Compare commits

...
5 Commits
Author SHA1 Message Date
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
79 changed files with 11564 additions and 1560 deletions
+1
View File
@@ -34,6 +34,7 @@
- IWT2 rendering can use a 2D canvas/game runtime, but renderer objects must not become the source of truth for saveable gameplay state. - 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 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 menus, dialogs, inventory, collection log, pause overlays, and game-select screen must still follow controller navigation requirements.
- IWT2 boss mechanics and indicators must be modular. Add reusable hit-shape, damage/status, telegraph/indicator, hazard, and marker primitives under `src/modes/iwt2/sim/` or `src/modes/iwt2/render/` instead of hardcoding boss-specific rules in Phaser scenes. Boss AI may compose these primitives, but renderer code should draw sim-owned indicators generically.
- First IWT2 boss conversion target: Bulldrome. Bulldrome should have normal melee tank damage, a charge across the arena that damages and knocks down/stuns hit players for 0.75 seconds, and every 3rd charge should be followed by an AoE ground slam around the boss that also damages and knocks down/stuns hit players for 0.75 seconds. - 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 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.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
+2 -2
View File
@@ -7,8 +7,8 @@ android {
applicationId "com.warren.iwanttoheal" applicationId "com.warren.iwanttoheal"
minSdkVersion rootProject.ext.minSdkVersion minSdkVersion rootProject.ext.minSdkVersion
targetSdkVersion rootProject.ext.targetSdkVersion targetSdkVersion rootProject.ext.targetSdkVersion
versionCode 93 versionCode 98
versionName "1.1.14" versionName "1.1.19"
testInstrumentationRunner "androidx.test.runner.AndroidJUnitRunner" testInstrumentationRunner "androidx.test.runner.AndroidJUnitRunner"
aaptOptions { aaptOptions {
// Files and dirs to omit from the packaged assets dir, modified to accommodate modern web apps. // Files and dirs to omit from the packaged assets dir, modified to accommodate modern web apps.
@@ -164,6 +164,9 @@ public abstract class ControllerBridgeActivity extends BridgeActivity {
} }
Set<String> currentTokens = new HashSet<>(); Set<String> currentTokens = new HashSet<>();
float leftStickX = event.getAxisValue(MotionEvent.AXIS_X);
float leftStickY = event.getAxisValue(MotionEvent.AXIS_Y);
dispatchNativeControllerMotion(leftStickX, leftStickY);
addAxisTokens( addAxisTokens(
currentTokens, currentTokens,
event.getAxisValue(MotionEvent.AXIS_HAT_X), event.getAxisValue(MotionEvent.AXIS_HAT_X),
@@ -178,13 +181,13 @@ public abstract class ControllerBridgeActivity extends BridgeActivity {
); );
addAxisTokens( addAxisTokens(
currentTokens, currentTokens,
event.getAxisValue(MotionEvent.AXIS_X), leftStickX,
"Axis0-", "Axis0-",
"Axis0+" "Axis0+"
); );
addAxisTokens( addAxisTokens(
currentTokens, currentTokens,
event.getAxisValue(MotionEvent.AXIS_Y), leftStickY,
"Axis1-", "Axis1-",
"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) { private boolean shouldThrottleDpad(String token) {
int buttonIndex = Integer.parseInt(token.substring("Button".length())); int buttonIndex = Integer.parseInt(token.substring("Button".length()));
long now = SystemClock.uptimeMillis(); long now = SystemClock.uptimeMillis();
Binary file not shown.

After

Width:  |  Height:  |  Size: 37 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 60 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 46 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 28 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 38 KiB

+16
View File
@@ -10,6 +10,7 @@
"dependencies": { "dependencies": {
"@capacitor/android": "^8.4.0", "@capacitor/android": "^8.4.0",
"@capacitor/core": "^8.4.0", "@capacitor/core": "^8.4.0",
"phaser": "^4.2.0",
"react": "^19.2.6", "react": "^19.2.6",
"react-dom": "^19.2.6" "react-dom": "^19.2.6"
}, },
@@ -2030,6 +2031,12 @@
"node": ">=0.10.0" "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": { "node_modules/fast-deep-equal": {
"version": "3.1.3", "version": "3.1.3",
"resolved": "https://registry.npmjs.org/fast-deep-equal/-/fast-deep-equal-3.1.3.tgz", "resolved": "https://registry.npmjs.org/fast-deep-equal/-/fast-deep-equal-3.1.3.tgz",
@@ -2969,6 +2976,15 @@
"dev": true, "dev": true,
"license": "MIT" "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": { "node_modules/picocolors": {
"version": "1.1.1", "version": "1.1.1",
"resolved": "https://registry.npmjs.org/picocolors/-/picocolors-1.1.1.tgz", "resolved": "https://registry.npmjs.org/picocolors/-/picocolors-1.1.1.tgz",
+1
View File
@@ -28,6 +28,7 @@
"dependencies": { "dependencies": {
"@capacitor/android": "^8.4.0", "@capacitor/android": "^8.4.0",
"@capacitor/core": "^8.4.0", "@capacitor/core": "^8.4.0",
"phaser": "^4.2.0",
"react": "^19.2.6", "react": "^19.2.6",
"react-dom": "^19.2.6" "react-dom": "^19.2.6"
}, },
+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 { createServer } from 'node:http'
import { randomBytes } from 'node:crypto' import { randomBytes } from 'node:crypto'
import { extname, resolve, sep } from 'node:path' 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 databasePath = fileURLToPath(new URL('../data/game.db', import.meta.url))
const distPath = fileURLToPath(new URL('../dist', 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 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 bossImageDirectory = fileURLToPath(new URL('../data/uploads/bosses/', import.meta.url))
const itemImageDirectory = fileURLToPath(new URL('../data/uploads/items/', 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)) const dungeonImageDirectory = fileURLToPath(new URL('../data/uploads/dungeons/', import.meta.url))
@@ -248,6 +249,89 @@ function saveDungeonImage(database, dungeonId, payload) {
return imageUrl 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) { function sendFile(response, filePath) {
const contentTypes = { const contentTypes = {
'.css': 'text/css; charset=utf-8', '.css': 'text/css; charset=utf-8',
@@ -308,6 +392,22 @@ const server = createServer(async (request, response) => {
return 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)) { if (!existsSync(databasePath)) {
sendJson(response, 503, { error: 'Database missing. Run npm run db:init.' }) sendJson(response, 503, { error: 'Database missing. Run npm run db:init.' })
return return
+1511 -6
View File
File diff suppressed because it is too large Load Diff
+79 -1543
View File
File diff suppressed because it is too large Load Diff
+357 -1
View File
@@ -1,5 +1,11 @@
import { useEffect, useState } from 'react' import { useEffect, useState } from 'react'
import type { CSSProperties, Dispatch, SetStateAction } 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 = { type AdminItem = {
id: number id: number
@@ -130,7 +136,38 @@ type AdminData = {
classes: AdminClass[] 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 SavingState = Record<string, boolean>
type SetData = Dispatch<SetStateAction<AdminData | null>> type SetData = Dispatch<SetStateAction<AdminData | null>>
type SetSaving = Dispatch<SetStateAction<SavingState>> type SetSaving = Dispatch<SetStateAction<SavingState>>
@@ -144,6 +181,7 @@ const tabs: { id: AdminTab; label: string }[] = [
{ id: 'crafting', label: 'Crafting' }, { id: 'crafting', label: 'Crafting' },
{ id: 'upgrades', label: 'Upgrades' }, { id: 'upgrades', label: 'Upgrades' },
{ id: 'classes', label: 'Classes' }, { id: 'classes', label: 'Classes' },
{ id: 'iwt2', label: 'IWT2' },
] ]
async function fetchJson<T>(url: string, init?: RequestInit): Promise<T> { 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 === 'crafting' && <CraftingTab data={data} setData={setData} setSaving={setSaving} saving={saving} />}
{tab === 'upgrades' && <UpgradesTab 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 === 'classes' && <ClassesTab data={data} />}
{tab === 'iwt2' && <Iwt2AdminTab />}
</section> </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}-${attack.name}`}>
<strong>{attack.name}</strong>
<span>{attack.frequency}</span>
<span>{attack.damage}</span>
<small>{attack.details}</small>
</div>
))}
</div>
</section>
</section>
)
}
function jsonRequest(method: 'POST' | 'PUT', body: unknown): RequestInit { function jsonRequest(method: 'POST' | 'PUT', body: unknown): RequestInit {
return { return {
method, method,
@@ -1163,6 +1392,133 @@ function jsonRequest(method: 'POST' | 'PUT', body: unknown): RequestInit {
} }
} }
function applyIwt2AdminOverrides(
metadata: Record<Iwt2BossId, Iwt2BossMetadata>,
overrides: Iwt2BalanceOverrides,
): Record<Iwt2BossId, Iwt2BossMetadata> {
return (Object.keys(metadata) as Iwt2BossId[]).reduce((nextMetadata, bossId) => ({
...nextMetadata,
[bossId]: {
...metadata[bossId],
...overrides.bosses?.[bossId],
},
}), {} as Record<Iwt2BossId, Iwt2BossMetadata>)
}
function createIwt2AdminRows(
metadata: Record<Iwt2BossId, Iwt2BossMetadata>,
bossAssets: Iwt2AdminAsset[],
): Iwt2AdminEntityRow[] {
const bosses = Object.values(metadata).map((boss): Iwt2AdminEntityRow => ({
assets: assetsForIwt2Boss(boss.id, bossAssets),
attacks: bossAttacks(boss),
bossId: boss.id,
color: boss.color,
icon: boss.icon,
id: boss.id,
kind: 'boss',
maxHealth: boss.maxHealth,
name: boss.name,
slug: boss.id,
}))
const yian = metadata['yian-kut-ku']
if (!yian.birdHealth) return bosses
return [
...bosses,
{
assets: [],
attacks: yianBirdAttacks(yian),
bossId: yian.id,
color: '#f0b84f',
icon: 'v',
id: `${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) { function fileToDataUrl(file: File) {
return new Promise<string>((resolve, reject) => { return new Promise<string>((resolve, reject) => {
const reader = new FileReader() const reader = new FileReader()
+1 -1
View File
@@ -109,7 +109,7 @@ export const PartyMemberFrame = memo(function PartyMemberFrame({
].filter(Boolean).join(' ') ].filter(Boolean).join(' ')
const action = targetBinding ? { const action = targetBinding ? {
binding: targetBinding, binding: targetBinding,
iconStyle: controllerIconStyle ?? 'xbox', iconStyle: controllerIconStyle ?? 'playstation',
} : null } : null
return ( return (
+47
View File
@@ -49,6 +49,11 @@ export type DualScreenCombatState = {
opponentClassName?: string opponentClassName?: string
opponentParty?: PartyMember[] opponentParty?: PartyMember[]
opponentEnemyHealth?: number 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 opponentResource?: number
opponentMaxResource?: number opponentMaxResource?: number
opponentResourceName?: string opponentResourceName?: string
@@ -638,6 +643,48 @@ export function DualScreenBottomDisplay() {
</section> </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' : ''}`}> <section className={`dual-opponent-party-grid ${state.opponentParty.length > 6 ? 'raid' : ''}`}>
{state.opponentParty.map((member) => ( {state.opponentParty.map((member) => (
<PartyMemberFrame <PartyMemberFrame
+105 -3
View File
@@ -13,6 +13,10 @@ import { Capacitor } from '@capacitor/core'
export type InputDevice = 'pc' | 'controller' export type InputDevice = 'pc' | 'controller'
export type ControllerIconStyle = 'xbox' | 'playstation' | 'nintendo' export type ControllerIconStyle = 'xbox' | 'playstation' | 'nintendo'
export type MovementVector = {
x: number
y: number
}
export const INPUT_ACTIONS = [ export const INPUT_ACTIONS = [
'navigateUp', 'navigateUp',
@@ -130,14 +134,16 @@ const STORAGE_KEY = 'ashen-halls-input-bindings-v1'
const PREFERENCES_STORAGE_KEY = 'ashen-halls-input-preferences-v1' const PREFERENCES_STORAGE_KEY = 'ashen-halls-input-preferences-v1'
const GAME_ACTION_EVENT = 'ashen-halls-game-action' const GAME_ACTION_EVENT = 'ashen-halls-game-action'
const NATIVE_CONTROLLER_EVENT = 'ashen-halls-native-controller' 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 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 HEADER_CONTENT_SELECTOR = '.app-header'
const GAMEPAD_COMBAT_POLL_MS = 1000 / 60 const GAMEPAD_COMBAT_POLL_MS = 1000 / 60
const GAMEPAD_MENU_POLL_MS = 1000 / 30 const GAMEPAD_MENU_POLL_MS = 1000 / 30
const GAMEPAD_BROWSER_DISCONNECTED_POLL_MS = 250 const GAMEPAD_BROWSER_DISCONNECTED_POLL_MS = 250
const CONTROLLER_REPEAT_INITIAL_MS = 260 const CONTROLLER_REPEAT_INITIAL_MS = 260
const CONTROLLER_REPEAT_MS = 85 const CONTROLLER_REPEAT_MS = 85
const NATIVE_STICK_TIMEOUT_MS = 140
const DPAD_NAV_ACTIONS: Partial<Record<string, InputAction>> = { const DPAD_NAV_ACTIONS: Partial<Record<string, InputAction>> = {
Button12: 'navigateUp', Button12: 'navigateUp',
Button13: 'navigateDown', Button13: 'navigateDown',
@@ -235,13 +241,13 @@ function loadPreferences() {
combatTouchLocked?: boolean combatTouchLocked?: boolean
} }
return { return {
controllerIconStyle: saved.controllerIconStyle ?? 'xbox', controllerIconStyle: saved.controllerIconStyle ?? 'playstation',
directPartyTargeting: saved.directPartyTargeting ?? false, directPartyTargeting: saved.directPartyTargeting ?? false,
combatTouchLocked: saved.combatTouchLocked ?? Capacitor.isNativePlatform(), combatTouchLocked: saved.combatTouchLocked ?? Capacitor.isNativePlatform(),
} }
} catch { } catch {
return { return {
controllerIconStyle: 'xbox' as ControllerIconStyle, controllerIconStyle: 'playstation' as ControllerIconStyle,
directPartyTargeting: false, directPartyTargeting: false,
combatTouchLocked: Capacitor.isNativePlatform(), combatTouchLocked: Capacitor.isNativePlatform(),
} }
@@ -530,6 +536,10 @@ function isCombatActive() {
return Boolean(document.querySelector('[data-combat-active="true"]')) return Boolean(document.querySelector('[data-combat-active="true"]'))
} }
function hasContinuousMovementActive() {
return Boolean(document.querySelector('[data-continuous-movement-active="true"]'))
}
function firstConnectedGamepad() { function firstConnectedGamepad() {
return Array.from(navigator.getGamepads?.() ?? []).find(Boolean) ?? null return Array.from(navigator.getGamepads?.() ?? []).find(Boolean) ?? null
} }
@@ -686,6 +696,12 @@ export function InputProvider({ children }: { children: ReactNode }) {
document.querySelector('[data-combat-active="true"]'), document.querySelector('[data-combat-active="true"]'),
) )
const uiOverlay = hasUiOverlay() const uiOverlay = hasUiOverlay()
if (
combatActive
&& !uiOverlay
&& hasContinuousMovementActive()
&& (token.startsWith('Axis0') || token.startsWith('Axis1'))
) return
const uiPriority = [ const uiPriority = [
'navigateUp', 'navigateUp',
'navigateDown', '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() { export function useInput() {
const context = useContext(InputContext) const context = useContext(InputContext)
if (!context) throw new Error('useInput must be used inside InputProvider') 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 { createRoot } from 'react-dom/client'
import { Capacitor } from '@capacitor/core' import { Capacitor } from '@capacitor/core'
import './index.css' import './index.css'
import './App.css'
import App from './App.tsx' import App from './App.tsx'
import { InputProvider } from './input.tsx' import { InputProvider } from './input.tsx'
import { DualScreenBottomDisplay, DualScreenProvider, DualScreenStartupPrompt } from './dualScreen.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( createRoot(document.getElementById('root')!).render(
<StrictMode> <StrictMode>
{new URLSearchParams(window.location.search).get('display') === 'bottom' ? ( {displayMode === 'iwt2-bottom' ? (
<InputProvider>
<Iwt2BottomDisplay />
</InputProvider>
) : displayMode === 'bottom' ? (
<InputProvider> <InputProvider>
<DualScreenBottomDisplay /> <DualScreenBottomDisplay />
</InputProvider> </InputProvider>
File diff suppressed because it is too large Load Diff
+642
View File
@@ -0,0 +1,642 @@
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 Bulldrome, Yian Kut Ku, Great Jaggi, and Khezu 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">
<Iwt2Header save={save} onBackToGameSelect={onBackToGameSelect} />
<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` : `${boss.name} Arena`,
}
}
function buildIwt2WorkshopDualScreenState(
screen: Iwt2Screen,
save: Iwt2Save,
): DualScreenWorkshopState | null {
if (screen === 'hunter-profile') {
return {
items: [
{
glyph: 'H',
meta: `${save.character.experience} XP`,
status: `Level ${save.character.level}`,
title: save.character.name,
},
{
glyph: IWT2_HEALER_METADATA[save.character.healerStyle].icon,
meta: IWT2_HEALER_METADATA[save.character.healerStyle].description,
status: 'Class',
title: IWT2_HEALER_METADATA[save.character.healerStyle].name,
},
...(Object.keys(IWT2_BOSS_METADATA) as Iwt2BossId[]).map((bossId) => ({
glyph: IWT2_BOSS_METADATA[bossId].icon,
meta: `${save.collectionLog.bossKills[bossId] ?? 0} kills`,
status: `${save.collectionLog.dropsFound[bossDropIdForAppSummary(bossId)] ?? 0} drops`,
title: IWT2_BOSS_METADATA[bossId].name,
})),
],
mode: 'collection',
subtitle: 'IWT2 inventory and collection log',
summary: `${save.inventory.length} inventory slots`,
title: 'Hunter Profile',
}
}
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
}
function bossDropIdForAppSummary(bossId: Iwt2BossId): string {
if (bossId === 'yian-kut-ku') return 'yian-kut-ku-scale'
if (bossId === 'great-jaggi') return 'great-jaggi-hide'
if (bossId === 'khezu') return 'khezu-pearl'
return 'raw-bulldrome-coin'
}
+81
View File
@@ -0,0 +1,81 @@
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>
)
}
+37
View File
@@ -0,0 +1,37 @@
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>
)
}
+20
View File
@@ -0,0 +1,20 @@
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>
)
}
+24
View File
@@ -0,0 +1,24 @@
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>
</div>
<small className="iwt2-boss-phase">{entry.attackPhase}</small>
<ArenaBar className="boss" current={entry.health} max={entry.maxHealth} />
</div>
)
})}
</div>
)
}
+72
View File
@@ -0,0 +1,72 @@
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>
)
}
@@ -0,0 +1,6 @@
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: {},
}
+226
View File
@@ -0,0 +1,226 @@
import { IWT2_BALANCE_OVERRIDES } from './balanceOverrides'
export type Iwt2BossId = 'bulldrome' | 'yian-kut-ku' | 'great-jaggi' | 'khezu'
export type Iwt2BalanceOverrides = {
bosses?: Partial<Record<Iwt2BossId, Partial<Pick<Iwt2BossMetadata, 'maxHealth' | 'birdHealth'>>>>
}
export type Iwt2BossMetadata = {
id: Iwt2BossId
name: string
icon: string
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
}
const DEFAULT_BULLDROME_BOSS_METADATA: Iwt2BossMetadata = {
id: 'bulldrome',
name: 'Bulldrome',
icon: 'B',
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',
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',
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',
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,
}
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 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,
}
+121
View File
@@ -0,0 +1,121 @@
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: 0.62,
castTime: 0.32,
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: 0.78,
castTime: 0.42,
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']
+19
View File
@@ -0,0 +1,19 @@
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',
]
+116
View File
@@ -0,0 +1,116 @@
import type { Spell } from '../../../game'
export type Iwt2AbilityTarget = 'party-member' | 'self' | 'ground'
export type Iwt2HealerId = 'dawnweaver' | 'lifebinder' | 'runesage'
export type Iwt2HealerMetadata = {
id: Iwt2HealerId
name: string
icon: string
description: string
}
export type Iwt2HealerAbility = {
id: string
healerId: Iwt2HealerId
slot: number
name: string
icon: string
kind: Spell['kind']
power: number
effectType?: string
manaCost: number
cooldownSeconds: number
target: Iwt2AbilityTarget
extraTargets?: number
}
export const IWT2_HEALER_METADATA: Record<Iwt2HealerId, Iwt2HealerMetadata> = {
dawnweaver: {
id: 'dawnweaver',
name: 'Dawnweaver',
icon: '+',
description: 'Direct heals, radiant group recovery, shields, and cleanse.',
},
lifebinder: {
id: 'lifebinder',
name: 'Lifebinder',
icon: '~',
description: 'Verdant healing over time, barkskin shielding, and steady group recovery.',
},
runesage: {
id: 'runesage',
name: 'Runesage',
icon: 'R',
description: 'Rune-scripted mends, concordance healing, aegis shielding, and unraveling cleanse.',
},
}
export const IWT2_HEALER_ORDER: Iwt2HealerId[] = ['dawnweaver', 'lifebinder', 'runesage']
export const IWT2_HEALER_ABILITIES: Record<Iwt2HealerId, Iwt2HealerAbility[]> = {
dawnweaver: [
createAbility('dawnweaver', 1, 'mend', 'Mend', '+', 'direct', 30, 5, 0.5),
createAbility('dawnweaver', 2, 'renew', 'Renew', '~', 'hot', 12, 7, 0.5, 'heal_over_time'),
createAbility('dawnweaver', 3, 'radiance', 'Radiance', '*', 'group', 18, 12, 8),
createAbility('dawnweaver', 4, 'sun-ward', 'Sun Ward', 'O', 'shield', 36, 8, 7, 'shield'),
createAbility('dawnweaver', 5, 'purify', 'Purify', 'x', 'cleanse', 10, 5, 5, 'cleanse'),
createAbility('dawnweaver', 6, 'dawn-burst', 'Dawn Burst', 'D', 'group', 28, 16, 12),
],
lifebinder: [
createAbility('lifebinder', 1, 'verdant-touch', 'Verdant Touch', '+', 'direct', 24, 4, 0.55),
createAbility('lifebinder', 2, 'seed-of-life', 'Seed of Life', '~', 'hot', 16, 9, 1, 'heal_over_time'),
createAbility('lifebinder', 3, 'wild-growth', 'Wild Growth', '*', 'group', 15, 11, 7.5),
createAbility('lifebinder', 4, 'barkskin', 'Barkskin', 'O', 'shield', 46, 10, 5.5, 'shield'),
createAbility('lifebinder', 5, 'purging-sap', 'Purging Sap', 'x', 'cleanse', 12, 6, 4.5, 'cleanse'),
createAbility('lifebinder', 6, 'ancient-grove', 'Ancient Grove', 'G', 'shield', 72, 18, 12, 'shield'),
],
runesage: [
createAbility('runesage', 1, 'etched-mend', 'Etched Mend', '+', 'direct', 22, 3, 0.35),
createAbility('runesage', 2, 'mending-rune', 'Mending Rune', '~', 'hot', 10, 5, 0.45, 'heal_over_time'),
createAbility('runesage', 3, 'concordance', 'Concordance', '*', 'group', 16, 9, 5.5),
createAbility('runesage', 4, 'aegis-script', 'Aegis Script', 'O', 'shield', 28, 6, 4.5, 'shield'),
createAbility('runesage', 5, 'unravel', 'Unravel', 'x', 'cleanse', 8, 4, 3.5, 'cleanse'),
createAbility('runesage', 6, 'grand-design', 'Grand Design', 'R', 'group', 22, 13, 8.5),
],
}
export function abilitiesForHealer(healerId: Iwt2HealerId | string) {
return IWT2_HEALER_ABILITIES[asIwt2HealerId(healerId)]
}
export function asIwt2HealerId(value: unknown): Iwt2HealerId {
if (value === 'field_medic') return 'dawnweaver'
if (value === 'ward_sage') return 'lifebinder'
if (value === 'storm_chanter') return 'runesage'
return IWT2_HEALER_ORDER.includes(value as Iwt2HealerId)
? value as Iwt2HealerId
: 'dawnweaver'
}
function createAbility(
healerId: Iwt2HealerId,
slot: number,
slug: string,
name: string,
icon: string,
kind: Spell['kind'],
power: number,
manaCost: number,
cooldownSeconds: number,
effectType?: string,
): Iwt2HealerAbility {
return {
id: `${healerId}-${slug}`,
healerId,
slot,
name,
icon,
kind,
power,
effectType,
manaCost,
cooldownSeconds,
target: 'party-member',
}
}
+18
View File
@@ -0,0 +1,18 @@
export {
IWT2_CLASS_METADATA,
IWT2_PARTY_ORDER,
} from './classes'
export type {
Iwt2ClassMetadata,
Iwt2PlayerClassId,
Iwt2PlayerClassRole,
} from './classes'
export {
BULLDROME_BOSS_METADATA,
IWT2_BOSS_METADATA,
} from './bosses'
export type {
Iwt2BossId,
Iwt2BossMetadata,
} from './bosses'
+65
View File
@@ -0,0 +1,65 @@
import {
buildOpponentSlotDebuffChoices,
buildSelfSlotUpgradeChoices,
} from '../../../combat/roguelikeUpgrades'
import type { Spell } from '../../../game'
import { type Iwt2HealerAbility } from './healerAbilities'
export type Iwt2RoguelikeVariant = 'pve' | 'pvp'
export type Iwt2RoguelikeContentType = 'dungeon' | 'raid' | 'stadium'
export type Iwt2RoguelikeSlot = '1' | '2' | '3' | '4' | '5'
export type Iwt2RoguelikeSelfBuffId =
| 'revive-party-members'
| `slot${Iwt2RoguelikeSlot}-extra-target`
| `slot${Iwt2RoguelikeSlot}-cost-down`
| `slot${Iwt2RoguelikeSlot}-cooldown-down`
export type Iwt2RoguelikeOpponentDebuffId =
| `opp-slot${Iwt2RoguelikeSlot}-cost-up`
| `opp-slot${Iwt2RoguelikeSlot}-cooldown-up`
export type Iwt2RoguelikeChoice<T extends string> = {
id: T
name: string
description: string
}
export const IWT2_ROGUELIKE_SLOTS: readonly Iwt2RoguelikeSlot[] = ['1', '2', '3', '4', '5']
export const IWT2_REVIVE_PARTY_CHOICE: Iwt2RoguelikeChoice<Iwt2RoguelikeSelfBuffId> = {
id: 'revive-party-members',
name: 'Revive Party Members',
description: 'Revive fallen party members before the next IWT2 arena.',
}
export function iwt2AbilityToSpell(ability: Iwt2HealerAbility): Spell {
return {
id: ability.id,
key: String(ability.slot),
name: ability.name,
description: ability.name,
cost: ability.manaCost,
cooldown: ability.cooldownSeconds,
power: ability.power,
glyph: ability.icon,
kind: ability.kind,
effectType: ability.effectType,
}
}
export function buildIwt2SelfBuffChoices(abilities: Iwt2HealerAbility[]) {
return buildSelfSlotUpgradeChoices<Iwt2RoguelikeSelfBuffId>({
slots: IWT2_ROGUELIKE_SLOTS,
spells: abilities.map(iwt2AbilityToSpell),
labelMode: 'ability',
})
}
export function buildIwt2OpponentDebuffChoices(abilities: Iwt2HealerAbility[]) {
return buildOpponentSlotDebuffChoices<Iwt2RoguelikeOpponentDebuffId>({
slots: IWT2_ROGUELIKE_SLOTS,
spells: abilities.map(iwt2AbilityToSpell),
labelMode: 'ability',
})
}
+46
View File
@@ -0,0 +1,46 @@
import { useEffect, useRef, type MutableRefObject } from 'react'
import Phaser from 'phaser'
import type { MovementVector } from '../../../input'
import { BulldromeArenaScene } from './scenes/BulldromeArenaScene'
import type { Iwt2ArenaState } from '../sim/arenaState'
type PhaserArenaProps = {
movementRef: MutableRefObject<MovementVector>
selectedPartyIdRef: MutableRefObject<string>
stateRef: MutableRefObject<Iwt2ArenaState>
onStep: (movement: MovementVector, dtSeconds: number) => Iwt2ArenaState
}
export function PhaserArena({ movementRef, onStep, selectedPartyIdRef, stateRef }: PhaserArenaProps) {
const hostRef = useRef<HTMLDivElement | null>(null)
useEffect(() => {
if (!hostRef.current) return undefined
const initialState = stateRef.current
const scene = new BulldromeArenaScene({
getMovement: () => movementRef.current,
getSelectedPartyId: () => selectedPartyIdRef.current,
getState: () => stateRef.current,
step: onStep,
})
const game = new Phaser.Game({
type: Phaser.AUTO,
parent: hostRef.current,
width: initialState.bounds.width,
height: initialState.bounds.height,
backgroundColor: '#10141b',
pixelArt: false,
scale: {
mode: Phaser.Scale.FIT,
autoCenter: Phaser.Scale.CENTER_BOTH,
},
scene,
})
return () => {
game.destroy(true)
}
}, [movementRef, onStep, selectedPartyIdRef, stateRef])
return <div className="iwt2-phaser-host" ref={hostRef} />
}
@@ -0,0 +1,281 @@
import Phaser from 'phaser'
import type { MovementVector } from '../../../../input'
import { IWT2_BOSS_METADATA } from '../../content/bosses'
import { IWT2_CLASS_METADATA } from '../../content/classes'
import type {
Iwt2ArenaIndicator,
Iwt2ArenaState,
Iwt2BossEntityState,
Iwt2GroundHazardState,
Iwt2HostileAddState,
Iwt2PartyEntityState,
Iwt2Vec2,
} from '../../sim'
type SceneDeps = {
getMovement: () => MovementVector
getSelectedPartyId: () => string
getState: () => Iwt2ArenaState
step: (movement: MovementVector, dtSeconds: number) => Iwt2ArenaState
}
type DrawableEntity = Iwt2PartyEntityState | Iwt2BossEntityState | Iwt2HostileAddState
export class BulldromeArenaScene extends Phaser.Scene {
private deps: SceneDeps
private arenaGraphics?: Phaser.GameObjects.Graphics
private entityGraphics?: Phaser.GameObjects.Graphics
private telegraphGraphics?: Phaser.GameObjects.Graphics
private labels = new Map<string, Phaser.GameObjects.Text>()
private lastHudPublish = 0
constructor(deps: SceneDeps) {
super('bulldrome-arena')
this.deps = deps
}
create() {
this.cameras.main.setBackgroundColor('#10141b')
this.arenaGraphics = this.add.graphics()
this.telegraphGraphics = this.add.graphics()
this.entityGraphics = this.add.graphics()
this.drawState(this.deps.getState())
}
update(_: number, delta: number) {
const state = this.deps.step(this.deps.getMovement(), Math.min(0.05, delta / 1000))
this.drawState(state)
}
private drawState(state: Iwt2ArenaState) {
if (!this.arenaGraphics || !this.entityGraphics || !this.telegraphGraphics) return
this.drawArena(state)
this.drawTelegraphs(state)
this.drawEntities(state)
this.drawProjectiles(state)
this.lastHudPublish += 1
}
private drawArena(state: Iwt2ArenaState) {
const graphics = this.arenaGraphics!
