simple shaded color blocks, and strong silhouettes readable on the Thor main viewport.
- Keep gameplay sprites transparent after processing, cropped to content plus padding, and sized appropriately for Thor. Prefer final PNGs around 512 px wide unless a smaller asset remains crisp.
- Store IWT2 boss gameplay sprites under `public/iwt2/bosses/` using `<boss-id>-side-cel.png`.
- In boss metadata, set `spriteUrl`, `spriteView: 'side'`, `spriteWidthScale`, `spriteHeightScale`, and `spriteYOffsetScale` so the rendered sprite preserves its source aspect ratio and reads well near party members.
- Use a flat chroma-key source background for generated sprites, then remove it locally. Use `#00ff00` unless the boss has green/teal body colors; use `#ff00ff` for green/teal bosses. The key color must not appear in the boss.
- Validate every final sprite has transparent corners and renders nonblank in the 960 x 540 Thor main viewport.
Base prompt for future IWT2 boss sprites:
```text
Use case: stylized-concept
Asset type: production game boss sprite for I Want To Heal 2 arena gameplay
Primary request: side-view cel-shaded sprite of an original <boss fantasy> boss, facing right, full body visible
Subject: <distinct silhouette, body plan, role/mechanic cues, readable combat posture>; original design, not copied from any franchise
Style/medium: clean 2D cel-shaded action-game sprite, crisp inked outline, simple shaded color blocks, readable at small size
Composition/framing: centered single character, side-view with slight 3/4 depth, full body, generous padding, no cropping
Lighting/mood: clear high-contrast game lighting, readable over dark arena grid
Color palette: <boss palette and accent colors>
Scene/backdrop: perfectly flat solid <#00ff00 or #ff00ff> chroma-key background for background removal
Constraints: background must be one uniform <key color> with no shadows, gradients, texture, floor plane, reflection, or lighting variation; do not use <key color> anywhere in the boss; no cast shadow; no text; no watermark; no UI; no logos
```
## Performance Requirements
- Treat CPU, GPU, memory, battery, and startup cost as first-class constraints.
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@@ -7,8 +7,8 @@ android {
applicationId "com.warren.iwanttoheal"
minSdkVersion rootProject.ext.minSdkVersion
targetSdkVersion rootProject.ext.targetSdkVersion
versionCode 91
versionName "1.1.12"
versionCode 101
versionName "1.1.22"
testInstrumentationRunner "androidx.test.runner.AndroidJUnitRunner"
aaptOptions {
// Files and dirs to omit from the packaged assets dir, modified to accommodate modern web apps.
@@ -164,6 +164,9 @@ public abstract class ControllerBridgeActivity extends BridgeActivity {
}
Set<String> currentTokens = new HashSet<>();
float leftStickX = event.getAxisValue(MotionEvent.AXIS_X);
float leftStickY = event.getAxisValue(MotionEvent.AXIS_Y);
dispatchNativeControllerMotion(leftStickX, leftStickY);
addAxisTokens(
currentTokens,
event.getAxisValue(MotionEvent.AXIS_HAT_X),
@@ -178,13 +181,13 @@ public abstract class ControllerBridgeActivity extends BridgeActivity {
);
addAxisTokens(
currentTokens,
event.getAxisValue(MotionEvent.AXIS_X),
leftStickX,
"Axis0-",
"Axis0+"
);
addAxisTokens(
currentTokens,
event.getAxisValue(MotionEvent.AXIS_Y),
leftStickY,
"Axis1-",
"Axis1+"
);
@@ -240,6 +243,19 @@ public abstract class ControllerBridgeActivity extends BridgeActivity {
);
}
private void dispatchNativeControllerMotion(float x, float y) {
if (bridge == null || bridge.getWebView() == null) return;
String script =
"window.dispatchEvent(new CustomEvent('ashen-halls-native-controller-motion',"
+ "{detail:{x:" + x + ",y:" + y + "}}));";
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();
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@@ -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 (
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# IWT2 Future Boss Concept Prompts
These are exploration-only concepts. They are not implemented encounters.
## Rimebastion
- Hook: Frost leviathan turtle-crab siege boss; plants jagged ice wall segments, boxes party into lanes, then shatters walls into cone shards.
- Chroma key: `#00ff00`
```text
Use case: stylized-concept
Asset type: production game boss sprite for I Want To Heal 2 arena gameplay
Primary request: side-view cel-shaded sprite of an original frost leviathan turtle-crab siege boss, facing right, full body visible
Subject: massive turtle-crab hybrid with a low armored glacier shell, four heavy crab legs, broad claw-like siege forelimbs, frost-rimmed tusk mandibles, ice wall crystal growths along the shell edges, compact battering-ram posture, readable tanky wall-builder silhouette; original design, not copied from any franchise
Style/medium: clean 2D cel-shaded action-game sprite, crisp inked outline, simple shaded color blocks, readable at small size
Composition/framing: centered single character, side-view with slight 3/4 depth, full body, generous padding, no cropping
Lighting/mood: clear high-contrast game lighting, readable over dark arena grid
Color palette: deep blue shell plates, pale cyan ice crystals, white frost edges, dark slate claws, cold violet shadow accents
Scene/backdrop: perfectly flat solid #00ff00 chroma-key background for background removal
Constraints: background must be one uniform #00ff00 with no shadows, gradients, texture, floor plane, reflection, or lighting variation; do not use #00ff00 anywhere in the boss; no cast shadow; no text; no watermark; no UI; no logos
```
## Ember Mantis Duelist
- Hook: Fast side-stepping mantis swordsman. Blade arms draw glowing line-slash telegraphs, then carve straight arena cuts that force party repositioning.
- Chroma key: `#00ff00`
```text
Use case: stylized-concept
Asset type: production game boss sprite for I Want To Heal 2 arena gameplay
Primary request: side-view cel-shaded sprite of an original ember mantis duelist boss, facing right, full body visible
Subject: tall predatory mantis warrior with two long scythe-like blade arms, ember-cracked chitin plates, narrow duelist stance, swept horn-like antennae, glowing slash scars along forearms, agile line-slash mechanic cues; original design, not copied from any franchise
Style/medium: clean 2D cel-shaded action-game sprite, crisp inked outline, simple shaded color blocks, readable at small size
Composition/framing: centered single character, side-view with slight 3/4 depth, full body, generous padding, no cropping
Lighting/mood: clear high-contrast game lighting, readable over dark arena grid
Color palette: charcoal black chitin, deep crimson armor plates, molten orange cracks, pale bone blade edges, small yellow ember accents
Scene/backdrop: perfectly flat solid #00ff00 chroma-key background for background removal
Constraints: background must be one uniform #00ff00 with no shadows, gradients, texture, floor plane, reflection, or lighting variation; do not use #00ff00 anywhere in the boss; no cast shadow; no text; no watermark; no UI; no logos
```
## Obsidian Ram Golem
- Hook: Living volcanic-stone ram construct. Charge cracks armor plates, quake sends fracture waves, shatter armor drops broken obsidian slabs as hazards.
- Chroma key: `#00ff00`
```text
Use case: stylized-concept
Asset type: production game boss sprite for I Want To Heal 2 arena gameplay
Primary request: side-view cel-shaded sprite of an original obsidian ram golem boss, facing right, full body visible
Subject: massive quadruped ram-shaped stone construct with jagged obsidian armor plates, curled basalt horns, glowing ember cracks, heavy hooves, lowered charging posture, fractured shoulder plates suggesting shatter armor mechanics, quake-impact weight in stance; original design, not copied from any franchise
Style/medium: clean 2D cel-shaded action-game sprite, crisp inked outline, simple shaded color blocks, readable at small size
Composition/framing: centered single character, side-view with slight 3/4 depth, full body, generous padding, no cropping
Lighting/mood: clear high-contrast game lighting, readable over dark arena grid
Color palette: black obsidian, charcoal basalt, dark gray stone, lava-orange crack glow, muted red-hot horn accents
Scene/backdrop: perfectly flat solid #00ff00 chroma-key background for background removal
Constraints: background must be one uniform #00ff00 with no shadows, gradients, texture, floor plane, reflection, or lighting variation; do not use #00ff00 anywhere in the boss; no cast shadow; no text; no watermark; no UI; no logos
```
## Stormcoil Wyrm
- Hook: Serpentine sky-eel boss. Loops body into charged rings, leaves arcing storm trails, chains lightning through clustered party members.
- Chroma key: `#ff00ff`
```text
Use case: stylized-concept
Asset type: production game boss sprite for I Want To Heal 2 arena gameplay
Primary request: side-view cel-shaded sprite of an original storm eel wyrm boss, facing right, full body visible
Subject: long serpentine eel-wyrm with raised crested head, ribbon-like looping body forming two open coils, jagged fin spines, glowing storm nodes along its sides, forked whiskers acting as lightning conductors, readable chain-lightning mechanic cues, aggressive hovering combat posture; original design, not copied from any franchise
Style/medium: clean 2D cel-shaded action-game sprite, crisp inked outline, simple shaded color blocks, readable at small size
Composition/framing: centered single character, side-view with slight 3/4 depth, full body, generous padding, no cropping
Lighting/mood: clear high-contrast game lighting, readable over dark arena grid
Color palette: deep navy body, pale silver belly, electric cyan and white lightning accents, violet storm-glow details
Scene/backdrop: perfectly flat solid #ff00ff chroma-key background for background removal
Constraints: background must be one uniform #ff00ff with no shadows, gradients, texture, floor plane, reflection, or lighting variation; do not use #ff00ff anywhere in the boss; no cast shadow; no text; no watermark; no UI; no logos
```
## Venom Orchid Hydra
- Hook: Three blossom-serpent heads sweep staggered poison cones while buried roots snare lanes and blooming pods leave toxic zones.
- Chroma key: `#ff00ff`
```text
Use case: stylized-concept
Asset type: production game boss sprite for I Want To Heal 2 arena gameplay
Primary request: side-view cel-shaded sprite of an original venom orchid hydra boss, facing right, full body visible
Subject: massive root-bodied hydra with three long orchid-serpent heads, poisonous blossom crowns, thorny vine necks, exposed twisting roots used for snares, swollen toxin pods, readable cone-attack posture with heads angled at different heights; original design, not copied from any franchise
Style/medium: clean 2D cel-shaded action-game sprite, crisp inked outline, simple shaded color blocks, readable at small size
Composition/framing: centered single character, side-view with slight 3/4 depth, full body, generous padding, no cropping
Lighting/mood: clear high-contrast game lighting, readable over dark arena grid
Color palette: deep violet petals, pale bone-yellow stamens, dark bark roots, black-purple thorns, toxic lime-yellow venom accents; do not use magenta
Scene/backdrop: perfectly flat solid #ff00ff chroma-key background for background removal
Constraints: background must be one uniform #ff00ff with no shadows, gradients, texture, floor plane, reflection, or lighting variation; do not use #ff00ff anywhere in the boss; no cast shadow; no text; no watermark; no UI; no logos
```
## Sandglass Scorpion
- Hook: Burrowing scorpion boss that leaves moving sand trails, plants delayed stinger eruptions, and flips hourglass sand zones between safe glass and sinking hazard.
- Chroma key: `#00ff00`
```text
Use case: stylized-concept
Asset type: production game boss sprite for I Want To Heal 2 arena gameplay
Primary request: side-view cel-shaded sprite of an original sandglass scorpion boss, facing right, full body visible
Subject: massive desert scorpion with hourglass-shaped torso shell, glassy sand chambers in claws and tail, segmented legs built for burrowing, curved raised stinger with dripping golden sand, ridged shovel-like pincers, readable combat posture suggesting delayed underground strikes and arena sand zones; original design, not copied from any franchise
Style/medium: clean 2D cel-shaded action-game sprite, crisp inked outline, simple shaded color blocks, readable at small size
Composition/framing: centered single character, side-view with slight 3/4 depth, full body, generous padding, no cropping
Lighting/mood: clear high-contrast game lighting, readable over dark arena grid
Color palette: warm ochre sand armor, dark obsidian joints, amber glass chambers, pale bone claws, bright gold sand accents
Scene/backdrop: perfectly flat solid #00ff00 chroma-key background for background removal
Constraints: background must be one uniform #00ff00 with no shadows, gradients, texture, floor plane, reflection, or lighting variation; do not use #00ff00 anywhere in the boss; no cast shadow; no text; no watermark; no UI; no logos
```
## Crystal Bat Matriarch
- Hook: Giant jeweled cave-bat queen. Sonic ring pulses force party spacing, mirror shards split/reflect danger lanes, swoop dives punish clustered players.
- Chroma key: `#00ff00`
```text
Use case: stylized-concept
Asset type: production game boss sprite for I Want To Heal 2 arena gameplay
Primary request: side-view cel-shaded sprite of an original crystal bat matriarch boss, facing right, full body visible
Subject: towering bat queen with wide angular wings, faceted amethyst-and-obsidian crystal growths along crown, shoulders, wing fingers, and tail; open fanged mouth emitting visible pale sonic ring motifs around the head; several floating broken mirror shards orbiting near the wings; poised in a low forward swoop posture with claws extended; original creature design, not copied from any franchise
Style/medium: clean 2D cel-shaded action-game sprite, crisp inked outline, simple shaded color blocks, readable at small size
Composition/framing: centered single character, side-view with slight 3/4 depth, full body, generous padding, no cropping
Lighting/mood: clear high-contrast game lighting, readable over dark arena grid
Color palette: deep violet body, black wing membranes, icy blue crystal highlights, silver mirror shards, pale cyan sonic accents
Scene/backdrop: perfectly flat solid #00ff00 chroma-key background for background removal
Constraints: background must be one uniform #00ff00 with no shadows, gradients, texture, floor plane, reflection, or lighting variation; do not use #00ff00 anywhere in the boss; no cast shadow; no text; no watermark; no UI; no logos
```
## Cinderback Ricochet
- Hook: Molten armadillo boss curls into plated lava wheel, ricochets off arena walls, leaves burning trails, then uncurls for armor-plate slam windows.
- Chroma key: `#00ff00`
```text
Use case: stylized-concept
Asset type: production game boss sprite for I Want To Heal 2 arena gameplay
Primary request: side-view cel-shaded sprite of an original molten armadillo boss, facing right, full body visible
Subject: bulky low-slung armadillo-like beast with layered volcanic armor plates, glowing lava cracks, heavy clawed feet, curled rolling-combat silhouette cues, scorched tail, defensive plated brow, readable ricochet boss posture; original design, not copied from any franchise
Style/medium: clean 2D cel-shaded action-game sprite, crisp inked outline, simple shaded color blocks, readable at small size
Composition/framing: centered single character, side-view with slight 3/4 depth, full body, generous padding, no cropping
Lighting/mood: clear high-contrast game lighting, readable over dark arena grid
Color palette: charcoal obsidian plates, ember orange lava seams, dark red underbody, pale hot-yellow highlights
Scene/backdrop: perfectly flat solid #00ff00 chroma-key background for background removal
Constraints: background must be one uniform #00ff00 with no shadows, gradients, texture, floor plane, reflection, or lighting variation; do not use #00ff00 anywhere in the boss; no cast shadow; no text; no watermark; no UI; no logos
```
## Hollowcrown Revenant
- Hook: Spectral stag boss leaves cursed hoof zones and fading dash trails; ghost antlers flare before line charges.
