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2 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
19 changed files with 765 additions and 210 deletions
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+2 -2
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@@ -7,8 +7,8 @@ android {
applicationId "com.warren.iwanttoheal"
minSdkVersion rootProject.ext.minSdkVersion
targetSdkVersion rootProject.ext.targetSdkVersion
versionCode 96
versionName "1.1.17"
versionCode 98
versionName "1.1.19"
testInstrumentationRunner "androidx.test.runner.AndroidJUnitRunner"
aaptOptions {
// Files and dirs to omit from the packaged assets dir, modified to accommodate modern web apps.
@@ -164,6 +164,9 @@ public abstract class ControllerBridgeActivity extends BridgeActivity {
}
Set<String> currentTokens = new HashSet<>();
float leftStickX = event.getAxisValue(MotionEvent.AXIS_X);
float leftStickY = event.getAxisValue(MotionEvent.AXIS_Y);
dispatchNativeControllerMotion(leftStickX, leftStickY);
addAxisTokens(
currentTokens,
event.getAxisValue(MotionEvent.AXIS_HAT_X),
@@ -178,13 +181,13 @@ public abstract class ControllerBridgeActivity extends BridgeActivity {
);
addAxisTokens(
currentTokens,
event.getAxisValue(MotionEvent.AXIS_X),
leftStickX,
"Axis0-",
"Axis0+"
);
addAxisTokens(
currentTokens,
event.getAxisValue(MotionEvent.AXIS_Y),
leftStickY,
"Axis1-",
"Axis1+"
);
@@ -240,6 +243,19 @@ public abstract class ControllerBridgeActivity extends BridgeActivity {
);
}
private void dispatchNativeControllerMotion(float x, float y) {
if (bridge == null || bridge.getWebView() == null) return;
String script =
"window.dispatchEvent(new CustomEvent('ashen-halls-native-controller-motion',"
+ "{detail:{x:" + x + ",y:" + y + "}}));";
bridge.getWebView().post(
() -> {
bridge.getWebView().requestFocus();
bridge.getWebView().evaluateJavascript(script, null);
}
);
}
private boolean shouldThrottleDpad(String token) {
int buttonIndex = Integer.parseInt(token.substring("Button".length()));
long now = SystemClock.uptimeMillis();
+63 -3
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@@ -145,6 +145,8 @@
}
.iwt2-boss-hud {
display: grid;
gap: 6px;
left: 50%;
min-width: 310px;
padding: 8px 12px 10px;
@@ -155,7 +157,7 @@
z-index: 4;
}
.iwt2-boss-hud > div:first-child {
.iwt2-boss-hud-row > div:first-child {
align-items: baseline;
display: flex;
gap: 12px;
@@ -2137,7 +2139,7 @@ html[data-input-device='controller'] [data-game-nav-active='true'] [tabindex]:fo
}
.pvp-opponent-bottom-display {
grid-template-rows: auto auto minmax(0, 1fr) auto;
grid-template-rows: auto auto auto minmax(0, 1fr) auto;
}
.dual-controls-header,
@@ -2172,6 +2174,7 @@ html[data-input-device='controller'] [data-game-nav-active='true'] [tabindex]:fo
}
.dual-opponent-progress,
.dual-opponent-arena,
.dual-opponent-effects {
background: var(--panel);
border: 3px solid #0c0d11;
@@ -2195,6 +2198,53 @@ html[data-input-device='controller'] [data-game-nav-active='true'] [tabindex]:fo
height: 22px;
}
.dual-opponent-arena {
padding: 7px;
}
.dual-opponent-arena-field {
background:
linear-gradient(rgba(23, 29, 36, 0.96), rgba(23, 29, 36, 0.96)),
repeating-linear-gradient(0deg, transparent 0 39px, rgba(90, 108, 126, 0.28) 40px),
repeating-linear-gradient(90deg, transparent 0 39px, rgba(90, 108, 126, 0.28) 40px);
border: 2px solid #3c4a59;
border-radius: 6px;
max-height: 138px;
min-height: 112px;
overflow: hidden;
position: relative;
width: 100%;
}
.dual-opponent-arena-entity {
align-items: center;
border: 2px solid #0a0c10;
border-radius: 999px;
color: #fff7df;
display: flex;
font-family: ui-monospace, Consolas, monospace;
font-size: 10px;
font-weight: 900;
justify-content: center;
line-height: 1;
min-height: 12px;
min-width: 12px;
position: absolute;
transform: translate(-50%, -50%);
}
.dual-opponent-arena-entity.boss {
border-color: #fff0b8;
border-radius: 45%;
font-size: 12px;
min-height: 18px;
min-width: 24px;
}
.dual-opponent-arena-entity.healer {
box-shadow: 0 0 0 3px rgba(255, 244, 168, 0.84);
}
.dual-opponent-party-grid {
background: var(--panel);
border: 3px solid #0c0d11;
@@ -2567,7 +2617,7 @@ html[data-input-device='controller'] [data-game-nav-active='true'] [tabindex]:fo
}
.pvp-opponent-bottom-display {
grid-template-rows: auto auto minmax(0, 1fr) auto;
grid-template-rows: auto auto auto minmax(0, 1fr) auto;
}
.dual-opponent-progress {
@@ -2590,6 +2640,16 @@ html[data-input-device='controller'] [data-game-nav-active='true'] [tabindex]:fo
height: 16px;
}
.dual-opponent-arena {
border-width: 2px;
padding: 5px;
}
.dual-opponent-arena-field {
max-height: 112px;
min-height: 92px;
}
.dual-opponent-party-grid {
border-width: 2px;
gap: 6px;
+71 -3
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@@ -1,7 +1,12 @@