graphics.clear()
graphics.lineStyle(3, 0x3c4a59, 1)
graphics.fillStyle(0x171d24, 1)
graphics.fillRoundedRect(0, 0, state.bounds.width, state.bounds.height, 12)
graphics.strokeRoundedRect(0, 0, state.bounds.width, state.bounds.height, 12)
graphics.lineStyle(1, 0x26313d, 0.55)
for (let x = 80; x < state.bounds.width; x += 80) {
graphics.lineBetween(x, 0, x, state.bounds.height)
}
for (let y = 80; y < state.bounds.height; y += 80) {
graphics.lineBetween(0, y, state.bounds.width, y)
}
}
private drawTelegraphs(state: Iwt2ArenaState) {
const graphics = this.telegraphGraphics!
graphics.clear()
state.indicators.forEach((indicator) => drawIndicator(graphics, indicator))
}
private drawEntities(state: Iwt2ArenaState) {
const graphics = this.entityGraphics!
graphics.clear()
for (const hazard of state.hazards) drawHazard(graphics, hazard)
const entities: DrawableEntity[] = [...state.party, ...state.hostileAdds, ...state.bosses]
const liveIds = new Set<string>(entities.map((entity) => entity.id))
for (const entity of entities.sort(entitySort)) {
const stunned = entity.kind === 'party' && (entity.status.stunnedSeconds > 0 || entity.status.knockedDownSeconds > 0)
const alpha = entity.health <= 0 ? 0.35 : stunned ? 0.55 : 1
const color = entityColor(entity)
graphics.fillStyle(Number.parseInt(color.slice(1), 16), alpha)
graphics.lineStyle(entity.kind === 'party' && entity.aiRole === 'player' ? 4 : 2, entity.kind === 'boss' ? 0xfff0b8 : 0x0a0c10, 1)
if (entity.kind === 'boss') {
graphics.fillEllipse(entity.position.x, entity.position.y, entity.radius * 2.4, entity.radius * 1.75)
graphics.strokeEllipse(entity.position.x, entity.position.y, entity.radius * 2.4, entity.radius * 1.75)
} else if (entity.kind === 'hostileAdd') {
const wing = entity.radius * 1.55
graphics.fillTriangle(
entity.position.x + entity.facing.x * wing,
entity.position.y,
entity.position.x - entity.facing.x * entity.radius,
entity.position.y - entity.radius,
entity.position.x - entity.facing.x * entity.radius,
entity.position.y + entity.radius,
)
graphics.strokeTriangle(
entity.position.x + entity.facing.x * wing,
entity.position.y,
entity.position.x - entity.facing.x * entity.radius,
entity.position.y - entity.radius,
entity.position.x - entity.facing.x * entity.radius,
entity.position.y + entity.radius,
)
} else {
if (entity.id === this.deps.getSelectedPartyId()) {
graphics.lineStyle(4, 0xfff4a8, 0.95)
graphics.strokeCircle(entity.position.x, entity.position.y, entity.radius + 8)
}
graphics.fillCircle(entity.position.x, entity.position.y, entity.radius)
graphics.strokeCircle(entity.position.x, entity.position.y, entity.radius)
}
this.drawLabel(entity)
this.drawHealthBar(graphics, entity)
}
for (const [id, label] of this.labels) {
if (!liveIds.has(id)) {
label.destroy()
this.labels.delete(id)
}
}
}
private drawProjectiles(state: Iwt2ArenaState) {
const graphics = this.entityGraphics!
for (const projectile of state.projectiles) {
const color = Number.parseInt(projectile.color.slice(1), 16)
graphics.fillStyle(color, 0.95)
graphics.lineStyle(projectile.projectileKind === 'magic' || projectile.projectileKind === 'fireball' ? 3 : 2, color, 0.75)
graphics.strokeCircle(projectile.position.x, projectile.position.y, projectile.radius + 3)
graphics.fillCircle(projectile.position.x, projectile.position.y, projectile.radius)
}
}
private drawLabel(entity: DrawableEntity) {
let label = this.labels.get(entity.id)
const icon = entityIcon(entity)
if (!label) {
label = this.add.text(entity.position.x, entity.position.y, icon, {
align: 'center',
color: '#fff7df',
fontFamily: 'ui-monospace, Consolas, monospace',
fontSize: entity.kind === 'boss' ? '20px' : entity.kind === 'hostileAdd' ? '13px' : '15px',
fontStyle: '900',
}).setOrigin(0.5)
this.labels.set(entity.id, label)
}
const stunned = entity.kind === 'party' && (entity.status.stunnedSeconds > 0 || entity.status.knockedDownSeconds > 0)
label.setText(stunned ? '!' : icon)
label.setPosition(entity.position.x, entity.position.y - (entity.kind === 'boss' ? 1 : 0))
label.setAlpha(entity.health <= 0 ? 0.35 : 1)
}
private drawHealthBar(graphics: Phaser.GameObjects.Graphics, entity: DrawableEntity) {
const width = entity.kind === 'boss' ? 92 : 34
const height = entity.kind === 'boss' ? 8 : 7
const y = entity.position.y + entity.radius + 8
const ratio = Math.max(0, Math.min(1, entity.health / entity.maxHealth))
graphics.fillStyle(0x050608, 0.9)
graphics.fillRect(entity.position.x - width / 2, y, width, height)
graphics.fillStyle(ratio > 0.5 ? 0x4ac77d : ratio > 0.25 ? 0xf1c663 : 0xf05b4f, 1)
graphics.fillRect(entity.position.x - width / 2, y, width * ratio, height)
if (entity.kind === 'party' && entity.shield > 0) {
const shieldRatio = Math.max(0, Math.min(1, entity.shield / entity.maxHealth))
graphics.fillStyle(0x58a8ff, 0.92)
graphics.fillRect(entity.position.x + width / 2 - width * shieldRatio, y, width * shieldRatio, height)
}
}
}
function entitySort(a: DrawableEntity, b: DrawableEntity): number {
const rank = { boss: 0, hostileAdd: 1, party: 2 } satisfies Record<DrawableEntity['kind'], number>
return rank[a.kind] - rank[b.kind]
}
function entityColor(entity: DrawableEntity): string {
if (entity.kind === 'boss') return IWT2_BOSS_METADATA[entity.bossId].color
if (entity.kind === 'hostileAdd') return '#f0b84f'
return IWT2_CLASS_METADATA[entity.classId].color
}
function entityIcon(entity: DrawableEntity): string {
if (entity.kind === 'boss') return IWT2_BOSS_METADATA[entity.bossId].icon
if (entity.kind === 'hostileAdd') return 'v'
return IWT2_CLASS_METADATA[entity.classId].icon
}
function drawHazard(graphics: Phaser.GameObjects.Graphics, hazard: Iwt2GroundHazardState) {
const ratio = Math.max(0, Math.min(1, hazard.remainingSeconds / Math.max(0.001, hazard.fadeSeconds)))
const alpha = hazard.remainingSeconds <= hazard.fadeSeconds ? 0.16 + ratio * 0.2 : 0.34
graphics.fillStyle(0xff7a2f, alpha)
graphics.lineStyle(2, 0xffc15a, 0.55)
graphics.fillCircle(hazard.position.x, hazard.position.y, hazard.radius)
graphics.strokeCircle(hazard.position.x, hazard.position.y, hazard.radius)
}
function drawIndicator(graphics: Phaser.GameObjects.Graphics, indicator: Iwt2ArenaIndicator) {
const color = Number.parseInt(indicator.color.slice(1), 16)
const active = indicator.phase === 'active'
graphics.lineStyle(active ? 8 : 5, color, indicator.lineAlpha ?? (active ? 0.76 : 0.5))
graphics.fillStyle(color, indicator.fillAlpha ?? (active ? 0.16 : 0.09))
if (indicator.kind === 'lane') {
const points = laneDangerPolygon(indicator.start, indicator.end, indicator.width)
graphics.fillPoints(points, true)
graphics.strokePoints(points, true)
return
}
if (indicator.kind === 'circle') {
graphics.strokeCircle(indicator.position.x, indicator.position.y, indicator.radius)
graphics.fillCircle(indicator.position.x, indicator.position.y, indicator.radius)
return
}
if (indicator.kind === 'cone') {
const points = coneDangerPolygon(
indicator.origin,
indicator.direction,
indicator.range,
indicator.angleRadians,
)
graphics.fillPoints(points, true)
graphics.strokePoints(points, true)
return
}
graphics.strokeCircle(indicator.position.x, indicator.position.y, indicator.outerRadius)
graphics.fillCircle(indicator.position.x, indicator.position.y, indicator.outerRadius)
graphics.lineStyle(active ? 5 : 3, color, indicator.lineAlpha ?? 0.6)
graphics.strokeCircle(indicator.position.x, indicator.position.y, indicator.innerRadius)
}
function laneDangerPolygon(start: Iwt2Vec2, end: Iwt2Vec2, halfWidth: number) {
const dx = end.x - start.x
const dy = end.y - start.y
const length = Math.max(1, Math.hypot(dx, dy))
const normal = {
x: (-dy / length) * halfWidth,
y: (dx / length) * halfWidth,
}
return [
new Phaser.Math.Vector2(start.x + normal.x, start.y + normal.y),
new Phaser.Math.Vector2(end.x + normal.x, end.y + normal.y),
new Phaser.Math.Vector2(end.x - normal.x, end.y - normal.y),
new Phaser.Math.Vector2(start.x - normal.x, start.y - normal.y),
]
}
function coneDangerPolygon(
origin: Iwt2Vec2,
direction: Iwt2Vec2,
range: number,
angleRadians: number,
) {
const baseAngle = Math.atan2(direction.y, direction.x)
const halfAngle = angleRadians / 2
const points = [new Phaser.Math.Vector2(origin.x, origin.y)]
const segmentCount = 14
for (let index = 0; index <= segmentCount; index += 1) {
const t = index / segmentCount
const angle = baseAngle - halfAngle + angleRadians * t
points.push(new Phaser.Math.Vector2(
origin.x + Math.cos(angle) * range,
origin.y + Math.sin(angle) * range,
))
}
return points
}
+220
View File
@@ -0,0 +1,220 @@
import { asIwt2HealerId, type Iwt2HealerId } from '../content/healerAbilities'
export type Iwt2InventoryItem = {
id: string
name: string
quantity: number
rarity: 'common' | 'uncommon' | 'rare' | 'epic' | 'legendary'
}
export type Iwt2ArmorPaletteId = 'guild_green' | 'sun_gold' | 'ember_red' | 'moon_blue'
export type Iwt2CollectionLog = {
bossKills: Record<string, number>
dropsFound: Record<string, number>
}
export type Iwt2Character = {
name: string
level: number
experience: number
healerStyle: Iwt2HealerId
armorPalette: Iwt2ArmorPaletteId
}
export type Iwt2CloudSlot = {
savedAt: number
character: Iwt2Character
inventory: Iwt2InventoryItem[]
collectionLog: Iwt2CollectionLog
}
export type Iwt2Save = {
version: 1
updatedAt: number
character: Iwt2Character
inventory: Iwt2InventoryItem[]
collectionLog: Iwt2CollectionLog
cloudSlot?: Iwt2CloudSlot
}
const IWT2_SAVE_KEY = 'i-want-to-heal-2:save:v1'
export function createDefaultIwt2Save(): Iwt2Save {
return {
version: 1,
updatedAt: Date.now(),
character: {
name: 'Healer',
level: 1,
experience: 0,
healerStyle: 'dawnweaver',
armorPalette: 'guild_green',
},
inventory: [],
collectionLog: {
bossKills: {},
dropsFound: {},
},
}
}
function normalizeSave(value: unknown): Iwt2Save {
if (!value || typeof value !== 'object') return createDefaultIwt2Save()
const candidate = value as Partial<Iwt2Save>
if (candidate.version !== 1) return createDefaultIwt2Save()
return {
version: 1,
updatedAt: typeof candidate.updatedAt === 'number' ? candidate.updatedAt : Date.now(),
character: {
name: candidate.character?.name || 'Healer',
level: Math.max(1, Math.floor(candidate.character?.level ?? 1)),
experience: Math.max(0, Math.floor(candidate.character?.experience ?? 0)),
healerStyle: asIwt2HealerId(candidate.character?.healerStyle),
armorPalette: asIwt2ArmorPaletteId(candidate.character?.armorPalette),
},
inventory: Array.isArray(candidate.inventory) ? candidate.inventory : [],
collectionLog: {
bossKills: candidate.collectionLog?.bossKills ?? {},
dropsFound: candidate.collectionLog?.dropsFound ?? {},
},
cloudSlot: normalizeCloudSlot(candidate.cloudSlot),
}
}
export function loadIwt2Save(): Iwt2Save {
try {
return normalizeSave(JSON.parse(window.localStorage.getItem(IWT2_SAVE_KEY) ?? 'null'))
} catch {
return createDefaultIwt2Save()
}
}
export function writeIwt2Save(save: Iwt2Save) {
window.localStorage.setItem(IWT2_SAVE_KEY, JSON.stringify({
...save,
updatedAt: Date.now(),
}))
}
export function recordIwt2BossKill(save: Iwt2Save, bossId: string): Iwt2Save {
const drop = bossDropFor(bossId)
return {
...save,
updatedAt: Date.now(),
character: {
...save.character,
experience: save.character.experience + 125,
level: Math.max(save.character.level, 1 + Math.floor((save.character.experience + 125) / 500)),
},
inventory: [
...save.inventory,
{
id: `${drop.id}-${Date.now()}`,
name: drop.name,
quantity: 1,
rarity: 'common',
},
],
collectionLog: {
...save.collectionLog,
bossKills: {
...save.collectionLog.bossKills,
[bossId]: (save.collectionLog.bossKills[bossId] ?? 0) + 1,
},
dropsFound: {
...save.collectionLog.dropsFound,
[drop.id]: (save.collectionLog.dropsFound[drop.id] ?? 0) + 1,
},
},
}
}
export function updateIwt2CharacterSettings(
save: Iwt2Save,
settings: Partial<Pick<Iwt2Save['character'], 'name' | 'healerStyle' | 'armorPalette'>>,
): Iwt2Save {
return {
...save,
updatedAt: Date.now(),
character: {
...save.character,
...settings,
name: normalizeCharacterName(settings.name ?? save.character.name),
healerStyle: asIwt2HealerId(settings.healerStyle ?? save.character.healerStyle),
armorPalette: asIwt2ArmorPaletteId(settings.armorPalette ?? save.character.armorPalette),
},
}
}
export function snapshotIwt2CloudSlot(save: Iwt2Save): Iwt2Save {
return {
...save,
updatedAt: Date.now(),
cloudSlot: {
savedAt: Date.now(),
character: { ...save.character },
inventory: save.inventory.map((item) => ({ ...item })),
collectionLog: {
bossKills: { ...save.collectionLog.bossKills },
dropsFound: { ...save.collectionLog.dropsFound },
},
},
}
}
export function restoreIwt2CloudSlot(save: Iwt2Save): Iwt2Save {
if (!save.cloudSlot) return save
return {
...save,
updatedAt: Date.now(),
character: { ...save.cloudSlot.character },
inventory: save.cloudSlot.inventory.map((item) => ({ ...item })),
collectionLog: {
bossKills: { ...save.cloudSlot.collectionLog.bossKills },
dropsFound: { ...save.cloudSlot.collectionLog.dropsFound },
},
}
}
function bossDropFor(bossId: string): { id: string, name: string } {
if (bossId === 'yian-kut-ku') return { id: 'yian-kut-ku-scale', name: 'Yian Kut Ku Scale' }
if (bossId === 'great-jaggi') return { id: 'great-jaggi-hide', name: 'Great Jaggi Hide' }
if (bossId === 'khezu') return { id: 'khezu-pearl', name: 'Khezu Pearl' }
return { id: 'raw-bulldrome-coin', name: 'Raw Bulldrome Coin' }
}
function asIwt2ArmorPaletteId(value: unknown): Iwt2ArmorPaletteId {
return value === 'sun_gold'
|| value === 'ember_red'
|| value === 'moon_blue'
|| value === 'guild_green'
? value
: 'guild_green'
}
function normalizeCharacterName(name: string): string {
const trimmed = name.trim().slice(0, 18)
return trimmed || 'Healer'
}
function normalizeCloudSlot(value: unknown): Iwt2CloudSlot | undefined {
if (!value || typeof value !== 'object') return undefined
const candidate = value as Partial<Iwt2CloudSlot>
if (!candidate.character || !candidate.collectionLog) return undefined
return {
savedAt: typeof candidate.savedAt === 'number' ? candidate.savedAt : Date.now(),
character: {
name: normalizeCharacterName(candidate.character.name ?? 'Healer'),
level: Math.max(1, Math.floor(candidate.character.level ?? 1)),
experience: Math.max(0, Math.floor(candidate.character.experience ?? 0)),
healerStyle: asIwt2HealerId(candidate.character.healerStyle),
armorPalette: asIwt2ArmorPaletteId(candidate.character.armorPalette),
},
inventory: Array.isArray(candidate.inventory) ? candidate.inventory : [],
collectionLog: {
bossKills: candidate.collectionLog.bossKills ?? {},
dropsFound: candidate.collectionLog.dropsFound ?? {},
},
}
}
+799
View File
@@ -0,0 +1,799 @@
import { useCallback, useEffect, useMemo, useRef, useState, type CSSProperties } from 'react'
import type { MovementVector } from '../../../input'
import { useGameAction, useInput, useMovementVectorRef } from '../../../input'
import {
useDualScreen,
useDualScreenPublisher,
type DualScreenCombatState,
} from '../../../dualScreen'
import type { PartyMember, Role, Spell } from '../../../game'
import {
createInitialIwt2ArenaState,
tickIwt2Arena,
type Iwt2ArenaState,
} from '../sim/arenaState'
import type { Iwt2EntityId } from '../sim'
import { castIwt2HealerAbility } from '../sim'
import { PhaserArena } from '../render/PhaserArena'
import {
recordIwt2BossKill,
type Iwt2Save,
} from '../save/iwt2Repository'
import { AbilityBar } from '../components/AbilityBar'
import { BossHud } from '../components/BossHud'
import { PartyFrames } from '../components/PartyFrames'
import { IWT2_CLASS_METADATA } from '../content/classes'
import { IWT2_ABILITY_ACTIONS, IWT2_TARGET_ACTIONS } from '../content/controls'
import { abilitiesForHealer, type Iwt2HealerAbility } from '../content/healerAbilities'
import { IWT2_BOSS_METADATA, type Iwt2BossId } from '../content/bosses'
import type {
Iwt2RoguelikeContentType,
Iwt2RoguelikeOpponentDebuffId,
Iwt2RoguelikeSelfBuffId,
Iwt2RoguelikeVariant,
} from '../content/roguelike'
type ArenaStatus = 'playing' | 'paused' | 'victory' | 'defeat'
type OverlayAction = 'primary' | 'menu'
type OverlayNavEntry = {
action: OverlayAction
row: number
}
const OVERLAY_NAV_ENTRIES: OverlayNavEntry[] = [
{ action: 'primary', row: 0 },
{ action: 'menu', row: 1 },
]
type BossArenaScreenProps = {
bossId: Iwt2BossId
bossIds?: Iwt2BossId[]
modeLabel?: string
save: Iwt2Save
onBack: () => void
onSaveUpdated: (save: Iwt2Save) => void
roguelikeRun?: {
buffs: Iwt2RoguelikeSelfBuffId[]
contentType: Iwt2RoguelikeContentType
debuffs: Iwt2RoguelikeOpponentDebuffId[]
onVictory: () => void
stage: number
variant: Iwt2RoguelikeVariant
}
}
export function BossArenaScreen({ bossId, bossIds, modeLabel, save, onBack, onSaveUpdated, roguelikeRun }: BossArenaScreenProps) {
const bossMetadata = IWT2_BOSS_METADATA[bossId]
const pvpRoguelike = roguelikeRun?.variant === 'pvp'
const [arenaState, setArenaState] = useState<Iwt2ArenaState>(() => createInitialIwt2ArenaState(bossId, bossIds))
const [opponentArenaState, setOpponentArenaState] = useState<Iwt2ArenaState | null>(() => (
pvpRoguelike ? createInitialIwt2ArenaState(bossId, bossIds) : null
))
const [abilityCooldowns, setAbilityCooldowns] = useState<Record<string, number>>({})
const [status, setStatus] = useState<ArenaStatus>('playing')
const [selectedOverlayAction, setSelectedOverlayAction] = useState<OverlayAction>('primary')
const [selectedPartyId, setSelectedPartyId] = useState<Iwt2EntityId>('player-healer')
const stateRef = useRef(arenaState)
const opponentStateRef = useRef<Iwt2ArenaState | null>(opponentArenaState)
const statusRef = useRef(status)
const selectedOverlayActionRef = useRef<OverlayAction>(selectedOverlayAction)
const selectedPartyIdRef = useRef<Iwt2EntityId>(selectedPartyId)
const saveRef = useRef(save)
const recordedKillIdsRef = useRef<Set<Iwt2BossId>>(new Set())
const lastPublishTimeRef = useRef(0)
const lastHudSignatureRef = useRef('')
const abilityCooldownsRef = useRef<Record<string, number>>({})
const movementRef = useMovementVectorRef(status === 'playing')
const {
bindings,
controllerIconStyle,
directPartyTargeting,
lastDevice,
} = useInput()
const { enabled: dualScreenEnabled } = useDualScreen()
const activeBindings = bindings[lastDevice]
useEffect(() => {
stateRef.current = arenaState
}, [arenaState])
useEffect(() => {
opponentStateRef.current = opponentArenaState
}, [opponentArenaState])
useEffect(() => {
statusRef.current = status
}, [status])
useEffect(() => {
selectedOverlayActionRef.current = selectedOverlayAction
}, [selectedOverlayAction])
useEffect(() => {
selectedPartyIdRef.current = selectedPartyId
}, [selectedPartyId])
useEffect(() => {
saveRef.current = save
}, [save])
const resetArena = useCallback(() => {
const next = createInitialIwt2ArenaState(bossId, bossIds)
const nextOpponentState = pvpRoguelike ? createInitialIwt2ArenaState(bossId, bossIds) : null
recordedKillIdsRef.current = new Set()
abilityCooldownsRef.current = {}
lastHudSignatureRef.current = arenaHudSignature(next)
stateRef.current = next
opponentStateRef.current = nextOpponentState
setArenaState(next)
setOpponentArenaState(nextOpponentState)
setAbilityCooldowns({})
setSelectedOverlayAction('primary')
setStatus('playing')
}, [bossId, bossIds, pvpRoguelike])
const showOverlay = useCallback((nextStatus: Exclude<ArenaStatus, 'playing'>) => {
setSelectedOverlayAction('primary')
setStatus(nextStatus)
}, [])
const abilities = useMemo(
() => applyRoguelikeModifiers(
abilitiesForHealer(save.character.healerStyle),
roguelikeRun?.buffs ?? [],
roguelikeRun?.debuffs ?? [],
),
[roguelikeRun?.buffs, roguelikeRun?.debuffs, save.character.healerStyle],
)
const castAbility = useCallback((ability: Iwt2HealerAbility) => {
if (statusRef.current !== 'playing') return
if ((abilityCooldownsRef.current[ability.id] ?? 0) > 0) return
const result = castIwt2HealerAbility(stateRef.current, ability, selectedPartyIdRef.current)
if (!result.cast) return
const nextCooldowns = {
...abilityCooldownsRef.current,
[ability.id]: ability.cooldownSeconds,
}
abilityCooldownsRef.current = nextCooldowns
stateRef.current = result.state
lastHudSignatureRef.current = arenaHudSignature(result.state)
setAbilityCooldowns(nextCooldowns)
setArenaState(result.state)
}, [])