- Chroma key: `#ff00ff`
```text
Use case: stylized-concept
Asset type: production game boss sprite for I Want To Heal 2 arena gameplay
Primary request: side-view cel-shaded sprite of an original spectral stag revenant boss, facing right, full body visible
Subject: gaunt undead stag spirit with cracked bone mask, tall translucent ghost antlers, torn shadowy hide, glowing pale blue curse runes on ribs and hooves, wispy dash-trail ribbons streaming backward, combat-ready lowered stance; original design, not copied from any franchise
Style/medium: clean 2D cel-shaded action-game sprite, crisp inked outline, simple shaded color blocks, readable at small size
Composition/framing: centered single character, side-view with slight 3/4 depth, full body, generous padding, no cropping
Lighting/mood: clear high-contrast game lighting, eerie revenant glow, readable over dark arena grid
Color palette: bone white, charcoal black, cold blue, pale cyan, muted violet accents
Scene/backdrop: perfectly flat solid #ff00ff chroma-key background for background removal
Constraints: background must be one uniform #ff00ff with no shadows, gradients, texture, floor plane, reflection, or lighting variation; do not use #ff00ff anywhere in the boss; no cast shadow; no text; no watermark; no UI; no logos
```
## Tidejaw Behemoth
- Hook: Massive reef-backed crocodile boss. Blasts pressurized water jets, uses heavy tail sweeps to knock party members sideways, leaves spinning whirlpool puddles that pull players inward.
- Chroma key: `#ff00ff`
```text
Use case: stylized-concept
Asset type: production game boss sprite for I Want To Heal 2 arena gameplay
Primary request: side-view cel-shaded sprite of an original tide crocodile behemoth boss, facing right, full body visible
Subject: enormous low-slung crocodilian sea monster with a broad armored skull, jagged coral-like back plates, heavy sweeping tail, webbed claws, pressure-jet water vents along shoulders and flanks, swirling puddle motifs around feet without shadows; original design, not copied from any franchise
Style/medium: clean 2D cel-shaded action-game sprite, crisp inked outline, simple shaded color blocks, readable at small size
Composition/framing: centered single character, side-view with slight 3/4 depth, full body, generous padding, no cropping
Lighting/mood: clear high-contrast game lighting, readable over dark arena grid
Color palette: deep swamp green body, dark navy shell plates, pale bone claws and teeth, bright cyan water accents, coral-orange warning marks
Scene/backdrop: perfectly flat solid #ff00ff chroma-key background for background removal
Constraints: background must be one uniform #ff00ff with no shadows, gradients, texture, floor plane, reflection, or lighting variation; do not use #ff00ff anywhere in the boss; no cast shadow; no text; no watermark; no UI; no logos
```
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@@ -10,6 +10,7 @@
"dependencies": {
"@capacitor/android": "^8.4.0",
"@capacitor/core": "^8.4.0",
"phaser": "^4.2.0",
"react": "^19.2.6",
"react-dom": "^19.2.6"
},
@@ -2030,6 +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",
@@ -2969,6 +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",
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@@ -28,6 +28,7 @@
"dependencies": {
"@capacitor/android": "^8.4.0",
"@capacitor/core": "^8.4.0",
"phaser": "^4.2.0",
"react": "^19.2.6",
"react-dom": "^19.2.6"
},
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+12
View File
@@ -0,0 +1,12 @@
<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 144 144" role="img" aria-label="Barroth boss sprite">
<path d="M20 80c6-31 35-49 68-42 31 6 48 27 43 52-5 26-34 41-68 34-30-6-48-24-43-44Z" fill="#8d714d"/>
<path d="M44 49c16-15 49-17 72-1-28 0-53 6-76 20Z" fill="#d6bd80"/>
<path d="M56 29h48l17 24-23 17H55L35 52Z" fill="#6a5137"/>
<path d="M63 37h33l10 14-12 9H62L50 51Z" fill="#a48a61"/>
<path d="M35 69 8 54l18 42 33 2Z" fill="#6a5137"/>
<path d="m102 68 33-13-14 42-34 2Z" fill="#6a5137"/>
<path d="M67 65c14 0 26 10 26 23s-12 23-26 23-26-10-26-23 12-23 26-23Z" fill="#5a412e"/>
<path d="m94 82 32 7-31 10Z" fill="#3a2b21"/>
<path d="M54 77h7v8h-7z" fill="#f3e2a5"/>
<path d="M44 111h16l-8 18ZM90 111h16l-8 18Z" fill="#3a2b21"/>
</svg>

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+14
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@@ -0,0 +1,14 @@
<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 144 144" role="img" aria-label="Bulldrome boss sprite">
<path d="M22 80c4-31 32-50 64-43 26 6 42 23 43 45 2 23-16 39-43 41-34 2-62-14-64-43Z" fill="#7a4b35"/>
<path d="M42 91c11 15 42 22 67 10-9 16-28 24-52 18-13-4-23-13-28-24l13-4Z" fill="#3b2d28" opacity=".55"/>
<path d="M42 51c11-12 31-17 52-12 14 3 25 10 31 21-25-9-53-11-83-9Z" fill="#b48762"/>
<path d="M30 62 9 48l8 31 20-5Z" fill="#d6c8aa"/>
<path d="m104 55 30-12-13 28-20-2Z" fill="#d6c8aa"/>
<path d="M40 34 24 18h25l7 17Z" fill="#ad5632"/>
<path d="m99 36 15-18 13 24-20 8Z" fill="#ad5632"/>
<path d="M72 58c17 0 31 11 31 25S89 108 72 108 41 97 41 83s14-25 31-25Z" fill="#5b3b31"/>
<path d="M73 63c9 0 17 7 17 16s-8 17-17 17-17-8-17-17 8-16 17-16Z" fill="#2c2422"/>
<path d="M68 72h9v20h-9z" fill="#e8b068"/>
<path d="M61 55c5-9 17-9 22 0-6-2-16-2-22 0Z" fill="#261b17"/>
<path d="M42 110h16l-8 16ZM90 109h16l-8 16Z" fill="#2a211e"/>
</svg>

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+13
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@@ -0,0 +1,13 @@
<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 144 144" role="img" aria-label="Great Jaggi boss sprite">
<path d="M21 78c8-28 38-42 69-32 24 8 36 27 27 49-9 23-38 32-66 20-22-9-35-21-30-37Z" fill="#3f8f73"/>
<path d="M54 48c15-15 38-14 55 1-21 0-39 6-54 19Z" fill="#b8f0aa"/>
<path d="M28 79 7 58l33 5Z" fill="#2a6e58"/>
<path d="M97 66 137 46l-20 36Z" fill="#2a6e58"/>
<path d="M92 91c16 2 30 9 41 22-24-5-43-8-58-6Z" fill="#326d59"/>
<path d="M70 62c12 0 22 9 22 21S82 105 70 105s-22-10-22-22 10-21 22-21Z" fill="#245848"/>
<path d="M60 32 48 15l26 13ZM82 32l14-17 6 27Z" fill="#b8f0aa"/>
<circle cx="60" cy="74" r="4" fill="#f4ffd0"/>
<circle cx="60" cy="74" r="2" fill="#111"/>
<path d="m93 82 31 4-29 12Z" fill="#1f4539"/>
<path d="M44 108h13l-7 18ZM80 111h13l-7 18Z" fill="#1f4539"/>
</svg>

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+12
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@@ -0,0 +1,12 @@
<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 144 144" role="img" aria-label="Khezu boss sprite">
<path d="M27 82c2-28 27-43 55-40 25 3 45 20 45 44 0 23-21 39-50 39-30 0-52-18-50-43Z" fill="#d8d7c9"/>
<path d="M42 55c14-13 47-13 66 0-23-2-45 2-68 16Z" fill="#fff4df"/>
<path d="M37 70 10 55l15 40 30 2Z" fill="#b9b7aa"/>
<path d="m102 68 31-15-13 40-30 4Z" fill="#b9b7aa"/>
<path d="M49 72c8-16 32-21 45-8 13 14 8 39-13 46-21 7-42-4-43-21 0-6 4-12 11-17Z" fill="#efe9da"/>
<path d="M64 61c17-32 40-43 57-32-22 10-33 27-34 51Z" fill="#d8d7c9"/>
<path d="M89 35c8-18 23-24 40-21-14 8-22 18-25 31Z" fill="#fff4df"/>
<path d="M60 84c11-5 26-4 36 4-9 8-27 8-36-4Z" fill="#7d4b55"/>
<path d="M55 112h14l-8 17ZM88 112h14l-8 17Z" fill="#8d8a80"/>
<path d="M105 69c9 1 15 5 19 13-10-3-17-3-25 2Z" fill="#77d9ff"/>
</svg>

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+13
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@@ -0,0 +1,13 @@
<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 144 144" role="img" aria-label="Rathian boss sprite">
<path d="M26 77c6-30 35-48 66-40 27 7 42 30 36 55-6 24-34 38-64 29-26-8-43-25-38-44Z" fill="#4d9a58"/>
<path d="M48 51c13-17 40-22 64-4-25 0-44 6-59 20Z" fill="#f0c24d"/>
<path d="M35 69 5 38l13 54 36 10Z" fill="#3f7c4a"/>
<path d="m100 65 38-28-15 56-35 9Z" fill="#3f7c4a"/>
<path d="M30 63 6 37l31 14 18 36Z" fill="#78b861"/>
<path d="m112 58 28-22-20 31-27 22Z" fill="#78b861"/>
<path d="M77 22c17 8 30 21 38 39-18-12-37-18-59-18 5-10 12-17 21-21Z" fill="#2d693f"/>
<path d="M70 61c13 0 24 10 24 23s-11 24-24 24-24-11-24-24 11-23 24-23Z" fill="#2f5f3c"/>
<path d="m96 82 34 7-33 12Z" fill="#244c32"/>
<path d="M57 75h6v8h-6z" fill="#f7ffd2"/>
<path d="M44 110h15l-8 19ZM88 111h15l-8 19Z" fill="#244c32"/>
</svg>

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+13
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@@ -0,0 +1,13 @@
<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 144 144" role="img" aria-label="Tobi Kadachi boss sprite">
<path d="M25 79c7-27 34-42 65-34 24 6 38 23 35 45-3 23-28 37-58 30-27-6-47-24-42-41Z" fill="#6a79bd"/>
<path d="M49 50c13-14 38-18 61-3-21 1-40 8-56 22Z" fill="#a8f3ff"/>
<path d="M40 69 8 49l20 46 34 5Z" fill="#515d9d"/>
<path d="m95 66 38-18-20 48-34 4Z" fill="#515d9d"/>
<path d="M92 89c20 3 34 14 41 32-22-10-42-14-62-12Z" fill="#dfeaff"/>
<path d="M68 61c13 0 23 10 23 22s-10 23-23 23-23-11-23-23 10-22 23-22Z" fill="#414b87"/>
<path d="M58 32 44 12l28 16ZM83 32l19-17 4 29Z" fill="#dfeaff"/>
<path d="m82 55 7 12 13-4-11 11 7 13-14-7-11 11 3-15-14-7 15-2Z" fill="#a8f3ff"/>
<circle cx="59" cy="74" r="4" fill="#f6ffff"/>
<circle cx="59" cy="74" r="2" fill="#101425"/>
<path d="M45 108h14l-8 18ZM82 110h14l-8 18Z" fill="#303869"/>
</svg>

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+14
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@@ -0,0 +1,14 @@
<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 144 144" role="img" aria-label="Yian Kut Ku boss sprite">
<path d="M28 84c3-29 28-45 56-38 24 6 39 24 35 48-3 22-24 34-51 31-25-3-42-18-40-41Z" fill="#d66a35"/>
<path d="M52 51c9-14 29-18 49-5-16 0-31 5-43 16Z" fill="#ffd166"/>
<path d="M38 67 9 45l12 45 29 5Z" fill="#f28a3e"/>
<path d="m99 71 36-20-16 45-30-1Z" fill="#f28a3e"/>
<path d="M33 66 7 42l20 9 17 24Z" fill="#ffd166"/>
<path d="m112 63 25-16-16 20-20 12Z" fill="#ffd166"/>
<path d="M80 26c18 7 29 21 31 40-13-15-28-21-47-22 4-8 9-14 16-18Z" fill="#b6462d"/>
<path d="M69 58c12 0 22 10 22 22s-10 22-22 22-22-10-22-22 10-22 22-22Z" fill="#812f25"/>
<path d="m93 79 31 5-28 11Z" fill="#61241d"/>
<circle cx="60" cy="73" r="5" fill="#fff2a5"/>
<circle cx="60" cy="73" r="2" fill="#1f1511"/>
<path d="M52 112h13l-8 18ZM86 111h14l-8 18Z" fill="#58251c"/>
</svg>

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+6
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@@ -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()
+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$/)
if (iwt2HpMatch && request.method === 'PUT') {
const payload = await readJson(request)
const balanceOverrides = updateIwt2EntityHp(decodeURIComponent(iwt2HpMatch[1]), payload)
sendJson(response, 200, { ok: true, balanceOverrides })
return
}
if (!existsSync(databasePath)) {
sendJson(response, 503, { error: 'Database missing. Run npm run db:init.' })
return
+78 -22
View File
@@ -37,6 +37,35 @@ const pvpMatches = new Map()
const pvpQueueTtlMs = 15 * 1000
const pvpMatchTtlMs = 60 * 60 * 1000
function addColumnIfMissing(database, table, column, definition) {
const columns = database.prepare(`PRAGMA table_info(${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')
@@ -44,6 +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(',')
@@ -1027,7 +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)
@@ -1058,6 +1101,7 @@ function buildSyncSave(database, accountId, activeCharacterId) {
`).get(activeCharacterId)
return {
version: 4,
updatedAt: epochMsFromSqliteDate(account?.lastSavedAt),
characterName,
activeClassId,
completedDungeonParts: account?.completedDungeonParts ?? 0,
@@ -1164,11 +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,
)
@@ -3004,6 +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)
@@ -3060,6 +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)
@@ -3098,7 +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
}
@@ -3148,9 +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,
@@ -3165,9 +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
@@ -3175,24 +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
@@ -3200,9 +3251,10 @@ export async function handleApiRequest(request, response, next) {
const itemDiscard = request.url.match(/^\/api\/equipment\/(\d+)\/discard-extra$/)
if (itemDiscard && request.method === 'POST') {
sendJson(
sendMutatingResult(
response,
200,
database,
session.accountId,
discardExtraItem(database, session.characterId, Number(itemDiscard[1])),
)
return
@@ -3210,9 +3262,10 @@ export async function handleApiRequest(request, response, next) {
const itemBreakdown = request.url.match(/^\/api\/equipment\/(\d+)\/breakdown$/)
if (itemBreakdown && request.method === 'POST') {
sendJson(
sendMutatingResult(
response,
200,
database,
session.accountId,
breakdownItem(database, session.characterId, Number(itemBreakdown[1])),
)
return
@@ -3220,9 +3273,10 @@ export async function handleApiRequest(request, response, next) {
const recipeCraft = request.url.match(/^\/api\/crafting\/recipes\/(\d+)\/craft$/)