import { useState } from 'react'
import { useCallback, useEffect, useState } from 'react'
import { AuthScreen } from './components/AuthScreen'
import IWantToHeal1App from './modes/iwt1/IWantToHeal1App'
import { IWantToHeal2App } from './modes/iwt2/IWantToHeal2App'
import { useGameAction } from './input'
import {
loadAuthSession,
type AuthSession,
} from './profile'
type GameVersion = 'iwt1' | 'iwt2'
@@ -31,9 +36,46 @@ const GAME_OPTIONS: Array<{
function App() {
const [selectedVersion, setSelectedVersion] = useState<GameVersion | null>(null)
const [selectedIndex, setSelectedIndex] = useState(0)
const [authSession, setAuthSession] = useState<AuthSession | null>(null)
const [authChecked, setAuthChecked] = useState(false)
const [serverMessage, setServerMessage] = useState('')
useEffect(() => {
let cancelled = false
loadAuthSession()
.then((session) => {
if (cancelled) return
setAuthSession(session.account && session.profile ? session : null)
})
.catch((reason: unknown) => {
if (cancelled) return
setServerMessage(
reason instanceof Error
? `${reason.message} Offline play is still available.`
: 'Unable to reach the server. Offline play is still available.',
)
})
.finally(() => {
if (!cancelled) setAuthChecked(true)
})
return () => {
cancelled = true
}
}, [])
const acceptSession = useCallback((session: AuthSession) => {
setAuthSession(session)
setSelectedVersion(null)
setServerMessage('')
}, [])
const clearAuthSession = useCallback(() => {
setAuthSession(null)
setSelectedVersion(null)
}, [])
useGameAction((action, device) => {
if (selectedVersion || device !== 'controller') return
if (!authSession || selectedVersion || device !== 'controller') return
if (action === 'navigateLeft' || action === 'navigateUp') {
setSelectedIndex((current) => Math.max(0, current - 1))
} else if (action === 'navigateRight' || action === 'navigateDown') {
@@ -43,8 +85,34 @@ function App() {
}
})
if (!authChecked) {
return (
<main className="game-shell">
<section className="message-panel">
<p className="eyebrow">Opening Chronicle</p>
<h1>Loading...</h1>
</section>
</main>
)
}
if (!authSession) {
return (
<AuthScreen
onAuthenticated={acceptSession}
serverMessage={serverMessage}
/>
)
}
if (selectedVersion === 'iwt1') {
return <IWantToHeal1App onBackToGameSelect={() => setSelectedVersion(null)} />
return (
<IWantToHeal1App
initialSession={authSession}
onAuthenticationCleared={clearAuthSession}
onBackToGameSelect={() => setSelectedVersion(null)}
/>
)
}
if (selectedVersion === 'iwt2') {
+47
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@@ -49,6 +49,11 @@ export type DualScreenCombatState = {
opponentClassName?: string
opponentParty?: PartyMember[]
opponentEnemyHealth?: number
opponentArena?: {
bounds: { width: number, height: number }
bosses: Array<{ id: string, name: string, icon: string, color: string, x: number, y: number, radius: number, health: number, maxHealth: number }>
party: Array<{ id: string, icon: string, color: string, x: number, y: number, radius: number, health: number, maxHealth: number, isHealer: boolean }>
}
opponentResource?: number
opponentMaxResource?: number
opponentResourceName?: string
@@ -638,6 +643,48 @@ export function DualScreenBottomDisplay() {
</section>
)}
{state.opponentArena && (
<section className="dual-opponent-arena" aria-label="Opponent arena">
<div
className="dual-opponent-arena-field"
style={{ aspectRatio: `${state.opponentArena.bounds.width} / ${state.opponentArena.bounds.height}` }}
>
{state.opponentArena.bosses.map((boss) => (
<div
className="dual-opponent-arena-entity boss"
key={boss.id}
style={{
backgroundColor: boss.color,
height: `${Math.max(8, (boss.radius / state.opponentArena!.bounds.height) * 100)}%`,
left: `${(boss.x / state.opponentArena!.bounds.width) * 100}%`,
top: `${(boss.y / state.opponentArena!.bounds.height) * 100}%`,
width: `${Math.max(8, (boss.radius / state.opponentArena!.bounds.width) * 100)}%`,
}}
title={`${boss.name} ${Math.ceil(boss.health)} / ${boss.maxHealth}`}
>
{boss.icon}
</div>
))}
{state.opponentArena.party.map((member) => (
<div
className={`dual-opponent-arena-entity party ${member.isHealer ? 'healer' : ''}`}
key={member.id}
style={{
backgroundColor: member.color,
height: `${Math.max(5, (member.radius / state.opponentArena!.bounds.height) * 100)}%`,
left: `${(member.x / state.opponentArena!.bounds.width) * 100}%`,
opacity: member.health > 0 ? 1 : 0.35,
top: `${(member.y / state.opponentArena!.bounds.height) * 100}%`,
width: `${Math.max(5, (member.radius / state.opponentArena!.bounds.width) * 100)}%`,
}}
>
{member.icon}
</div>
))}
</div>
</section>
)}
<section className={`dual-opponent-party-grid ${state.opponentParty.length > 6 ? 'raid' : ''}`}>
{state.opponentParty.map((member) => (
<PartyMemberFrame
+23 -3