const moveOverlaySelection = useCallback((action: string) => {
setSelectedOverlayAction((current) => {
const active = OVERLAY_NAV_ENTRIES.find((entry) => entry.action === current) ?? OVERLAY_NAV_ENTRIES[0]
const candidates = OVERLAY_NAV_ENTRIES.filter((entry) => {
if (entry.action === current) return false
if (action === 'navigateUp') return entry.row < active.row
if (action === 'navigateDown') return entry.row > active.row
return false
})
if (candidates.length === 0) return current
candidates.sort((a, b) => Math.abs(a.row - active.row) - Math.abs(b.row - active.row))
return candidates[0]?.action ?? current
})
}, [])
const activateOverlayAction = useCallback((overlayAction = selectedOverlayActionRef.current) => {
if (overlayAction === 'menu') {
onBack()
return
}
if (statusRef.current === 'paused') {
setStatus('playing')
return
}
if (statusRef.current === 'victory' && roguelikeRun) {
roguelikeRun.onVictory()
return
}
resetArena()
}, [onBack, resetArena, roguelikeRun])
useGameAction((action, device) => {
if (device === 'controller' && statusRef.current !== 'playing') {
if (action.startsWith('navigate')) {
moveOverlaySelection(action)
return
}
if (action === 'confirm') {
activateOverlayAction()
return
}
if (action === 'back') {
if (statusRef.current === 'paused') setStatus('playing')
else onBack()
return
}
}
if (statusRef.current === 'playing' && action.startsWith('ability')) {
const ability = abilities[IWT2_ABILITY_ACTIONS.indexOf(action)]
if (ability) castAbility(ability)
return
}
if (
device === 'controller'
&& statusRef.current === 'playing'
&& !directPartyTargeting
&& (
action === 'navigateUp'
|| action === 'navigateLeft'
|| action === 'previousTarget'
|| action === 'navigateDown'
|| action === 'navigateRight'
|| action === 'nextTarget'
)
) {
const previous = action === 'navigateUp' || action === 'navigateLeft' || action === 'previousTarget'
setSelectedPartyId((current) => nextTargetId(stateRef.current, current, previous ? -1 : 1))
return
}
if (action.startsWith('targetParty')) {
const index = Number(action.replace('targetParty', '')) - 1
const target = stateRef.current.party[index]
if (target) setSelectedPartyId(target.id)
return
}
if (device !== 'controller') return
if (action === 'pause' || action === 'back') {
if (statusRef.current === 'playing') showOverlay('paused')
else if (statusRef.current === 'paused') setStatus('playing')
}
})
const onStep = useCallback((movement: MovementVector, dtSeconds: number) => {
if (statusRef.current !== 'playing') return stateRef.current
abilityCooldownsRef.current = tickCooldowns(abilityCooldownsRef.current, dtSeconds)
const next = tickIwt2Arena(stateRef.current, {
moveX: movement.x,
moveY: movement.y,
}, dtSeconds)
stateRef.current = next
let nextOpponentState = opponentStateRef.current
if (pvpRoguelike && nextOpponentState) {
const opponentMovement = iwt2OpponentMovement(nextOpponentState)
nextOpponentState = tickIwt2Arena(
nextOpponentState,
{
moveX: opponentMovement.x,
moveY: opponentMovement.y,
},
dtSeconds,
)
opponentStateRef.current = nextOpponentState
}
const newlyDefeatedBosses = next.bosses.filter((boss) => boss.health <= 0 && !recordedKillIdsRef.current.has(boss.bossId))
if (newlyDefeatedBosses.length > 0) {
const nextRecordedIds = new Set(recordedKillIdsRef.current)
let updatedSave = saveRef.current
for (const defeatedBoss of newlyDefeatedBosses) {
nextRecordedIds.add(defeatedBoss.bossId)
updatedSave = recordIwt2BossKill(updatedSave, defeatedBoss.bossId)
}
recordedKillIdsRef.current = nextRecordedIds
saveRef.current = updatedSave
onSaveUpdated(updatedSave)
}
if (next.bosses.every((boss) => boss.health <= 0)) {
showOverlay('victory')
} else if (next.party.every((member) => member.health <= 0)) {
showOverlay('defeat')
}
const hudSignature = arenaHudSignature(next)
if (
hudSignature !== lastHudSignatureRef.current
|| next.time - lastPublishTimeRef.current >= 0.08
|| next.bosses.some((boss) => boss.health <= 0)
) {
lastHudSignatureRef.current = hudSignature
lastPublishTimeRef.current = next.time
setArenaState(next)
if (pvpRoguelike) setOpponentArenaState(nextOpponentState)
setAbilityCooldowns(abilityCooldownsRef.current)
}
return next
}, [onSaveUpdated, pvpRoguelike, showOverlay])
const targetBindings = directPartyTargeting
? IWT2_TARGET_ACTIONS.map((action) => activeBindings[action] ?? null)
: undefined
const playerMana = arenaState.party.find((member) => member.id === 'player-healer')?.mana ?? 0
const alivePartyCount = arenaState.party.filter((member) => member.health > 0).length
const totalPartyDamage = arenaState.party.reduce((total, member) => total + member.damageDone, 0)
const defeatedBossCount = arenaState.bosses.filter((boss) => boss.health <= 0).length
const bossTitle = formatBossEncounterTitle(arenaState.bosses)
const overlayPrimaryLabel = status === 'paused'
? 'Resume'
: status === 'victory' && roguelikeRun
? 'Choose Upgrade'
: 'Restart'
const overlayTitle = status === 'victory'
? `${bossTitle} Down`
: status === 'defeat'
? 'Party Defeated'
: 'Arena Paused'
const overlayEyebrow = status === 'victory'
? 'Hunt Complete'
: status === 'defeat'
? 'Recovery'
: 'Paused'
const overlayTone = status === 'victory'
? 'is-victory'
: status === 'defeat'
? 'is-defeat'
: 'is-paused'
const pauseTitle = arenaPauseTitle(roguelikeRun, modeLabel ?? bossMetadata.name)
const pauseCopy = roguelikeRun?.variant === 'pvp'
? undefined
: 'Combat is stopped. Resume the fight or leave the current run.'
const pauseLeaveLabel = roguelikeRun?.variant === 'pvp'
? 'Leave'
: roguelikeRun
? 'Leave Roguelike'
: `Leave ${modeLabel ?? 'Arena'}`
const dualScreenState = useMemo(
() => buildIwt2DualScreenCombatState({
abilities,
arenaState,
bindings: activeBindings,
cooldowns: abilityCooldowns,
controllerIconStyle,
directPartyTargeting,
modeLabel: modeLabel ?? 'Arena',
opponentArenaState,
playerMana,
roguelikeRun,
selectedPartyId,
status,
}),
[
abilities,
activeBindings,
arenaState,
abilityCooldowns,
controllerIconStyle,
directPartyTargeting,
modeLabel,
opponentArenaState,
playerMana,
roguelikeRun,
selectedPartyId,
status,
],
)
useDualScreenPublisher(dualScreenState, dualScreenEnabled)
return (
<main
className="game-shell iwt2-arena-shell"
data-combat-active={status === 'playing' ? 'true' : 'false'}
data-continuous-movement-active={status === 'playing' ? 'true' : undefined}
>
<section className="iwt2-arena-layout">
<div className="iwt2-arena-stage">
<BossHud bosses={arenaState.bosses} />
<PartyFrames
controllerIconStyle={controllerIconStyle}
onTarget={setSelectedPartyId}
party={arenaState.party}
selectedPartyId={selectedPartyId}
targetBindings={targetBindings}
/>
<PhaserArena
movementRef={movementRef}
onStep={onStep}
selectedPartyIdRef={selectedPartyIdRef}
stateRef={stateRef}
/>
{status === 'paused' && (
<div className="pause-screen iwt2-arena-overlay is-paused" data-game-nav-active="true" role="dialog" aria-modal="true">
<div>
<p className="eyebrow">Paused</p>
<h2>{pauseTitle}</h2>
{pauseCopy && <p>{pauseCopy}</p>}
<button
className={selectedOverlayAction === 'primary' ? 'game-selected' : ''}
data-controller-nav="skip"
data-game-selected={selectedOverlayAction === 'primary' ? 'true' : undefined}
onClick={() => activateOverlayAction('primary')}
onPointerDown={() => setSelectedOverlayAction('primary')}
type="button"
>
Resume
</button>
<button
className={`secondary-result-button ${selectedOverlayAction === 'menu' ? 'game-selected' : ''}`}
data-controller-nav="skip"
data-game-selected={selectedOverlayAction === 'menu' ? 'true' : undefined}
onClick={() => activateOverlayAction('menu')}
onPointerDown={() => setSelectedOverlayAction('menu')}
type="button"
>
{pauseLeaveLabel}
</button>
</div>
</div>
)}
{status !== 'playing' && status !== 'paused' && (
<div className={`pause-screen iwt2-arena-overlay ${overlayTone}`} data-game-nav-active="true">
<div className="iwt2-result-panel">
<div className="iwt2-result-crest" style={{ '--boss-color': bossMetadata.color, '--boss-accent': bossMetadata.accentColor } as CSSProperties}>
<span>{arenaState.bosses.map((boss) => IWT2_BOSS_METADATA[boss.bossId].icon).join('')}</span>
</div>
<p className="eyebrow">{overlayEyebrow}</p>
<h1>{overlayTitle}</h1>
{roguelikeRun && (
<p className="iwt2-result-hint">
{roguelikeRun.variant.toUpperCase()} {formatRoguelikeContentType(roguelikeRun.contentType)} Stage {roguelikeRun.stage}
</p>
)}
<div className="iwt2-result-summary" aria-label="Arena result summary">
<span>
<strong>{formatArenaTime(arenaState.time)}</strong>
Clear
</span>
<span>
<strong>{alivePartyCount}/{arenaState.party.length}</strong>
Standing
</span>
<span>
<strong>{defeatedBossCount}/{arenaState.bosses.length}</strong>
Bosses
</span>
<span>
<strong>{Math.round(totalPartyDamage)}</strong>
Damage
</span>
</div>
{status === 'victory' && (
<div className="iwt2-result-reward">
<span>+{arenaState.bosses.length * 125} XP</span>
<span>{arenaState.bosses.length} carves</span>
<span>Log +{arenaState.bosses.length}</span>
</div>
)}
<div className="iwt2-overlay-actions">
<button
className={`iwt2-result-button is-primary ${selectedOverlayAction === 'primary' ? 'game-selected' : ''}`}
data-game-selected={selectedOverlayAction === 'primary' ? 'true' : undefined}
onClick={() => activateOverlayAction('primary')}
type="button"
>
{overlayPrimaryLabel}
</button>
<button
className={`iwt2-result-button is-secondary ${selectedOverlayAction === 'menu' ? 'game-selected' : ''}`}
data-game-selected={selectedOverlayAction === 'menu' ? 'true' : undefined}
onClick={() => activateOverlayAction('menu')}
type="button"
>
Menu
</button>
</div>
{lastDevice === 'controller' && (
<small className="iwt2-result-hint">D-pad selects, A confirms, B exits</small>
)}
</div>
</div>
)}
<AbilityBar
abilities={abilities}
cooldowns={abilityCooldowns}
mana={playerMana}
onCast={castAbility}
/>
</div>
</section>
</main>
)
}
function formatArenaTime(seconds: number): string {
const safeSeconds = Math.max(0, Math.floor(seconds))
const minutes = Math.floor(safeSeconds / 60)
const remainder = safeSeconds % 60
return `${minutes}:${remainder.toString().padStart(2, '0')}`
}
function arenaHudSignature(state: Iwt2ArenaState): string {
return [
...state.bosses.map((boss) => [
boss.id,
Math.ceil(boss.health),
boss.attackPhase,
].join(':')),
state.hostileAdds.length,
state.hazards.length,
...state.party.map((member) => [
member.id,
Math.ceil(member.health),
Math.ceil(member.shield),
Math.ceil(member.mana),
Math.ceil(Math.max(member.status.stunnedSeconds, member.status.knockedDownSeconds) * 10),
member.hotEffects.map((effect) => `${effect.id}:${Math.ceil(effect.remainingSeconds)}:${Math.ceil(effect.nextTickInSeconds * 10)}`).join(','),
].join(':')),
].join('|')
}
function formatBossEncounterTitle(bosses: Iwt2ArenaState['bosses']): string {
return bosses
.map((boss) => IWT2_BOSS_METADATA[boss.bossId].name)
.join(' + ')
}
function nextTargetId(state: Iwt2ArenaState, currentId: Iwt2EntityId, direction: -1 | 1): Iwt2EntityId {
const living = state.party.filter((member) => member.health > 0)
const targets = living.length > 0 ? living : state.party
const currentIndex = Math.max(0, targets.findIndex((member) => member.id === currentId))
const nextIndex = (currentIndex + direction + targets.length) % targets.length
return targets[nextIndex]?.id ?? currentId
}
function tickCooldowns(cooldowns: Record<string, number>, dt: number) {
let changed = false
const next: Record<string, number> = {}
for (const [id, remaining] of Object.entries(cooldowns)) {
const value = Math.max(0, remaining - dt)
if (value !== remaining) changed = true
if (value > 0) next[id] = value
}
return changed ? next : cooldowns
}
function applyRoguelikeModifiers(
abilities: Iwt2HealerAbility[],
buffs: Iwt2RoguelikeSelfBuffId[],
debuffs: Iwt2RoguelikeOpponentDebuffId[],
): Iwt2HealerAbility[] {
if (buffs.length === 0 && debuffs.length === 0) return abilities
return abilities.map((ability) => {
const slot = String(ability.slot)
const costDown = countStacks(buffs, `slot${slot}-cost-down`)
const costUp = countStacks(debuffs, `opp-slot${slot}-cost-up`)
const cooldownDown = countStacks(buffs, `slot${slot}-cooldown-down`)
const cooldownUp = countStacks(debuffs, `opp-slot${slot}-cooldown-up`)
const extraTargets = countStacks(buffs, `slot${slot}-extra-target`)
if (costDown === 0 && costUp === 0 && cooldownDown === 0 && cooldownUp === 0 && extraTargets === 0) return ability
return {
...ability,
cooldownSeconds: roundModifier(ability.cooldownSeconds * 0.75 ** cooldownDown * 1.25 ** cooldownUp),
extraTargets: (ability.extraTargets ?? 0) + extraTargets,
manaCost: Math.max(1, Math.ceil(ability.manaCost * 0.75 ** costDown * 1.25 ** costUp)),
}
})
}
function countStacks(items: readonly string[], id: string) {
return items.filter((item) => item === id).length
}
function roundModifier(value: number) {
return Math.max(0.1, Math.round(value * 100) / 100)
}
function formatRoguelikeContentType(contentType: Iwt2RoguelikeContentType) {
if (contentType === 'raid') return 'Raid'
if (contentType === 'stadium') return 'Stadium'
return 'Dungeon'
}
function arenaPauseTitle(
roguelikeRun: BossArenaScreenProps['roguelikeRun'] | undefined,
fallbackTitle: string,
) {
if (!roguelikeRun) return fallbackTitle
if (roguelikeRun.contentType === 'stadium') return 'Stadium'
if (roguelikeRun.variant === 'pvp') {
return roguelikeRun.contentType === 'raid' ? 'Raid Clash' : 'Dungeon Clash'
}
return roguelikeRun.contentType === 'raid' ? 'Raid Roguelike' : 'Dungeon Roguelike'
}
function buildIwt2DualScreenCombatState({
abilities,
arenaState,
bindings,
cooldowns,
controllerIconStyle,
directPartyTargeting,
modeLabel,
opponentArenaState,
playerMana,
roguelikeRun,
selectedPartyId,
status,
}: {
abilities: Iwt2HealerAbility[]
arenaState: Iwt2ArenaState
bindings: DualScreenCombatState['bindings']
cooldowns: Record<string, number>
controllerIconStyle: DualScreenCombatState['controllerIconStyle']
directPartyTargeting: boolean
modeLabel: string
opponentArenaState: Iwt2ArenaState | null
playerMana: number
roguelikeRun: BossArenaScreenProps['roguelikeRun'] | undefined
selectedPartyId: Iwt2EntityId
status: ArenaStatus
}): DualScreenCombatState {
const opponentHealer = opponentArenaState?.party.find((member) => member.id === 'player-healer')
const arenaBossHealth = totalBossHealth(arenaState)
const arenaBossMaxHealth = totalBossMaxHealth(arenaState)
const pvpOpponentState = roguelikeRun?.variant === 'pvp' && opponentArenaState
? {
opponentBuffSummary: `Stage ${roguelikeRun.stage}`,
opponentClassName: `CPU Healer | ${formatRoguelikeContentType(roguelikeRun.contentType)}`,
opponentDebuffSummary: formatIwt2DebuffSummary(roguelikeRun.debuffs),
opponentArena: toDualScreenOpponentArena(opponentArenaState),
opponentEnemyHealth: totalBossHealth(opponentArenaState),
opponentMaxResource: opponentHealer?.maxMana ?? 100,
opponentName: 'CPU Rival',
opponentParty: opponentArenaState.party.map((member) => toDualScreenPartyMember(member, true)),
opponentResource: opponentHealer?.mana ?? 100,
opponentResourceName: 'Mana',
}
: {}
return {
...pvpOpponentState,
bindings,
contentName: modeLabel,
controllerIconStyle,
difficultyName: 'IWT2',
directPartyTargeting,
dungeonName: `${formatBossEncounterTitle(arenaState.bosses)} Arena`,
encounterCount: 1,
encounterDescription: arenaState.boss.attackPhase,
encounterHealth: arenaBossHealth,
encounterIndex: 0,
encounterIsBoss: true,
encounterMaxHealth: arenaBossMaxHealth,
encounterName: formatBossEncounterTitle(arenaState.bosses),
floatingTexts: [],
maxResource: 100,
party: arenaState.party.map((member) => toDualScreenPartyMember(member)),
partySize: arenaState.party.length,
paused: status === 'paused',
playerIsAlive: (arenaState.party.find((member) => member.id === 'player-healer')?.health ?? 0) > 0,
resource: playerMana,
resourceName: 'Mana',
selectedId: selectedPartyId,
speedMultiplier: 1,
spells: abilities.map((ability, slotIndex) => toDualScreenSpell(ability, slotIndex, cooldowns[ability.id] ?? 0)),
status: status === 'victory' ? 'won' : status === 'defeat' ? 'lost' : 'playing',
targetGroup: 0,
}
}
function totalBossHealth(state: Iwt2ArenaState): number {
return state.bosses.reduce((total, boss) => total + Math.max(0, boss.health), 0)
}
function totalBossMaxHealth(state: Iwt2ArenaState): number {
return state.bosses.reduce((total, boss) => total + boss.maxHealth, 0)
}
function toDualScreenOpponentArena(state: Iwt2ArenaState): NonNullable<DualScreenCombatState['opponentArena']> {
return {
bounds: state.bounds,
bosses: state.bosses.map((boss) => {
const metadata = IWT2_BOSS_METADATA[boss.bossId]
return {
id: boss.id,
name: metadata.name,
icon: metadata.icon,
color: metadata.color,
x: boss.position.x,
y: boss.position.y,
radius: boss.radius,
health: boss.health,
maxHealth: boss.maxHealth,
}
}),
party: state.party.map((member) => {
const metadata = IWT2_CLASS_METADATA[member.classId]
return {
id: member.id,
icon: metadata.icon,
color: metadata.color,
x: member.position.x,
y: member.position.y,
radius: member.radius,
health: member.health,
maxHealth: member.maxHealth,
isHealer: member.id === 'player-healer',
}
}),
}
}
function toDualScreenPartyMember(member: Iwt2ArenaState['party'][number], opponent = false): PartyMember {
const metadata = IWT2_CLASS_METADATA[member.classId]
return {
bounceHeals: [],
health: member.health,
hotEffects: member.hotEffects.map((effect) => ({
id: effect.id,
label: effect.label,
power: effect.power,
spellId: effect.id,
ticks: Math.ceil(effect.remainingSeconds),
})),
hotTicks: member.hotEffects.length,
id: opponent ? `opponent-${member.id}` : member.id,
maxHealth: member.maxHealth,
name: opponent ? opponentPartyName(metadata.name) : metadata.name,
role: toDualScreenRole(metadata.role),
shield: member.shield,
}
}
function opponentPartyName(name: string): string {
if (name === 'Player Healer') return 'CPU Healer'
return `CPU ${name.replace(' Tank', '')}`
}
function toDualScreenRole(role: (typeof IWT2_CLASS_METADATA)[keyof typeof IWT2_CLASS_METADATA]['role']): Role {
if (role === 'tank') return 'Tank'
if (role === 'healer') return 'Healer'
return 'Damage'
}
function toDualScreenSpell(
ability: Iwt2HealerAbility,
slotIndex: number,
remaining: number,
): Spell & { slotIndex: number; remaining: number } {
return {
cooldown: ability.cooldownSeconds,
cost: ability.manaCost,
description: 'IWT2 arena ability',
effectType: ability.effectType,
glyph: ability.icon,
id: ability.id,
key: String(ability.slot),
kind: ability.kind,
name: ability.name,
power: ability.power,
remaining,
slotIndex,
}
}
function iwt2OpponentMovement(state: Iwt2ArenaState): MovementVector {
const healer = state.party.find((member) => member.id === 'player-healer')
if (!healer || healer.health <= 0) return { x: 0, y: 0 }
const orbitSeconds = Math.max(1, state.time)
return normalizedArenaMovement({
x: Math.cos(orbitSeconds * 0.75),
y: Math.sin(orbitSeconds * 0.75) * 0.55,
})
}
function normalizedArenaMovement(vector: MovementVector): MovementVector {
const magnitude = Math.hypot(vector.x, vector.y)
if (magnitude <= 1) return vector
return {
x: vector.x / magnitude,
y: vector.y / magnitude,
}
}
function formatIwt2DebuffSummary(debuffs: readonly string[]): string {
if (debuffs.length === 0) return 'none'
return debuffs
.map((debuff) => debuff
.replace('opp-', '')
.replaceAll('-', ' '))
.join(', ')
}
File diff suppressed because it is too large Load Diff
+754
View File
@@ -0,0 +1,754 @@
import { IWT2_BOSS_METADATA, type Iwt2BossId } from '../content/bosses'
import { IWT2_CLASS_METADATA } from '../content/classes'
import type {
Iwt2ArenaEvent,
Iwt2ArenaIndicator,
Iwt2ArenaInput,
Iwt2ArenaState,
Iwt2BossEntityState,
Iwt2EntityId,
Iwt2GroundHazardState,
Iwt2HostileAddState,
Iwt2PartyAiRole,
Iwt2PartyEntityId,
Iwt2PartyEntityState,
Iwt2ProjectileEntityState,
Iwt2StatusState,
} from './types'
import type { Iwt2PlayerClassId } from '../content/classes'
import { tickBoss } from './bossAi'
import { separateCircles } from './collision'
import { canPartyMemberHitTarget, tickPartyMember } from './partyAi'
import { addFirePuddle, createHazardIndicators, tickGroundHazards } from './hazards'
import { applyPartyDamageInShape } from './mechanics'
import {
clampVec2ToArena,
distanceVec2,