if (recipeCraft && request.method === 'POST') {
sendJson(
sendMutatingResult(
response,
200,
database,
session.accountId,
craftItem(database, session.characterId, Number(recipeCraft[1])),
)
return
@@ -3230,9 +3284,10 @@ export async function handleApiRequest(request, response, next) {
const itemUpgrade = request.url.match(/^\/api\/items\/(\d+)\/upgrade$/)
if (itemUpgrade && request.method === 'POST') {
sendJson(
sendMutatingResult(
response,
200,
database,
session.accountId,
upgradeItem(database, session.characterId, Number(itemUpgrade[1])),
)
return
@@ -3241,9 +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,
+1581 -9
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+79 -1426
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+357 -1
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@@ -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()
+1 -1
View File
@@ -109,7 +109,7 @@ export const PartyMemberFrame = memo(function PartyMemberFrame({
].filter(Boolean).join(' ')
const action = targetBinding ? {
binding: targetBinding,
iconStyle: controllerIconStyle ?? 'xbox',
iconStyle: controllerIconStyle ?? 'playstation',
} : null
return (
+15 -16
View File
@@ -944,24 +944,23 @@ export function PvpStadiumScreen({
const finishShop = useCallback(() => {
if (shopReady || status !== 'shop') return
setShopReady(true)
submittedShopRef.current = true
setPlayerSide((current) => {
const next = { ...current, shopReady: true }
playerRef.current = next
return next
})
if (liveMatchRef.current) {
submitPvpUpgradeChoice(liveMatchRef.current.id, {
encounterIndex: roundIndex,
buffId: 'stadium-shop',
debuffId: '',
purchases: playerRef.current.buffs,
shopReady: true,
}).catch(() => undefined)
const liveMatch = liveMatchRef.current
if (!liveMatch) {
startNextRound()
return
}
startNextRound()
setShopReady(true)
submittedShopRef.current = true
const readyPlayer = { ...playerRef.current, shopReady: true }
playerRef.current = readyPlayer
setPlayerSide(readyPlayer)
submitPvpUpgradeChoice(liveMatch.id, {
encounterIndex: roundIndex,
buffId: 'stadium-shop',
debuffId: '',
purchases: playerRef.current.buffs,
shopReady: true,
}).catch(() => undefined)
}, [roundIndex, shopReady, startNextRound, status])
const { rematchRequested, rematchMessage, handleRematch } = usePvpLiveMatchSync<StadiumSideState, LivePvpMatch>({
+47
View File
@@ -49,6 +49,11 @@ export type DualScreenCombatState = {
opponentClassName?: string
opponentParty?: PartyMember[]
opponentEnemyHealth?: number
opponentArena?: {
bounds: { width: number, height: number }
bosses: Array<{ id: string, name: string, icon: string, color: string, x: number, y: number, radius: number, health: number, maxHealth: number }>
party: Array<{ id: string, icon: string, color: string, x: number, y: number, radius: number, health: number, maxHealth: number, isHealer: boolean }>
}
opponentResource?: number
opponentMaxResource?: number
opponentResourceName?: string
@@ -638,6 +643,48 @@ export function DualScreenBottomDisplay() {
</section>
)}
{state.opponentArena && (
<section className="dual-opponent-arena" aria-label="Opponent arena">
<div
className="dual-opponent-arena-field"
style={{ aspectRatio: `${state.opponentArena.bounds.width} / ${state.opponentArena.bounds.height}` }}
>
{state.opponentArena.bosses.map((boss) => (
<div
className="dual-opponent-arena-entity boss"
key={boss.id}
style={{
backgroundColor: boss.color,
height: `${Math.max(8, (boss.radius / state.opponentArena!.bounds.height) * 100)}%`,
left: `${(boss.x / state.opponentArena!.bounds.width) * 100}%`,
top: `${(boss.y / state.opponentArena!.bounds.height) * 100}%`,
width: `${Math.max(8, (boss.radius / state.opponentArena!.bounds.width) * 100)}%`,
}}
title={`${boss.name} ${Math.ceil(boss.health)} / ${boss.maxHealth}`}
>
{boss.icon}
</div>
))}
{state.opponentArena.party.map((member) => (
<div
className={`dual-opponent-arena-entity party ${member.isHealer ? 'healer' : ''}`}
key={member.id}
style={{
backgroundColor: member.color,
height: `${Math.max(5, (member.radius / state.opponentArena!.bounds.height) * 100)}%`,
left: `${(member.x / state.opponentArena!.bounds.width) * 100}%`,
opacity: member.health > 0 ? 1 : 0.35,
top: `${(member.y / state.opponentArena!.bounds.height) * 100}%`,
width: `${Math.max(5, (member.radius / state.opponentArena!.bounds.width) * 100)}%`,
}}
>
{member.icon}
</div>
))}
</div>
</section>
)}
<section className={`dual-opponent-party-grid ${state.opponentParty.length > 6 ? 'raid' : ''}`}>
{state.opponentParty.map((member) => (
<PartyMemberFrame
+108 -14
View File
@@ -86,6 +86,7 @@ type CharacterData = {
type OfflineSave = {
version: 4
updatedAt: number
characterName: string
activeClassId: number
completedDungeonParts: number
@@ -117,6 +118,22 @@ export type CloudSyncStatus = {
dirty: boolean
}
export type CloudSaveAge = 'server-newer' | 'local-newer' | 'same' | 'unknown'
export type CloudSaveSummary = {
updatedAt: number | null
characterName: string
activeClassId: number
}
export type CloudSyncComparison = {
relation: CloudSaveAge
local: CloudSaveSummary
server: CloudSaveSummary
}
export type CloudSyncChoice = 'local' | 'server'
type RepositoryMode = 'online' | 'offline-local' | 'offline-cached'
type NetworkError = Error & {
@@ -144,6 +161,30 @@ function clone<T>(value: T): T {
return structuredClone(value)
}
function normalizedSaveTimestamp(value: unknown): number {
const timestamp = Number(value)
return Number.isFinite(timestamp) && timestamp > 0 ? timestamp : 0
}
function stampSave(save: OfflineSave, updatedAt = Date.now()): OfflineSave {
save.updatedAt = updatedAt
return save
}
function saveSummary(save: OfflineSave): CloudSaveSummary {
return {
updatedAt: save.updatedAt > 0 ? save.updatedAt : null,
characterName: save.characterName,
activeClassId: save.activeClassId,
}
}
function compareSaveAge(local: OfflineSave, server: OfflineSave): CloudSaveAge {
if (local.updatedAt <= 0 || server.updatedAt <= 0) return 'unknown'
if (Math.abs(local.updatedAt - server.updatedAt) < 1000) return 'same'
return server.updatedAt > local.updatedAt ? 'server-newer' : 'local-newer'
}
function toGameMode(mode: RepositoryMode): GameMode {
return mode === 'online' ? 'online' : 'offline'
}
@@ -190,6 +231,7 @@ function upgradeV1Save(v1: { profile: CharacterProfile; lootRolls: Record<string
}
return {
version: 4,
updatedAt: 0,
characterName: p.character.name,
activeClassId: p.character.classId,
completedDungeonParts: p.completedDungeonParts,
@@ -210,6 +252,7 @@ function upgradeV2Save(v2: Omit<OfflineSave, 'version' | 'completedRaidPhases' |
return normalizeSaveAbilitySlots({
...v2,
version: 4,
updatedAt: normalizedSaveTimestamp((v2 as { updatedAt?: unknown }).updatedAt),
completedRaidPhases: 0,
bossKills: {},
bossPets: {},
@@ -222,6 +265,7 @@ function upgradeV3Save(v3: Omit<OfflineSave, 'version' | 'bossKills' | 'bossPets
return normalizeSaveAbilitySlots({
...v3,
version: 4,
updatedAt: normalizedSaveTimestamp((v3 as { updatedAt?: unknown }).updatedAt),
bossKills: {},
bossPets: {},
pvpMatchesPlayed: 0,
@@ -244,6 +288,7 @@ function normalizeAbilitySlots(abilitySlots: unknown): Array<number | null> {
}
function normalizeSaveAbilitySlots(save: OfflineSave): OfflineSave {
save.updatedAt = normalizedSaveTimestamp(save.updatedAt)
for (const character of Object.values(save.characters)) {
character.abilitySlots = normalizeAbilitySlots(character.abilitySlots)
}
@@ -590,6 +635,7 @@ function mergeProfileIntoSave(profile: CharacterProfile, existingSave?: OfflineS
}
return {
version: 4,
updatedAt: existingSave?.updatedAt ?? Date.now(),
characterName: profile.character.name,
activeClassId: profile.character.classId,
completedDungeonParts: profile.completedDungeonParts,
@@ -1008,6 +1054,10 @@ function requireStoredSave(store: LocalSaveStore): OfflineSave {
return save
}
function writeStoreSave(store: LocalSaveStore, save: OfflineSave) {
store.writeSave(stampSave(save))
}
function createLocalRepository(store: LocalSaveStore): GameRepository {
return {
async loadSession() {
@@ -1055,7 +1105,7 @@ function createLocalRepository(store: LocalSaveStore): GameRepository {
}
save.characters[classId].abilitySlots = slots
save.activeClassId = classId
store.writeSave(save)
writeStoreSave(store, save)
return buildProfile(save)
},
async completeDungeon(dungeonId, difficultyId, resourceSpent, durationSeconds, completedPart, startPart, partDurationSeconds, hardMode) {
@@ -1161,7 +1211,7 @@ function createLocalRepository(store: LocalSaveStore): GameRepository {
}
}
store.writeSave(save)
writeStoreSave(store, save)
const updatedProfile = buildProfile(save)
return {
@@ -1284,7 +1334,7 @@ function createLocalRepository(store: LocalSaveStore): GameRepository {
)
cd.inventory = profile.inventory
store.writeSave(save)
writeStoreSave(store, save)
const updatedProfile = buildProfile(save)
return {
@@ -1339,7 +1389,7 @@ function createLocalRepository(store: LocalSaveStore): GameRepository {
}
cd.talentRanks[String(talentId)] = 1
}
store.writeSave(save)
writeStoreSave(store, save)
return buildProfile(save)
}
if (cd.talentPoints <= 0) {
@@ -1367,7 +1417,7 @@ function createLocalRepository(store: LocalSaveStore): GameRepository {
}
cd.talentRanks[String(talentId)] = (cd.talentRanks[String(talentId)] ?? 0) + 1
cd.talentPoints -= 1
store.writeSave(save)
writeStoreSave(store, save)
return buildProfile(save)
},
async resetTalents() {
@@ -1390,7 +1440,7 @@ function createLocalRepository(store: LocalSaveStore): GameRepository {
cd.talentPoints + refunded,
)
}
store.writeSave(save)
writeStoreSave(store, save)
return buildProfile(save)
},
async equipItem(itemId) {
@@ -1402,7 +1452,7 @@ function createLocalRepository(store: LocalSaveStore): GameRepository {
if (candidate.slot === item.slot) candidate.equipped = candidate.id === item.id
}
save.characters[save.activeClassId].inventory = profile.inventory
store.writeSave(save)
writeStoreSave(store, save)
return buildProfile(save)
},
async discardExtraItem(itemId) {
@@ -1413,7 +1463,7 @@ function createLocalRepository(store: LocalSaveStore): GameRepository {
if (item.quantity <= 1) throw new Error('Only extra copies can be discarded.')
item.quantity -= 1
save.characters[save.activeClassId].inventory = profile.inventory
store.writeSave(save)
writeStoreSave(store, save)
return buildProfile(save)
},
async breakdownItem(itemId) {
@@ -1456,7 +1506,7 @@ function createLocalRepository(store: LocalSaveStore): GameRepository {
}
save.characters[save.activeClassId].inventory = profile.inventory
store.writeSave(save)
writeStoreSave(store, save)
return buildProfile(save)
},
async craftItem(recipeId) {
@@ -1484,7 +1534,7 @@ function createLocalRepository(store: LocalSaveStore): GameRepository {
addInventoryItem(profile.inventory, recipe.item, 1)
save.characters[save.activeClassId].inventory = profile.inventory
store.writeSave(save)
writeStoreSave(store, save)
return buildProfile(save)
},
async upgradeItem(itemId) {
@@ -1527,7 +1577,7 @@ function createLocalRepository(store: LocalSaveStore): GameRepository {
if (upgraded) upgraded.equipped = true
}
save.characters[save.activeClassId].inventory = profile.inventory
store.writeSave(save)
writeStoreSave(store, save)
return buildProfile(save)
},
async rollEncounterLoot(encounterId, difficultyId, runToken) {
@@ -1610,7 +1660,7 @@ function createLocalRepository(store: LocalSaveStore): GameRepository {
}
save.lootRolls[rollKey] = result
save.characters[save.activeClassId].inventory = profile.inventory
store.writeSave(save)
writeStoreSave(store, save)
return clone(result)
},
async recordBossKill(encounterId, options) {
@@ -1623,7 +1673,7 @@ function createLocalRepository(store: LocalSaveStore): GameRepository {
const petAwarded = recordBossKillInSave(save, encounter, {
petVariant: options?.petVariant ?? 'normal',
})
store.writeSave(save)
writeStoreSave(store, save)
return {
profile: buildProfile(save),
petAwarded,
@@ -1633,7 +1683,7 @@ function createLocalRepository(store: LocalSaveStore): GameRepository {
const save = requireStoredSave(store)
save.pvpMatchesPlayed = (save.pvpMatchesPlayed ?? 0) + 1
if (won) save.pvpMatchesWon = (save.pvpMatchesWon ?? 0) + 1
store.writeSave(save)
writeStoreSave(store, save)
return buildProfile(save)
},
}
@@ -1750,6 +1800,49 @@ export async function syncCloudSave(): Promise<CharacterProfile> {
return buildProfile(synced.save)
}
export async function previewCloudSaveSync(): Promise<CloudSyncComparison> {
const cache = readOnlineCache()
if (!cache) {
throw new Error('No signed-in save is available for cloud sync.')
}
await refreshCatalogFromServer()
const serverSave = await loadServerSyncSave()
return {
relation: compareSaveAge(cache.save, serverSave),
local: saveSummary(cache.save),
server: saveSummary(serverSave),
}
}
export async function applyCloudSaveSync(choice: CloudSyncChoice): Promise<CharacterProfile> {
const cache = readOnlineCache()
if (!cache) {
throw new Error('No signed-in save is available for cloud sync.')