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@@ -134,6 +134,7 @@ const STORAGE_KEY = 'ashen-halls-input-bindings-v1'
const PREFERENCES_STORAGE_KEY = 'ashen-halls-input-preferences-v1'
const GAME_ACTION_EVENT = 'ashen-halls-game-action'
const NATIVE_CONTROLLER_EVENT = 'ashen-halls-native-controller'
const NATIVE_CONTROLLER_MOTION_EVENT = 'ashen-halls-native-controller-motion'
const FOCUSABLE_SELECTOR = 'button:not(:disabled):not([data-controller-nav="skip"]), input:not(:disabled):not([data-controller-nav="skip"]), select:not(:disabled):not([data-controller-nav="skip"]), textarea:not(:disabled):not([data-controller-nav="skip"]), [tabindex]:not([tabindex="-1"]):not([data-controller-nav="skip"])'
const MAIN_CONTENT_SELECTOR = '.auth-shell, .menu-screen, .content-screen, .dungeon-run-screen, .dual-bottom-display, .iwt2-bottom-display'
const HEADER_CONTENT_SELECTOR = '.app-header'
@@ -142,6 +143,7 @@ const GAMEPAD_MENU_POLL_MS = 1000 / 30
const GAMEPAD_BROWSER_DISCONNECTED_POLL_MS = 250
const CONTROLLER_REPEAT_INITIAL_MS = 260
const CONTROLLER_REPEAT_MS = 85
const NATIVE_STICK_TIMEOUT_MS = 140
const DPAD_NAV_ACTIONS: Partial<Record<string, InputAction>> = {
Button12: 'navigateUp',
Button13: 'navigateDown',
@@ -1087,6 +1089,8 @@ export function useMovementVectorRef(enabled = true) {
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),
@@ -1094,12 +1098,26 @@ export function useMovementVectorRef(enabled = true) {
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(stick.x, stick.y) > 0
? stick
: keyboard
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
@@ -1113,12 +1131,14 @@ export function useMovementVectorRef(enabled = true) {
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 }
+25 -20
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@@ -1,5 +1,4 @@
import { lazy, Suspense, useEffect, useMemo, useState } from 'react'
import { AuthScreen } from '../../components/AuthScreen'
import {
loadCpuPvpLeaderboard,
type CpuPvpLeaderboardEntry,
@@ -138,11 +137,21 @@ function ScreenLoading() {
type RoguelikeVariant = 'pve' | 'pvp'
function IWantToHeal1App({ onBackToGameSelect }: { onBackToGameSelect: () => void }) {
type IWantToHeal1AppProps = {
initialSession: AuthSession
onAuthenticationCleared: () => void
onBackToGameSelect: () => void
}
function IWantToHeal1App({
initialSession,
onAuthenticationCleared,
onBackToGameSelect,
}: IWantToHeal1AppProps) {
const { enabled: dualScreenEnabled } = useDualScreen()
const [screen, setScreen] = useState<Screen>('menu')
const [account, setAccount] = useState<Account | null>(null)
const [profile, setProfile] = useState<CharacterProfile | null>(null)
const [account, setAccount] = useState<Account | null>(initialSession.account)
const [profile, setProfile] = useState<CharacterProfile | null>(initialSession.profile)
const [authChecked, setAuthChecked] = useState(false)
const [gameMode, setGameMode] = useState<GameMode>(getGameMode())
const [serverMessage, setServerMessage] = useState('')
@@ -186,6 +195,10 @@ function IWantToHeal1App({ onBackToGameSelect }: { onBackToGameSelect: () => voi
.finally(() => setAuthChecked(true))
}, [])
useEffect(() => {
if (authChecked && (!account || !profile)) onAuthenticationCleared()
}, [account, authChecked, onAuthenticationCleared, profile])
useEffect(() => {
const handleModeChange = (event: Event) => {
const nextMode = (event as CustomEvent<GameMode>).detail
@@ -350,18 +363,6 @@ function IWantToHeal1App({ onBackToGameSelect }: { onBackToGameSelect: () => voi
[leaderboardCategory, selectedActivityOption?.leaderboards, selectedDifficultyOption?.id],
)
function acceptSession(session: AuthSession) {
setAccount(session.account)
setProfile(session.profile)
setGameMode(getGameMode())
setScreen('menu')
setError('')
setServerMessage('')
window.requestAnimationFrame(() => {
focusFirstControl()
})
}
async function signOut() {
try {
await logoutAccount()
@@ -371,6 +372,7 @@ function IWantToHeal1App({ onBackToGameSelect }: { onBackToGameSelect: () => voi
setScreen('menu')
setSyncMessage('')
setSyncComparison(null)
onAuthenticationCleared()
} catch (reason) {
setError(reason instanceof Error ? reason.message : 'Unable to sign out.')
}
@@ -832,10 +834,13 @@ function IWantToHeal1App({ onBackToGameSelect }: { onBackToGameSelect: () => voi
if (!account || !profile) {
return (
<AuthScreen
onAuthenticated={acceptSession}
serverMessage={serverMessage}
/>
<main className="game-shell">
<section className="message-panel">
<p className="eyebrow">Opening Chronicle</p>
<h1>Returning to Sign In...</h1>
{serverMessage && <p>{serverMessage}</p>}
</section>
</main>
)
}
+77 -22
View File
@@ -1,5 +1,7 @@
import { useEffect, useMemo, useState } from 'react'
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,