normalizeVec2,
scaleVec2,
subtractVec2,
} from './vector'
const DEFAULT_ARENA_WIDTH = 960
const DEFAULT_ARENA_HEIGHT = 540
const MAX_DT = 1 / 15
const MAX_EVENTS = 80
const HEALER_MANA_REGEN_PER_SECOND = 3
const BOSS_PROJECTILE_BOUNCE_COOLDOWN_SECONDS = 0.22
const IWT2_ARENA_BOSS_IDS: Iwt2BossId[] = ['bulldrome', 'yian-kut-ku', 'great-jaggi', 'khezu']
type InitialPartyMember = {
id: Iwt2PartyEntityId
classId: Iwt2PlayerClassId
aiRole: Iwt2PartyAiRole
x: number
y: number
preferredOffset: { x: number; y: number }
decisionOffset: number
}
const INITIAL_PARTY: InitialPartyMember[] = [
{ id: 'player-healer', classId: 'healer', aiRole: 'player', x: 250, y: 250, preferredOffset: { x: -260, y: 0 }, decisionOffset: 0 },
{ id: 'paladin-tank', classId: 'paladin', aiRole: 'tank', x: 470, y: 250, preferredOffset: { x: -58, y: 6 }, decisionOffset: 0.08 },
{ id: 'ranger', classId: 'ranger', aiRole: 'ranged', x: 280, y: 140, preferredOffset: { x: -230, y: -92 }, decisionOffset: 0.18 },
{ id: 'mage', classId: 'mage', aiRole: 'ranged', x: 300, y: 365, preferredOffset: { x: -190, y: 98 }, decisionOffset: 0.32 },
{ id: 'rogue', classId: 'rogue', aiRole: 'flanker', x: 520, y: 195, preferredOffset: { x: 24, y: -58 }, decisionOffset: 0.12 },
{ id: 'warrior', classId: 'warrior', aiRole: 'melee', x: 515, y: 310, preferredOffset: { x: -18, y: 64 }, decisionOffset: 0.24 },
]
export function createInitialIwt2ArenaState(bossId: Iwt2BossId = 'bulldrome', bossIds?: Iwt2BossId[]): Iwt2ArenaState {
const initialBossIds = bossIds?.length ? bossIds.slice(0, 2) : chooseInitialBossIds(bossId)
const bosses = initialBossIds.map((id, index) => createBossEntity(id, index))
return {
schemaVersion: 1,
time: 0,
bounds: { width: DEFAULT_ARENA_WIDTH, height: DEFAULT_ARENA_HEIGHT },
party: INITIAL_PARTY.map(createPartyMember),
projectiles: [],
hostileAdds: [],
hazards: [],
indicators: [],
boss: bosses[0],
bosses,
nextEventId: 1,
nextProjectileId: 1,
nextAddId: 1,
nextHazardId: 1,
events: [],
}
}
function chooseInitialBossIds(primaryBossId: Iwt2BossId): Iwt2BossId[] {
const remaining = IWT2_ARENA_BOSS_IDS.filter((id) => id !== primaryBossId)
const random = remaining[Math.floor(Math.random() * remaining.length)] ?? primaryBossId
return [primaryBossId, random]
}
function createBossEntity(bossId: Iwt2BossId, index: number): Iwt2BossEntityState {
const bossMetadata = IWT2_BOSS_METADATA[bossId]
const position = initialBossPosition(index)
return {
id: bossId,
kind: 'boss',
bossId,
position,
velocity: { x: 0, y: 0 },
facing: { x: -1, y: 0 },
radius: bossMetadata.radius,
health: bossMetadata.maxHealth,
maxHealth: bossMetadata.maxHealth,
meleeCooldownRemaining: 0.6 + index * 0.25,
chargeCooldownRemaining: initialBossSpecialCooldown(bossId) + index * 0.7,
chargeCount: 0,
attackPhase: 'idle',
phaseSecondsRemaining: 0,
chargeStart: { ...position },
chargeEnd: { ...position },
chargeHitEntityIds: [],
slamApplied: false,
wallContactSeconds: 0,
relocateTarget: { x: DEFAULT_ARENA_WIDTH * 0.58, y: DEFAULT_ARENA_HEIGHT * 0.5 + (index === 0 ? -64 : 64) },
fireballCooldownRemaining: initialBossSecondaryCooldown(bossId) + index * 0.7,
fireballTarget: { x: 320, y: 250 },
birdWaveThresholdsTriggered: [],
mechanicLanes: [],
mechanicCircles: [],
}
}
function initialBossPosition(index: number) {
return {
x: index === 0 ? 660 : 760,
y: index === 0 ? 190 : 345,
}
}
function initialBossSpecialCooldown(bossId: Iwt2BossId): number {
if (bossId === 'bulldrome') return 2
if (bossId === 'great-jaggi') return 2.4
if (bossId === 'khezu') return 3
return 0
}
function initialBossSecondaryCooldown(bossId: Iwt2BossId): number {
if (bossId === 'yian-kut-ku') return 1.2
if (bossId === 'khezu') return 1.6
return 0
}
export function tickIwt2Arena(state: Iwt2ArenaState, input: Iwt2ArenaInput, dt: number): Iwt2ArenaState {
const step = Math.max(0, Math.min(dt, MAX_DT))
if (step <= 0) return { ...state, events: [...state.events] }
const inputMove = {
x: clampInputAxis(input.moveX),
y: clampInputAxis(input.moveY),
}
const baseState = {
...state,
time: state.time + step,
party: state.party.map((member) => tickPartyMember(member, state, inputMove, step)),
events: [],
}
const separatedState = {
...baseState,
party: separatePartyFromBosses(baseState.party, baseState),
}
const bossResult = tickBosses(separatedState, step)
const projectileResult = advanceProjectiles(
[...separatedState.projectiles, ...(bossResult.projectiles ?? [])],
bossResult.party,
bossResult.bosses,
bossResult.hostileAdds ?? separatedState.hostileAdds,
bossResult.hazards ?? separatedState.hazards,
bossResult.nextHazardId ?? state.nextHazardId,
bossResult.nextProjectileId ?? state.nextProjectileId,
separatedState.bounds,
separatedState.time,
step,
)
const hazardResult = tickGroundHazards({
dt: step,
hazards: projectileResult.hazards,
party: projectileResult.party,
time: separatedState.time,
})
const damageResult = applyPartyAttacks(
hazardResult.party,
projectileResult.bosses,
projectileResult.hostileAdds,
separatedState.time,
projectileResult.nextProjectileId,
)
const hotResult = tickPartyHotEffects(damageResult.party, step, separatedState.time)
const finalParty = regeneratePartyMana(hotResult.party, step)
const nextEvents = assignEventIds(
[...bossResult.events, ...projectileResult.events, ...hazardResult.events, ...damageResult.events, ...hotResult.events],
state.nextEventId,
)
return {
...separatedState,
boss: getPrimaryBoss(damageResult.bosses),
bosses: damageResult.bosses,
indicators: [...bossResult.indicators, ...createHazardIndicators(hazardResult.hazards)],
party: finalParty,
hostileAdds: damageResult.hostileAdds,
hazards: hazardResult.hazards,
projectiles: [...projectileResult.projectiles, ...damageResult.projectiles],
nextProjectileId: damageResult.nextProjectileId,
nextAddId: bossResult.nextAddId ?? state.nextAddId,
nextHazardId: projectileResult.nextHazardId,
nextEventId: state.nextEventId + nextEvents.length,
events: [...state.events, ...nextEvents].slice(-MAX_EVENTS),
}
}
function tickPartyHotEffects(
party: Iwt2PartyEntityState[],
dt: number,
time: number,
): { party: Iwt2PartyEntityState[], events: Iwt2ArenaEvent[] } {
const events: Iwt2ArenaEvent[] = []
const nextParty = party.map((member) => {
if (member.hotEffects.length === 0) return member
let health = member.health
const hotEffects = member.hotEffects.flatMap((effect) => {
const remainingSeconds = effect.remainingSeconds - dt
if (remainingSeconds <= 0) return []
let nextTickInSeconds = effect.nextTickInSeconds - dt
if (member.health > 0 && nextTickInSeconds <= 0) {
const before = health
health = Math.min(member.maxHealth, health + effect.power)
const healed = health - before
if (healed > 0) {
events.push({
id: 0,
time,
type: 'partyHealed',
sourceId: 'player-healer',
targetId: member.id,
value: healed,
})
}
nextTickInSeconds += effect.tickIntervalSeconds
}
return [{
...effect,
nextTickInSeconds,
remainingSeconds,
}]
})
return {
...member,
health,
hotEffects,
}
})
return { party: nextParty, events }
}
function regeneratePartyMana(party: Iwt2PartyEntityState[], dt: number): Iwt2PartyEntityState[] {
return party.map((member) => {
if (member.maxMana <= 0 || member.health <= 0 || member.mana >= member.maxMana) return member
return {
...member,
mana: Math.min(member.maxMana, member.mana + HEALER_MANA_REGEN_PER_SECOND * dt),
}
})
}
function createPartyMember(initial: InitialPartyMember): Iwt2PartyEntityState {
const metadata = IWT2_CLASS_METADATA[initial.classId]
return {
id: initial.id,
kind: 'party',
classId: initial.classId,
aiRole: initial.aiRole,
position: { x: initial.x, y: initial.y },
velocity: { x: 0, y: 0 },
facing: { x: 1, y: 0 },
radius: metadata.radius,
health: metadata.maxHealth,
maxHealth: metadata.maxHealth,
shield: 0,
mana: initial.classId === 'healer' ? 100 : 0,
maxMana: initial.classId === 'healer' ? 100 : 0,
damageDone: 0,
attackCooldownRemaining: initial.classId === 'healer' ? 0 : metadata.attackCooldown * 0.35,
castSecondsRemaining: 0,
attackReady: false,
status: createEmptyStatus(),
hotEffects: [],
preferredOffset: { ...initial.preferredOffset },
decisionSecondsRemaining: initial.decisionOffset,
}
}
function createEmptyStatus(): Iwt2StatusState {
return {
stunnedSeconds: 0,
knockedDownSeconds: 0,
invulnerableSeconds: 0,
}
}
function clampInputAxis(value: number): number {
if (!Number.isFinite(value)) return 0
return Math.min(1, Math.max(-1, value))
}
function tickBosses(state: Iwt2ArenaState, dt: number) {
let nextParty = state.party
let nextHostileAdds = state.hostileAdds
let nextHazards = state.hazards
let nextProjectileId = state.nextProjectileId
let nextAddId = state.nextAddId
let nextHazardId = state.nextHazardId
const bosses: Iwt2BossEntityState[] = []
const projectiles: Iwt2ProjectileEntityState[] = []
const events: Iwt2ArenaEvent[] = []
const indicators: Iwt2ArenaIndicator[] = []
for (const boss of state.bosses) {
const bossState = {
...state,
boss,
party: nextParty,
hostileAdds: nextHostileAdds,
hazards: nextHazards,
nextProjectileId,
nextAddId,
nextHazardId,
}
const result = tickBoss(bossState, dt)
bosses.push(result.boss)
nextParty = result.party
nextHostileAdds = result.hostileAdds ?? nextHostileAdds
nextHazards = result.hazards ?? nextHazards
nextProjectileId = result.nextProjectileId ?? nextProjectileId
nextAddId = result.nextAddId ?? nextAddId
nextHazardId = result.nextHazardId ?? nextHazardId
projectiles.push(...(result.projectiles ?? []))
events.push(...result.events)
indicators.push(...result.indicators)
}
return {
bosses,
boss: getPrimaryBoss(bosses),
party: nextParty,
hostileAdds: nextHostileAdds,
hazards: nextHazards,
projectiles,
events,
indicators,
nextAddId,
nextHazardId,
nextProjectileId,
}
}
function separatePartyFromBosses(party: Iwt2PartyEntityState[], state: Iwt2ArenaState): Iwt2PartyEntityState[] {
return party.map((member) => {
if (member.health <= 0) return member
let position = member.position
for (const boss of state.bosses) {
if (boss.health <= 0) continue
position = separateCircles(
{ position, radius: member.radius },
{ position: boss.position, radius: boss.radius },
state.bounds,
)
}
return { ...member, position }
})
}
function advanceProjectiles(
projectiles: Iwt2ProjectileEntityState[],
party: Iwt2PartyEntityState[],
bosses: Iwt2BossEntityState[],
hostileAdds: Iwt2HostileAddState[],
hazards: Iwt2GroundHazardState[],
nextHazardId: number,
nextProjectileId: number,
bounds: Iwt2ArenaState['bounds'],
time: number,
dt: number,
): {
bosses: Iwt2BossEntityState[]
party: Iwt2PartyEntityState[]
hostileAdds: Iwt2HostileAddState[]
hazards: Iwt2GroundHazardState[]
nextHazardId: number
nextProjectileId: number
projectiles: Iwt2ProjectileEntityState[]
events: Iwt2ArenaEvent[]
} {
const events: Iwt2ArenaEvent[] = []
let nextBosses = bosses
let nextParty = party
let nextHostileAdds = hostileAdds
let nextHazards = hazards
let nextHazardIdValue = nextHazardId
const nextProjectiles: Iwt2ProjectileEntityState[] = []
for (const projectile of projectiles) {
if (projectile.owner === 'boss') {
const result = advanceBossProjectile({
bounds,
dt,
hazards: nextHazards,
nextHazardId: nextHazardIdValue,
party: nextParty,
projectile,
time,
})
nextParty = result.party
nextHazards = result.hazards
nextHazardIdValue = result.nextHazardId
events.push(...result.events)
if (result.projectile) nextProjectiles.push(result.projectile)
continue
}
if (nextBosses.every((boss) => boss.health <= 0) && nextHostileAdds.every((add) => add.health <= 0)) continue
const nextPosition = {
x: projectile.position.x + projectile.velocity.x * dt,
y: projectile.position.y + projectile.velocity.y * dt,
}
const remainingSeconds = projectile.remainingSeconds - dt
const hitAdd = nextHostileAdds.find((add) => (
add.health > 0
&& distanceVec2(nextPosition, add.position) <= add.radius + projectile.radius
))
if (remainingSeconds <= 0) continue
if (hitAdd) {
const damage = Math.min(projectile.damage, hitAdd.health)
nextHostileAdds = nextHostileAdds.map((add) => add.id === hitAdd.id
? { ...add, health: Math.max(0, add.health - damage) }
: add)
nextParty = addDamageDone(nextParty, projectile.sourceId, damage)
events.push({
id: 0,
time,
type: 'bossDamaged',
sourceId: projectile.sourceId,
targetId: hitAdd.id,
value: damage,
})
if (hitAdd.health - damage <= 0) {
events.push({
id: 0,
time,
type: 'entityDefeated',
sourceId: projectile.sourceId,
targetId: hitAdd.id,
})
}
continue
}
const hitBoss = nextBosses.find((boss) => (
boss.health > 0
&& distanceVec2(nextPosition, boss.position) <= boss.radius + projectile.radius
))
if (hitBoss) {
const damage = Math.min(projectile.damage, hitBoss.health)
nextBosses = nextBosses.map((boss) => boss.id === hitBoss.id
? { ...boss, health: Math.max(0, boss.health - damage) }
: boss)
nextParty = addDamageDone(nextParty, projectile.sourceId, damage)
events.push({
id: 0,
time,
type: 'bossDamaged',
sourceId: projectile.sourceId,
targetId: hitBoss.id,
value: damage,
})
if (hitBoss.health - damage <= 0) {
events.push({
id: 0,
time,
type: 'entityDefeated',
sourceId: projectile.sourceId,
targetId: hitBoss.id,
})
}
continue
}
nextProjectiles.push({
...projectile,
position: nextPosition,
remainingSeconds,
})
}
return {
bosses: nextBosses,
party: nextParty,
hostileAdds: nextHostileAdds,
hazards: nextHazards,
nextHazardId: nextHazardIdValue,
nextProjectileId,
projectiles: nextProjectiles,
events,
}
}
function advanceBossProjectile({
bounds,
dt,
hazards,
nextHazardId,
party,
projectile,
time,
}: {
bounds: Iwt2ArenaState['bounds']
dt: number
hazards: Iwt2GroundHazardState[]
nextHazardId: number
party: Iwt2PartyEntityState[]
projectile: Iwt2ProjectileEntityState
time: number
}): {
party: Iwt2PartyEntityState[]
hazards: Iwt2GroundHazardState[]
nextHazardId: number
projectile?: Iwt2ProjectileEntityState
events: Iwt2ArenaEvent[]
} {
const events: Iwt2ArenaEvent[] = []
const remainingSeconds = projectile.remainingSeconds - dt
if (remainingSeconds <= 0) return { party, hazards, nextHazardId, events }
let nextParty = party
let nextHazards = hazards
let nextHazardIdValue = nextHazardId
let bounced = false
const bounceCooldownSeconds = Math.max(0, (projectile.bounceCooldownSeconds ?? 0) - dt)
const canBounce = bounceCooldownSeconds <= 0
let velocity = { ...projectile.velocity }
let position = {
x: projectile.position.x + projectile.velocity.x * dt,
y: projectile.position.y + projectile.velocity.y * dt,
}
if (canBounce && (position.x - projectile.radius <= 0 || position.x + projectile.radius >= bounds.width)) {
velocity = { ...velocity, x: -velocity.x }
position = clampVec2ToArena(position, projectile.radius, bounds)
bounced = true
}
if (canBounce && (position.y - projectile.radius <= 0 || position.y + projectile.radius >= bounds.height)) {
velocity = { ...velocity, y: -velocity.y }
position = clampVec2ToArena(position, projectile.radius, bounds)
bounced = true
}
const hitMember = canBounce
? nextParty.find((member) => (
member.health > 0
&& distanceVec2(position, member.position) <= projectile.radius + member.radius
))
: undefined
if (hitMember) {
const result = applyPartyDamageInShape(nextParty, {
kind: 'circle',
position: hitMember.position,
radius: hitMember.radius + projectile.radius,
}, {
damage: projectile.damage,
sourceId: projectile.sourceId,
time,
})
nextParty = result.party
events.push(...result.events)
const away = normalizeVec2(subtractVec2(position, hitMember.position))
const fallback = normalizeVec2(scaleVec2(projectile.velocity, -1))
const direction = away.x === 0 && away.y === 0 ? fallback : away
const speed = Math.max(1, Math.hypot(projectile.velocity.x, projectile.velocity.y))
velocity = scaleVec2(direction, speed)
position = clampVec2ToArena({
x: hitMember.position.x + direction.x * (hitMember.radius + projectile.radius + 2),
y: hitMember.position.y + direction.y * (hitMember.radius + projectile.radius + 2),
}, projectile.radius, bounds)
bounced = true
}
if (bounced) {
const puddle = addFirePuddle({
damage: IWT2_BOSS_METADATA['yian-kut-ku'].firePuddleDamage!,
duration: IWT2_BOSS_METADATA['yian-kut-ku'].firePuddleSeconds!,
hazards: nextHazards,
nextHazardId: nextHazardIdValue,
position: hitMember?.position ?? position,
radius: IWT2_BOSS_METADATA['yian-kut-ku'].firePuddleRadius!,
sourceId: projectile.sourceId,
time,
})
nextHazards = puddle.hazards
nextHazardIdValue = puddle.nextHazardId
}
const bouncesRemaining = bounced
? (projectile.bouncesRemaining ?? 0) - 1
: projectile.bouncesRemaining
if (bouncesRemaining !== undefined && bouncesRemaining < 0) {
return { party: nextParty, hazards: nextHazards, nextHazardId: nextHazardIdValue, events }
}
return {
events,
hazards: nextHazards,
nextHazardId: nextHazardIdValue,
party: nextParty,
projectile: {
...projectile,
bouncesRemaining,
bounceCooldownSeconds: bounced ? BOSS_PROJECTILE_BOUNCE_COOLDOWN_SECONDS : bounceCooldownSeconds,
position,
remainingSeconds,
velocity,
},
}
}
function applyPartyAttacks(
party: Iwt2PartyEntityState[],
bosses: Iwt2BossEntityState[],
hostileAdds: Iwt2HostileAddState[],
time: number,
nextProjectileId: number,
): {
bosses: Iwt2BossEntityState[]
party: Iwt2PartyEntityState[]
hostileAdds: Iwt2HostileAddState[]
projectiles: Iwt2ProjectileEntityState[]
nextProjectileId: number
events: Iwt2ArenaEvent[]
} {
const events: Iwt2ArenaEvent[] = []
const projectiles: Iwt2ProjectileEntityState[] = []
let nextBosses = bosses
let nextHostileAdds = hostileAdds
let projectileId = nextProjectileId
const nextParty = party.map((member) => {
const target = getPriorityAttackTarget(member, nextBosses, nextHostileAdds)
if (!target) return member
if (!canPartyMemberHitTarget(member, target.position, target.radius)) return member
const metadata = IWT2_CLASS_METADATA[member.classId]
if (metadata.projectileSpeed > 0) {
if (!member.attackReady) return member
const direction = normalizeVec2(subtractVec2(target.position, member.position))
projectiles.push({
id: `projectile-${projectileId}`,
sourceId: member.id,
owner: 'party',
classId: member.classId,
projectileKind: member.classId === 'mage' ? 'magic' : 'arrow',
color: metadata.accentColor,
position: {
x: member.position.x + direction.x * (member.radius + 4),
y: member.position.y + direction.y * (member.radius + 4),
},
velocity: scaleVec2(direction, metadata.projectileSpeed),
radius: member.classId === 'mage' ? 7 : 4,
damage: metadata.attackDamage,
remainingSeconds: 1.2,
})
projectileId += 1
return {
...member,
attackCooldownRemaining: metadata.attackCooldown,
attackReady: false,
}
}
if (member.attackCooldownRemaining > 0) return member
const damage = Math.min(metadata.attackDamage, target.health)
if (target.kind === 'boss') {
nextBosses = nextBosses.map((boss) => boss.id === target.id
? { ...boss, health: Math.max(0, boss.health - damage) }
: boss)
} else {
nextHostileAdds = nextHostileAdds.map((add) => add.id === target.id
? { ...add, health: Math.max(0, add.health - damage) }
: add)
}
events.push({
id: 0,
time,
type: 'bossDamaged',
sourceId: member.id,
targetId: target.id,
value: damage,
})
if (target.health - damage <= 0) {
events.push({
id: 0,
time,
type: 'entityDefeated',
sourceId: member.id,
targetId: target.id,
})
return {
...member,
damageDone: member.damageDone + damage,
attackCooldownRemaining: metadata.attackCooldown,
}
}
return {
...member,
damageDone: member.damageDone + damage,
attackCooldownRemaining: metadata.attackCooldown,
}
})
return {
bosses: nextBosses,
party: nextParty,
hostileAdds: nextHostileAdds.filter((add) => add.health > 0),
projectiles,
nextProjectileId: projectileId,
events,
}
}
function getPriorityAttackTarget(
member: Iwt2PartyEntityState,
bosses: Iwt2BossEntityState[],
hostileAdds: Iwt2HostileAddState[],
): (Iwt2BossEntityState | Iwt2HostileAddState) | undefined {
if (member.health <= 0) return undefined
const livingAdds = hostileAdds.filter((add) => add.health > 0)
if (livingAdds.length > 0) {
return livingAdds.reduce((best, add) => (
distanceVec2(member.position, add.position) < distanceVec2(member.position, best.position) ? add : best
), livingAdds[0])
}
const livingBosses = bosses.filter((boss) => boss.health > 0)
if (livingBosses.length === 0) return undefined
return livingBosses.reduce((best, boss) => (