}
await refreshCatalogFromServer()
if (choice === 'server') {
const serverSave = await loadServerSyncSave()
writeOnlineCache({
version: 1,
account: cache.account,
save: serverSave,
dirty: false,
})
writeMode('online')
return buildProfile(serverSave)
}
const synced = await pushServerSyncSave(cache.save)
await refreshCatalogFromServer()
writeOnlineCache({
version: 1,
account: cache.account,
save: synced.save,
dirty: false,
})
writeMode('online')
return buildProfile(synced.save)
}
export function selectOnlineMode() {
writeMode('online')
}
@@ -1765,6 +1858,7 @@ export function createOfflineCharacter(characterName: string): AuthSession {
}
const save: OfflineSave = {
version: 4,
updatedAt: Date.now(),
characterName: name,
activeClassId: 1,
completedDungeonParts: 0,
+105 -3
View File
@@ -13,6 +13,10 @@ import { Capacitor } from '@capacitor/core'
export type InputDevice = 'pc' | 'controller'
export type ControllerIconStyle = 'xbox' | 'playstation' | 'nintendo'
export type MovementVector = {
x: number
y: number
}
export const INPUT_ACTIONS = [
'navigateUp',
@@ -130,14 +134,16 @@ const STORAGE_KEY = 'ashen-halls-input-bindings-v1'
const PREFERENCES_STORAGE_KEY = 'ashen-halls-input-preferences-v1'
const GAME_ACTION_EVENT = 'ashen-halls-game-action'
const NATIVE_CONTROLLER_EVENT = 'ashen-halls-native-controller'
const NATIVE_CONTROLLER_MOTION_EVENT = 'ashen-halls-native-controller-motion'
const FOCUSABLE_SELECTOR = 'button:not(:disabled):not([data-controller-nav="skip"]), input:not(:disabled):not([data-controller-nav="skip"]), select:not(:disabled):not([data-controller-nav="skip"]), textarea:not(:disabled):not([data-controller-nav="skip"]), [tabindex]:not([tabindex="-1"]):not([data-controller-nav="skip"])'
const MAIN_CONTENT_SELECTOR = '.auth-shell, .menu-screen, .content-screen, .dungeon-run-screen, .dual-bottom-display'
const MAIN_CONTENT_SELECTOR = '.auth-shell, .menu-screen, .content-screen, .dungeon-run-screen, .dual-bottom-display, .iwt2-bottom-display'
const HEADER_CONTENT_SELECTOR = '.app-header'
const GAMEPAD_COMBAT_POLL_MS = 1000 / 60
const GAMEPAD_MENU_POLL_MS = 1000 / 30
const GAMEPAD_BROWSER_DISCONNECTED_POLL_MS = 250
const CONTROLLER_REPEAT_INITIAL_MS = 260
const CONTROLLER_REPEAT_MS = 85
const NATIVE_STICK_TIMEOUT_MS = 140
const DPAD_NAV_ACTIONS: Partial<Record<string, InputAction>> = {
Button12: 'navigateUp',
Button13: 'navigateDown',
@@ -235,13 +241,13 @@ function loadPreferences() {
combatTouchLocked?: boolean
}
return {
controllerIconStyle: saved.controllerIconStyle ?? 'xbox',
controllerIconStyle: saved.controllerIconStyle ?? 'playstation',
directPartyTargeting: saved.directPartyTargeting ?? false,
combatTouchLocked: saved.combatTouchLocked ?? Capacitor.isNativePlatform(),
}
} catch {
return {
controllerIconStyle: 'xbox' as ControllerIconStyle,
controllerIconStyle: 'playstation' as ControllerIconStyle,
directPartyTargeting: false,
combatTouchLocked: Capacitor.isNativePlatform(),
}
@@ -530,6 +536,10 @@ function isCombatActive() {
return Boolean(document.querySelector('[data-combat-active="true"]'))
}
function hasContinuousMovementActive() {
return Boolean(document.querySelector('[data-continuous-movement-active="true"]'))
}
function firstConnectedGamepad() {
return Array.from(navigator.getGamepads?.() ?? []).find(Boolean) ?? null
}
@@ -686,6 +696,12 @@ export function InputProvider({ children }: { children: ReactNode }) {
document.querySelector('[data-combat-active="true"]'),
)
const uiOverlay = hasUiOverlay()
if (
combatActive
&& !uiOverlay
&& hasContinuousMovementActive()
&& (token.startsWith('Axis0') || token.startsWith('Axis1'))
) return
const uiPriority = [
'navigateUp',
'navigateDown',
@@ -1046,6 +1062,92 @@ export function InputProvider({ children }: { children: ReactNode }) {
)
}
function normalizedVector(x: number, y: number): MovementVector {
const magnitude = Math.hypot(x, y)
if (magnitude <= 1) return { x, y }
return { x: x / magnitude, y: y / magnitude }
}
function applyStickDeadzone(x: number, y: number, deadzone = 0.18): MovementVector {
const magnitude = Math.hypot(x, y)
if (magnitude < deadzone) return { x: 0, y: 0 }
const scaled = Math.min(1, (magnitude - deadzone) / (1 - deadzone))
return {
x: (x / magnitude) * scaled,
y: (y / magnitude) * scaled,
}
}
export function useMovementVectorRef(enabled = true) {
const movementRef = useRef<MovementVector>({ x: 0, y: 0 })
useEffect(() => {
if (!enabled) {
movementRef.current = { x: 0, y: 0 }
return undefined
}
let frame = 0
const pressedKeys = new Set<string>()
let nativeStick: MovementVector = { x: 0, y: 0 }
let nativeStickUpdatedAt = 0
const keyboardVector = () => normalizedVector(
(pressedKeys.has('KeyD') ? 1 : 0) - (pressedKeys.has('KeyA') ? 1 : 0),
(pressedKeys.has('KeyS') ? 1 : 0) - (pressedKeys.has('KeyW') ? 1 : 0),
)
const updateMovement = () => {
const gamepad = firstConnectedGamepad()
const stick = gamepad ? applyStickDeadzone(gamepad.axes[0] ?? 0, gamepad.axes[1] ?? 0) : { x: 0, y: 0 }
const native = performance.now() - nativeStickUpdatedAt <= NATIVE_STICK_TIMEOUT_MS
? applyStickDeadzone(nativeStick.x, nativeStick.y)
: { x: 0, y: 0 }
const keyboard = keyboardVector()
movementRef.current = Math.hypot(native.x, native.y) > 0
? native
: Math.hypot(stick.x, stick.y) > 0
? stick
: keyboard
frame = window.requestAnimationFrame(updateMovement)
}
const onNativeMotion = (event: Event) => {
const detail = (event as CustomEvent<Partial<MovementVector>>).detail
nativeStick = {
x: Number(detail.x) || 0,
y: Number(detail.y) || 0,
}
nativeStickUpdatedAt = performance.now()
document.documentElement.dataset.inputDevice = 'controller'
}
const onKeyDown = (event: KeyboardEvent) => {
if (isTextInput(document.activeElement)) return
if (!['KeyW', 'KeyA', 'KeyS', 'KeyD'].includes(event.code)) return
pressedKeys.add(event.code)
document.documentElement.dataset.inputDevice = 'pc'
event.preventDefault()
}
const onKeyUp = (event: KeyboardEvent) => {
if (!['KeyW', 'KeyA', 'KeyS', 'KeyD'].includes(event.code)) return
pressedKeys.delete(event.code)
event.preventDefault()
}
window.addEventListener(NATIVE_CONTROLLER_MOTION_EVENT, onNativeMotion)
window.addEventListener('keydown', onKeyDown)
window.addEventListener('keyup', onKeyUp)
frame = window.requestAnimationFrame(updateMovement)
return () => {
window.cancelAnimationFrame(frame)
window.removeEventListener(NATIVE_CONTROLLER_MOTION_EVENT, onNativeMotion)
window.removeEventListener('keydown', onKeyDown)
window.removeEventListener('keyup', onKeyUp)
movementRef.current = { x: 0, y: 0 }
}
}, [enabled])
return movementRef
}
export function useInput() {
const context = useContext(InputContext)
if (!context) throw new Error('useInput must be used inside InputProvider')
+9 -1
View File
@@ -2,13 +2,21 @@ import { StrictMode } from 'react'
import { createRoot } from 'react-dom/client'
import { Capacitor } from '@capacitor/core'
import './index.css'
import './App.css'
import App from './App.tsx'
import { InputProvider } from './input.tsx'
import { DualScreenBottomDisplay, DualScreenProvider, DualScreenStartupPrompt } from './dualScreen.tsx'
import { Iwt2BottomDisplay } from './modes/iwt2/Iwt2BottomDisplay.tsx'
const displayMode = new URLSearchParams(window.location.search).get('display')
createRoot(document.getElementById('root')!).render(
<StrictMode>
{new URLSearchParams(window.location.search).get('display') === 'bottom' ? (
{displayMode === 'iwt2-bottom' ? (
<InputProvider>
<Iwt2BottomDisplay />
</InputProvider>
) : displayMode === 'bottom' ? (
<InputProvider>
<DualScreenBottomDisplay />
</InputProvider>
File diff suppressed because it is too large Load Diff
+605
View File
@@ -0,0 +1,605 @@
import { useEffect, useMemo, useRef, useState } from 'react'
import { useGameAction } from '../../input'
import { getGameMode } from '../../gameRepository'
import { startPvpQueueWithCpuFallback } from '../../pvpQueueLifecycle'
import { summarizeChoiceStacks } from '../../combat/roguelikeUpgrades'
import {
useDualScreen,
useDualScreenSetupPublisher,
useDualScreenWorkshopPublisher,
type DualScreenSetupState,
type DualScreenWorkshopState,
} from '../../dualScreen'
import { BossArenaScreen } from './screens/BossArenaScreen'
import {
Iwt2CloudSaveScreen,
Iwt2CustomizeCharacterScreen,
Iwt2DungeonsScreen,
Iwt2HunterProfileScreen,
Iwt2ModeScreen,
Iwt2RoguelikeScreen,
Iwt2RoguelikeUpgradeScreen,
Iwt2SettingsScreen,
} from './screens/Iwt2ShellScreens'
import {
loadIwt2Save,
writeIwt2Save,
type Iwt2Save,
} from './save/iwt2Repository'
import { IWT2_BOSS_METADATA, type Iwt2BossId } from './content/bosses'
import { abilitiesForHealer, IWT2_HEALER_METADATA } from './content/healerAbilities'
import {
buildIwt2OpponentDebuffChoices,
buildIwt2SelfBuffChoices,
IWT2_REVIVE_PARTY_CHOICE,
type Iwt2RoguelikeChoice,
type Iwt2RoguelikeContentType,
type Iwt2RoguelikeOpponentDebuffId,
type Iwt2RoguelikeSelfBuffId,
type Iwt2RoguelikeVariant,
} from './content/roguelike'
type Iwt2Screen =
| 'menu'
| 'arena'
| 'cloud-save'
| 'dungeons'
| 'raids'
| 'roguelike'
| 'roguelike-arena'
| 'roguelike-upgrade'
| 'hunter-profile'
| 'customize-character'
| 'settings'
const IWT2_MENU_COLUMNS = 4
const IWT2_ROGUELIKE_CHOICE_COUNT = 3
type Iwt2RoguelikeRunState = {
bossIds: Iwt2BossId[]
buffs: Iwt2RoguelikeSelfBuffId[]
contentType: Iwt2RoguelikeContentType
debuffs: Iwt2RoguelikeOpponentDebuffId[]
debuffChoices: Array<Iwt2RoguelikeChoice<Iwt2RoguelikeOpponentDebuffId>>
selfChoices: Array<Iwt2RoguelikeChoice<Iwt2RoguelikeSelfBuffId>>
stage: number
variant: Iwt2RoguelikeVariant
}
const MENU_ITEMS: Array<{
screen: Iwt2Screen
title: string
description: string
glyph: string
}> = [
{
screen: 'cloud-save',
title: 'Backup Slot',
description: 'Save or restore the isolated IWT2 progress slot.',
glyph: 'C',
},
{
screen: 'dungeons',
title: 'Dungeons',
description: 'Queue into seven modular IWT2 boss arenas.',
glyph: 'D',
},
{
screen: 'raids',
title: 'Raids',
description: 'Open raid assignments built from active IWT2 boss mechanics.',
glyph: 'R',
},
{
screen: 'roguelike',
title: 'Roguelike',
description: 'Draft upgrades through escalating random encounters.',
glyph: 'L',
},
{
screen: 'roguelike',
title: 'PvP',
description: 'Race another healer through roguelike encounters with buffs and sabotage.',
glyph: 'P',
},
{
screen: 'hunter-profile',
title: 'Hunter Profile',
description: 'IWT2 level, inventory summary, and collection log.',
glyph: 'H',
},
{
screen: 'customize-character',
title: 'Customize Character',
description: 'Choose healer kit, armor palette, and IWT2 hunter callsign.',
glyph: 'K',
},
{
screen: 'settings',
title: 'Settings',
description: 'IWT2 targeting preference and controller icon style.',
glyph: 'S',
},
]
export function IWantToHeal2App({ onBackToGameSelect }: { onBackToGameSelect: () => void }) {
const { enabled: dualScreenEnabled } = useDualScreen()
const [screen, setScreen] = useState<Iwt2Screen>('menu')
const [save, setSave] = useState<Iwt2Save>(loadIwt2Save)
const [selectedIndex, setSelectedIndex] = useState(0)
const [selectedBossId, setSelectedBossId] = useState<Iwt2BossId>('bulldrome')
const [arenaModeLabel, setArenaModeLabel] = useState('Dungeon')
const [roguelikeVariant, setRoguelikeVariant] = useState<Iwt2RoguelikeVariant>('pve')
const [roguelikeContentType, setRoguelikeContentType] = useState<Iwt2RoguelikeContentType>('dungeon')