@@ -54,6 +56,7 @@ const IWT2_MENU_COLUMNS = 4
const IWT2_ROGUELIKE_CHOICE_COUNT = 3
type Iwt2RoguelikeRunState = {
bossIds: Iwt2BossId[]
buffs: Iwt2RoguelikeSelfBuffId[]
contentType: Iwt2RoguelikeContentType
debuffs: Iwt2RoguelikeOpponentDebuffId[]
@@ -129,11 +132,17 @@ export function IWantToHeal2App({ onBackToGameSelect }: { onBackToGameSelect: ()
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],
@@ -182,6 +191,7 @@ export function IWantToHeal2App({ onBackToGameSelect }: { onBackToGameSelect: ()
return (
<BossArenaScreen
bossId={selectedBossId}
key={`arena-${selectedBossId}-${arenaModeLabel}`}
modeLabel={arenaModeLabel}
save={save}
onBack={() => setScreen('menu')}
@@ -193,7 +203,9 @@ export function IWantToHeal2App({ onBackToGameSelect }: { onBackToGameSelect: ()
if (screen === 'roguelike-arena' && roguelikeRun) {
return (
<BossArenaScreen
bossIds={roguelikeRun.bossIds}
bossId={selectedBossId}
key={`roguelike-${roguelikeRun.variant}-${roguelikeRun.contentType}-${roguelikeRun.stage}-${roguelikeRun.bossIds.join('-')}`}
roguelikeRun={{
buffs: roguelikeRun.buffs,
contentType: roguelikeRun.contentType,
@@ -233,7 +245,7 @@ export function IWantToHeal2App({ onBackToGameSelect }: { onBackToGameSelect: ()
onChoose={(buffId, debuffId) => {
const nextRun = applyRoguelikeChoice(roguelikeRun, buffId, debuffId, save)
setRoguelikeRun(nextRun)
setSelectedBossId(bossForRoguelike(nextRun.variant, nextRun.contentType, nextRun.stage))
setSelectedBossId(nextRun.bossIds[0] ?? 'bulldrome')
setScreen('roguelike-arena')
}}
/>
@@ -267,17 +279,18 @@ export function IWantToHeal2App({ onBackToGameSelect }: { onBackToGameSelect: ()
onBack={() => setScreen('menu')}
onContentTypeChange={setRoguelikeContentType}
onStart={() => {
const nextRun = createRoguelikeRun(save, roguelikeVariant, roguelikeContentType)
setRoguelikeRun(nextRun)
setSelectedBossId(bossForRoguelike(roguelikeVariant, roguelikeContentType, nextRun.stage))
setScreen('roguelike-arena')
startIwt2RoguelikeRun()
}}
onVariantChange={(nextVariant) => {
cancelPvpQueueRef.current?.()
cancelPvpQueueRef.current = null
setPvpQueueMessage('')
setRoguelikeVariant(nextVariant)
if (nextVariant === 'pve' && roguelikeContentType === 'stadium') {
setRoguelikeContentType('dungeon')
}
}}
queueMessage={pvpQueueMessage}
/>
</main>
)
@@ -359,6 +372,7 @@ export function IWantToHeal2App({ onBackToGameSelect }: { onBackToGameSelect: ()
<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)}
@@ -376,24 +390,58 @@ export function IWantToHeal2App({ onBackToGameSelect }: { onBackToGameSelect: ()
)}
</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 bossForRoguelike(
variant: Iwt2RoguelikeVariant,
contentType: Iwt2RoguelikeContentType,
stage = 1,
): Iwt2BossId {
const dungeonBosses: Iwt2BossId[] = variant === 'pvp'
? ['yian-kut-ku', 'great-jaggi', 'bulldrome', 'khezu']
: ['bulldrome', 'yian-kut-ku', 'great-jaggi', 'khezu']
const raidBosses: Iwt2BossId[] = ['khezu', 'great-jaggi', 'yian-kut-ku', 'bulldrome']
const stadiumBosses: Iwt2BossId[] = ['great-jaggi', 'yian-kut-ku', 'khezu', 'bulldrome']
const pool = contentType === 'raid'
? raidBosses
: contentType === 'stadium'
? stadiumBosses
: dungeonBosses
return pool[(stage - 1) % pool.length]
function formatRoguelikeContentType(contentType: Iwt2RoguelikeContentType) {
if (contentType === 'raid') return 'Raid'
if (contentType === 'stadium') return 'Stadium'
return 'Dungeon'
}
function createRoguelikeRun(
@@ -402,6 +450,7 @@ function createRoguelikeRun(
contentType: Iwt2RoguelikeContentType,
): Iwt2RoguelikeRunState {
return {
bossIds: createRandomRoguelikeBossPair(),
buffs: [],
contentType,
debuffs: [],
@@ -462,11 +511,17 @@ function applyRoguelikeChoice(
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[] = []
+15 -8
View File
@@ -2,16 +2,23 @@ import type { Iwt2BossEntityState } from '../sim'
import { ArenaBar } from './ArenaBars'
import { IWT2_BOSS_METADATA } from '../content/bosses'
export function BossHud({ boss }: { boss: Iwt2BossEntityState }) {
const metadata = IWT2_BOSS_METADATA[boss.bossId]
export function BossHud({ boss, bosses }: { boss?: Iwt2BossEntityState, bosses?: Iwt2BossEntityState[] }) {
const entries = bosses ?? (boss ? [boss] : [])
return (
<div className="iwt2-boss-hud">
<div>
<strong>{metadata.name}</strong>
<small>{Math.ceil(boss.health)} / {boss.maxHealth} HP</small>
</div>
<small className="iwt2-boss-phase">{boss.attackPhase}</small>
<ArenaBar className="boss" current={boss.health} max={boss.maxHealth} />
{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>
)
}
@@ -27,6 +27,7 @@ export function PartyFrames({
<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"
@@ -83,7 +83,7 @@ export class BulldromeArenaScene extends Phaser.Scene {
const graphics = this.entityGraphics!