distanceVec2(member.position, boss.position) < distanceVec2(member.position, best.position) ? boss : best
), livingBosses[0])
}
function getPrimaryBoss(bosses: Iwt2BossEntityState[]): Iwt2BossEntityState {
return bosses.find((boss) => boss.health > 0) ?? bosses[0]
}
function addDamageDone(
party: Iwt2PartyEntityState[],
sourceId: Iwt2EntityId,
damage: number,
): Iwt2PartyEntityState[] {
return party.map((member) => member.id === sourceId
? { ...member, damageDone: member.damageDone + damage }
: member)
}
function assignEventIds(events: Iwt2ArenaEvent[], firstId: number): Iwt2ArenaEvent[] {
return events.map((event, index) => ({ ...event, id: firstId + index }))
}
+148
View File
@@ -0,0 +1,148 @@
import { IWT2_BOSS_METADATA, type Iwt2BossId } from '../content/bosses'
import { IWT2_CLASS_METADATA } from '../content/classes'
import {
createInitialIwt2ArenaState as createCoreIwt2ArenaState,
tickIwt2Arena as tickCoreIwt2Arena,
} from './arena'
import type {
Iwt2ArenaIndicator,
Iwt2ArenaInput,
Iwt2ArenaState as Iwt2CoreArenaState,
Iwt2BossEntityState,
Iwt2HostileAddState,
Iwt2PartyEntityState,
} from './types'
export type Iwt2ArenaEntityKind = 'player' | 'party' | 'boss' | 'projectile' | 'hostileAdd'
export type Iwt2ArenaEntity = {
id: string
kind: Iwt2ArenaEntityKind
icon: string
color: string
x: number
y: number
radius: number
health: number
maxHealth: number
stunnedFor: number
}
export type Iwt2ArenaTelegraph =
| {
kind: 'charge'
x: number
y: number
width: number
height: number
active: boolean
}
| {
kind: 'slam'
x: number
y: number
radius: number
active: boolean
}
export type Iwt2ArenaState = Iwt2CoreArenaState & {
arena: {
width: number
height: number
}
entities: Iwt2ArenaEntity[]
telegraphs: Iwt2ArenaTelegraph[]
}
export function createInitialIwt2ArenaState(bossId?: Iwt2BossId, bossIds?: Iwt2BossId[]): Iwt2ArenaState {
return decorateArenaState(createCoreIwt2ArenaState(bossId, bossIds))
}
export function tickIwt2Arena(state: Iwt2ArenaState, input: Iwt2ArenaInput, dt: number): Iwt2ArenaState {
return decorateArenaState(tickCoreIwt2Arena(state, input, dt))
}
export function decorateArenaState(state: Iwt2CoreArenaState): Iwt2ArenaState {
return {
...state,
arena: { ...state.bounds },
entities: [
...state.party.map(toArenaEntity),
...state.hostileAdds.map(toHostileAddArenaEntity),
...state.bosses.map(toBossArenaEntity),
],
telegraphs: createTelegraphs(state.indicators),
}
}
function toHostileAddArenaEntity(add: Iwt2HostileAddState): Iwt2ArenaEntity {
return {
id: add.id,
kind: 'hostileAdd',
icon: 'v',
color: '#f0b84f',
x: add.position.x,
y: add.position.y,
radius: add.radius,
health: add.health,
maxHealth: add.maxHealth,
stunnedFor: 0,
}
}
function toArenaEntity(member: Iwt2PartyEntityState): Iwt2ArenaEntity {
const metadata = IWT2_CLASS_METADATA[member.classId]
return {
id: member.id,
kind: member.aiRole === 'player' ? 'player' : 'party',
icon: metadata.icon,
color: metadata.color,
x: member.position.x,
y: member.position.y,
radius: member.radius,
health: member.health,
maxHealth: member.maxHealth,
stunnedFor: Math.max(member.status.stunnedSeconds, member.status.knockedDownSeconds),
}
}
function toBossArenaEntity(boss: Iwt2BossEntityState): Iwt2ArenaEntity {
const metadata = IWT2_BOSS_METADATA[boss.bossId]
return {
id: boss.id,
kind: 'boss',
icon: metadata.icon,
color: metadata.color,
x: boss.position.x,
y: boss.position.y,
radius: boss.radius,
health: boss.health,
maxHealth: boss.maxHealth,
stunnedFor: 0,
}
}
function createTelegraphs(indicators: Iwt2ArenaIndicator[]): Iwt2ArenaTelegraph[] {
return indicators.flatMap((indicator): Iwt2ArenaTelegraph[] => {
if (indicator.kind === 'lane') {
return [{
active: indicator.phase === 'active',
height: indicator.width * 2,
kind: 'charge' as const,
width: Math.max(16, Math.hypot(indicator.end.x - indicator.start.x, indicator.end.y - indicator.start.y)),
x: Math.min(indicator.start.x, indicator.end.x),
y: Math.min(indicator.start.y, indicator.end.y) - indicator.width,
}]
}
if (indicator.kind === 'circle') {
return [{
active: indicator.phase === 'active',
kind: 'slam' as const,
radius: indicator.radius,
x: indicator.position.x,
y: indicator.position.y,
}]
}
return []
})
}
+382
View File
@@ -0,0 +1,382 @@
import { BULLDROME_BOSS_METADATA } from '../content/bosses'
import type {
Iwt2ArenaEvent,
Iwt2ArenaIndicator,
Iwt2ArenaState,
Iwt2BossEntityState,
Iwt2EntityId,
Iwt2GroundHazardState,
Iwt2HostileAddState,
Iwt2PartyEntityState,
Iwt2ProjectileEntityState,
Iwt2Vec2,
} from './types'
import { tickGreatJaggi } from './greatJaggiAi'
import { tickKhezu } from './khezuAi'
import { tickYianKutKu } from './yianKutKuAi'
import {
applyPartyDamageInShape,
createArenaEvent,
createCircleIndicator,
createLaneIndicator,
createLinearMovementPlan,
indicatorPhaseFromAttack,
} from './mechanics'
import {
clampVec2ToArena,
distanceVec2,
moveToward,
scaleVec2,
subtractVec2,
withFallbackFacing,
} from './vector'
export type Iwt2BossTickResult = {
boss: Iwt2BossEntityState
party: Iwt2PartyEntityState[]
hostileAdds?: Iwt2HostileAddState[]
hazards?: Iwt2GroundHazardState[]
projectiles?: Iwt2ProjectileEntityState[]
events: Iwt2ArenaEvent[]
indicators: Iwt2ArenaIndicator[]
nextAddId?: number
nextHazardId?: number
nextProjectileId?: number
}
export function tickBoss(state: Iwt2ArenaState, dt: number): Iwt2BossTickResult {
if (state.boss.bossId === 'yian-kut-ku') return tickYianKutKu(state, dt)
if (state.boss.bossId === 'great-jaggi') return tickGreatJaggi(state, dt)
if (state.boss.bossId === 'khezu') return tickKhezu(state, dt)
return tickBulldrome(state, dt)
}
export function tickBulldrome(state: Iwt2ArenaState, dt: number): Iwt2BossTickResult {
const events: Iwt2ArenaEvent[] = []
const target = getBossTarget(state.party)
let party = state.party
let boss = {
...state.boss,
meleeCooldownRemaining: Math.max(0, state.boss.meleeCooldownRemaining - dt),
chargeCooldownRemaining: Math.max(0, state.boss.chargeCooldownRemaining - dt),
phaseSecondsRemaining: Math.max(0, state.boss.phaseSecondsRemaining - dt),
}
const wallContactSeconds = isBossNearWall(boss, state)
? boss.wallContactSeconds + dt
: Math.max(0, boss.wallContactSeconds - dt * 2)
boss = { ...boss, wallContactSeconds }
if (boss.health <= 0 || !target) {
return withBulldromeIndicators({ boss: { ...boss, velocity: { x: 0, y: 0 } }, party, events })
}
if (boss.attackPhase === 'relocating') {
const nextPosition = clampVec2ToArena(
moveToward(boss.position, boss.relocateTarget, BULLDROME_BOSS_METADATA.moveSpeed * 1.45 * dt),
boss.radius,
state.bounds,
)
const velocity = scaleVec2(subtractVec2(nextPosition, boss.position), dt > 0 ? 1 / dt : 0)
boss = {
...boss,
position: nextPosition,
velocity,
facing: withFallbackFacing(subtractVec2(target.position, nextPosition), boss.facing),
wallContactSeconds: isBossNearWall({ ...boss, position: nextPosition }, state) ? boss.wallContactSeconds : 0,
}
if (boss.phaseSecondsRemaining <= 0 || distanceVec2(nextPosition, boss.relocateTarget) <= 8) {
boss = {
...boss,
attackPhase: 'idle',
phaseSecondsRemaining: 0,
chargeCooldownRemaining: Math.max(boss.chargeCooldownRemaining, 1.2),
velocity: { x: 0, y: 0 },
}
}
return withBulldromeIndicators({ boss, party, events })
}
if (boss.attackPhase === 'chargeWindup') {
boss = {
...boss,
velocity: { x: 0, y: 0 },
facing: withFallbackFacing(subtractVec2(boss.chargeEnd, boss.position), boss.facing),
}
if (boss.phaseSecondsRemaining <= 0) boss = { ...boss, attackPhase: 'charging' }
return withBulldromeIndicators({ boss, party, events })
}
if (boss.attackPhase === 'charging') {
const nextPosition = clampVec2ToArena(
moveToward(boss.position, boss.chargeEnd, BULLDROME_BOSS_METADATA.chargeSpeed * dt),
boss.radius,
state.bounds,
)
const hitResult = applyChargeHits(party, boss, boss.position, nextPosition, state.time + dt)
party = hitResult.party
events.push(...hitResult.events)
const velocity = scaleVec2(subtractVec2(nextPosition, boss.position), dt > 0 ? 1 / dt : 0)
boss = {
...boss,
position: nextPosition,
velocity,
facing: withFallbackFacing(velocity, boss.facing),
chargeHitEntityIds: hitResult.hitEntityIds,
}
if (distanceVec2(nextPosition, boss.chargeEnd) <= 1) {
const needsSlam = boss.chargeCount % 3 === 0
boss = {
...boss,
attackPhase: needsSlam ? 'slamWindup' : 'chargeRecover',
phaseSecondsRemaining: needsSlam ? BULLDROME_BOSS_METADATA.slamWindup : 0.45,
slamApplied: false,
velocity: { x: 0, y: 0 },
}
}
return withBulldromeIndicators({ boss, party, events })
}
if (boss.attackPhase === 'slamWindup') {
boss = { ...boss, velocity: { x: 0, y: 0 } }
if (boss.phaseSecondsRemaining <= 0) {
const slamResult = applySlam(party, boss, state.time + dt)
party = slamResult.party
events.push(...slamResult.events)
boss = {
...boss,
attackPhase: 'slamRecover',
phaseSecondsRemaining: 0.5,
slamApplied: true,
}
}
return withBulldromeIndicators({ boss, party, events })
}
if (boss.attackPhase === 'chargeRecover' || boss.attackPhase === 'slamRecover') {
boss = { ...boss, velocity: { x: 0, y: 0 } }
if (boss.phaseSecondsRemaining <= 0) {
boss = { ...boss, attackPhase: 'idle', phaseSecondsRemaining: 0 }
}
return withBulldromeIndicators({ boss, party, events })
}
if (boss.attackPhase === 'idle' && boss.wallContactSeconds >= 1.1) {
boss = {
...boss,
attackPhase: 'relocating',
phaseSecondsRemaining: 1.8,
relocateTarget: relocationTarget(boss, state),
velocity: { x: 0, y: 0 },
}
return withBulldromeIndicators({ boss, party, events })
}
if (boss.chargeCooldownRemaining <= 0) {
const charge = createLinearMovementPlan({
bounds: state.bounds,
from: boss.position,
length: BULLDROME_BOSS_METADATA.chargeLength,
radius: boss.radius,
target: target.position,
})
boss = {
...boss,
attackPhase: 'chargeWindup',
phaseSecondsRemaining: BULLDROME_BOSS_METADATA.chargeWindup,
chargeCooldownRemaining: BULLDROME_BOSS_METADATA.chargeCooldown,
chargeCount: boss.chargeCount + 1,
chargeStart: { ...boss.position },
chargeEnd: charge.end,
chargeHitEntityIds: [],
slamApplied: false,
facing: charge.direction,
velocity: { x: 0, y: 0 },
}
events.push(createArenaEvent(state.nextEventId + events.length, state.time + dt, 'bossChargeStart', boss.id, target.id))
return withBulldromeIndicators({ boss, party, events })
}
const meleeResult = maybeApplyMelee(party, boss, target, state.time + dt, state.nextEventId + events.length)
party = meleeResult.party
events.push(...meleeResult.events)
boss = meleeResult.boss
if (meleeResult.events.length > 0) return withBulldromeIndicators({ boss, party, events })
const nextPosition = clampVec2ToArena(
moveToward(boss.position, target.position, BULLDROME_BOSS_METADATA.moveSpeed * dt),
boss.radius,
state.bounds,
)
const velocity = scaleVec2(subtractVec2(nextPosition, boss.position), dt > 0 ? 1 / dt : 0)
boss = {
...boss,
position: nextPosition,
velocity,
facing: withFallbackFacing(subtractVec2(target.position, nextPosition), boss.facing),
}
return withBulldromeIndicators({ boss, party, events })
}
function isBossNearWall(boss: Iwt2BossEntityState, state: Iwt2ArenaState) {
const margin = boss.radius + 10
return (
boss.position.x <= margin
|| boss.position.x >= state.bounds.width - margin
|| boss.position.y <= margin
|| boss.position.y >= state.bounds.height - margin
)
}
function relocationTarget(boss: Iwt2BossEntityState, state: Iwt2ArenaState): Iwt2Vec2 {
const center = { x: state.bounds.width * 0.58, y: state.bounds.height * 0.5 }
const awayFromWall = {
x: boss.position.x < state.bounds.width * 0.5 ? 1 : -1,
y: boss.position.y < state.bounds.height * 0.5 ? 1 : -1,
}
return {
x: Math.min(state.bounds.width - boss.radius, Math.max(boss.radius, center.x + awayFromWall.x * 70)),
y: Math.min(state.bounds.height - boss.radius, Math.max(boss.radius, center.y + awayFromWall.y * 54)),
}
}
function getBossTarget(party: Iwt2PartyEntityState[]): Iwt2PartyEntityState | undefined {
const livingTank = party.find((member) => member.classId === 'paladin' && member.health > 0)
if (livingTank) return livingTank
return party.find((member) => member.health > 0)
}
function maybeApplyMelee(
party: Iwt2PartyEntityState[],
boss: Iwt2BossEntityState,
target: Iwt2PartyEntityState,
time: number,
firstEventId: number,
): Omit<Iwt2BossTickResult, 'indicators'> {
if (boss.meleeCooldownRemaining > 0) return { boss, party, events: [] }
if (distanceVec2(boss.position, target.position) > BULLDROME_BOSS_METADATA.meleeRange + target.radius) {
return { boss, party, events: [] }
}
const nextParty = party.map((member) => {
if (member.id !== target.id) return member
return { ...member, health: Math.max(0, member.health - BULLDROME_BOSS_METADATA.meleeDamage) }
})
const events = [
createArenaEvent(firstEventId, time, 'partyDamaged', boss.id, target.id, BULLDROME_BOSS_METADATA.meleeDamage),
]
if (target.health > 0 && target.health - BULLDROME_BOSS_METADATA.meleeDamage <= 0) {
events.push(createArenaEvent(firstEventId + 1, time, 'entityDefeated', boss.id, target.id))
}
return {
boss: { ...boss, meleeCooldownRemaining: BULLDROME_BOSS_METADATA.meleeCooldown, velocity: { x: 0, y: 0 } },
party: nextParty,
events,
}
}
function applyChargeHits(
party: Iwt2PartyEntityState[],
boss: Iwt2BossEntityState,
start: Iwt2Vec2,
end: Iwt2Vec2,
time: number,
): { party: Iwt2PartyEntityState[], hitEntityIds: Iwt2EntityId[], events: Iwt2ArenaEvent[] } {
const result = applyPartyDamageInShape(
party,
{
kind: 'lane',
start,
end,
width: boss.radius,
},
{
damage: BULLDROME_BOSS_METADATA.chargeDamage,
damageEventType: 'bossChargeHit',
excludedEntityIds: boss.chargeHitEntityIds,
knockdownSeconds: BULLDROME_BOSS_METADATA.chargeStunSeconds,
sourceId: boss.id,
stunSeconds: BULLDROME_BOSS_METADATA.chargeStunSeconds,
time,
},
)
return {
...result,
hitEntityIds: [...boss.chargeHitEntityIds, ...result.hitEntityIds],
}
}
function applySlam(
party: Iwt2PartyEntityState[],
boss: Iwt2BossEntityState,
time: number,
): { party: Iwt2PartyEntityState[], events: Iwt2ArenaEvent[] } {
const result = applyPartyDamageInShape(
party,
{
kind: 'circle',
position: boss.position,
radius: BULLDROME_BOSS_METADATA.slamRadius,
},
{
damage: BULLDROME_BOSS_METADATA.slamDamage,
knockdownSeconds: BULLDROME_BOSS_METADATA.slamStunSeconds,
sourceId: boss.id,
stunSeconds: BULLDROME_BOSS_METADATA.slamStunSeconds,
time,
},
)
return {
party: result.party,
events: [
createArenaEvent(0, time, 'bossSlam', boss.id, undefined, BULLDROME_BOSS_METADATA.slamRadius),
...result.events,
],
}
}
function withBulldromeIndicators(
result: Omit<Iwt2BossTickResult, 'indicators'>,
): Iwt2BossTickResult {
return {
...result,
indicators: createBulldromeIndicators(result.boss),
}
}
function createBulldromeIndicators(boss: Iwt2BossEntityState): Iwt2ArenaIndicator[] {
const indicators: Iwt2ArenaIndicator[] = []
if (
boss.attackPhase === 'chargeWindup'
|| boss.attackPhase === 'charging'
|| boss.attackPhase === 'chargeRecover'
) {
indicators.push(createLaneIndicator({
color: boss.attackPhase === 'charging' ? '#f05b4f' : '#f1c663',
end: boss.chargeEnd,
id: `${boss.id}:charge-lane`,
mechanicId: 'bulldrome-charge',
phase: indicatorPhaseFromAttack(
boss.attackPhase === 'chargeWindup',
boss.attackPhase === 'charging',
),
sourceId: boss.id,
start: boss.chargeStart,
width: boss.radius,
}))
}
if (boss.attackPhase === 'slamWindup' || boss.attackPhase === 'slamRecover') {
indicators.push(createCircleIndicator({
color: '#ff7f50',
id: `${boss.id}:slam-circle`,
mechanicId: 'bulldrome-slam',
phase: indicatorPhaseFromAttack(
boss.attackPhase === 'slamWindup',
boss.attackPhase === 'slamRecover',
),
position: boss.position,
radius: BULLDROME_BOSS_METADATA.slamRadius,
sourceId: boss.id,
}))
}
return indicators
}
+46
View File
@@ -0,0 +1,46 @@
import type { Iwt2ArenaBounds, Iwt2Circle, Iwt2Vec2 } from './types'
import {
addVec2,
clamp,
clampVec2ToArena,
distanceVec2,
dotVec2,
lengthSqVec2,
normalizeVec2,
scaleVec2,
subtractVec2,
} from './vector'
export function circlesOverlap(a: Iwt2Circle, b: Iwt2Circle): boolean {
const radiusSum = a.radius + b.radius
return distanceVec2(a.position, b.position) <= radiusSum
}
export function distanceToSegment(point: Iwt2Vec2, start: Iwt2Vec2, end: Iwt2Vec2): number {
const segment = subtractVec2(end, start)
const segmentLengthSq = lengthSqVec2(segment)
if (segmentLengthSq <= 0.0001) return distanceVec2(point, start)
const pointOffset = subtractVec2(point, start)
const t = clamp(dotVec2(pointOffset, segment) / segmentLengthSq, 0, 1)
const projection = addVec2(start, scaleVec2(segment, t))
return distanceVec2(point, projection)
}
export function circleIntersectsSegment(
circle: Iwt2Circle,
start: Iwt2Vec2,
end: Iwt2Vec2,
width: number,
): boolean {
return distanceToSegment(circle.position, start, end) <= circle.radius + width
}
export function separateCircles(moving: Iwt2Circle, fixed: Iwt2Circle, bounds: Iwt2ArenaBounds): Iwt2Vec2 {
const offset = subtractVec2(moving.position, fixed.position)
const minDistance = moving.radius + fixed.radius
const distanceSq = lengthSqVec2(offset)
if (distanceSq >= minDistance * minDistance) return moving.position
const direction = distanceSq <= 0.0001 ? { x: 1, y: 0 } : normalizeVec2(offset)
const resolved = addVec2(fixed.position, scaleVec2(direction, minDistance))
return clampVec2ToArena(resolved, moving.radius, bounds)
}
+211
View File
@@ -0,0 +1,211 @@
import { GREAT_JAGGI_BOSS_METADATA } from '../content/bosses'
import type { Iwt2BossTickResult } from './bossAi'
import type {
Iwt2ArenaEvent,
Iwt2ArenaIndicator,
Iwt2ArenaState,
Iwt2BossEntityState,
Iwt2MechanicLaneState,
Iwt2PartyEntityState,
} from './types'
import {
applyPartyDamageInShape,
createLaneIndicator,
indicatorPhaseFromAttack,
} from './mechanics'
import {
clamp,
clampVec2ToArena,
distanceVec2,
moveToward,
scaleVec2,
subtractVec2,
withFallbackFacing,
} from './vector'
export function tickGreatJaggi(state: Iwt2ArenaState, dt: number): Iwt2BossTickResult {
const events: Iwt2ArenaEvent[] = []
let party = state.party
let boss = {
...state.boss,
meleeCooldownRemaining: Math.max(0, state.boss.meleeCooldownRemaining - dt),
chargeCooldownRemaining: Math.max(0, state.boss.chargeCooldownRemaining - dt),
phaseSecondsRemaining: Math.max(0, state.boss.phaseSecondsRemaining - dt),
velocity: { x: 0, y: 0 },
}
const target = getBossTarget(party)
if (boss.health <= 0 || !target) return withGreatJaggiIndicators({ boss, party, events })
if (boss.attackPhase === 'packHowlWindup') {
boss = {
...boss,
facing: withFallbackFacing(subtractVec2(target.position, boss.position), boss.facing),
}
if (boss.phaseSecondsRemaining <= 0) {
const result = applyPackLanes(party, boss, state.time + dt)
party = result.party
events.push(...result.events)
boss = {
...boss,
attackPhase: 'packHowlRecover',
phaseSecondsRemaining: 0.45,
}
}
return withGreatJaggiIndicators({ boss, party, events })
}
if (boss.attackPhase === 'packHowlRecover') {
if (boss.phaseSecondsRemaining <= 0) {
boss = {
...boss,
attackPhase: 'idle',
mechanicLanes: [],
phaseSecondsRemaining: 0,
}
}
return withGreatJaggiIndicators({ boss, party, events })
}
if (boss.chargeCooldownRemaining <= 0) {
boss = {
...boss,
attackPhase: 'packHowlWindup',
chargeCooldownRemaining: GREAT_JAGGI_BOSS_METADATA.packHowlCooldown!,
mechanicLanes: createPackLanes(state, party),
phaseSecondsRemaining: GREAT_JAGGI_BOSS_METADATA.packHowlWindup!,
velocity: { x: 0, y: 0 },
}
return withGreatJaggiIndicators({ boss, party, events })
}
const meleeResult = maybeApplyMelee(party, boss, target, state.time + dt)
party = meleeResult.party
events.push(...meleeResult.events)
boss = meleeResult.boss
if (events.length > 0) return withGreatJaggiIndicators({ boss, party, events })
const nextPosition = clampVec2ToArena(
moveToward(boss.position, target.position, GREAT_JAGGI_BOSS_METADATA.moveSpeed * dt),
boss.radius,
state.bounds,
)
boss = {
...boss,
position: nextPosition,
velocity: scaleVec2(subtractVec2(nextPosition, boss.position), dt > 0 ? 1 / dt : 0),
facing: withFallbackFacing(subtractVec2(target.position, nextPosition), boss.facing),
}
return withGreatJaggiIndicators({ boss, party, events })
}
function createPackLanes(state: Iwt2ArenaState, party: Iwt2PartyEntityState[]): Iwt2MechanicLaneState[] {
const living = party.filter((member) => member.health > 0)
const count = GREAT_JAGGI_BOSS_METADATA.packLaneCount!