const [roguelikeRun, setRoguelikeRun] = useState<Iwt2RoguelikeRunState | null>(null)
const [pvpQueueMessage, setPvpQueueMessage] = useState('')
const cancelPvpQueueRef = useRef<(() => void) | null>(null)
useEffect(() => {
writeIwt2Save(save)
}, [save])
useEffect(() => () => {
cancelPvpQueueRef.current?.()
}, [])
const setupDualScreenState = useMemo<DualScreenSetupState | null>(
() => buildIwt2SetupDualScreenState(screen, selectedBossId, save),
[save, screen, selectedBossId],
)
const workshopDualScreenState = useMemo<DualScreenWorkshopState | null>(
() => buildIwt2WorkshopDualScreenState(screen, save),
[save, screen],
)
useDualScreenSetupPublisher(setupDualScreenState, dualScreenEnabled)
useDualScreenWorkshopPublisher(workshopDualScreenState, dualScreenEnabled)
useGameAction((action, device) => {
if (screen !== 'menu' || device !== 'controller') return
if (action === 'back') {
onBackToGameSelect()
return
}
if (action === 'confirm') {
openMenuItem(MENU_ITEMS[selectedIndex])
return
}
if (action === 'navigateUp' || action === 'navigateLeft') {
const offset = action === 'navigateUp' ? IWT2_MENU_COLUMNS : 1
setSelectedIndex((current) => Math.max(0, current - offset))
} else if (action === 'navigateDown' || action === 'navigateRight') {
const offset = action === 'navigateDown' ? IWT2_MENU_COLUMNS : 1
setSelectedIndex((current) => Math.min(MENU_ITEMS.length - 1, current + offset))
}
})
function openMenuItem(item: (typeof MENU_ITEMS)[number]) {
if (item.title === 'PvP') {
setRoguelikeVariant('pvp')
setScreen('roguelike')
return
}
if (item.title === 'Roguelike') {
setRoguelikeVariant('pve')
setRoguelikeContentType((current) => current === 'stadium' ? 'dungeon' : current)
}
setScreen(item.screen)
}
if (screen === 'arena') {
return (
<BossArenaScreen
bossId={selectedBossId}
key={`arena-${selectedBossId}-${arenaModeLabel}`}
modeLabel={arenaModeLabel}
save={save}
onBack={() => setScreen('menu')}
onSaveUpdated={setSave}
/>
)
}
if (screen === 'roguelike-arena' && roguelikeRun) {
return (
<BossArenaScreen
bossIds={roguelikeRun.bossIds}
bossId={selectedBossId}
key={`roguelike-${roguelikeRun.variant}-${roguelikeRun.contentType}-${roguelikeRun.stage}-${roguelikeRun.bossIds.join('-')}`}
roguelikeRun={{
buffs: roguelikeRun.buffs,
contentType: roguelikeRun.contentType,
debuffs: roguelikeRun.debuffs,
onVictory: () => {
setRoguelikeRun((current) => current
? {
...current,
...buildRoguelikeChoices(save, current.variant),
}
: current)
setScreen('roguelike-upgrade')
},
stage: roguelikeRun.stage,
variant: roguelikeRun.variant,
}}
save={save}
onBack={() => setScreen('roguelike')}
onSaveUpdated={setSave}
/>
)
}
if (screen === 'roguelike-upgrade' && roguelikeRun) {
return (
<main className="game-shell iwt2-shell">
<Iwt2Header save={save} onBackToGameSelect={onBackToGameSelect} />
<Iwt2RoguelikeUpgradeScreen
activeBuffSummary={summarizeIwt2Buffs(save, roguelikeRun.buffs)}
activeDebuffSummary={summarizeIwt2Debuffs(save, roguelikeRun.debuffs)}
contentType={roguelikeRun.contentType}
debuffChoices={roguelikeRun.debuffChoices}
selfChoices={roguelikeRun.selfChoices}
stage={roguelikeRun.stage}
variant={roguelikeRun.variant}
onBack={() => setScreen('roguelike')}
onChoose={(buffId, debuffId) => {
const nextRun = applyRoguelikeChoice(roguelikeRun, buffId, debuffId, save)
setRoguelikeRun(nextRun)
setSelectedBossId(nextRun.bossIds[0] ?? 'bulldrome')
setScreen('roguelike-arena')
}}
/>
</main>
)
}
if (screen === 'dungeons') {
return (
<main className="game-shell iwt2-shell">
<Iwt2Header save={save} onBackToGameSelect={onBackToGameSelect} />
<Iwt2DungeonsScreen
onBack={() => setScreen('menu')}
onOpenBoss={(bossId) => {
setArenaModeLabel('Dungeon')
setSelectedBossId(bossId)
setScreen('arena')
}}
/>
</main>
)
}
if (screen === 'roguelike') {
return (
<main className="game-shell iwt2-shell">
<Iwt2Header save={save} onBackToGameSelect={onBackToGameSelect} />
<Iwt2RoguelikeScreen
contentType={roguelikeContentType}
variant={roguelikeVariant}
onBack={() => setScreen('menu')}
onContentTypeChange={setRoguelikeContentType}
onStart={() => {
startIwt2RoguelikeRun()
}}
onVariantChange={(nextVariant) => {
cancelPvpQueueRef.current?.()
cancelPvpQueueRef.current = null
setPvpQueueMessage('')
setRoguelikeVariant(nextVariant)
if (nextVariant === 'pve' && roguelikeContentType === 'stadium') {
setRoguelikeContentType('dungeon')
}
}}
queueMessage={pvpQueueMessage}
/>
</main>
)
}
if (screen === 'raids') {
return (
<main className="game-shell iwt2-shell">
<Iwt2Header save={save} onBackToGameSelect={onBackToGameSelect} />
<Iwt2ModeScreen
mode="Raids"
onBack={() => setScreen('menu')}
onOpenBoss={(bossId) => {
setArenaModeLabel('Raid')
setSelectedBossId(bossId)
setScreen('arena')
}}
/>
</main>
)
}
if (screen === 'hunter-profile') {
return (
<main className="game-shell iwt2-shell">
<Iwt2HunterProfileScreen save={save} onBack={() => setScreen('menu')} />
</main>
)
}
if (screen === 'customize-character') {
return (
<main className="game-shell iwt2-shell">
<Iwt2Header save={save} onBackToGameSelect={onBackToGameSelect} />
<Iwt2CustomizeCharacterScreen
save={save}
onBack={() => setScreen('menu')}
onSaveUpdated={setSave}
/>
</main>
)
}
if (screen === 'cloud-save') {
return (
<main className="game-shell iwt2-shell">
<Iwt2Header save={save} onBackToGameSelect={onBackToGameSelect} />
<Iwt2CloudSaveScreen
save={save}
onBack={() => setScreen('menu')}
onSaveUpdated={setSave}
/>
</main>
)
}
if (screen === 'settings') {
return (
<main className="game-shell iwt2-shell">
<Iwt2Header save={save} onBackToGameSelect={onBackToGameSelect} />
<Iwt2SettingsScreen onBack={() => setScreen('menu')} />
</main>
)
}
return (
<main className="game-shell iwt2-shell">
<Iwt2Header save={save} onBackToGameSelect={onBackToGameSelect} />
{screen === 'menu' && (
<section className="iwt2-menu-screen" data-game-nav-active="true">
<div className="iwt2-menu-heading">
<p className="eyebrow">I Want To Heal 2</p>
<h1>Mode Select</h1>
</div>
<div className="iwt2-menu-grid">
{MENU_ITEMS.map((item, index) => (
<button
className={`iwt2-menu-card ${selectedIndex === index ? 'game-selected' : ''}`}
data-controller-nav="skip"
data-game-selected={selectedIndex === index ? 'true' : undefined}
key={`${item.screen}-${item.title}`}
onClick={() => openMenuItem(item)}
onPointerDown={() => setSelectedIndex(index)}
type="button"
>
<span>{item.glyph}</span>
<div>
<strong>{item.title}</strong>
<small>{item.description}</small>
</div>
</button>
))}
</div>
</section>
)}
</main>
)
function startIwt2RoguelikeRun() {
cancelPvpQueueRef.current?.()
cancelPvpQueueRef.current = null
setPvpQueueMessage('')
if (roguelikeVariant !== 'pvp') {
beginIwt2RoguelikeArena(roguelikeVariant, roguelikeContentType)
return
}
const startStage = 1
cancelPvpQueueRef.current = startPvpQueueWithCpuFallback<unknown>({
contentType: roguelikeContentType,
startStage,
gameMode: getGameMode(),
liveMatchActive: () => false,
onSearching: setPvpQueueMessage,
onCpuMatch: (_difficulty, message) => {
cancelPvpQueueRef.current = null
setPvpQueueMessage(message)
beginIwt2RoguelikeArena('pvp', roguelikeContentType)
},
onLiveMatch: (...liveMatchArgs) => {
const message = liveMatchArgs[2]
cancelPvpQueueRef.current = null
setPvpQueueMessage(message)
beginIwt2RoguelikeArena('pvp', roguelikeContentType)
},
messages: {
offline: (difficulty) => `Offline mode. CPU ${difficulty} enters IWT2 ${formatRoguelikeContentType(roguelikeContentType)}.`,
searching: `Searching IWT2 ${formatRoguelikeContentType(roguelikeContentType)} queue for 5s.`,
notFound: (difficulty) => `No IWT2 opponent found after 5s. CPU ${difficulty} steps in.`,
unavailable: (difficulty) => `PvP server unavailable. CPU ${difficulty} steps in.`,
liveFound: () => `Opponent found. Starting IWT2 ${formatRoguelikeContentType(roguelikeContentType)} race.`,
},
})
}
function beginIwt2RoguelikeArena(
variant: Iwt2RoguelikeVariant,
contentType: Iwt2RoguelikeContentType,
) {
const nextRun = createRoguelikeRun(save, variant, contentType)
setRoguelikeRun(nextRun)
setSelectedBossId(nextRun.bossIds[0] ?? 'bulldrome')
setScreen('roguelike-arena')
}
}
function formatRoguelikeContentType(contentType: Iwt2RoguelikeContentType) {
if (contentType === 'raid') return 'Raid'
if (contentType === 'stadium') return 'Stadium'
return 'Dungeon'
}
function createRoguelikeRun(
save: Iwt2Save,
variant: Iwt2RoguelikeVariant,
contentType: Iwt2RoguelikeContentType,
): Iwt2RoguelikeRunState {
return {
bossIds: createRandomRoguelikeBossPair(),
buffs: [],
contentType,
debuffs: [],
...buildRoguelikeChoices(save, variant),
stage: 1,
variant,
}
}
function buildRoguelikeChoices(save: Iwt2Save, variant: Iwt2RoguelikeVariant) {
const abilities = abilitiesForHealer(save.character.healerStyle)
const selfCatalog = [IWT2_REVIVE_PARTY_CHOICE, ...buildIwt2SelfBuffChoices(abilities)]
const debuffCatalog = buildIwt2OpponentDebuffChoices(abilities)
return {
selfChoices: chooseRunChoices(selfCatalog, IWT2_ROGUELIKE_CHOICE_COUNT),
debuffChoices: variant === 'pvp'
? chooseRunChoices(debuffCatalog, IWT2_ROGUELIKE_CHOICE_COUNT)
: [],
}
}
function summarizeIwt2Buffs(save: Iwt2Save, buffs: Iwt2RoguelikeSelfBuffId[]) {
if (buffs.length === 0) return ''
const abilities = abilitiesForHealer(save.character.healerStyle)
return summarizeChoiceStacks(
buffs,
[IWT2_REVIVE_PARTY_CHOICE, ...buildIwt2SelfBuffChoices(abilities)],
'None',
)
}
function summarizeIwt2Debuffs(save: Iwt2Save, debuffs: Iwt2RoguelikeOpponentDebuffId[]) {
if (debuffs.length === 0) return ''
const abilities = abilitiesForHealer(save.character.healerStyle)
return summarizeChoiceStacks(
debuffs,
buildIwt2OpponentDebuffChoices(abilities),
'None',
)
}
function applyRoguelikeChoice(
run: Iwt2RoguelikeRunState,
buffId: Iwt2RoguelikeSelfBuffId,
debuffId: Iwt2RoguelikeOpponentDebuffId | undefined,
save: Iwt2Save,
): Iwt2RoguelikeRunState {
const nextDebuffs = debuffId ? [...run.debuffs, debuffId] : run.debuffs
const nextBase = buffId === IWT2_REVIVE_PARTY_CHOICE.id
? {
buffs: run.buffs,
debuffs: nextDebuffs.slice(1),
}
: {
buffs: [...run.buffs, buffId],
debuffs: nextDebuffs,
}
return {
...run,
...nextBase,
bossIds: createRandomRoguelikeBossPair(),
...buildRoguelikeChoices(save, run.variant),
stage: run.stage + 1,
}
}
function createRandomRoguelikeBossPair(): Iwt2BossId[] {
const pool = Object.keys(IWT2_BOSS_METADATA) as Iwt2BossId[]
return chooseRunChoices(pool, 2)
}
function chooseRunChoices<T>(items: readonly T[], count: number): T[] {
const pool = [...items]
const choices: T[] = []
while (pool.length > 0 && choices.length < count) {
const index = Math.floor(Math.random() * pool.length)
const [choice] = pool.splice(index, 1)
if (choice) choices.push(choice)
}
return choices
}
function Iwt2Header({
onBackToGameSelect,
save,
}: {
onBackToGameSelect: () => void
save: Iwt2Save
}) {
return (
<header className="topbar app-header">
<button className="brand-button" onClick={onBackToGameSelect} type="button">
<strong>Games</strong>
</button>
<div className="character-summary">
<strong>{save.character.name}</strong>
<small>IWT2 Level {save.character.level}</small>
<small>{save.character.experience} XP</small>
</div>
</header>
)
}
function buildIwt2SetupDualScreenState(
screen: Iwt2Screen,
selectedBossId: Iwt2BossId,
save: Iwt2Save,
): DualScreenSetupState | null {
if (screen !== 'dungeons' && screen !== 'raids') return null