graphics.clear()
for (const hazard of state.hazards) drawHazard(graphics, hazard)
const entities: DrawableEntity[] = [...state.party, ...state.hostileAdds, state.boss]
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)) {
+181 -32
View File
@@ -47,6 +47,7 @@ const OVERLAY_NAV_ENTRIES: OverlayNavEntry[] = [
type BossArenaScreenProps = {
bossId: Iwt2BossId
bossIds?: Iwt2BossId[]
modeLabel?: string
save: Iwt2Save
onBack: () => void
@@ -61,19 +62,24 @@ type BossArenaScreenProps = {
}
}
export function BossArenaScreen({ bossId, modeLabel, save, onBack, onSaveUpdated, roguelikeRun }: BossArenaScreenProps) {
export function BossArenaScreen({ bossId, bossIds, modeLabel, save, onBack, onSaveUpdated, roguelikeRun }: BossArenaScreenProps) {
const bossMetadata = IWT2_BOSS_METADATA[bossId]
const [arenaState, setArenaState] = useState<Iwt2ArenaState>(() => createInitialIwt2ArenaState(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 killRecordedRef = useRef(false)
const recordedKillIdsRef = useRef<Set<Iwt2BossId>>(new Set())
const lastPublishTimeRef = useRef(0)
const lastHudSignatureRef = useRef('')
const abilityCooldownsRef = useRef<Record<string, number>>({})
@@ -91,6 +97,10 @@ export function BossArenaScreen({ bossId, modeLabel, save, onBack, onSaveUpdated
stateRef.current = arenaState
}, [arenaState])
useEffect(() => {
opponentStateRef.current = opponentArenaState
}, [opponentArenaState])
useEffect(() => {
statusRef.current = status
}, [status])
@@ -108,16 +118,19 @@ export function BossArenaScreen({ bossId, modeLabel, save, onBack, onSaveUpdated
}, [save])
const resetArena = useCallback(() => {
const next = createInitialIwt2ArenaState(bossId)
killRecordedRef.current = false
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])
}, [bossId, bossIds, pvpRoguelike])
const showOverlay = useCallback((nextStatus: Exclude<ArenaStatus, 'playing'>) => {
setSelectedOverlayAction('primary')
@@ -240,12 +253,34 @@ export function BossArenaScreen({ bossId, modeLabel, save, onBack, onSaveUpdated
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
}
if (next.boss.health <= 0 && !killRecordedRef.current) {
killRecordedRef.current = true
const updatedSave = recordIwt2BossKill(saveRef.current, bossId)
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')
@@ -255,15 +290,16 @@ export function BossArenaScreen({ bossId, modeLabel, save, onBack, onSaveUpdated
if (
hudSignature !== lastHudSignatureRef.current
|| next.time - lastPublishTimeRef.current >= 0.08
|| next.boss.health <= 0
|| 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
}, [bossId, onSaveUpdated, showOverlay])
}, [onSaveUpdated, pvpRoguelike, showOverlay])
const targetBindings = directPartyTargeting
? IWT2_TARGET_ACTIONS.map((action) => activeBindings[action] ?? null)
@@ -271,13 +307,15 @@ export function BossArenaScreen({ bossId, modeLabel, save, onBack, onSaveUpdated
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'
? `${bossMetadata.name} Down`
? `${bossTitle} Down`
: status === 'defeat'
? 'Party Defeated'
: 'Arena Paused'
@@ -305,12 +343,13 @@ export function BossArenaScreen({ bossId, modeLabel, save, onBack, onSaveUpdated
abilities,
arenaState,
bindings: activeBindings,
bossMetadata,
cooldowns: abilityCooldowns,
controllerIconStyle,
directPartyTargeting,
modeLabel: modeLabel ?? 'Arena',
opponentArenaState,
playerMana,
roguelikeRun,
selectedPartyId,
status,
}),
@@ -319,11 +358,12 @@ export function BossArenaScreen({ bossId, modeLabel, save, onBack, onSaveUpdated
activeBindings,
arenaState,
abilityCooldowns,
bossMetadata,
controllerIconStyle,
directPartyTargeting,
modeLabel,
opponentArenaState,
playerMana,
roguelikeRun,
selectedPartyId,
status,
],
@@ -339,7 +379,7 @@ export function BossArenaScreen({ bossId, modeLabel, save, onBack, onSaveUpdated
>
<section className="iwt2-arena-layout">
<div className="iwt2-arena-stage">
<BossHud boss={arenaState.boss} />
<BossHud bosses={arenaState.bosses} />
<PartyFrames
controllerIconStyle={controllerIconStyle}
onTarget={setSelectedPartyId}
@@ -363,6 +403,7 @@ export function BossArenaScreen({ bossId, modeLabel, save, onBack, onSaveUpdated
<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"
@@ -372,6 +413,7 @@ export function BossArenaScreen({ bossId, modeLabel, save, onBack, onSaveUpdated
<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"
@@ -386,7 +428,7 @@ export function BossArenaScreen({ bossId, modeLabel, save, onBack, onSaveUpdated
<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>{bossMetadata.icon}</span>
<span>{arenaState.bosses.map((boss) => IWT2_BOSS_METADATA[boss.bossId].icon).join('')}</span>
</div>
<p className="eyebrow">{overlayEyebrow}</p>
<h1>{overlayTitle}</h1>
@@ -404,6 +446,10 @@ export function BossArenaScreen({ bossId, modeLabel, save, onBack, onSaveUpdated
<strong>{alivePartyCount}/{arenaState.party.length}</strong>
Standing
</span>
<span>
<strong>{defeatedBossCount}/{arenaState.bosses.length}</strong>
Bosses
</span>
<span>
<strong>{Math.round(totalPartyDamage)}</strong>
Damage
@@ -411,9 +457,9 @@ export function BossArenaScreen({ bossId, modeLabel, save, onBack, onSaveUpdated
</div>
{status === 'victory' && (
<div className="iwt2-result-reward">
<span>+125 XP</span>
<span>Common carve</span>
<span>Log +1</span>
<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">