const lanes: Iwt2MechanicLaneState[] = []
for (let index = 0; index < count; index += 1) {
const target = living[(index * 2) % Math.max(1, living.length)]
const baseY = target
? target.position.y
: state.bounds.height * ((index + 1) / (count + 1))
const slope = index % 2 === 0 ? 54 : -54
const y = clamp(baseY + (index - 1) * 28, 54, state.bounds.height - 54)
lanes.push({
id: `pack-lane-${index}`,
start: { x: -28, y: clamp(y - slope, 36, state.bounds.height - 36) },
end: { x: state.bounds.width + 28, y: clamp(y + slope, 36, state.bounds.height - 36) },
width: GREAT_JAGGI_BOSS_METADATA.packLaneWidth!,
})
}
return lanes
}
function applyPackLanes(
party: Iwt2PartyEntityState[],
boss: Iwt2BossEntityState,
time: number,
): { party: Iwt2PartyEntityState[], events: Iwt2ArenaEvent[] } {
let nextParty = party
const events: Iwt2ArenaEvent[] = []
const hitEntityIds: string[] = []
for (const lane of boss.mechanicLanes) {
const result = applyPartyDamageInShape(nextParty, {
kind: 'lane',
start: lane.start,
end: lane.end,
width: lane.width,
}, {
damage: GREAT_JAGGI_BOSS_METADATA.packLaneDamage!,
excludedEntityIds: hitEntityIds,
knockdownSeconds: 0,
sourceId: boss.id,
stunSeconds: GREAT_JAGGI_BOSS_METADATA.packLaneStunSeconds!,
time,
})
nextParty = result.party
hitEntityIds.push(...result.hitEntityIds)
events.push(...result.events)
}
return { party: nextParty, events }
}
function getBossTarget(party: Iwt2PartyEntityState[]): Iwt2PartyEntityState | undefined {
const livingTank = party.find((member) => member.classId === 'paladin' && member.health > 0)
if (livingTank) return livingTank
return party.find((member) => member.health > 0)
}
function maybeApplyMelee(
party: Iwt2PartyEntityState[],
boss: Iwt2BossEntityState,
target: Iwt2PartyEntityState,
time: number,
): { boss: Iwt2BossEntityState, party: Iwt2PartyEntityState[], events: Iwt2ArenaEvent[] } {
if (boss.meleeCooldownRemaining > 0) return { boss, party, events: [] }
if (distanceVec2(boss.position, target.position) > GREAT_JAGGI_BOSS_METADATA.meleeRange + target.radius) {
return { boss, party, events: [] }
}
const result = applyPartyDamageInShape(party, {
kind: 'circle',
position: boss.position,
radius: GREAT_JAGGI_BOSS_METADATA.meleeRange,
}, {
damage: GREAT_JAGGI_BOSS_METADATA.meleeDamage,
sourceId: boss.id,
time,
})
return {
boss: { ...boss, meleeCooldownRemaining: GREAT_JAGGI_BOSS_METADATA.meleeCooldown },
party: result.party,
events: result.events,
}
}
function withGreatJaggiIndicators(result: Omit<Iwt2BossTickResult, 'indicators'>): Iwt2BossTickResult {
return {
...result,
indicators: createGreatJaggiIndicators(result.boss),
}
}
function createGreatJaggiIndicators(boss: Iwt2BossEntityState): Iwt2ArenaIndicator[] {
if (
boss.attackPhase !== 'packHowlWindup'
&& boss.attackPhase !== 'packHowlRecover'
) {
return []
}
return boss.mechanicLanes.map((lane) => createLaneIndicator({
color: boss.attackPhase === 'packHowlRecover' ? '#f05b4f' : '#b8f0aa',
end: lane.end,
id: `${boss.id}:${lane.id}`,
mechanicId: 'great-jaggi-pack-lane',
phase: indicatorPhaseFromAttack(
boss.attackPhase === 'packHowlWindup',
boss.attackPhase === 'packHowlRecover',
),
sourceId: boss.id,
start: lane.start,
width: lane.width,
}))
}
+162
View File
@@ -0,0 +1,162 @@
import type {
Iwt2ArenaEvent,
Iwt2ArenaIndicator,
Iwt2EntityId,
Iwt2GroundHazardState,
Iwt2PartyEntityState,
Iwt2Vec2,
} from './types'
import {
applyPartyDamageInShape,
createCircleIndicator,
} from './mechanics'
const MAX_FIRE_PUDDLES = 8
const FIRE_PUDDLE_TICK_SECONDS = 0.55
const FIRE_PUDDLE_FADE_SECONDS = 0.8
const FIRE_PUDDLE_MERGE_DISTANCE = 28
export function addFirePuddle({
damage,
duration,
hazards,
nextHazardId,
position,
radius,
sourceId,
time,
}: {
damage: number
duration: number
hazards: Iwt2GroundHazardState[]
nextHazardId: number
position: Iwt2Vec2
radius: number
sourceId: Iwt2EntityId
time: number
}): { hazards: Iwt2GroundHazardState[], nextHazardId: number } {
const overlappingIndex = hazards.findIndex((hazard) => (
hazard.hazardKind === 'firePuddle'
&& hazard.remainingSeconds > hazard.fadeSeconds
&& Math.hypot(hazard.position.x - position.x, hazard.position.y - position.y) <= FIRE_PUDDLE_MERGE_DISTANCE
))
if (overlappingIndex >= 0) {
return {
hazards: hazards.map((hazard, index) => index === overlappingIndex
? {
...hazard,
damage: Math.max(hazard.damage, damage),
position: {
x: (hazard.position.x + position.x) / 2,
y: (hazard.position.y + position.y) / 2,
},
radius: Math.max(hazard.radius, radius),
remainingSeconds: Math.max(hazard.remainingSeconds, duration),
}
: hazard),
nextHazardId,
}
}
const nextHazard: Iwt2GroundHazardState = {
id: `fire-puddle-${nextHazardId}`,
kind: 'groundHazard',
hazardKind: 'firePuddle',
sourceId,
position: { ...position },
radius,
damage,
remainingSeconds: duration,
fadeSeconds: FIRE_PUDDLE_FADE_SECONDS,
nextDamageAt: time + 0.12,
}
return {
hazards: capFirePuddles([...hazards, nextHazard]),
nextHazardId: nextHazardId + 1,
}
}
export function tickGroundHazards({
dt,
hazards,
party,
time,
}: {
dt: number
hazards: Iwt2GroundHazardState[]
party: Iwt2PartyEntityState[]
time: number
}): {
hazards: Iwt2GroundHazardState[]
party: Iwt2PartyEntityState[]
events: Iwt2ArenaEvent[]
} {
const events: Iwt2ArenaEvent[] = []
let nextParty = party
const nextHazards: Iwt2GroundHazardState[] = []
for (const hazard of hazards) {
const remainingSeconds = hazard.remainingSeconds - dt
if (remainingSeconds <= 0) continue
let nextDamageAt = hazard.nextDamageAt
if (time >= hazard.nextDamageAt) {
const result = applyPartyDamageInShape(
nextParty,
{
kind: 'circle',
position: hazard.position,
radius: hazard.radius,
},
{
damage: hazard.damage,
sourceId: hazard.sourceId,
time,
},
)
nextParty = result.party
events.push(...result.events)
nextDamageAt = time + FIRE_PUDDLE_TICK_SECONDS
}
nextHazards.push({
...hazard,
nextDamageAt,
remainingSeconds,
})
}
return {
events,
hazards: nextHazards,
party: nextParty,
}
}
export function createHazardIndicators(hazards: Iwt2GroundHazardState[]): Iwt2ArenaIndicator[] {
return hazards.map((hazard) => createCircleIndicator({
color: '#ff7a2f',
id: `${hazard.id}:indicator`,
mechanicId: 'fire-puddle',
phase: hazard.remainingSeconds <= hazard.fadeSeconds ? 'recover' : 'active',
position: hazard.position,
radius: hazard.radius,
sourceId: hazard.sourceId,
}))
}
function capFirePuddles(hazards: Iwt2GroundHazardState[]): Iwt2GroundHazardState[] {
let activePuddles = 0
let oldestActivePuddleIndex = -1
for (let index = 0; index < hazards.length; index += 1) {
const hazard = hazards[index]
if (hazard.hazardKind !== 'firePuddle' || hazard.remainingSeconds <= hazard.fadeSeconds) continue
activePuddles += 1
if (oldestActivePuddleIndex < 0) oldestActivePuddleIndex = index
}
if (activePuddles <= MAX_FIRE_PUDDLES || oldestActivePuddleIndex < 0) return hazards
return hazards.map((hazard, index) => index === oldestActivePuddleIndex
? { ...hazard, remainingSeconds: Math.min(hazard.remainingSeconds, hazard.fadeSeconds) }
: hazard)
}
+132
View File
@@ -0,0 +1,132 @@
import type { Iwt2HealerAbility } from '../content/healerAbilities'
import type {
Iwt2ArenaEvent,
Iwt2ArenaState,
Iwt2EntityId,
Iwt2PartyEntityState,
} from './types'
import { createArenaEvent } from './mechanics'
const HEALER_ID: Iwt2EntityId = 'player-healer'
const MAX_EVENTS = 80
const DEFAULT_HOT_SECONDS = 8
const DEFAULT_HOT_TICK_SECONDS = 1
export type Iwt2HealerCastResult<TState extends Iwt2ArenaState = Iwt2ArenaState> = {
cast: boolean
state: TState
}
export function castIwt2HealerAbility<TState extends Iwt2ArenaState>(
state: TState,
ability: Iwt2HealerAbility,
selectedTargetId: Iwt2EntityId,
): Iwt2HealerCastResult<TState> {
if (state.boss.health <= 0) return { cast: false, state }
const healer = state.party.find((member) => member.id === HEALER_ID)
if (!healer || healer.health <= 0 || healer.mana < ability.manaCost) return { cast: false, state }
const targetIds = targetIdsForAbility(state.party, ability, selectedTargetId)
if (targetIds.length === 0) return { cast: false, state }
const events: Iwt2ArenaEvent[] = []
let eventId = state.nextEventId
const targetIdSet = new Set(targetIds)
const nextParty = state.party.map((member) => {
const mana = member.id === HEALER_ID ? Math.max(0, member.mana - ability.manaCost) : member.mana
if (!targetIdSet.has(member.id)) return { ...member, mana }
const nextMember = applyAbilityToMember(member, ability)
const healed = Math.max(0, nextMember.health - member.health)
if (healed > 0) {
events.push(createArenaEvent(eventId, state.time, 'partyHealed', HEALER_ID, member.id, healed))
eventId += 1
}
return { ...nextMember, mana }
})
return {
cast: true,
state: {
...state,
party: nextParty,
nextEventId: eventId,
events: [...state.events, ...events].slice(-MAX_EVENTS),
} as TState,
}
}
function targetIdsForAbility(
party: Iwt2PartyEntityState[],
ability: Iwt2HealerAbility,
selectedTargetId: Iwt2EntityId,
): Iwt2EntityId[] {
const living = party.filter((member) => member.health > 0)
if (living.length === 0) return []
const extraTargets = Math.max(0, Math.floor(ability.extraTargets ?? 0))
if (ability.kind === 'group') {
return [...living]
.sort((a, b) => healthRatio(a) - healthRatio(b))
.slice(0, 4 + extraTargets)
.map((member) => member.id)
}
const selected = living.find((member) => member.id === selectedTargetId)
const primaryId = selected?.id ?? living[0].id
if (extraTargets === 0) return [primaryId]
const additionalTargets = living
.filter((member) => member.id !== primaryId)
.sort((a, b) => healthRatio(a) - healthRatio(b))
.slice(0, extraTargets)
.map((member) => member.id)
return [primaryId, ...additionalTargets]
}
function applyAbilityToMember(member: Iwt2PartyEntityState, ability: Iwt2HealerAbility): Iwt2PartyEntityState {
if (ability.kind === 'hot') {
return {
...healMember(member, ability.power),
hotEffects: [
...member.hotEffects.filter((effect) => effect.id !== ability.id),
{
id: ability.id,
label: ability.name,
power: Math.max(1, Math.round(ability.power * 0.5)),
remainingSeconds: DEFAULT_HOT_SECONDS,
tickIntervalSeconds: DEFAULT_HOT_TICK_SECONDS,
nextTickInSeconds: DEFAULT_HOT_TICK_SECONDS,
},
],
}
}
if (ability.kind === 'shield') {
return {
...member,
shield: Math.max(member.shield, ability.power),
}
}
if (ability.kind === 'cleanse') {
return {
...healMember(member, ability.power),
status: {
...member.status,
knockedDownSeconds: 0,
stunnedSeconds: 0,
},
}
}
return healMember(member, ability.power)
}
function healMember(member: Iwt2PartyEntityState, amount: number): Iwt2PartyEntityState {
return {
...member,
health: Math.min(member.maxHealth, member.health + amount),
}
}
function healthRatio(member: Iwt2PartyEntityState) {
return member.health / member.maxHealth
}
+67
View File
@@ -0,0 +1,67 @@
export {
createInitialIwt2ArenaState,
tickIwt2Arena,
} from './arena'
export {
circlesOverlap,
circleIntersectsSegment,
distanceToSegment,
separateCircles,
} from './collision'
export {
applyPartyDamageInShape,
createArenaEvent,
createCircleIndicator,
createConeIndicator,
createDonutIndicator,
createLaneIndicator,
createLinearMovementPlan,
indicatorPhaseFromAttack,
isIndicatorActive,
partyMemberIntersectsShape,
} from './mechanics'
export {
castIwt2HealerAbility,
} from './healing'
export {
addVec2,
clamp,
clampVec2ToArena,
distanceVec2,
dotVec2,
lengthSqVec2,
lengthVec2,
moveToward,
normalizeVec2,
scaleVec2,
subtractVec2,
} from './vector'
export type {
Iwt2ArenaBounds,
Iwt2ArenaEvent,
Iwt2ArenaEventType,
Iwt2ArenaIndicator,
Iwt2ArenaIndicatorPhase,
Iwt2ArenaInput,
Iwt2ArenaState,
Iwt2BossAttackPhase,
Iwt2BossEntityState,
Iwt2Circle,
Iwt2EntityId,
Iwt2EntityKind,
Iwt2GroundHazardState,
Iwt2HotEffectState,
Iwt2HostileAddAttackPhase,
Iwt2HostileAddState,
Iwt2PartyAiRole,
Iwt2PartyEntityId,
Iwt2PartyEntityState,
Iwt2ProjectileEntityState,
Iwt2StatusState,
Iwt2Vec2,
} from './types'
+258
View File
@@ -0,0 +1,258 @@
import { KHEZU_BOSS_METADATA } from '../content/bosses'
import type { Iwt2BossTickResult } from './bossAi'
import type {
Iwt2ArenaEvent,
Iwt2ArenaIndicator,
Iwt2ArenaState,
Iwt2BossEntityState,
Iwt2MechanicCircleState,
Iwt2PartyEntityState,
} from './types'
import {
applyPartyDamageInShape,
createCircleIndicator,
createDonutIndicator,
indicatorPhaseFromAttack,
} from './mechanics'
import {
clampVec2ToArena,
distanceVec2,
moveToward,
scaleVec2,
subtractVec2,
withFallbackFacing,
} from './vector'
export function tickKhezu(state: Iwt2ArenaState, dt: number): Iwt2BossTickResult {
const events: Iwt2ArenaEvent[] = []
let party = state.party
let boss = {
...state.boss,
meleeCooldownRemaining: Math.max(0, state.boss.meleeCooldownRemaining - dt),
chargeCooldownRemaining: Math.max(0, state.boss.chargeCooldownRemaining - dt),
fireballCooldownRemaining: Math.max(0, state.boss.fireballCooldownRemaining - dt),
phaseSecondsRemaining: Math.max(0, state.boss.phaseSecondsRemaining - dt),
velocity: { x: 0, y: 0 },
}
const target = getBossTarget(party)
if (boss.health <= 0 || !target) return withKhezuIndicators({ boss, party, events })
if (boss.attackPhase === 'thunderRingWindup') {
boss = {
...boss,
facing: withFallbackFacing(subtractVec2(target.position, boss.position), boss.facing),
}
if (boss.phaseSecondsRemaining <= 0) {
const result = applyThunderRing(party, boss, state.time + dt)
party = result.party
events.push(...result.events)
boss = {
...boss,
attackPhase: 'thunderRingRecover',
phaseSecondsRemaining: 0.45,
}
}
return withKhezuIndicators({ boss, party, events })
}
if (boss.attackPhase === 'lightningStrikeWindup') {
if (boss.phaseSecondsRemaining <= 0) {
const result = applyLightningStrikes(party, boss, state.time + dt)
party = result.party
events.push(...result.events)
boss = {
...boss,
attackPhase: 'lightningStrikeRecover',
phaseSecondsRemaining: 0.38,
}
}
return withKhezuIndicators({ boss, party, events })
}
if (boss.attackPhase === 'thunderRingRecover' || boss.attackPhase === 'lightningStrikeRecover') {
if (boss.phaseSecondsRemaining <= 0) {
boss = {
...boss,
attackPhase: 'idle',
mechanicCircles: [],
phaseSecondsRemaining: 0,
}
}
return withKhezuIndicators({ boss, party, events })
}
if (boss.chargeCooldownRemaining <= 0) {
boss = {
...boss,
attackPhase: 'thunderRingWindup',
chargeCooldownRemaining: KHEZU_BOSS_METADATA.thunderRingCooldown!,
phaseSecondsRemaining: KHEZU_BOSS_METADATA.thunderRingWindup!,
velocity: { x: 0, y: 0 },
}
return withKhezuIndicators({ boss, party, events })
}
if (boss.fireballCooldownRemaining <= 0) {
boss = {
...boss,
attackPhase: 'lightningStrikeWindup',
fireballCooldownRemaining: KHEZU_BOSS_METADATA.lightningStrikeCooldown!,
mechanicCircles: createLightningTargets(party),
phaseSecondsRemaining: KHEZU_BOSS_METADATA.lightningStrikeWindup!,
velocity: { x: 0, y: 0 },
}
return withKhezuIndicators({ boss, party, events })
}
const meleeResult = maybeApplyMelee(party, boss, target, state.time + dt)
party = meleeResult.party
events.push(...meleeResult.events)
boss = meleeResult.boss
if (events.length > 0) return withKhezuIndicators({ boss, party, events })
const nextPosition = clampVec2ToArena(
moveToward(boss.position, target.position, KHEZU_BOSS_METADATA.moveSpeed * dt),
boss.radius,
state.bounds,
)
boss = {
...boss,
position: nextPosition,
velocity: scaleVec2(subtractVec2(nextPosition, boss.position), dt > 0 ? 1 / dt : 0),
facing: withFallbackFacing(subtractVec2(target.position, nextPosition), boss.facing),
}
return withKhezuIndicators({ boss, party, events })
}
function createLightningTargets(party: Iwt2PartyEntityState[]): Iwt2MechanicCircleState[] {
return [...party]
.filter((member) => member.health > 0)
.sort((a, b) => (a.health / a.maxHealth) - (b.health / b.maxHealth))
.slice(0, KHEZU_BOSS_METADATA.lightningStrikeCount!)