const boss = IWT2_BOSS_METADATA[selectedBossId]
const raid = screen === 'raids'
return {
contentType: raid ? 'raid' : 'dungeon',
description: raid
? `${boss.name} raid assignment. Tank holds aggro while party moves around modular boss mechanics.`
: `${boss.name} arena. Heal the party through melee pressure, telegraphs, hazards, and stun recovery.`,
difficultyName: `IWT2 Level ${save.character.level}`,
experience: 125,
initials: boss.icon,
itemLevel: save.character.level,
stats: {
damage: `${boss.meleeDamage}`,
health: `${boss.maxHealth}`,
loot: 'IWT2',
xp: '125',
},
subtitle: `${raid ? 'Raid' : 'Dungeon'} | 6 Players | ${IWT2_HEALER_METADATA[save.character.healerStyle].name}`,
title: raid ? `${boss.name} Raid` : `${boss.name} Arena`,
}
}
function buildIwt2WorkshopDualScreenState(
screen: Iwt2Screen,
save: Iwt2Save,
): DualScreenWorkshopState | null {
if (screen === 'customize-character') {
const healer = IWT2_HEALER_METADATA[save.character.healerStyle]
return {
items: abilitiesForHealer(save.character.healerStyle).map((ability) => ({
glyph: ability.icon,
meta: `${ability.manaCost} Mana | ${ability.cooldownSeconds}s cooldown`,
status: `Slot ${ability.slot}`,
title: ability.name,
})),
mode: 'class',
subtitle: healer.description,
summary: healer.name,
title: 'Customize Character',
}
}
return null
}
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import { ControllerBindingLabel } from '../../components/ControllerIcons'
import { DEFAULT_BINDINGS, useInput } from '../../input'
import { IWT2_CLASS_METADATA, IWT2_PARTY_ORDER } from './content/classes'
import { IWT2_ABILITY_ACTIONS, IWT2_TARGET_ACTIONS } from './content/controls'
import { abilitiesForHealer, IWT2_HEALER_METADATA } from './content/healerAbilities'
import { loadIwt2Save } from './save/iwt2Repository'
export function Iwt2BottomDisplay() {
const {
bindings,
directPartyTargeting,
lastDevice,
} = useInput()
const activeBindings = lastDevice === 'controller'
? bindings.controller
: DEFAULT_BINDINGS.controller
const save = loadIwt2Save()
const abilities = abilitiesForHealer(save.character.healerStyle)
const healer = IWT2_HEALER_METADATA[save.character.healerStyle]
const partyTargets = IWT2_PARTY_ORDER.map((classId) => IWT2_CLASS_METADATA[classId])
return (
<main className="dual-bottom-display iwt2-bottom-display">
<section className="dual-controls-resource iwt2-bottom-resource">
<div>
<p className="eyebrow">I Want To Heal 2</p>
<strong>{healer.name}</strong>
</div>
<div className="dual-controls-mana">
<span>Mana 100 / 100</span>
<div className="bar mana-bar"><span style={{ width: '100%' }} /></div>
</div>
</section>
<section className={`dual-controls-targets ${directPartyTargeting ? 'direct' : ''}`} aria-label="Party targets">
{directPartyTargeting ? (
partyTargets.map((target, index) => {
const action = IWT2_TARGET_ACTIONS[index] ?? 'targetParty1'
const label = target.id === 'healer' ? 'Player' : target.name.replace(' Tank', '')
return (
<div className="dual-control-chip" key={target.id}>
<ControllerBindingLabel
binding={activeBindings[action]}
iconStyle="playstation"
/>{' '}
{label}
</div>
)
})
) : (
<>
<div className="dual-control-chip">
<ControllerBindingLabel binding="Button12" iconStyle="playstation" /> Previous Target
</div>
<div className="dual-control-chip">
Next Target <ControllerBindingLabel binding="Button13" iconStyle="playstation" />
</div>
</>
)}
</section>
<section className="dual-controls-spells iwt2-bottom-spell-grid" aria-label="Spells and cooldowns">
{abilities.map((ability, index) => {
const action = IWT2_ABILITY_ACTIONS[index] ?? 'ability1'
return (
<div className="spell iwt2-bottom-spell" key={ability.id}>
<kbd>
<ControllerBindingLabel
binding={activeBindings[action]}
compact
iconStyle="playstation"
/>
</kbd>
<span className={`spell-icon spell-${ability.kind}`}>{ability.icon}</span>
<strong>{ability.name}</strong>
<small>{ability.manaCost} Mana</small>
</div>
)
})}
</section>
</main>
)
}
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import type { Iwt2HealerAbility } from '../content/healerAbilities'
export function AbilityBar({
abilities,
cooldowns,
mana,
onCast,
}: {
abilities: Iwt2HealerAbility[]
cooldowns: Record<string, number>
mana: number
onCast: (ability: Iwt2HealerAbility) => void
}) {
return (
<div className="iwt2-ability-bar">
{abilities.map((ability) => {
const remaining = cooldowns[ability.id] ?? 0
const disabled = remaining > 0 || mana < ability.manaCost
return (
<button
aria-label={`${ability.slot}. ${ability.name}`}
className="iwt2-ability-button"
disabled={disabled}
key={ability.id}
onClick={() => onCast(ability)}
title={`${ability.name} - ${ability.manaCost} MP`}
type="button"
>
<span>{ability.icon}</span>
<strong>{ability.slot}</strong>
<i>{remaining > 0 ? `${remaining.toFixed(1)}s` : `${ability.manaCost} MP`}</i>
</button>
)
})}
</div>
)
}
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export function ArenaBar({
className = '',
current,
max,
shield = 0,
}: {
className?: string
current: number
max: number
shield?: number
}) {
const percent = max > 0 ? Math.max(0, Math.min(100, (current / max) * 100)) : 0
const shieldPercent = max > 0 ? Math.max(0, Math.min(100, (shield / max) * 100)) : 0
return (
<div className={`iwt2-bar ${className}`}>
<span style={{ width: `${percent}%` }} />
{shieldPercent > 0 && <i style={{ width: `${shieldPercent}%` }} />}
</div>
)
}
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import type { Iwt2BossEntityState } from '../sim'
import { ArenaBar } from './ArenaBars'
import { IWT2_BOSS_METADATA } from '../content/bosses'
export function BossHud({ boss, bosses }: { boss?: Iwt2BossEntityState, bosses?: Iwt2BossEntityState[] }) {
const entries = bosses ?? (boss ? [boss] : [])
return (
<div className="iwt2-boss-hud">
{entries.map((entry) => {
const metadata = IWT2_BOSS_METADATA[entry.bossId]
return (
<div className="iwt2-boss-hud-row" key={entry.id}>
<div>
<strong>{metadata.name}</strong>
<small>{Math.ceil(entry.health)} / {entry.maxHealth} HP</small>
{entry.maxArmor > 0 && <small>{Math.ceil(entry.armor)} / {entry.maxArmor} Armor</small>}
{entry.mechanicEnergyMax > 0 && <small>{Math.ceil(entry.mechanicEnergy)} / {entry.mechanicEnergyMax} Static</small>}
</div>
<small className="iwt2-boss-phase">{entry.attackPhase}</small>
<ArenaBar className="boss" current={entry.health} max={entry.maxHealth} />
</div>
)
})}
</div>
)
}
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import { ControllerBindingLabel } from '../../../components/ControllerIcons'
import type { ControllerIconStyle } from '../../../input'
import { IWT2_CLASS_METADATA } from '../content/classes'
import type { Iwt2EntityId, Iwt2PartyEntityState } from '../sim'
import { ArenaBar } from './ArenaBars'
export function PartyFrames({
party,
selectedPartyId,
targetBindings,
controllerIconStyle,
onTarget,
}: {
party: Iwt2PartyEntityState[]
selectedPartyId: Iwt2EntityId
targetBindings?: Array<string | null>
controllerIconStyle?: ControllerIconStyle
onTarget: (id: Iwt2EntityId) => void
}) {
return (
<aside className="iwt2-party-list" data-game-nav-active="true">
{party.map((member) => {
const meta = IWT2_CLASS_METADATA[member.classId]
const selected = member.id === selectedPartyId
const targetBinding = targetBindings?.[party.indexOf(member)]
return (
<button
className={`iwt2-party-row ${targetBinding ? 'has-target-binding' : ''} ${selected ? 'game-selected selected' : ''}`}
data-controller-nav="skip"
data-game-selected={selected ? 'true' : undefined}
key={member.id}
onClick={() => onTarget(member.id)}
type="button"
>
{targetBinding && (
<span className="iwt2-party-target-key">
<ControllerBindingLabel
binding={targetBinding}
iconStyle={controllerIconStyle ?? 'playstation'}
/>
</span>
)}
<span style={{ background: meta.color }}>{meta.icon}</span>
<div>
<div className="iwt2-party-row-title">
<strong>{meta.name}</strong>
<small>{Math.ceil(member.health)}</small>
</div>
<ArenaBar className="hp" current={member.health} max={member.maxHealth} shield={member.shield} />
{member.maxMana > 0 && (
<ArenaBar className="mana" current={member.mana} max={member.maxMana} />
)}
<div className="iwt2-party-effects">
{member.hotEffects.map((effect) => (
<span className="iwt2-effect-badge hot" key={effect.id}>
{effect.label} {Math.ceil(effect.remainingSeconds)}s
</span>
))}
{member.shield > 0 && (
<span className="iwt2-effect-badge shield">
Shield {Math.ceil(member.shield)}
</span>
)}
</div>
<small className="iwt2-party-damage">Damage {Math.round(member.damageDone)}</small>
</div>
</button>
)
})}
</aside>
)
}
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import type { Iwt2BalanceOverrides } from './bosses'
// Generated by local admin panel. Commit this file with intended IWT2 balance changes.
export const IWT2_BALANCE_OVERRIDES: Iwt2BalanceOverrides = {
bosses: {},
}
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import type { Iwt2BossId } from './bosses'
export const IWT2_BOSS_PET_DROP_RATE = 1 / 500
export type Iwt2BossMaterialReward = {
id: string
name: string
}
export type Iwt2BossPetReward = {
id: string
name: string
}
const IWT2_BOSS_MATERIAL_REWARDS: Record<Iwt2BossId, Iwt2BossMaterialReward> = {
'barroth': { id: 'barroth-shell', name: 'Barroth Shell' },
'bulldrome': { id: 'raw-bulldrome-coin', name: 'Raw Bulldrome Coin' },
'cinderback-ricochet': { id: 'cinderback-plate', name: 'Cinderback Plate' },
'crystal-bat-matriarch': { id: 'crystal-bat-fang', name: 'Crystal Bat Fang' },
'ember-mantis-duelist': { id: 'ember-mantis-blade', name: 'Ember Mantis Blade' },
'great-jaggi': { id: 'great-jaggi-hide', name: 'Great Jaggi Hide' },
'hollowcrown-revenant': { id: 'hollowcrown-antler', name: 'Hollowcrown Antler' },
'khezu': { id: 'khezu-pearl', name: 'Khezu Pearl' },
'obsidian-ram-golem': { id: 'obsidian-ram-core', name: 'Obsidian Ram Core' },
'rathian': { id: 'rathian-scale', name: 'Rathian Scale' },
'rimebastion': { id: 'rimebastion-core', name: 'Rimebastion Core' },
'sandglass-scorpion': { id: 'sandglass-stinger', name: 'Sandglass Stinger' },
'stormcoil-wyrm': { id: 'stormcoil-conductor', name: 'Stormcoil Conductor' },
'tobi-kadachi': { id: 'tobi-kadachi-pelt', name: 'Tobi Kadachi Pelt' },
'venom-orchid-hydra': { id: 'venom-orchid-pod', name: 'Venom Orchid Pod' },
'yian-kut-ku': { id: 'yian-kut-ku-scale', name: 'Yian Kut Ku Scale' },
}
const IWT2_BOSS_PET_REWARDS: Record<Iwt2BossId, Iwt2BossPetReward> = {
'barroth': { id: 'barroth-pet', name: 'Barroth Pet' },
'bulldrome': { id: 'bulldrome-pet', name: 'Bulldrome Pet' },
'cinderback-ricochet': { id: 'cinderback-ricochet-pet', name: 'Cinderback Ricochet Pet' },
'crystal-bat-matriarch': { id: 'crystal-bat-matriarch-pet', name: 'Crystal Bat Matriarch Pet' },
'ember-mantis-duelist': { id: 'ember-mantis-duelist-pet', name: 'Ember Mantis Duelist Pet' },
'great-jaggi': { id: 'great-jaggi-pet', name: 'Great Jaggi Pet' },
'hollowcrown-revenant': { id: 'hollowcrown-revenant-pet', name: 'Hollowcrown Revenant Pet' },
'khezu': { id: 'khezu-pet', name: 'Khezu Pet' },
'obsidian-ram-golem': { id: 'obsidian-ram-golem-pet', name: 'Obsidian Ram Golem Pet' },
'rathian': { id: 'rathian-pet', name: 'Rathian Pet' },
'rimebastion': { id: 'rimebastion-pet', name: 'Rimebastion Pet' },
'sandglass-scorpion': { id: 'sandglass-scorpion-pet', name: 'Sandglass Scorpion Pet' },