@@ -462,9 +508,11 @@ function formatArenaTime(seconds: number): string {
function arenaHudSignature(state: Iwt2ArenaState): string {
return [
state.boss.id,
Math.ceil(state.boss.health),
state.boss.attackPhase,
...state.bosses.map((boss) => [
boss.id,
Math.ceil(boss.health),
boss.attackPhase,
].join(':')),
state.hostileAdds.length,
state.hazards.length,
...state.party.map((member) => [
@@ -478,6 +526,12 @@ function arenaHudSignature(state: Iwt2ArenaState): string {
].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
@@ -550,44 +604,64 @@ function buildIwt2DualScreenCombatState({
abilities,
arenaState,
bindings,
bossMetadata,
cooldowns,
controllerIconStyle,
directPartyTargeting,
modeLabel,
opponentArenaState,
playerMana,
roguelikeRun,
selectedPartyId,
status,
}: {
abilities: Iwt2HealerAbility[]
arenaState: Iwt2ArenaState
bindings: DualScreenCombatState['bindings']
bossMetadata: (typeof IWT2_BOSS_METADATA)[Iwt2BossId]
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 | ${formatRoguelikeContentType(roguelikeRun.contentType)}`,
opponentDebuffSummary: formatIwt2DebuffSummary(roguelikeRun.debuffs),
opponentArena: toDualScreenOpponentArena(opponentArenaState),
opponentEnemyHealth: totalBossHealth(opponentArenaState),
opponentMaxResource: opponentHealer?.maxMana ?? 100,
opponentName: 'CPU Rival',
opponentParty: opponentArenaState.party.map((member) => toDualScreenPartyMember(member, true)),
opponentResource: opponentHealer?.mana ?? 100,
opponentResourceName: 'Mana',
}
: {}
return {
...pvpOpponentState,
bindings,
contentName: modeLabel,
controllerIconStyle,
difficultyName: 'IWT2',
directPartyTargeting,
dungeonName: `${bossMetadata.name} Arena`,
dungeonName: `${formatBossEncounterTitle(arenaState.bosses)} Arena`,
encounterCount: 1,
encounterDescription: arenaState.boss.attackPhase,
encounterHealth: arenaState.boss.health,
encounterHealth: arenaBossHealth,
encounterIndex: 0,
encounterIsBoss: true,
encounterMaxHealth: arenaState.boss.maxHealth,
encounterName: bossMetadata.name,
encounterMaxHealth: arenaBossMaxHealth,
encounterName: formatBossEncounterTitle(arenaState.bosses),
floatingTexts: [],
maxResource: 100,
party: arenaState.party.map(toDualScreenPartyMember),
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,
@@ -601,7 +675,49 @@ function buildIwt2DualScreenCombatState({
}
}
function toDualScreenPartyMember(member: Iwt2ArenaState['party'][number]): PartyMember {
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: [],
@@ -614,14 +730,19 @@ function toDualScreenPartyMember(member: Iwt2ArenaState['party'][number]): Party
ticks: Math.ceil(effect.remainingSeconds),
})),
hotTicks: member.hotEffects.length,
id: member.id,
id: opponent ? `opponent-${member.id}` : member.id,
maxHealth: member.maxHealth,
name: metadata.name,
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'
@@ -648,3 +769,31 @@ function toDualScreenSpell(
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(', ')
}
+19 -2
View File
@@ -176,6 +176,7 @@ export function Iwt2ActionList({ actions }: Iwt2ActionListProps) {
<button
className={`iwt2-action-row ${selectedIndex === index ? 'game-selected selected' : ''}`}
data-controller-nav="skip"
data-game-selected={selectedIndex === index ? 'true' : undefined}
disabled={action.disabled}
key={action.key}
onClick={action.onConfirm}
@@ -292,6 +293,7 @@ export function Iwt2RoguelikeScreen({
onContentTypeChange,
onStart,
onVariantChange,
queueMessage,
variant,
}: {
contentType: Iwt2RoguelikeContentType
@@ -299,6 +301,7 @@ export function Iwt2RoguelikeScreen({
onContentTypeChange: (contentType: Iwt2RoguelikeContentType) => void
onStart: () => void
onVariantChange: (variant: Iwt2RoguelikeVariant) => void
queueMessage?: string
variant: Iwt2RoguelikeVariant
}) {
const gameMode = getGameMode()
@@ -403,6 +406,7 @@ export function Iwt2RoguelikeScreen({
<button
className={`back-button ${selected('back') ? 'game-selected' : ''}`}
data-controller-nav="skip"
data-game-selected={selected('back') ? 'true' : undefined}
onClick={onBack}
onPointerDown={() => select('back')}
type="button"
@@ -414,6 +418,7 @@ export function Iwt2RoguelikeScreen({
<button
className={`text-button ${variant === 'pve' ? 'active' : ''} ${selected('variant-pve') ? 'game-selected' : ''}`}
data-controller-nav="skip"
data-game-selected={selected('variant-pve') ? 'true' : undefined}
onClick={() => open('variant-pve')}
onPointerDown={() => select('variant-pve')}
type="button"
@@ -423,6 +428,7 @@ export function Iwt2RoguelikeScreen({
<button
className={`text-button ${variant === 'pvp' ? 'active' : ''} ${selected('variant-pvp') ? 'game-selected' : ''}`}
data-controller-nav="skip"
data-game-selected={selected('variant-pvp') ? 'true' : undefined}
onClick={() => open('variant-pvp')}
onPointerDown={() => select('variant-pvp')}
type="button"
@@ -441,6 +447,7 @@ export function Iwt2RoguelikeScreen({
<button
className={`text-button ${contentType === 'dungeon' ? 'active' : ''} ${selected('pve-dungeon') ? 'game-selected' : ''}`}
data-controller-nav="skip"
data-game-selected={selected('pve-dungeon') ? 'true' : undefined}
onClick={() => open('pve-dungeon')}
onPointerDown={() => select('pve-dungeon')}
type="button"
@@ -450,6 +457,7 @@ export function Iwt2RoguelikeScreen({
<button
className={`text-button ${contentType === 'raid' ? 'active' : ''} ${selected('pve-raid') ? 'game-selected' : ''}`}