.map((member, index) => ({
id: `lightning-${index}`,
position: { ...member.position },
radius: KHEZU_BOSS_METADATA.lightningStrikeRadius!,
}))
}
function applyThunderRing(
party: Iwt2PartyEntityState[],
boss: Iwt2BossEntityState,
time: number,
): { party: Iwt2PartyEntityState[], events: Iwt2ArenaEvent[] } {
const result = applyPartyDamageInShape(party, {
kind: 'donut',
position: boss.position,
innerRadius: KHEZU_BOSS_METADATA.thunderRingInnerRadius!,
outerRadius: KHEZU_BOSS_METADATA.thunderRingOuterRadius!,
}, {
damage: KHEZU_BOSS_METADATA.thunderRingDamage!,
knockdownSeconds: 0,
sourceId: boss.id,
stunSeconds: KHEZU_BOSS_METADATA.thunderRingStunSeconds!,
time,
})
return { party: result.party, events: result.events }
}
function applyLightningStrikes(
party: Iwt2PartyEntityState[],
boss: Iwt2BossEntityState,
time: number,
): { party: Iwt2PartyEntityState[], events: Iwt2ArenaEvent[] } {
let nextParty = party
const events: Iwt2ArenaEvent[] = []
for (const circle of boss.mechanicCircles) {
const result = applyPartyDamageInShape(nextParty, {
kind: 'circle',
position: circle.position,
radius: circle.radius,
}, {
damage: KHEZU_BOSS_METADATA.lightningStrikeDamage!,
knockdownSeconds: 0,
sourceId: boss.id,
stunSeconds: KHEZU_BOSS_METADATA.lightningStrikeStunSeconds!,
time,
})
nextParty = result.party
events.push(...result.events)
}
return { party: nextParty, events }
}
function getBossTarget(party: Iwt2PartyEntityState[]): Iwt2PartyEntityState | undefined {
const livingTank = party.find((member) => member.classId === 'paladin' && member.health > 0)
if (livingTank) return livingTank
return party.find((member) => member.health > 0)
}
function maybeApplyMelee(
party: Iwt2PartyEntityState[],
boss: Iwt2BossEntityState,
target: Iwt2PartyEntityState,
time: number,
): { boss: Iwt2BossEntityState, party: Iwt2PartyEntityState[], events: Iwt2ArenaEvent[] } {
if (boss.meleeCooldownRemaining > 0) return { boss, party, events: [] }
if (distanceVec2(boss.position, target.position) > KHEZU_BOSS_METADATA.meleeRange + target.radius) {
return { boss, party, events: [] }
}
const result = applyPartyDamageInShape(party, {
kind: 'circle',
position: boss.position,
radius: KHEZU_BOSS_METADATA.meleeRange,
}, {
damage: KHEZU_BOSS_METADATA.meleeDamage,
sourceId: boss.id,
time,
})
return {
boss: { ...boss, meleeCooldownRemaining: KHEZU_BOSS_METADATA.meleeCooldown },
party: result.party,
events: result.events,
}
}
function withKhezuIndicators(result: Omit<Iwt2BossTickResult, 'indicators'>): Iwt2BossTickResult {
return {
...result,
indicators: createKhezuIndicators(result.boss),
}
}
function createKhezuIndicators(boss: Iwt2BossEntityState): Iwt2ArenaIndicator[] {
const indicators: Iwt2ArenaIndicator[] = []
if (boss.attackPhase === 'thunderRingWindup' || boss.attackPhase === 'thunderRingRecover') {
indicators.push(createDonutIndicator({
color: '#77d9ff',
id: `${boss.id}:thunder-ring`,
innerRadius: KHEZU_BOSS_METADATA.thunderRingInnerRadius!,
mechanicId: 'khezu-thunder-ring',
outerRadius: KHEZU_BOSS_METADATA.thunderRingOuterRadius!,
phase: indicatorPhaseFromAttack(
boss.attackPhase === 'thunderRingWindup',
boss.attackPhase === 'thunderRingRecover',
),
position: boss.position,
sourceId: boss.id,
}))
}
if (boss.attackPhase === 'lightningStrikeWindup' || boss.attackPhase === 'lightningStrikeRecover') {
for (const circle of boss.mechanicCircles) {
indicators.push(createCircleIndicator({
color: '#9be8ff',
id: `${boss.id}:${circle.id}`,
mechanicId: 'khezu-lightning-strike',
phase: indicatorPhaseFromAttack(
boss.attackPhase === 'lightningStrikeWindup',
boss.attackPhase === 'lightningStrikeRecover',
),
position: circle.position,
radius: circle.radius,
sourceId: boss.id,
}))
}
}
return indicators
}
+317
View File
@@ -0,0 +1,317 @@
import type {
Iwt2ArenaBounds,
Iwt2ArenaCircleIndicator,
Iwt2ArenaConeIndicator,
Iwt2ArenaDonutIndicator,
Iwt2ArenaEvent,
Iwt2ArenaEventType,
Iwt2ArenaIndicator,
Iwt2ArenaIndicatorPhase,
Iwt2ArenaLaneIndicator,
Iwt2EntityId,
Iwt2PartyEntityState,
Iwt2Vec2,
} from './types'
import { circleIntersectsSegment } from './collision'
import {
addVec2,
clampVec2ToArena,
distanceVec2,
normalizeVec2,
scaleVec2,
subtractVec2,
} from './vector'
export type Iwt2LinearMovementPlan = {
direction: Iwt2Vec2
end: Iwt2Vec2
}
export type Iwt2PartyDamageEffect = {
sourceId: Iwt2EntityId
time: number
damage: number
damageEventType?: Iwt2ArenaEventType
stunSeconds?: number
knockdownSeconds?: number
statusEventType?: Iwt2ArenaEventType
excludedEntityIds?: Iwt2EntityId[]
}
export type Iwt2LaneHitShape = {
kind: 'lane'
start: Iwt2Vec2
end: Iwt2Vec2
width: number
}
export type Iwt2CircleHitShape = {
kind: 'circle'
position: Iwt2Vec2
radius: number
}
export type Iwt2DonutHitShape = {
kind: 'donut'
position: Iwt2Vec2
innerRadius: number
outerRadius: number
}
export type Iwt2HitShape = Iwt2LaneHitShape | Iwt2CircleHitShape | Iwt2DonutHitShape
export function createArenaEvent(
id: number,
time: number,
type: Iwt2ArenaEventType,
sourceId: Iwt2EntityId,
targetId?: Iwt2EntityId,
value?: number,
): Iwt2ArenaEvent {
return { id, time, type, sourceId, targetId, value }
}
export function createLinearMovementPlan({
bounds,
from,
length,
radius,
target,
}: {
bounds: Iwt2ArenaBounds
from: Iwt2Vec2
length: number
radius: number
target: Iwt2Vec2
}): Iwt2LinearMovementPlan {
const direction = normalizeVec2(subtractVec2(target, from))
const rawEnd = addVec2(from, scaleVec2(direction, length))
return {
direction,
end: clampVec2ToArena(rawEnd, radius, bounds),
}
}
export function applyPartyDamageInShape(
party: Iwt2PartyEntityState[],
shape: Iwt2HitShape,
effect: Iwt2PartyDamageEffect,
): {
party: Iwt2PartyEntityState[]
hitEntityIds: Iwt2EntityId[]
events: Iwt2ArenaEvent[]
} {
const events: Iwt2ArenaEvent[] = []
const excluded = new Set(effect.excludedEntityIds ?? [])
const hitEntityIds: Iwt2EntityId[] = []
const stunSeconds = effect.stunSeconds ?? 0
const knockdownSeconds = effect.knockdownSeconds ?? stunSeconds
const nextParty = party.map((member) => {
if (member.health <= 0 || excluded.has(member.id) || !partyMemberIntersectsShape(member, shape)) {
return member
}
hitEntityIds.push(member.id)
const shieldAbsorbed = Math.min(member.shield, effect.damage)
const healthDamage = effect.damage - shieldAbsorbed
const nextShield = member.shield - shieldAbsorbed
const nextHealth = Math.max(0, member.health - healthDamage)
events.push(createArenaEvent(
0,
effect.time,
effect.damageEventType ?? 'partyDamaged',
effect.sourceId,
member.id,
effect.damage,
))
if (stunSeconds > 0 || knockdownSeconds > 0) {
events.push(createArenaEvent(
0,
effect.time,
effect.statusEventType ?? 'partyStunned',
effect.sourceId,
member.id,
Math.max(stunSeconds, knockdownSeconds),
))
}
if (member.health > 0 && nextHealth <= 0) {
events.push(createArenaEvent(0, effect.time, 'entityDefeated', effect.sourceId, member.id))
}
return {
...member,
health: nextHealth,
shield: nextShield,
status: {
...member.status,
stunnedSeconds: Math.max(member.status.stunnedSeconds, stunSeconds),
knockedDownSeconds: Math.max(member.status.knockedDownSeconds, knockdownSeconds),
},
}
})
return { party: nextParty, hitEntityIds, events }
}
export function partyMemberIntersectsShape(member: Iwt2PartyEntityState, shape: Iwt2HitShape): boolean {
if (shape.kind === 'lane') {
return circleIntersectsSegment(
{ position: member.position, radius: member.radius },
shape.start,
shape.end,
shape.width,
)
}
const distance = distanceVec2(member.position, shape.position)
if (shape.kind === 'circle') return distance <= shape.radius + member.radius
return distance <= shape.outerRadius + member.radius && distance >= Math.max(0, shape.innerRadius - member.radius)
}
export function createLaneIndicator({
color,
end,
id,
mechanicId,
phase,
sourceId,
start,
width,
}: {
color: string
end: Iwt2Vec2
id: string
mechanicId: string
phase: Iwt2ArenaIndicatorPhase
sourceId: Iwt2EntityId
start: Iwt2Vec2
width: number
}): Iwt2ArenaLaneIndicator {
return {
color,
end: { ...end },
fillAlpha: phase === 'active' ? 0.18 : 0.11,
id,
kind: 'lane',
lineAlpha: phase === 'active' ? 0.8 : 0.45,
mechanicId,
phase,
sourceId,
start: { ...start },
width,
}
}
export function createCircleIndicator({
color,
id,
mechanicId,
phase,
position,
radius,
sourceId,
}: {
color: string
id: string
mechanicId: string
phase: Iwt2ArenaIndicatorPhase
position: Iwt2Vec2
radius: number
sourceId: Iwt2EntityId
}): Iwt2ArenaCircleIndicator {
return {
color,
fillAlpha: phase === 'active' ? 0.18 : 0.12,
id,
kind: 'circle',
lineAlpha: phase === 'active' ? 0.75 : 0.55,
mechanicId,
phase,
position: { ...position },
radius,
sourceId,
}
}
export function createConeIndicator({
angleRadians,
color,
direction,
id,
mechanicId,
origin,
phase,
range,
sourceId,
}: {
angleRadians: number
color: string
direction: Iwt2Vec2
id: string
mechanicId: string
origin: Iwt2Vec2
phase: Iwt2ArenaIndicatorPhase
range: number
sourceId: Iwt2EntityId
}): Iwt2ArenaConeIndicator {
return {
angleRadians,
color,
direction: normalizeVec2(direction),
fillAlpha: phase === 'active' ? 0.18 : 0.1,
id,
kind: 'cone',
lineAlpha: phase === 'active' ? 0.72 : 0.48,
mechanicId,
origin: { ...origin },
phase,
range,
sourceId,
}
}
export function createDonutIndicator({
color,
id,
innerRadius,
mechanicId,
outerRadius,
phase,
position,
sourceId,
}: {
color: string
id: string
innerRadius: number
mechanicId: string
outerRadius: number
phase: Iwt2ArenaIndicatorPhase
position: Iwt2Vec2
sourceId: Iwt2EntityId
}): Iwt2ArenaDonutIndicator {
return {
color,
fillAlpha: phase === 'active' ? 0.14 : 0.08,
id,
innerRadius,
kind: 'donut',
lineAlpha: phase === 'active' ? 0.76 : 0.5,
mechanicId,
outerRadius,
phase,
position: { ...position },
sourceId,
}
}
export function indicatorPhaseFromAttack(
windup: boolean,
active: boolean,
): Iwt2ArenaIndicatorPhase {
if (active) return 'active'
if (windup) return 'windup'
return 'recover'
}
export function isIndicatorActive(indicator: Iwt2ArenaIndicator): boolean {
return indicator.phase === 'active'
}
+294
View File
@@ -0,0 +1,294 @@
import { IWT2_CLASS_METADATA } from '../content/classes'
import { BULLDROME_BOSS_METADATA, IWT2_BOSS_METADATA } from '../content/bosses'
import type { Iwt2ArenaState, Iwt2HostileAddState, Iwt2PartyEntityState, Iwt2Vec2 } from './types'
import {
addVec2,
clampVec2ToArena,
distanceVec2,
dotVec2,
lengthSqVec2,
moveToward,
normalizeVec2,
scaleVec2,
subtractVec2,
withFallbackFacing,
} from './vector'
const CENTER_LEASH_BOSS_IDS = new Set(['great-jaggi', 'khezu'])
const CENTER_LEASH_START_DISTANCE = 230
const CENTER_LEASH_WALL_MARGIN = 96
const CENTER_LEASH_EXTRA_DISTANCE = 36
const PARTY_ARRIVAL_RADIUS = 3.5
export function tickPartyMember(
member: Iwt2PartyEntityState,
state: Iwt2ArenaState,
inputMove: Iwt2Vec2,
dt: number,
): Iwt2PartyEntityState {
const metadata = IWT2_CLASS_METADATA[member.classId]
const status = {
stunnedSeconds: Math.max(0, member.status.stunnedSeconds - dt),
knockedDownSeconds: Math.max(0, member.status.knockedDownSeconds - dt),
invulnerableSeconds: Math.max(0, member.status.invulnerableSeconds - dt),
}
const attackCooldownRemaining = Math.max(0, member.attackCooldownRemaining - dt)
const castSecondsRemaining = Math.max(0, member.castSecondsRemaining - dt)
if (member.health <= 0) {
return { ...member, velocity: { x: 0, y: 0 }, attackCooldownRemaining, castSecondsRemaining: 0, attackReady: false, status }
}
if (status.stunnedSeconds > 0 || status.knockedDownSeconds > 0) {
return { ...member, velocity: { x: 0, y: 0 }, attackCooldownRemaining, castSecondsRemaining: 0, attackReady: false, status }
}
if (member.aiRole === 'player') {
const normalizedInput = lengthSqVec2(inputMove) > 1 ? normalizeVec2(inputMove) : inputMove
const velocity = scaleVec2(normalizedInput, metadata.moveSpeed)
const position = clampVec2ToArena(
{
x: member.position.x + velocity.x * dt,
y: member.position.y + velocity.y * dt,
},
member.radius,
state.bounds,
)
return {
...member,
position,
velocity,
facing: withFallbackFacing(velocity, member.facing),
attackCooldownRemaining,
castSecondsRemaining: 0,
attackReady: false,
status,
}
}
const dangerDestination = getDangerAvoidancePosition(member, state)
const attackTarget = getPriorityAttackTarget(member, state)
const canCast = member.aiRole === 'ranged'
&& attackCooldownRemaining <= 0
&& !!attackTarget
&& canPartyMemberHitTarget({ ...member, attackCooldownRemaining, castSecondsRemaining }, attackTarget.position, attackTarget.radius)
if (!dangerDestination && member.aiRole === 'ranged' && (member.castSecondsRemaining > 0 || canCast)) {
const nextCastSecondsRemaining = member.castSecondsRemaining > 0
? castSecondsRemaining
: metadata.castTime
return {
...member,
velocity: { x: 0, y: 0 },
facing: withFallbackFacing(subtractVec2(attackTarget?.position ?? getPrimaryBoss(state).position, member.position), member.facing),
attackCooldownRemaining,
castSecondsRemaining: nextCastSecondsRemaining,
attackReady: member.castSecondsRemaining > 0 && nextCastSecondsRemaining <= 0,
status,
}
}
const decisionSecondsRemaining = Math.max(0, member.decisionSecondsRemaining - dt)
const desired = dangerDestination ?? getPartyDesiredPosition(member, state)
const maxDistance = metadata.moveSpeed * dt
const distanceToDesired = distanceVec2(member.position, desired)
const movingToDesired = distanceToDesired > PARTY_ARRIVAL_RADIUS
const position = movingToDesired
? clampVec2ToArena(moveToward(member.position, desired, maxDistance), member.radius, state.bounds)
: member.position
const velocity = movingToDesired
? scaleVec2(subtractVec2(position, member.position), dt > 0 ? 1 / dt : 0)
: { x: 0, y: 0 }
return {
...member,
position,
velocity,
facing: withFallbackFacing(subtractVec2(attackTarget?.position ?? getPrimaryBoss(state).position, position), member.facing),
attackCooldownRemaining,
castSecondsRemaining: 0,
attackReady: false,
status,
decisionSecondsRemaining: decisionSecondsRemaining <= 0
? nextDecisionInterval(member)
: decisionSecondsRemaining,
}
}
export function canPartyMemberHitTarget(member: Iwt2PartyEntityState, targetPosition: Iwt2Vec2, targetRadius = 0): boolean {
if (member.health <= 0) return false
if (member.status.stunnedSeconds > 0 || member.status.knockedDownSeconds > 0) return false
const metadata = IWT2_CLASS_METADATA[member.classId]
if (metadata.attackDamage <= 0) return false
return distanceVec2(member.position, targetPosition) <= metadata.attackRange + member.radius + targetRadius
}
function getPartyDesiredPosition(
member: Iwt2PartyEntityState,
state: Iwt2ArenaState,
): Iwt2Vec2 {
const drift = decisionDrift(member, state.time)
const attackTarget = getPriorityAttackTarget(member, state)
const anchor = attackTarget?.position ?? getPrimaryBoss(state).position
const centerLeash = getTankCenterLeashPosition(member, state)
if (centerLeash) return centerLeash
return {
x: anchor.x + member.preferredOffset.x + drift.x,
y: anchor.y + member.preferredOffset.y + drift.y,
}
}
function getTankCenterLeashPosition(
member: Iwt2PartyEntityState,
state: Iwt2ArenaState,
): Iwt2Vec2 | null {
const boss = getPrimaryBoss(state)
if (member.aiRole !== 'tank' || !CENTER_LEASH_BOSS_IDS.has(boss.bossId)) return null
const center = arenaCenter(state)
const bossCenterDistance = distanceVec2(boss.position, center)
const nearWall = isBossNearWall(boss, state)
if (!nearWall && bossCenterDistance < CENTER_LEASH_START_DISTANCE) return null
const bossMetadata = IWT2_BOSS_METADATA[boss.bossId]
const towardCenter = withFallbackFacing(subtractVec2(center, boss.position), {
x: boss.position.x < center.x ? 1 : -1,
y: boss.position.y < center.y ? 0.35 : -0.35,
})
const leashDistance = bossMetadata.meleeRange + boss.radius + member.radius + CENTER_LEASH_EXTRA_DISTANCE
return clampVec2ToArena(
addVec2(boss.position, scaleVec2(towardCenter, leashDistance)),
member.radius,
state.bounds,
)
}
function arenaCenter(state: Iwt2ArenaState): Iwt2Vec2 {
return {
x: state.bounds.width * 0.5,
y: state.bounds.height * 0.5,
}
}
function isBossNearWall(boss: Iwt2ArenaState['boss'], state: Iwt2ArenaState): boolean {
const margin = boss.radius + CENTER_LEASH_WALL_MARGIN
return (
boss.position.x <= margin
|| boss.position.x >= state.bounds.width - margin
|| boss.position.y <= margin
|| boss.position.y >= state.bounds.height - margin
)
}
function getDangerAvoidancePosition(member: Iwt2PartyEntityState, state: Iwt2ArenaState): Iwt2Vec2 | null {
const hazardEscape = getHazardAvoidancePosition(member, state)
if (hazardEscape) {
return hazardEscape
}
for (const boss of state.bosses) {
if (boss.health <= 0) continue
if (boss.bossId === 'bulldrome' && (boss.attackPhase === 'slamWindup' || boss.attackPhase === 'slamRecover')) {
const distance = distanceVec2(member.position, boss.position)
const dangerRadius = BULLDROME_BOSS_METADATA.slamRadius + member.radius + 34
if (distance < dangerRadius) {
const away = normalizeVec2(subtractVec2(member.position, boss.position))
return clampVec2ToArena(addVec2(member.position, scaleVec2(away, dangerRadius - distance + 40)), member.radius, state.bounds)
}
}
if (boss.bossId === 'bulldrome' && (boss.attackPhase === 'chargeWindup' || boss.attackPhase === 'charging')) {
const danger = chargeDanger(member.position, boss)
if (danger.inside || danger.ahead) {
const perpendicular = { x: -danger.direction.y, y: danger.direction.x }
const side = dotVec2(subtractVec2(member.position, boss.chargeStart), perpendicular) >= 0 ? 1 : -1
const escape = addVec2(member.position, scaleVec2(perpendicular, side * (boss.radius * 2.8 + member.radius)))
return clampVec2ToArena(escape, member.radius, state.bounds)
}
}
}
return null
}
function getHazardAvoidancePosition(member: Iwt2PartyEntityState, state: Iwt2ArenaState): Iwt2Vec2 | null {
let escape = { x: 0, y: 0 }
let maxNeededDistance = 0
for (const hazard of state.hazards) {
const offset = subtractVec2(member.position, hazard.position)
const distance = distanceVec2(member.position, hazard.position)
const dangerRadius = hazard.radius + member.radius + 46
if (distance >= dangerRadius) continue
const fallback = withFallbackFacing(subtractVec2(member.position, getPrimaryBoss(state).position), {
x: member.position.x < state.bounds.width * 0.5 ? -1 : 1,
y: member.position.y < state.bounds.height * 0.5 ? -0.35 : 0.35,
})
const away = distance > 0.001 ? normalizeVec2(offset) : fallback
const urgency = dangerRadius - distance
escape = addVec2(escape, scaleVec2(away, urgency))
maxNeededDistance = Math.max(maxNeededDistance, urgency)
}
if (maxNeededDistance <= 0) return null
const direction = withFallbackFacing(escape, {
x: member.position.x < state.bounds.width * 0.5 ? -1 : 1,
y: 0,
})
return clampVec2ToArena(
addVec2(member.position, scaleVec2(direction, maxNeededDistance + 72)),
member.radius,
state.bounds,
)
}
function getPriorityAttackTarget(
member: Iwt2PartyEntityState,
state: Iwt2ArenaState,
): (Iwt2ArenaState['boss'] | Iwt2HostileAddState) | undefined {
if (member.health <= 0) return undefined
const livingAdds = state.hostileAdds.filter((add) => add.health > 0)
if (livingAdds.length > 0) {
return livingAdds.reduce((best, add) => (
distanceVec2(member.position, add.position) < distanceVec2(member.position, best.position) ? add : best
), livingAdds[0])
}
const livingBosses = state.bosses.filter((boss) => boss.health > 0)
if (livingBosses.length === 0) return undefined
return livingBosses.reduce((best, boss) => (
distanceVec2(member.position, boss.position) < distanceVec2(member.position, best.position) ? boss : best
), livingBosses[0])
}
function chargeDanger(position: Iwt2Vec2, boss: Iwt2ArenaState['boss']) {
const segment = subtractVec2(boss.chargeEnd, boss.chargeStart)
const lengthSq = Math.max(1, lengthSqVec2(segment))
const direction = normalizeVec2(segment)
const offset = subtractVec2(position, boss.chargeStart)
const along = dotVec2(offset, segment) / lengthSq
const closest = addVec2(boss.chargeStart, scaleVec2(segment, Math.min(1, Math.max(0, along))))
const distance = distanceVec2(position, closest)
const width = boss.radius + 22
return {
direction,
inside: along >= -0.08 && along <= 1.08 && distance <= width,
ahead: boss.attackPhase === 'chargeWindup' && along > -0.12 && along < 1.05 && distance <= width + 38,
}
}
function getPrimaryBoss(state: Iwt2ArenaState) {
return state.bosses.find((boss) => boss.health > 0) ?? state.bosses[0] ?? state.boss
}
function decisionDrift(member: Iwt2PartyEntityState, time: number): Iwt2Vec2 {
const seed = member.id.length * 17
return {
x: Math.sin(time * 0.7 + seed) * 16,
y: Math.cos(time * 0.9 + seed) * 14,
}
}
function nextDecisionInterval(member: Iwt2PartyEntityState): number {
if (member.aiRole === 'tank') return 0.34
if (member.aiRole === 'ranged') return 0.48
if (member.aiRole === 'flanker') return 0.28
return 0.38
}
+276
View File
@@ -0,0 +1,276 @@
import type { Iwt2BossId } from '../content/bosses'
import type { Iwt2PlayerClassId } from '../content/classes'
export type Iwt2Vec2 = {
x: number
y: number
}
export type Iwt2ArenaBounds = {
width: number
height: number
}
export type Iwt2PartyEntityId =
| 'player-healer'
| 'paladin-tank'
| 'ranger'
| 'mage'
| 'rogue'
| 'warrior'
export type Iwt2BossEntityId = Iwt2BossId
export type Iwt2EntityId = Iwt2PartyEntityId | Iwt2BossEntityId | string
export type Iwt2EntityKind = 'party' | 'boss' | 'hostileAdd'
export type Iwt2PartyAiRole = 'player' | 'tank' | 'ranged' | 'flanker' | 'melee'
export type Iwt2StatusState = {
stunnedSeconds: number
knockedDownSeconds: number
invulnerableSeconds: number
}
export type Iwt2HotEffectState = {
id: string
label: string
power: number
remainingSeconds: number
tickIntervalSeconds: number
nextTickInSeconds: number
}
export type Iwt2PartyEntityState = {
id: Iwt2PartyEntityId
kind: 'party'
classId: Iwt2PlayerClassId
aiRole: Iwt2PartyAiRole
position: Iwt2Vec2
velocity: Iwt2Vec2
facing: Iwt2Vec2
radius: number
health: number
maxHealth: number
shield: number
mana: number
maxMana: number
damageDone: number
attackCooldownRemaining: number
castSecondsRemaining: number
attackReady: boolean
status: Iwt2StatusState
hotEffects: Iwt2HotEffectState[]
preferredOffset: Iwt2Vec2
decisionSecondsRemaining: number
}
export type Iwt2ProjectileEntityState = {
id: string
sourceId: Iwt2EntityId
owner: 'party' | 'boss'
classId?: Iwt2PlayerClassId
projectileKind: 'arrow' | 'fireball' | 'magic'
color: string
position: Iwt2Vec2
velocity: Iwt2Vec2
radius: number
damage: number
remainingSeconds: number
bouncesRemaining?: number
bounceCooldownSeconds?: number
}
export type Iwt2BossAttackPhase =
| 'idle'
| 'chargeWindup'
| 'charging'
| 'chargeRecover'
| 'slamWindup'
| 'slamRecover'
| 'relocating'
| 'fireballWindup'
| 'fireballRecover'
| 'birdSummonWindup'
| 'birdSummonRecover'
| 'packHowlWindup'
| 'packHowlRecover'
| 'thunderRingWindup'
| 'thunderRingRecover'
| 'lightningStrikeWindup'
| 'lightningStrikeRecover'
export type Iwt2HostileAddAttackPhase =
| 'idle'
| 'flightWindup'
| 'flying'
| 'flightRecover'
export type Iwt2BossEntityState = {