'stormcoil-wyrm': { id: 'stormcoil-wyrm-pet', name: 'Stormcoil Wyrm Pet' },
'tobi-kadachi': { id: 'tobi-kadachi-pet', name: 'Tobi Kadachi Pet' },
'venom-orchid-hydra': { id: 'venom-orchid-hydra-pet', name: 'Venom Orchid Hydra Pet' },
'yian-kut-ku': { id: 'yian-kut-ku-pet', name: 'Yian Kut Ku Pet' },
}
export function iwt2BossMaterialRewardFor(bossId: Iwt2BossId): Iwt2BossMaterialReward {
return IWT2_BOSS_MATERIAL_REWARDS[bossId]
}
export function iwt2BossPetRewardFor(bossId: Iwt2BossId): Iwt2BossPetReward {
return IWT2_BOSS_PET_REWARDS[bossId]
}
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import { IWT2_BALANCE_OVERRIDES } from './balanceOverrides'
export type Iwt2BossId =
| 'bulldrome'
| 'yian-kut-ku'
| 'great-jaggi'
| 'khezu'
| 'rathian'
| 'barroth'
| 'tobi-kadachi'
| 'rimebastion'
| 'ember-mantis-duelist'
| 'cinderback-ricochet'
| 'obsidian-ram-golem'
| 'stormcoil-wyrm'
| 'venom-orchid-hydra'
| 'sandglass-scorpion'
| 'crystal-bat-matriarch'
| 'hollowcrown-revenant'
export type Iwt2BalanceOverrides = {
bosses?: Partial<Record<Iwt2BossId, Partial<Pick<Iwt2BossMetadata, 'maxHealth' | 'birdHealth'>>>>
}
export type Iwt2BossMetadata = {
id: Iwt2BossId
name: string
icon: string
spriteUrl: string
spriteView?: 'topDown' | 'side'
spriteWidthScale?: number
spriteHeightScale?: number
spriteYOffsetScale?: number
color: string
accentColor: string
maxHealth: number
radius: number
moveSpeed: number
meleeRange: number
meleeDamage: number
meleeCooldown: number
chargeCooldown: number
chargeWindup: number
chargeSpeed: number
chargeDamage: number
chargeStunSeconds: number
chargeLength: number
chargeOvershoot: number
chargeWidth: number
slamWindup: number
slamRadius: number
slamDamage: number
slamStunSeconds: number
fireballCooldown?: number
fireballWindup?: number
fireballSpeed?: number
fireballDamage?: number
fireballRadius?: number
firePuddleRadius?: number
firePuddleDamage?: number
firePuddleSeconds?: number
birdWaveThresholds?: number[]
birdFlightCooldown?: number
birdFlightWindup?: number
birdFlightSpeed?: number
birdHealth?: number
birdRadius?: number
birdContactDamage?: number
birdStunSeconds?: number
packHowlCooldown?: number
packHowlWindup?: number
packLaneDamage?: number
packLaneStunSeconds?: number
packLaneWidth?: number
packLaneCount?: number
thunderRingCooldown?: number
thunderRingWindup?: number
thunderRingInnerRadius?: number
thunderRingOuterRadius?: number
thunderRingDamage?: number
thunderRingStunSeconds?: number
lightningStrikeCooldown?: number
lightningStrikeWindup?: number
lightningStrikeRadius?: number
lightningStrikeDamage?: number
lightningStrikeStunSeconds?: number
lightningStrikeCount?: number
poisonTailCooldown?: number
tailSweepWindup?: number
tailSweepRecover?: number
tailSweepInnerRadius?: number
tailSweepOuterRadius?: number
tailSweepAngleRadians?: number
tailSweepDamage?: number
tailSweepStunSeconds?: number
poisonSpitCooldown?: number
poisonSpitWindup?: number
poisonPuddleRadius?: number
poisonPuddleDamage?: number
poisonPuddleSeconds?: number
mudArmor?: number
mudSprayCooldown?: number
mudSprayWindup?: number
mudSprayRange?: number
mudSprayAngleRadians?: number
mudSprayDamage?: number
mudSprayStunSeconds?: number
mudPuddleRadius?: number
mudPuddleSeconds?: number
staticEnergyMax?: number
staticEnergyPerSecond?: number
staticEnergyPerMelee?: number
staticPounceWindup?: number
staticPounceSpeed?: number
staticPounceDamage?: number
staticPounceStunSeconds?: number
staticPounceLength?: number
staticPounceWidth?: number
chainShockCooldown?: number
chainShockWindup?: number
chainShockRadius?: number
chainShockDamage?: number
chainShockStunSeconds?: number
iceWallCooldown?: number
iceWallWindup?: number
iceWallActiveSeconds?: number
iceWallCount?: number
iceWallLength?: number
iceWallWidth?: number
iceWallDamage?: number
iceShardDamage?: number
iceShardStunSeconds?: number
slashCooldown?: number
slashWindup?: number
slashDamage?: number
slashStunSeconds?: number
slashWidth?: number
crossSlashAngleRadians?: number
sidestepDistance?: number
ricochetCooldown?: number
ricochetWindup?: number
ricochetSpeed?: number
ricochetDamage?: number
ricochetStunSeconds?: number
ricochetSeconds?: number
lavaTrailRadius?: number
lavaTrailDamage?: number
lavaTrailSeconds?: number
armorSlamWindup?: number
armorSlamRadius?: number
armorSlamDamage?: number
armorSlamStunSeconds?: number
}
const DEFAULT_BULLDROME_BOSS_METADATA: Iwt2BossMetadata = {
id: 'bulldrome',
name: 'Bulldrome',
icon: 'B',
spriteUrl: '/iwt2/bosses/bulldrome-side-cel.png',
spriteView: 'side',
spriteWidthScale: 6.2,
spriteHeightScale: 4.5,
spriteYOffsetScale: -0.14,
color: '#8f5a3c',
accentColor: '#e6b17f',
maxHealth: 950,
radius: 31,
moveSpeed: 128,
meleeRange: 58,
meleeDamage: 9,
meleeCooldown: 1.05,
chargeCooldown: 4.75,
chargeWindup: 0.55,
chargeSpeed: 510,
chargeDamage: 32,
chargeStunSeconds: 0.75,
chargeLength: 560,
chargeOvershoot: 120,
chargeWidth: 62,
slamWindup: 0.45,
slamRadius: 104,
slamDamage: 24,
slamStunSeconds: 0.75,
}
const DEFAULT_YIAN_KUT_KU_BOSS_METADATA: Iwt2BossMetadata = {
id: 'yian-kut-ku',
name: 'Yian Kut Ku',
icon: 'Y',
spriteUrl: '/iwt2/bosses/yian-kut-ku-side-cel.png',
spriteView: 'side',
spriteWidthScale: 5.9,
spriteHeightScale: 4.7,
spriteYOffsetScale: -0.1,
color: '#d66a35',
accentColor: '#ffd166',
maxHealth: 400,
radius: 29,
moveSpeed: 118,
meleeRange: 56,
meleeDamage: 8,
meleeCooldown: 1,
chargeCooldown: 0,
chargeWindup: 0,
chargeSpeed: 0,
chargeDamage: 0,
chargeStunSeconds: 0,
chargeLength: 0,
chargeOvershoot: 0,
chargeWidth: 0,
slamWindup: 0,
slamRadius: 0,
slamDamage: 0,
slamStunSeconds: 0,
fireballCooldown: 3.6,
fireballWindup: 0.55,
fireballSpeed: 285,
fireballDamage: 12,
fireballRadius: 9,
firePuddleRadius: 42,
firePuddleDamage: 7,
firePuddleSeconds: 8,
birdWaveThresholds: [0.9, 0.4],
birdFlightCooldown: 10,
birdFlightWindup: 0.85,
birdFlightSpeed: 360,
birdHealth: 58,
birdRadius: 16,
birdContactDamage: 10,
birdStunSeconds: 0.75,
}
const DEFAULT_GREAT_JAGGI_BOSS_METADATA: Iwt2BossMetadata = {
id: 'great-jaggi',
name: 'Great Jaggi',
icon: 'J',
spriteUrl: '/iwt2/bosses/great-jaggi-side-cel.png',
spriteView: 'side',
spriteWidthScale: 5.9,
spriteHeightScale: 4.1,
spriteYOffsetScale: -0.09,
color: '#3f8f73',
accentColor: '#b8f0aa',
maxHealth: 620,
radius: 27,
moveSpeed: 146,
meleeRange: 52,
meleeDamage: 7,
meleeCooldown: 0.82,
chargeCooldown: 0,
chargeWindup: 0,
chargeSpeed: 0,
chargeDamage: 0,
chargeStunSeconds: 0,
chargeLength: 0,
chargeOvershoot: 0,
chargeWidth: 0,
slamWindup: 0,
slamRadius: 0,
slamDamage: 0,
slamStunSeconds: 0,
packHowlCooldown: 5.8,
packHowlWindup: 0.95,
packLaneDamage: 15,
packLaneStunSeconds: 0.45,
packLaneWidth: 24,
packLaneCount: 3,
}
const DEFAULT_KHEZU_BOSS_METADATA: Iwt2BossMetadata = {
id: 'khezu',
name: 'Khezu',
icon: 'K',
spriteUrl: '/iwt2/bosses/khezu-side-cel.png',
spriteView: 'side',
spriteWidthScale: 5.9,
spriteHeightScale: 4.4,
spriteYOffsetScale: -0.12,
color: '#d8d7c9',
accentColor: '#77d9ff',
maxHealth: 760,
radius: 30,
moveSpeed: 92,
meleeRange: 58,
meleeDamage: 10,
meleeCooldown: 1.15,
chargeCooldown: 0,
chargeWindup: 0,
chargeSpeed: 0,
chargeDamage: 0,
chargeStunSeconds: 0,
chargeLength: 0,
chargeOvershoot: 0,
chargeWidth: 0,
slamWindup: 0,
slamRadius: 0,
slamDamage: 0,
slamStunSeconds: 0,
thunderRingCooldown: 7.2,
thunderRingWindup: 0.9,
thunderRingInnerRadius: 70,
thunderRingOuterRadius: 172,
thunderRingDamage: 22,
thunderRingStunSeconds: 0.7,
lightningStrikeCooldown: 4.2,
lightningStrikeWindup: 0.78,
lightningStrikeRadius: 46,
lightningStrikeDamage: 17,
lightningStrikeStunSeconds: 0.55,
lightningStrikeCount: 2,
}
const DEFAULT_RATHIAN_BOSS_METADATA: Iwt2BossMetadata = {
id: 'rathian',
name: 'Rathian',
icon: 'R',
spriteUrl: '/iwt2/bosses/rathian-side-cel.png',
spriteView: 'side',
spriteWidthScale: 6.9,
spriteHeightScale: 4.35,
spriteYOffsetScale: -0.12,
color: '#4d9a58',
accentColor: '#f0c24d',
maxHealth: 1120,
radius: 34,
moveSpeed: 118,
meleeRange: 62,
meleeDamage: 11,
meleeCooldown: 1.08,
chargeCooldown: 0,
chargeWindup: 0,
chargeSpeed: 0,
chargeDamage: 0,
chargeStunSeconds: 0,
chargeLength: 0,
chargeOvershoot: 0,
chargeWidth: 0,
slamWindup: 0,
slamRadius: 0,
slamDamage: 0,
slamStunSeconds: 0,
poisonTailCooldown: 5.4,
tailSweepWindup: 0.72,
tailSweepRecover: 0.48,
tailSweepInnerRadius: 24,
tailSweepOuterRadius: 118,
tailSweepAngleRadians: Math.PI * 1.25,
tailSweepDamage: 23,
tailSweepStunSeconds: 0.55,
poisonSpitCooldown: 6.2,
poisonSpitWindup: 0.7,
poisonPuddleRadius: 46,
poisonPuddleDamage: 6,
poisonPuddleSeconds: 8,
}
const DEFAULT_BARROTH_BOSS_METADATA: Iwt2BossMetadata = {
id: 'barroth',
name: 'Barroth',
icon: 'A',
spriteUrl: '/iwt2/bosses/barroth-side-cel.png',
spriteView: 'side',
spriteWidthScale: 6.3,
spriteHeightScale: 3.35,
spriteYOffsetScale: -0.07,
color: '#8d714d',
accentColor: '#d6bd80',
maxHealth: 1280,
radius: 35,
moveSpeed: 104,
meleeRange: 60,
meleeDamage: 12,
meleeCooldown: 1.18,
chargeCooldown: 0,
chargeWindup: 0,
chargeSpeed: 0,
chargeDamage: 0,
chargeStunSeconds: 0,
chargeLength: 0,
chargeOvershoot: 0,
chargeWidth: 0,
slamWindup: 0,
slamRadius: 0,
slamDamage: 0,
slamStunSeconds: 0,
mudArmor: 280,
mudSprayCooldown: 5.8,
mudSprayWindup: 0.82,
mudSprayRange: 172,
mudSprayAngleRadians: Math.PI * 0.58,
mudSprayDamage: 13,
mudSprayStunSeconds: 0.25,
mudPuddleRadius: 40,
mudPuddleSeconds: 7.5,
}
const DEFAULT_TOBI_KADACHI_BOSS_METADATA: Iwt2BossMetadata = {
id: 'tobi-kadachi',
name: 'Tobi Kadachi',
icon: 'T',
spriteUrl: '/iwt2/bosses/tobi-kadachi-side-cel.png',
spriteView: 'side',
spriteWidthScale: 6.7,
spriteHeightScale: 3.85,
spriteYOffsetScale: -0.08,
color: '#6a79bd',
accentColor: '#a8f3ff',
maxHealth: 920,
radius: 28,
moveSpeed: 160,
meleeRange: 53,
meleeDamage: 8,
meleeCooldown: 0.78,
chargeCooldown: 2.2,
chargeWindup: 0,
chargeSpeed: 0,
chargeDamage: 0,
chargeStunSeconds: 0,
chargeLength: 0,
chargeOvershoot: 0,
chargeWidth: 0,
slamWindup: 0,
slamRadius: 0,
slamDamage: 0,
slamStunSeconds: 0,
staticEnergyMax: 100,
staticEnergyPerSecond: 16,
staticEnergyPerMelee: 15,
staticPounceWindup: 0.58,
staticPounceSpeed: 560,
staticPounceDamage: 24,
staticPounceStunSeconds: 0.6,
staticPounceLength: 520,
staticPounceWidth: 46,
chainShockCooldown: 5.2,
chainShockWindup: 0.85,
chainShockRadius: 86,
chainShockDamage: 15,
chainShockStunSeconds: 0.45,
}
const DEFAULT_RIMEBASTION_BOSS_METADATA: Iwt2BossMetadata = {
id: 'rimebastion',
name: 'Rimebastion',
icon: 'I',
spriteUrl: '/iwt2/bosses/rimebastion-side-cel.png',
spriteView: 'side',
spriteWidthScale: 7.2,
spriteHeightScale: 4.5,
spriteYOffsetScale: -0.08,
color: '#5f9fd6',
accentColor: '#b8f3ff',
maxHealth: 1380,
radius: 37,
moveSpeed: 86,
meleeRange: 62,
meleeDamage: 12,
meleeCooldown: 1.2,
chargeCooldown: 5.6,
chargeWindup: 0,
chargeSpeed: 0,
chargeDamage: 0,
chargeStunSeconds: 0,
chargeLength: 0,
chargeOvershoot: 0,
chargeWidth: 0,
slamWindup: 0,
slamRadius: 0,
slamDamage: 0,
slamStunSeconds: 0,
iceWallCooldown: 6.2,
iceWallWindup: 0.9,
iceWallActiveSeconds: 0.7,
iceWallCount: 3,
iceWallLength: 180,
iceWallWidth: 22,
iceWallDamage: 10,
iceShardDamage: 22,
iceShardStunSeconds: 0.55,
}
const DEFAULT_EMBER_MANTIS_DUELIST_BOSS_METADATA: Iwt2BossMetadata = {
id: 'ember-mantis-duelist',
name: 'Ember Mantis Duelist',
icon: 'M',