data-controller-nav="skip"
data-game-selected={selected('pve-raid') ? 'true' : undefined}
onClick={() => open('pve-raid')}
onPointerDown={() => select('pve-raid')}
type="button"
@@ -467,6 +475,7 @@ export function Iwt2RoguelikeScreen({
<button
className={`text-button ${selected('pve-start') ? 'game-selected' : ''}`}
data-controller-nav="skip"
data-game-selected={selected('pve-start') ? 'true' : undefined}
onClick={() => open('pve-start')}
onPointerDown={() => select('pve-start')}
type="button"
@@ -487,6 +496,7 @@ export function Iwt2RoguelikeScreen({
<button
className={`text-button ${contentType === 'dungeon' ? 'active' : ''} ${selected('pvp-dungeon') ? 'game-selected' : ''}`}
data-controller-nav="skip"
data-game-selected={selected('pvp-dungeon') ? 'true' : undefined}
onClick={() => open('pvp-dungeon')}
onPointerDown={() => select('pvp-dungeon')}
type="button"
@@ -496,6 +506,7 @@ export function Iwt2RoguelikeScreen({
<button
className={`text-button ${contentType === 'raid' ? 'active' : ''} ${selected('pvp-raid') ? 'game-selected' : ''}`}
data-controller-nav="skip"
data-game-selected={selected('pvp-raid') ? 'true' : undefined}
onClick={() => open('pvp-raid')}
onPointerDown={() => select('pvp-raid')}
type="button"
@@ -505,6 +516,7 @@ export function Iwt2RoguelikeScreen({
<button
className={`text-button ${contentType === 'stadium' ? 'active' : ''} ${selected('pvp-stadium') ? 'game-selected' : ''}`}
data-controller-nav="skip"
data-game-selected={selected('pvp-stadium') ? 'true' : undefined}
onClick={() => open('pvp-stadium')}
onPointerDown={() => select('pvp-stadium')}
type="button"
@@ -517,11 +529,12 @@ export function Iwt2RoguelikeScreen({
<span>{gameMode === 'offline' ? 'C' : 'Q'}</span>
<div>
<strong>{pvpCardTitle}</strong>
<small>{pvpCardCopy}</small>
<small>{queueMessage || pvpCardCopy}</small>
</div>
<button
className={`text-button ${selected('pvp-start') ? 'game-selected' : ''}`}
data-controller-nav="skip"
data-game-selected={selected('pvp-start') ? 'true' : undefined}
onClick={() => open('pvp-start')}
onPointerDown={() => select('pvp-start')}
type="button"
@@ -652,7 +665,7 @@ export function Iwt2RoguelikeUpgradeScreen({
setSelectedIndex((current) => moveUpgradeSelection(entries, current, action))
return
}
if ((action === 'back' || action === 'pause') && !pvpUpgrade) {
if (action === 'back' || action === 'pause') {
onBack()
}
})
@@ -682,6 +695,7 @@ export function Iwt2RoguelikeUpgradeScreen({
<button
className={`${activeBuffId === choice.id && pvpUpgrade ? 'selected-upgrade' : ''} ${entrySelected('upgradeBuff', index) ? 'game-selected' : ''}`}
data-controller-nav="skip"
data-game-selected={entrySelected('upgradeBuff', index) ? 'true' : undefined}
key={choice.id}
onClick={() => {
if (pvpUpgrade) setSelectedBuffId(choice.id)
@@ -704,6 +718,7 @@ export function Iwt2RoguelikeUpgradeScreen({
<button
className={`${activeDebuffId === choice.id ? 'selected-upgrade' : ''} ${entrySelected('upgradeDebuff', index) ? 'game-selected' : ''}`}
data-controller-nav="skip"
data-game-selected={entrySelected('upgradeDebuff', index) ? 'true' : undefined}
key={choice.id}
onClick={() => setSelectedDebuffId(choice.id)}
onPointerDown={() => setCursor('upgradeDebuff', index)}
@@ -731,6 +746,7 @@ export function Iwt2RoguelikeUpgradeScreen({
<button
className={`secondary-result-button ${entrySelected('upgradeContinue') ? 'game-selected' : ''}`}
data-controller-nav="skip"
data-game-selected={entrySelected('upgradeContinue') ? 'true' : undefined}
disabled={!activeBuffId || !activeDebuffId}
onClick={() => {
if (activeBuffId && activeDebuffId) onChoose(activeBuffId, activeDebuffId)
@@ -744,6 +760,7 @@ export function Iwt2RoguelikeUpgradeScreen({
<button
className={`secondary-result-button ${entrySelected('upgradeLeave') ? 'game-selected' : ''}`}
data-controller-nav="skip"
data-game-selected={entrySelected('upgradeLeave') ? 'true' : undefined}
onClick={onBack}
onPointerDown={() => setCursor('upgradeLeave')}
type="button"
+157 -64
View File
@@ -2,8 +2,10 @@ 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,
@@ -33,6 +35,7 @@ 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
@@ -53,8 +56,9 @@ const INITIAL_PARTY: InitialPartyMember[] = [
{ id: 'warrior', classId: 'warrior', aiRole: 'melee', x: 515, y: 310, preferredOffset: { x: -18, y: 64 }, decisionOffset: 0.24 },
]
export function createInitialIwt2ArenaState(bossId: Iwt2BossId = 'bulldrome'): Iwt2ArenaState {
const bossMetadata = IWT2_BOSS_METADATA[bossId]
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,
@@ -64,33 +68,8 @@ export function createInitialIwt2ArenaState(bossId: Iwt2BossId = 'bulldrome'): I
hostileAdds: [],
hazards: [],
indicators: [],
boss: {
id: bossId,
kind: 'boss',
bossId,
position: { x: 640, y: 250 },
velocity: { x: 0, y: 0 },
facing: { x: -1, y: 0 },
radius: bossMetadata.radius,
health: bossMetadata.maxHealth,
maxHealth: bossMetadata.maxHealth,
meleeCooldownRemaining: 0.6,
chargeCooldownRemaining: initialBossSpecialCooldown(bossId),
chargeCount: 0,
attackPhase: 'idle',
phaseSecondsRemaining: 0,
chargeStart: { x: 640, y: 250 },
chargeEnd: { x: 640, y: 250 },
chargeHitEntityIds: [],
slamApplied: false,
wallContactSeconds: 0,
relocateTarget: { x: DEFAULT_ARENA_WIDTH * 0.58, y: DEFAULT_ARENA_HEIGHT * 0.5 },