id: Iwt2BossEntityId
kind: 'boss'
bossId: Iwt2BossId
position: Iwt2Vec2
velocity: Iwt2Vec2
facing: Iwt2Vec2
radius: number
health: number
maxHealth: number
meleeCooldownRemaining: number
chargeCooldownRemaining: number
chargeCount: number
attackPhase: Iwt2BossAttackPhase
phaseSecondsRemaining: number
chargeStart: Iwt2Vec2
chargeEnd: Iwt2Vec2
chargeHitEntityIds: Iwt2EntityId[]
slamApplied: boolean
wallContactSeconds: number
relocateTarget: Iwt2Vec2
fireballCooldownRemaining: number
fireballTarget: Iwt2Vec2
birdWaveThresholdsTriggered: number[]
mechanicLanes: Iwt2MechanicLaneState[]
mechanicCircles: Iwt2MechanicCircleState[]
}
export type Iwt2MechanicLaneState = {
id: string
start: Iwt2Vec2
end: Iwt2Vec2
width: number
}
export type Iwt2MechanicCircleState = {
id: string
position: Iwt2Vec2
radius: number
}
export type Iwt2HostileAddState = {
id: string
kind: 'hostileAdd'
addKind: 'yian-bird'
sourceBossId: Iwt2BossId
position: Iwt2Vec2
velocity: Iwt2Vec2
facing: Iwt2Vec2
radius: number
health: number
maxHealth: number
damageDone: number
attackCooldownRemaining: number
flightCooldownRemaining: number
attackPhase: Iwt2HostileAddAttackPhase
phaseSecondsRemaining: number
flightStart: Iwt2Vec2
flightEnd: Iwt2Vec2
flightHitEntityIds: Iwt2EntityId[]
}
export type Iwt2GroundHazardState = {
id: string
kind: 'groundHazard'
hazardKind: 'firePuddle'
sourceId: Iwt2EntityId
position: Iwt2Vec2
radius: number
damage: number
remainingSeconds: number
fadeSeconds: number
nextDamageAt: number
}
export type Iwt2ArenaEventType =
| 'bossDamaged'
| 'partyHealed'
| 'partyDamaged'
| 'partyStunned'
| 'bossChargeStart'
| 'bossChargeHit'
| 'bossSlam'
| 'entityDefeated'
export type Iwt2ArenaEvent = {
id: number
time: number
type: Iwt2ArenaEventType
sourceId: Iwt2EntityId
targetId?: Iwt2EntityId
value?: number
}
export type Iwt2ArenaIndicatorPhase = 'windup' | 'active' | 'recover'
export type Iwt2ArenaIndicatorBase = {
id: string
mechanicId: string
sourceId: Iwt2EntityId
phase: Iwt2ArenaIndicatorPhase
color: string
fillAlpha?: number
lineAlpha?: number
}
export type Iwt2ArenaLaneIndicator = Iwt2ArenaIndicatorBase & {
kind: 'lane'
start: Iwt2Vec2
end: Iwt2Vec2
width: number
}
export type Iwt2ArenaCircleIndicator = Iwt2ArenaIndicatorBase & {
kind: 'circle'
position: Iwt2Vec2
radius: number
}
export type Iwt2ArenaConeIndicator = Iwt2ArenaIndicatorBase & {
kind: 'cone'
origin: Iwt2Vec2
direction: Iwt2Vec2
range: number
angleRadians: number
}
export type Iwt2ArenaDonutIndicator = Iwt2ArenaIndicatorBase & {
kind: 'donut'
position: Iwt2Vec2
innerRadius: number
outerRadius: number
}
export type Iwt2ArenaIndicator =
| Iwt2ArenaLaneIndicator
| Iwt2ArenaCircleIndicator
| Iwt2ArenaConeIndicator
| Iwt2ArenaDonutIndicator
export type Iwt2ArenaState = {
schemaVersion: 1
time: number
bounds: Iwt2ArenaBounds
party: Iwt2PartyEntityState[]
projectiles: Iwt2ProjectileEntityState[]
hostileAdds: Iwt2HostileAddState[]
hazards: Iwt2GroundHazardState[]
boss: Iwt2BossEntityState
bosses: Iwt2BossEntityState[]
indicators: Iwt2ArenaIndicator[]
nextEventId: number
nextProjectileId: number
nextAddId: number
nextHazardId: number
events: Iwt2ArenaEvent[]
}
export type Iwt2ArenaInput = {
moveX: number
moveY: number
}
export type Iwt2Circle = {
position: Iwt2Vec2
radius: number
}
+60
View File
@@ -0,0 +1,60 @@
import type { Iwt2ArenaBounds, Iwt2Vec2 } from './types'
export const IWT2_ZERO_VECTOR: Iwt2Vec2 = { x: 0, y: 0 }
export function addVec2(a: Iwt2Vec2, b: Iwt2Vec2): Iwt2Vec2 {
return { x: a.x + b.x, y: a.y + b.y }
}
export function subtractVec2(a: Iwt2Vec2, b: Iwt2Vec2): Iwt2Vec2 {
return { x: a.x - b.x, y: a.y - b.y }
}
export function scaleVec2(vector: Iwt2Vec2, scale: number): Iwt2Vec2 {
return { x: vector.x * scale, y: vector.y * scale }
}
export function dotVec2(a: Iwt2Vec2, b: Iwt2Vec2): number {
return a.x * b.x + a.y * b.y
}
export function lengthSqVec2(vector: Iwt2Vec2): number {
return dotVec2(vector, vector)
}
export function lengthVec2(vector: Iwt2Vec2): number {
return Math.sqrt(lengthSqVec2(vector))
}
export function distanceVec2(a: Iwt2Vec2, b: Iwt2Vec2): number {
return lengthVec2(subtractVec2(a, b))
}
export function normalizeVec2(vector: Iwt2Vec2): Iwt2Vec2 {
const length = lengthVec2(vector)
if (length <= 0.0001) return { ...IWT2_ZERO_VECTOR }
return { x: vector.x / length, y: vector.y / length }
}
export function clamp(value: number, min: number, max: number): number {
return Math.min(max, Math.max(min, value))
}
export function clampVec2ToArena(position: Iwt2Vec2, radius: number, bounds: Iwt2ArenaBounds): Iwt2Vec2 {
return {
x: clamp(position.x, radius, bounds.width - radius),
y: clamp(position.y, radius, bounds.height - radius),
}
}
export function moveToward(current: Iwt2Vec2, target: Iwt2Vec2, maxDistance: number): Iwt2Vec2 {
const offset = subtractVec2(target, current)
const distance = lengthVec2(offset)
if (distance <= maxDistance || distance <= 0.0001) return { ...target }
return addVec2(current, scaleVec2(offset, maxDistance / distance))
}
export function withFallbackFacing(nextFacing: Iwt2Vec2, fallback: Iwt2Vec2): Iwt2Vec2 {
if (lengthSqVec2(nextFacing) <= 0.0001) return { ...fallback }
return normalizeVec2(nextFacing)
}
+707
View File
@@ -0,0 +1,707 @@
import { YIAN_KUT_KU_BOSS_METADATA, type Iwt2BossId } from '../content/bosses'
import type {
Iwt2ArenaEvent,
Iwt2ArenaIndicator,
Iwt2ArenaState,
Iwt2BossEntityState,
Iwt2GroundHazardState,
Iwt2HostileAddState,
Iwt2PartyEntityState,
Iwt2ProjectileEntityState,
Iwt2Vec2,
} from './types'
import {
applyPartyDamageInShape,
createCircleIndicator,
createLaneIndicator,
indicatorPhaseFromAttack,
partyMemberIntersectsShape,
} from './mechanics'
import { addFirePuddle } from './hazards'
import {
clamp,
clampVec2ToArena,
distanceVec2,
moveToward,
normalizeVec2,
scaleVec2,
subtractVec2,
withFallbackFacing,
} from './vector'
export type Iwt2YianTickResult = {
boss: Iwt2BossEntityState
party: Iwt2PartyEntityState[]
hostileAdds: Iwt2HostileAddState[]
hazards: Iwt2GroundHazardState[]
projectiles: Iwt2ProjectileEntityState[]
events: Iwt2ArenaEvent[]
indicators: Iwt2ArenaIndicator[]
nextAddId: number
nextHazardId: number
nextProjectileId: number
}
const BIRD_COUNT = 3
const BIRD_MELEE_RANGE = 24
const BIRD_MELEE_COOLDOWN = 1.15
const BIRD_FLIGHT_DAMAGE = 10
const YIAN_FIREBALL_BOUNCES = 8
const YIAN_SAFE_WALL_MARGIN = 118
const YIAN_CENTER_CAST_DISTANCE = 36
const YIAN_CENTER_CHARGE_SPEED = 430
export function tickYianKutKu(state: Iwt2ArenaState, dt: number): Iwt2YianTickResult {
const events: Iwt2ArenaEvent[] = []
const projectiles: Iwt2ProjectileEntityState[] = []
let party = state.party
let hazards = state.hazards
let nextAddId = state.nextAddId
let nextHazardId = state.nextHazardId
let nextProjectileId = state.nextProjectileId
let boss = {
...state.boss,
meleeCooldownRemaining: Math.max(0, state.boss.meleeCooldownRemaining - dt),
fireballCooldownRemaining: Math.max(0, state.boss.fireballCooldownRemaining - dt),
phaseSecondsRemaining: Math.max(0, state.boss.phaseSecondsRemaining - dt),
velocity: { x: 0, y: 0 },
}
const birdResult = tickYianBirds({
dt,
hazards,
nextHazardId,
party,
state,
time: state.time + dt,
})
party = birdResult.party
hazards = birdResult.hazards
nextHazardId = birdResult.nextHazardId
events.push(...birdResult.events)
let hostileAdds = birdResult.hostileAdds
const target = getBossTarget(party)
if (boss.health <= 0 || !target) {
return withYianIndicators({
boss,
events,
hazards,
hostileAdds,
nextAddId,
nextHazardId,
nextProjectileId,
party,
projectiles,
})
}
if (boss.attackPhase === 'relocating') {
const nextPosition = clampVec2ToArena(
moveToward(boss.position, boss.relocateTarget, YIAN_CENTER_CHARGE_SPEED * dt),
boss.radius,
state.bounds,
)
boss = {
...boss,
position: nextPosition,
velocity: scaleVec2(subtractVec2(nextPosition, boss.position), dt > 0 ? 1 / dt : 0),
facing: withFallbackFacing(subtractVec2(target.position, nextPosition), boss.facing),
}
if (distanceVec2(nextPosition, boss.relocateTarget) <= 4 || boss.phaseSecondsRemaining <= 0) {
boss = {
...boss,
attackPhase: 'idle',
phaseSecondsRemaining: 0,
velocity: { x: 0, y: 0 },
}
}
return withYianIndicators({
boss,
events,
hazards,
hostileAdds,
nextAddId,
nextHazardId,
nextProjectileId,
party,
projectiles,
})
}
if (boss.attackPhase === 'fireballWindup') {
boss = {
...boss,
facing: withFallbackFacing(subtractVec2(boss.fireballTarget, boss.position), boss.facing),
}
if (boss.phaseSecondsRemaining <= 0) {
const direction = withFallbackFacing(subtractVec2(boss.fireballTarget, boss.position), boss.facing)
projectiles.push({
id: `boss-projectile-${nextProjectileId}`,
sourceId: boss.id,
owner: 'boss',
projectileKind: 'fireball',
color: '#ff8b2b',
position: {
x: boss.position.x + direction.x * (boss.radius + YIAN_KUT_KU_BOSS_METADATA.fireballRadius! + 2),
y: boss.position.y + direction.y * (boss.radius + YIAN_KUT_KU_BOSS_METADATA.fireballRadius! + 2),
},
velocity: scaleVec2(direction, YIAN_KUT_KU_BOSS_METADATA.fireballSpeed!),
radius: YIAN_KUT_KU_BOSS_METADATA.fireballRadius!,
damage: YIAN_KUT_KU_BOSS_METADATA.fireballDamage!,
remainingSeconds: 7,
bouncesRemaining: YIAN_FIREBALL_BOUNCES,
})
nextProjectileId += 1
boss = {
...boss,
attackPhase: 'fireballRecover',
phaseSecondsRemaining: 0.35,
}
}
return withYianIndicators({
boss,
events,
hazards,
hostileAdds,
nextAddId,
nextHazardId,
nextProjectileId,
party,
projectiles,
})
}
if (boss.attackPhase === 'fireballRecover' || boss.attackPhase === 'birdSummonRecover') {
if (boss.phaseSecondsRemaining <= 0) {
boss = { ...boss, attackPhase: 'idle', phaseSecondsRemaining: 0 }
}
return withYianIndicators({
boss,
events,
hazards,
hostileAdds,
nextAddId,
nextHazardId,
nextProjectileId,
party,
projectiles,
})
}
if (shouldYianRelocate(boss, state)) {
const center = yianCenterTarget(state)
boss = {
...boss,
attackPhase: 'relocating',
phaseSecondsRemaining: 1.4,
relocateTarget: center,
chargeStart: { ...boss.position },
chargeEnd: center,
velocity: { x: 0, y: 0 },
}
return withYianIndicators({
boss,
events,
hazards,
hostileAdds,
nextAddId,
nextHazardId,
nextProjectileId,
party,
projectiles,
})
}
const nextThreshold = nextBirdWaveThreshold(boss)
if (nextThreshold !== undefined && boss.health / boss.maxHealth <= nextThreshold) {
const spawn = spawnBirdWave(state, nextAddId, boss.id, nextThreshold)
hostileAdds = [...hostileAdds, ...spawn.hostileAdds]
nextAddId = spawn.nextAddId
boss = {
...boss,
attackPhase: 'birdSummonRecover',
birdWaveThresholdsTriggered: [...boss.birdWaveThresholdsTriggered, nextThreshold],
phaseSecondsRemaining: 0.55,
}
return withYianIndicators({
boss,
events,
hazards,
hostileAdds,
nextAddId,
nextHazardId,
nextProjectileId,
party,
projectiles,
})
}
if (boss.fireballCooldownRemaining <= 0) {
if (!isYianAtCenter(boss, state)) {
const center = yianCenterTarget(state)
boss = {
...boss,
attackPhase: 'relocating',
phaseSecondsRemaining: 1.4,
relocateTarget: center,
chargeStart: { ...boss.position },
chargeEnd: center,
velocity: { x: 0, y: 0 },
}
return withYianIndicators({
boss,
events,
hazards,
hostileAdds,
nextAddId,
nextHazardId,
nextProjectileId,
party,
projectiles,
})
}
boss = {
...boss,
attackPhase: 'fireballWindup',
fireballCooldownRemaining: YIAN_KUT_KU_BOSS_METADATA.fireballCooldown!,
fireballTarget: { ...target.position },
phaseSecondsRemaining: YIAN_KUT_KU_BOSS_METADATA.fireballWindup!,
velocity: { x: 0, y: 0 },
}
return withYianIndicators({
boss,
events,
hazards,
hostileAdds,
nextAddId,
nextHazardId,
nextProjectileId,
party,
projectiles,
})
}
const meleeResult = maybeApplyMelee(party, boss, target, state.time + dt)
party = meleeResult.party
boss = meleeResult.boss
events.push(...meleeResult.events)
if (meleeResult.events.length > 0) {
return withYianIndicators({
boss,
events,
hazards,
hostileAdds,
nextAddId,
nextHazardId,
nextProjectileId,
party,
projectiles,
})
}
const nextPosition = clampVec2ToArena(
moveToward(boss.position, yianApproachTarget(target, state), YIAN_KUT_KU_BOSS_METADATA.moveSpeed * dt),
boss.radius,
state.bounds,
)
boss = {
...boss,
position: nextPosition,
velocity: scaleVec2(subtractVec2(nextPosition, boss.position), dt > 0 ? 1 / dt : 0),
facing: withFallbackFacing(subtractVec2(target.position, nextPosition), boss.facing),
}
return withYianIndicators({
boss,
events,
hazards,
hostileAdds,
nextAddId,
nextHazardId,
nextProjectileId,
party,
projectiles,
})
}
function shouldYianRelocate(
boss: Iwt2BossEntityState,
state: Iwt2ArenaState,
): boolean {
return (
boss.position.x < YIAN_SAFE_WALL_MARGIN
|| boss.position.x > state.bounds.width - YIAN_SAFE_WALL_MARGIN
|| boss.position.y < YIAN_SAFE_WALL_MARGIN
|| boss.position.y > state.bounds.height - YIAN_SAFE_WALL_MARGIN
)
}
function isYianAtCenter(boss: Iwt2BossEntityState, state: Iwt2ArenaState): boolean {
return distanceVec2(boss.position, yianCenterTarget(state)) <= YIAN_CENTER_CAST_DISTANCE
}
function yianApproachTarget(target: Iwt2PartyEntityState, state: Iwt2ArenaState): Iwt2Vec2 {
return clampVec2ToArena({
x: target.position.x + (target.position.x < state.bounds.width * 0.5 ? 190 : -190),
y: target.position.y + (target.position.y < state.bounds.height * 0.5 ? 96 : -96),
}, YIAN_KUT_KU_BOSS_METADATA.radius, state.bounds)
}
function yianCenterTarget(state: Iwt2ArenaState): Iwt2Vec2 {
return {
x: state.bounds.width * 0.5,
y: state.bounds.height * 0.5,
}
}
function tickYianBirds({
dt,
hazards,
nextHazardId,
party,
state,
time,
}: {
dt: number
hazards: Iwt2GroundHazardState[]
nextHazardId: number
party: Iwt2PartyEntityState[]
state: Iwt2ArenaState
time: number
}): {
hostileAdds: Iwt2HostileAddState[]
party: Iwt2PartyEntityState[]
hazards: Iwt2GroundHazardState[]
nextHazardId: number
events: Iwt2ArenaEvent[]
} {
const events: Iwt2ArenaEvent[] = []
const hostileAdds: Iwt2HostileAddState[] = []
let nextParty = party
let nextHazards = hazards
let nextHazardIdValue = nextHazardId
for (const add of state.hostileAdds) {
if (add.health <= 0) continue
let nextAdd = {
...add,
attackCooldownRemaining: Math.max(0, add.attackCooldownRemaining - dt),
flightCooldownRemaining: Math.max(0, add.flightCooldownRemaining - dt),
phaseSecondsRemaining: Math.max(0, add.phaseSecondsRemaining - dt),
}
if (nextAdd.attackPhase === 'flightWindup') {
if (nextAdd.phaseSecondsRemaining <= 0) {
nextAdd = {
...nextAdd,
attackPhase: 'flying',
position: { ...nextAdd.flightStart },
velocity: scaleVec2(normalizeVec2(subtractVec2(nextAdd.flightEnd, nextAdd.flightStart)), YIAN_KUT_KU_BOSS_METADATA.birdFlightSpeed!),
}
}
hostileAdds.push(nextAdd)
continue
}
if (nextAdd.attackPhase === 'flying') {
const previousPosition = nextAdd.position
const nextPosition = moveToward(
nextAdd.position,
nextAdd.flightEnd,
YIAN_KUT_KU_BOSS_METADATA.birdFlightSpeed! * dt,
)
const shape = {
kind: 'lane' as const,
start: previousPosition,
end: nextPosition,
width: nextAdd.radius,
}
const hitMembers = nextParty.filter((member) => (
!nextAdd.flightHitEntityIds.includes(member.id)
&& partyMemberIntersectsShape(member, shape)
))
const hitResult = applyPartyDamageInShape(nextParty, shape, {
damage: BIRD_FLIGHT_DAMAGE,
excludedEntityIds: nextAdd.flightHitEntityIds,
knockdownSeconds: 0,
sourceId: nextAdd.id,
stunSeconds: YIAN_KUT_KU_BOSS_METADATA.birdStunSeconds!,
time,
})
nextParty = hitResult.party
events.push(...hitResult.events)
for (const member of hitMembers) {
const puddle = addFirePuddle({
damage: YIAN_KUT_KU_BOSS_METADATA.firePuddleDamage!,
duration: YIAN_KUT_KU_BOSS_METADATA.firePuddleSeconds!,
hazards: nextHazards,
nextHazardId: nextHazardIdValue,
position: member.position,
radius: YIAN_KUT_KU_BOSS_METADATA.firePuddleRadius!,
sourceId: nextAdd.id,
time,
})
nextHazards = puddle.hazards
nextHazardIdValue = puddle.nextHazardId
}
nextAdd = {
...nextAdd,
flightHitEntityIds: [...nextAdd.flightHitEntityIds, ...hitResult.hitEntityIds],
position: nextPosition,
velocity: scaleVec2(subtractVec2(nextPosition, previousPosition), dt > 0 ? 1 / dt : 0),
facing: { x: 1, y: 0 },
}
if (distanceVec2(nextPosition, nextAdd.flightEnd) <= 1) {
nextAdd = {
...nextAdd,
attackPhase: 'flightRecover',
flightCooldownRemaining: YIAN_KUT_KU_BOSS_METADATA.birdFlightCooldown!,
phaseSecondsRemaining: 0.4,
velocity: { x: 0, y: 0 },
}
}
hostileAdds.push(nextAdd)
continue
}
if (nextAdd.attackPhase === 'flightRecover') {
if (nextAdd.phaseSecondsRemaining <= 0) {
nextAdd = { ...nextAdd, attackPhase: 'idle', phaseSecondsRemaining: 0 }
}
hostileAdds.push(nextAdd)
continue
}
if (nextAdd.flightCooldownRemaining <= 0) {
hostileAdds.push(startBirdFlight(nextAdd, state, time))
continue
}
const target = getNearestPartyMember(nextParty, nextAdd.position)
if (!target) {
hostileAdds.push({ ...nextAdd, velocity: { x: 0, y: 0 } })
continue
}
const nextPosition = clampVec2ToArena(
moveToward(nextAdd.position, target.position, YIAN_KUT_KU_BOSS_METADATA.moveSpeed * 1.35 * dt),
nextAdd.radius,
state.bounds,
)
nextAdd = {
...nextAdd,
position: nextPosition,
velocity: scaleVec2(subtractVec2(nextPosition, nextAdd.position), dt > 0 ? 1 / dt : 0),
facing: withFallbackFacing(subtractVec2(target.position, nextPosition), nextAdd.facing),
}
if (
nextAdd.attackCooldownRemaining <= 0
&& distanceVec2(nextAdd.position, target.position) <= nextAdd.radius + target.radius + BIRD_MELEE_RANGE
) {
const hitResult = applyPartyDamageInShape(nextParty, {
kind: 'circle',
position: nextAdd.position,
radius: nextAdd.radius + BIRD_MELEE_RANGE,
}, {
damage: YIAN_KUT_KU_BOSS_METADATA.birdContactDamage!,
sourceId: nextAdd.id,
time,
})
nextParty = hitResult.party
events.push(...hitResult.events)
nextAdd = { ...nextAdd, attackCooldownRemaining: BIRD_MELEE_COOLDOWN }
}
hostileAdds.push(nextAdd)
}
return {
events,
hazards: nextHazards,
hostileAdds,
nextHazardId: nextHazardIdValue,
party: nextParty,
}
}
function spawnBirdWave(
state: Iwt2ArenaState,
nextAddId: number,
sourceBossId: Iwt2BossId,
threshold: number,
): { hostileAdds: Iwt2HostileAddState[], nextAddId: number } {
const hostileAdds: Iwt2HostileAddState[] = []
let nextId = nextAddId
for (let index = 0; index < BIRD_COUNT; index += 1) {
const y = birdLaneY(state, index, threshold * 100)
const radius = YIAN_KUT_KU_BOSS_METADATA.birdRadius!
const flightStart = { x: -radius - 8, y }
const flightEnd = { x: state.bounds.width + radius + 8, y }
hostileAdds.push({
id: `yian-bird-${nextId}`,
kind: 'hostileAdd',
addKind: 'yian-bird',
sourceBossId,
position: { ...flightStart },
velocity: { x: 0, y: 0 },
facing: { x: 1, y: 0 },
radius,
health: YIAN_KUT_KU_BOSS_METADATA.birdHealth!,
maxHealth: YIAN_KUT_KU_BOSS_METADATA.birdHealth!,
damageDone: 0,
attackCooldownRemaining: 0,
flightCooldownRemaining: YIAN_KUT_KU_BOSS_METADATA.birdFlightCooldown!,
attackPhase: 'flightWindup',
phaseSecondsRemaining: YIAN_KUT_KU_BOSS_METADATA.birdFlightWindup!,
flightStart,
flightEnd,
flightHitEntityIds: [],
})
nextId += 1
}
return { hostileAdds, nextAddId: nextId }
}
function startBirdFlight(add: Iwt2HostileAddState, state: Iwt2ArenaState, time: number): Iwt2HostileAddState {
const y = birdLaneY(state, Number(add.id.replace(/\D/g, '')) % BIRD_COUNT, time)
const flightStart = { x: -add.radius - 8, y }
const flightEnd = { x: state.bounds.width + add.radius + 8, y }
return {
...add,
attackPhase: 'flightWindup',
phaseSecondsRemaining: YIAN_KUT_KU_BOSS_METADATA.birdFlightWindup!,
flightStart,
flightEnd,
flightHitEntityIds: [],
velocity: { x: 0, y: 0 },
}
}
function birdLaneY(state: Iwt2ArenaState, index: number, seed: number): number {
const laneHeight = state.bounds.height / (BIRD_COUNT + 1)
const base = laneHeight * (index + 1)
const wobble = Math.sin(seed * 8.37 + index * 2.1) * 34
return clamp(base + wobble, 58, state.bounds.height - 58)
}
function nextBirdWaveThreshold(boss: Iwt2BossEntityState): number | undefined {
return YIAN_KUT_KU_BOSS_METADATA.birdWaveThresholds
?.find((threshold) => !boss.birdWaveThresholdsTriggered.includes(threshold))
}
function getBossTarget(party: Iwt2PartyEntityState[]): Iwt2PartyEntityState | undefined {
const livingTank = party.find((member) => member.classId === 'paladin' && member.health > 0)
if (livingTank) return livingTank
return party.find((member) => member.health > 0)
}
function getNearestPartyMember(party: Iwt2PartyEntityState[], position: Iwt2Vec2): Iwt2PartyEntityState | undefined {
let nearest: Iwt2PartyEntityState | undefined
let nearestDistance = Number.POSITIVE_INFINITY
for (const member of party) {
if (member.health <= 0) continue
const distance = distanceVec2(member.position, position)
if (distance < nearestDistance) {
nearest = member
nearestDistance = distance
}
}
return nearest
}
function maybeApplyMelee(
party: Iwt2PartyEntityState[],
boss: Iwt2BossEntityState,
target: Iwt2PartyEntityState,
time: number,
): { boss: Iwt2BossEntityState, party: Iwt2PartyEntityState[], events: Iwt2ArenaEvent[] } {
if (boss.meleeCooldownRemaining > 0) return { boss, party, events: [] }
if (distanceVec2(boss.position, target.position) > YIAN_KUT_KU_BOSS_METADATA.meleeRange + target.radius) {
return { boss, party, events: [] }
}
const result = applyPartyDamageInShape(party, {
kind: 'circle',
position: boss.position,
radius: YIAN_KUT_KU_BOSS_METADATA.meleeRange,
}, {
damage: YIAN_KUT_KU_BOSS_METADATA.meleeDamage,
sourceId: boss.id,
time,
})
return {
boss: { ...boss, meleeCooldownRemaining: YIAN_KUT_KU_BOSS_METADATA.meleeCooldown },
party: result.party,
events: result.events,
}
}
function withYianIndicators(result: Omit<Iwt2YianTickResult, 'indicators'>): Iwt2YianTickResult {
return {
...result,
indicators: createYianIndicators(result.boss, result.hostileAdds),
}
}
function createYianIndicators(
boss: Iwt2BossEntityState,
hostileAdds: Iwt2HostileAddState[],
): Iwt2ArenaIndicator[] {
const indicators: Iwt2ArenaIndicator[] = []
if (boss.attackPhase === 'relocating') {
indicators.push(createLaneIndicator({
color: '#ffce5c',
end: boss.chargeEnd,
id: `${boss.id}:center-charge`,
mechanicId: 'yian-center-charge',
phase: 'active',
sourceId: boss.id,
start: boss.chargeStart,
width: boss.radius,
}))
}
if (boss.attackPhase === 'fireballWindup') {
indicators.push(createCircleIndicator({
color: '#ff8b2b',
id: `${boss.id}:fireball-cast`,
mechanicId: 'yian-fireball-cast',
phase: 'windup',
position: boss.position,
radius: boss.radius + 18,
sourceId: boss.id,
}))
indicators.push(createLaneIndicator({
color: '#ffb347',
end: boss.fireballTarget,
id: `${boss.id}:fireball-line`,
mechanicId: 'yian-fireball-line',
phase: 'windup',
sourceId: boss.id,
start: boss.position,
width: YIAN_KUT_KU_BOSS_METADATA.fireballRadius! + 4,
}))
}
for (const add of hostileAdds) {
if (
add.attackPhase !== 'flightWindup'
&& add.attackPhase !== 'flying'
&& add.attackPhase !== 'flightRecover'
) {
continue
}
indicators.push(createLaneIndicator({
color: '#ffce5c',
end: add.flightEnd,
id: `${add.id}:flight-lane`,
mechanicId: 'yian-bird-flight',
phase: indicatorPhaseFromAttack(
add.attackPhase === 'flightWindup',
add.attackPhase === 'flying',
),
sourceId: add.id,
start: add.flightStart,
width: add.radius,
}))
}
return indicators
}