spriteUrl: '/iwt2/bosses/ember-mantis-duelist-side-cel.png',
spriteView: 'side',
spriteWidthScale: 5.6,
spriteHeightScale: 4.6,
spriteYOffsetScale: -0.1,
color: '#b94831',
accentColor: '#ffb24a',
maxHealth: 1040,
radius: 29,
moveSpeed: 168,
meleeRange: 54,
meleeDamage: 9,
meleeCooldown: 0.78,
chargeCooldown: 3.8,
chargeWindup: 0,
chargeSpeed: 0,
chargeDamage: 0,
chargeStunSeconds: 0,
chargeLength: 0,
chargeOvershoot: 0,
chargeWidth: 0,
slamWindup: 0,
slamRadius: 0,
slamDamage: 0,
slamStunSeconds: 0,
slashCooldown: 4.2,
slashWindup: 0.48,
slashDamage: 21,
slashStunSeconds: 0.35,
slashWidth: 24,
crossSlashAngleRadians: Math.PI * 0.32,
sidestepDistance: 94,
}
const DEFAULT_CINDERBACK_RICOCHET_BOSS_METADATA: Iwt2BossMetadata = {
id: 'cinderback-ricochet',
name: 'Cinderback Ricochet',
icon: 'C',
spriteUrl: '/iwt2/bosses/cinderback-ricochet-side-cel.png',
spriteView: 'side',
spriteWidthScale: 6.6,
spriteHeightScale: 3.8,
spriteYOffsetScale: -0.06,
color: '#9a4f2f',
accentColor: '#ff8a3d',
maxHealth: 1250,
radius: 34,
moveSpeed: 106,
meleeRange: 60,
meleeDamage: 11,
meleeCooldown: 1.05,
chargeCooldown: 5.4,
chargeWindup: 0,
chargeSpeed: 0,
chargeDamage: 0,
chargeStunSeconds: 0,
chargeLength: 0,
chargeOvershoot: 0,
chargeWidth: 0,
slamWindup: 0,
slamRadius: 0,
slamDamage: 0,
slamStunSeconds: 0,
ricochetCooldown: 6.6,
ricochetWindup: 0.65,
ricochetSpeed: 440,
ricochetDamage: 24,
ricochetStunSeconds: 0.45,
ricochetSeconds: 1.45,
lavaTrailRadius: 34,
lavaTrailDamage: 6,
lavaTrailSeconds: 5.5,
armorSlamWindup: 0.42,
armorSlamRadius: 86,
armorSlamDamage: 18,
armorSlamStunSeconds: 0.5,
}
const DEFAULT_OBSIDIAN_RAM_GOLEM_BOSS_METADATA: Iwt2BossMetadata = {
id: 'obsidian-ram-golem',
name: 'Obsidian Ram Golem',
icon: 'O',
spriteUrl: '/iwt2/bosses/obsidian-ram-golem-side-cel.png',
spriteView: 'side',
spriteWidthScale: 6.5,
spriteHeightScale: 4.25,
spriteYOffsetScale: -0.08,
color: '#2f3034',
accentColor: '#ff7b32',
maxHealth: 1420,
radius: 36,
moveSpeed: 98,
meleeRange: 62,
meleeDamage: 9,
meleeCooldown: 1.12,
chargeCooldown: 5.7,
chargeWindup: 0,
chargeSpeed: 0,
chargeDamage: 0,
chargeStunSeconds: 0,
chargeLength: 0,
chargeOvershoot: 0,
chargeWidth: 0,
slamWindup: 0,
slamRadius: 0,
slamDamage: 0,
slamStunSeconds: 0,
mudArmor: 240,
}
const DEFAULT_STORMCOIL_WYRM_BOSS_METADATA: Iwt2BossMetadata = {
id: 'stormcoil-wyrm',
name: 'Stormcoil Wyrm',
icon: 'S',
spriteUrl: '/iwt2/bosses/stormcoil-wyrm-side-cel.png',
spriteView: 'side',
spriteWidthScale: 7.1,
spriteHeightScale: 4.15,
spriteYOffsetScale: -0.1,
color: '#273b75',
accentColor: '#78ecff',
maxHealth: 1120,
radius: 30,
moveSpeed: 142,
meleeRange: 58,
meleeDamage: 8,
meleeCooldown: 0.95,
chargeCooldown: 5.1,
chargeWindup: 0,
chargeSpeed: 0,
chargeDamage: 0,
chargeStunSeconds: 0,
chargeLength: 0,
chargeOvershoot: 0,
chargeWidth: 0,
slamWindup: 0,
slamRadius: 0,
slamDamage: 0,
slamStunSeconds: 0,
chainShockCooldown: 5,
chainShockWindup: 0.78,
chainShockRadius: 94,
chainShockDamage: 13,
chainShockStunSeconds: 0.38,
}
const DEFAULT_VENOM_ORCHID_HYDRA_BOSS_METADATA: Iwt2BossMetadata = {
id: 'venom-orchid-hydra',
name: 'Venom Orchid Hydra',
icon: 'V',
spriteUrl: '/iwt2/bosses/venom-orchid-hydra-side-cel.png',
spriteView: 'side',
spriteWidthScale: 7.2,
spriteHeightScale: 4.6,
spriteYOffsetScale: -0.1,
color: '#5e316c',
accentColor: '#d8f05b',
maxHealth: 1320,
radius: 35,
moveSpeed: 84,
meleeRange: 64,
meleeDamage: 8,
meleeCooldown: 1.15,
chargeCooldown: 5.4,
chargeWindup: 0,
chargeSpeed: 0,
chargeDamage: 0,
chargeStunSeconds: 0,
chargeLength: 0,
chargeOvershoot: 0,
chargeWidth: 0,
slamWindup: 0,
slamRadius: 0,
slamDamage: 0,
slamStunSeconds: 0,
poisonSpitCooldown: 5.6,
poisonSpitWindup: 0.75,
poisonPuddleRadius: 42,
poisonPuddleDamage: 5,
poisonPuddleSeconds: 7,
}
const DEFAULT_SANDGLASS_SCORPION_BOSS_METADATA: Iwt2BossMetadata = {
id: 'sandglass-scorpion',
name: 'Sandglass Scorpion',
icon: 'G',
spriteUrl: '/iwt2/bosses/sandglass-scorpion-side-cel.png',
spriteView: 'side',
spriteWidthScale: 6.4,
spriteHeightScale: 4.25,
spriteYOffsetScale: -0.07,
color: '#9d7430',
accentColor: '#ffd15a',
maxHealth: 1180,
radius: 33,
moveSpeed: 126,
meleeRange: 58,
meleeDamage: 8,
meleeCooldown: 0.98,
chargeCooldown: 5.2,
chargeWindup: 0,
chargeSpeed: 0,
chargeDamage: 0,
chargeStunSeconds: 0,
chargeLength: 0,
chargeOvershoot: 0,
chargeWidth: 0,
slamWindup: 0,
slamRadius: 0,
slamDamage: 0,
slamStunSeconds: 0,
mudPuddleRadius: 44,
mudPuddleSeconds: 6,
}
const DEFAULT_CRYSTAL_BAT_MATRIARCH_BOSS_METADATA: Iwt2BossMetadata = {
id: 'crystal-bat-matriarch',
name: 'Crystal Bat Matriarch',
icon: 'Q',
spriteUrl: '/iwt2/bosses/crystal-bat-matriarch-side-cel.png',
spriteView: 'side',
spriteWidthScale: 6.8,
spriteHeightScale: 4.75,
spriteYOffsetScale: -0.12,
color: '#4e2d76',
accentColor: '#8eeaff',
maxHealth: 1050,
radius: 31,
moveSpeed: 150,
meleeRange: 56,
meleeDamage: 7,
meleeCooldown: 0.9,
chargeCooldown: 5.1,
chargeWindup: 0,
chargeSpeed: 0,
chargeDamage: 0,
chargeStunSeconds: 0,
chargeLength: 0,
chargeOvershoot: 0,
chargeWidth: 0,
slamWindup: 0,
slamRadius: 0,
slamDamage: 0,
slamStunSeconds: 0,
}
const DEFAULT_HOLLOWCROWN_REVENANT_BOSS_METADATA: Iwt2BossMetadata = {
id: 'hollowcrown-revenant',
name: 'Hollowcrown Revenant',
icon: 'H',
spriteUrl: '/iwt2/bosses/hollowcrown-revenant-side-cel.png',
spriteView: 'side',
spriteWidthScale: 6.6,
spriteHeightScale: 4.35,
spriteYOffsetScale: -0.1,
color: '#3c3f5e',
accentColor: '#9be8ff',
maxHealth: 1080,
radius: 30,
moveSpeed: 158,
meleeRange: 56,
meleeDamage: 8,
meleeCooldown: 0.9,
chargeCooldown: 4.8,
chargeWindup: 0,
chargeSpeed: 0,
chargeDamage: 0,
chargeStunSeconds: 0,
chargeLength: 0,
chargeOvershoot: 0,
chargeWidth: 0,
slamWindup: 0,
slamRadius: 0,
slamDamage: 0,
slamStunSeconds: 0,
}
function applyBossOverrides(metadata: Iwt2BossMetadata): Iwt2BossMetadata {
const override = IWT2_BALANCE_OVERRIDES.bosses?.[metadata.id]
if (!override) return metadata
return {
...metadata,
...override,
}
}
export const BULLDROME_BOSS_METADATA: Iwt2BossMetadata = applyBossOverrides(DEFAULT_BULLDROME_BOSS_METADATA)
export const YIAN_KUT_KU_BOSS_METADATA: Iwt2BossMetadata = applyBossOverrides(DEFAULT_YIAN_KUT_KU_BOSS_METADATA)
export const GREAT_JAGGI_BOSS_METADATA: Iwt2BossMetadata = applyBossOverrides(DEFAULT_GREAT_JAGGI_BOSS_METADATA)
export const KHEZU_BOSS_METADATA: Iwt2BossMetadata = applyBossOverrides(DEFAULT_KHEZU_BOSS_METADATA)
export const RATHIAN_BOSS_METADATA: Iwt2BossMetadata = applyBossOverrides(DEFAULT_RATHIAN_BOSS_METADATA)
export const BARROTH_BOSS_METADATA: Iwt2BossMetadata = applyBossOverrides(DEFAULT_BARROTH_BOSS_METADATA)
export const TOBI_KADACHI_BOSS_METADATA: Iwt2BossMetadata = applyBossOverrides(DEFAULT_TOBI_KADACHI_BOSS_METADATA)
export const RIMEBASTION_BOSS_METADATA: Iwt2BossMetadata = applyBossOverrides(DEFAULT_RIMEBASTION_BOSS_METADATA)
export const EMBER_MANTIS_DUELIST_BOSS_METADATA: Iwt2BossMetadata = applyBossOverrides(DEFAULT_EMBER_MANTIS_DUELIST_BOSS_METADATA)
export const CINDERBACK_RICOCHET_BOSS_METADATA: Iwt2BossMetadata = applyBossOverrides(DEFAULT_CINDERBACK_RICOCHET_BOSS_METADATA)
export const OBSIDIAN_RAM_GOLEM_BOSS_METADATA: Iwt2BossMetadata = applyBossOverrides(DEFAULT_OBSIDIAN_RAM_GOLEM_BOSS_METADATA)
export const STORMCOIL_WYRM_BOSS_METADATA: Iwt2BossMetadata = applyBossOverrides(DEFAULT_STORMCOIL_WYRM_BOSS_METADATA)
export const VENOM_ORCHID_HYDRA_BOSS_METADATA: Iwt2BossMetadata = applyBossOverrides(DEFAULT_VENOM_ORCHID_HYDRA_BOSS_METADATA)
export const SANDGLASS_SCORPION_BOSS_METADATA: Iwt2BossMetadata = applyBossOverrides(DEFAULT_SANDGLASS_SCORPION_BOSS_METADATA)
export const CRYSTAL_BAT_MATRIARCH_BOSS_METADATA: Iwt2BossMetadata = applyBossOverrides(DEFAULT_CRYSTAL_BAT_MATRIARCH_BOSS_METADATA)
export const HOLLOWCROWN_REVENANT_BOSS_METADATA: Iwt2BossMetadata = applyBossOverrides(DEFAULT_HOLLOWCROWN_REVENANT_BOSS_METADATA)
export const IWT2_BOSS_METADATA: Record<Iwt2BossId, Iwt2BossMetadata> = {
bulldrome: BULLDROME_BOSS_METADATA,
'yian-kut-ku': YIAN_KUT_KU_BOSS_METADATA,
'great-jaggi': GREAT_JAGGI_BOSS_METADATA,
khezu: KHEZU_BOSS_METADATA,
rathian: RATHIAN_BOSS_METADATA,
barroth: BARROTH_BOSS_METADATA,
'tobi-kadachi': TOBI_KADACHI_BOSS_METADATA,
rimebastion: RIMEBASTION_BOSS_METADATA,
'ember-mantis-duelist': EMBER_MANTIS_DUELIST_BOSS_METADATA,
'cinderback-ricochet': CINDERBACK_RICOCHET_BOSS_METADATA,
'obsidian-ram-golem': OBSIDIAN_RAM_GOLEM_BOSS_METADATA,
'stormcoil-wyrm': STORMCOIL_WYRM_BOSS_METADATA,
'venom-orchid-hydra': VENOM_ORCHID_HYDRA_BOSS_METADATA,
'sandglass-scorpion': SANDGLASS_SCORPION_BOSS_METADATA,
'crystal-bat-matriarch': CRYSTAL_BAT_MATRIARCH_BOSS_METADATA,
'hollowcrown-revenant': HOLLOWCROWN_REVENANT_BOSS_METADATA,
}
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export type Iwt2PlayerClassId = 'healer' | 'paladin' | 'ranger' | 'mage' | 'rogue' | 'warrior'
export type Iwt2PlayerClassRole = 'healer' | 'tank' | 'damage'
export type Iwt2ClassMetadata = {
id: Iwt2PlayerClassId
name: string
role: Iwt2PlayerClassRole
icon: string
color: string
accentColor: string
maxHealth: number
moveSpeed: number
radius: number
attackRange: number
attackDamage: number
attackCooldown: number
castTime: number
projectileSpeed: number
}
export const IWT2_CLASS_METADATA: Record<Iwt2PlayerClassId, Iwt2ClassMetadata> = {
healer: {
id: 'healer',
name: 'Player Healer',
role: 'healer',
icon: '+',
color: '#2fbf71',
accentColor: '#b7f7cf',
maxHealth: 125,
moveSpeed: 210,
radius: 15,
attackRange: 0,
attackDamage: 0,
attackCooldown: 1,
castTime: 0,
projectileSpeed: 0,
},
paladin: {
id: 'paladin',
name: 'Paladin Tank',
role: 'tank',
icon: '🛡',
color: '#f2c94c',
accentColor: '#fff0a8',
maxHealth: 190,
moveSpeed: 165,
radius: 17,
attackRange: 44,
attackDamage: 7,
attackCooldown: 0.85,
castTime: 0,
projectileSpeed: 0,
},
ranger: {
id: 'ranger',
name: 'Ranger',
role: 'damage',
icon: '🏹',
color: '#4aa3df',
accentColor: '#b9e3ff',
maxHealth: 115,
moveSpeed: 185,
radius: 14,
attackRange: 245,
attackDamage: 8,
attackCooldown: 0.31,
castTime: 0.16,
projectileSpeed: 410,
},
mage: {
id: 'mage',
name: 'Mage',
role: 'damage',
icon: '⚚',
color: '#c56cf0',
accentColor: '#efc4ff',
maxHealth: 100,
moveSpeed: 175,
radius: 14,
attackRange: 220,
attackDamage: 11,
attackCooldown: 0.39,
castTime: 0.21,
projectileSpeed: 330,
},
rogue: {
id: 'rogue',
name: 'Rogue',
role: 'damage',
icon: '††',
color: '#55efc4',
accentColor: '#c8fff2',
maxHealth: 110,
moveSpeed: 230,
radius: 14,
attackRange: 38,
attackDamage: 6,
attackCooldown: 0.38,
castTime: 0,
projectileSpeed: 0,
},
warrior: {
id: 'warrior',
name: 'Warrior',
role: 'damage',
icon: '⚔',
color: '#ff7675',
accentColor: '#ffd0d0',
maxHealth: 150,
moveSpeed: 180,
radius: 16,
attackRange: 42,
attackDamage: 9,
attackCooldown: 0.52,
castTime: 0,
projectileSpeed: 0,
},
}
export const IWT2_PARTY_ORDER: Iwt2PlayerClassId[] = ['healer', 'paladin', 'ranger', 'mage', 'rogue', 'warrior']
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import type { InputAction } from '../../../input'
export const IWT2_ABILITY_ACTIONS: InputAction[] = [
'ability1',
'ability2',
'ability3',
'ability4',
'ability5',
'ability6',
]
export const IWT2_TARGET_ACTIONS: InputAction[] = [
'targetParty1',
'targetParty2',
'targetParty3',
'targetParty4',
'targetParty5',
'targetParty6',
]

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