fireballCooldownRemaining: initialBossSecondaryCooldown(bossId),
fireballTarget: { x: 320, y: 250 },
birdWaveThresholdsTriggered: [],
mechanicLanes: [],
mechanicCircles: [],
},
boss: bosses[0],
bosses,
nextEventId: 1,
nextProjectileId: 1,
nextAddId: 1,
@@ -99,6 +78,51 @@ export function createInitialIwt2ArenaState(bossId: Iwt2BossId = 'bulldrome'): I
}
}
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
@@ -128,13 +152,13 @@ export function tickIwt2Arena(state: Iwt2ArenaState, input: Iwt2ArenaInput, dt:
}
const separatedState = {
...baseState,
party: separatePartyFromBoss(baseState.party, baseState),
party: separatePartyFromBosses(baseState.party, baseState),
}
const bossResult = tickBoss(separatedState, step)
const bossResult = tickBosses(separatedState, step)
const projectileResult = advanceProjectiles(
[...separatedState.projectiles, ...(bossResult.projectiles ?? [])],
bossResult.party,
bossResult.boss,
bossResult.bosses,
bossResult.hostileAdds ?? separatedState.hostileAdds,
bossResult.hazards ?? separatedState.hazards,
bossResult.nextHazardId ?? state.nextHazardId,
@@ -151,7 +175,7 @@ export function tickIwt2Arena(state: Iwt2ArenaState, input: Iwt2ArenaInput, dt:
})
const damageResult = applyPartyAttacks(
hazardResult.party,
projectileResult.boss,
projectileResult.bosses,
projectileResult.hostileAdds,
separatedState.time,
projectileResult.nextProjectileId,
@@ -164,7 +188,8 @@ export function tickIwt2Arena(state: Iwt2ArenaState, input: Iwt2ArenaInput, dt:
)
return {
...separatedState,
boss: damageResult.boss,
boss: getPrimaryBoss(damageResult.bosses),
bosses: damageResult.bosses,
indicators: [...bossResult.indicators, ...createHazardIndicators(hazardResult.hazards)],
party: finalParty,
hostileAdds: damageResult.hostileAdds,
@@ -274,14 +299,69 @@ function clampInputAxis(value: number): number {
return Math.min(1, Math.max(-1, value))
}
function separatePartyFromBoss(party: Iwt2PartyEntityState[], state: Iwt2ArenaState): Iwt2PartyEntityState[] {
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
const position = separateCircles(
{ position: member.position, radius: member.radius },
{ position: state.boss.position, radius: state.boss.radius },
state.bounds,
)
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 }
})
}
@@ -289,7 +369,7 @@ function separatePartyFromBoss(party: Iwt2PartyEntityState[], state: Iwt2ArenaSt
function advanceProjectiles(
projectiles: Iwt2ProjectileEntityState[],
party: Iwt2PartyEntityState[],
boss: Iwt2ArenaState['boss'],
bosses: Iwt2BossEntityState[],
hostileAdds: Iwt2HostileAddState[],
hazards: Iwt2GroundHazardState[],
nextHazardId: number,
@@ -298,7 +378,7 @@ function advanceProjectiles(
time: number,
dt: number,
): {
boss: Iwt2ArenaState['boss']
bosses: Iwt2BossEntityState[]
party: Iwt2PartyEntityState[]
hostileAdds: Iwt2HostileAddState[]
hazards: Iwt2GroundHazardState[]
@@ -308,7 +388,7 @@ function advanceProjectiles(
events: Iwt2ArenaEvent[]
} {
const events: Iwt2ArenaEvent[] = []
let nextBoss = boss
let nextBosses = bosses
let nextParty = party
let nextHostileAdds = hostileAdds
let nextHazards = hazards
@@ -334,7 +414,7 @@ function advanceProjectiles(
continue
}
if (nextBoss.health <= 0 && nextHostileAdds.every((add) => add.health <= 0)) 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,
@@ -371,28 +451,31 @@ function advanceProjectiles(
continue
}
if (distanceVec2(nextPosition, nextBoss.position) <= nextBoss.radius + projectile.radius) {
const damage = Math.min(projectile.damage, nextBoss.health)
nextBoss = {
...nextBoss,
health: Math.max(0, nextBoss.health - damage),
}
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: nextBoss.id,
targetId: hitBoss.id,
value: damage,
})
if (nextBoss.health <= 0) {
if (hitBoss.health - damage <= 0) {
events.push({
id: 0,
time,
type: 'entityDefeated',
sourceId: projectile.sourceId,
targetId: nextBoss.id,
targetId: hitBoss.id,
})
}
continue
@@ -405,7 +488,7 @@ function advanceProjectiles(
}
return {
boss: nextBoss,
bosses: nextBosses,
party: nextParty,
hostileAdds: nextHostileAdds,
hazards: nextHazards,
@@ -536,12 +619,12 @@ function advanceBossProjectile({
function applyPartyAttacks(
party: Iwt2PartyEntityState[],
boss: Iwt2ArenaState['boss'],
bosses: Iwt2BossEntityState[],
hostileAdds: Iwt2HostileAddState[],
time: number,
nextProjectileId: number,
): {
boss: Iwt2ArenaState['boss']
bosses: Iwt2BossEntityState[]
party: Iwt2PartyEntityState[]
hostileAdds: Iwt2HostileAddState[]
projectiles: Iwt2ProjectileEntityState[]
@@ -550,13 +633,13 @@ function applyPartyAttacks(
} {
const events: Iwt2ArenaEvent[] = []
const projectiles: Iwt2ProjectileEntityState[] = []
let nextBoss = boss
let nextBosses = bosses
let nextHostileAdds = hostileAdds
let projectileId = nextProjectileId
const nextParty = party.map((member) => {
const target = getPriorityAttackTarget(member, nextBoss, nextHostileAdds)
const target = getPriorityAttackTarget(member, nextBosses, nextHostileAdds)
if (!target) return member
if (!canPartyMemberHitTarget(member, target.position)) 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
@@ -587,7 +670,9 @@ function applyPartyAttacks(
if (member.attackCooldownRemaining > 0) return member
const damage = Math.min(metadata.attackDamage, target.health)
if (target.kind === 'boss') {
nextBoss = { ...nextBoss, health: Math.max(0, nextBoss.health - damage) }
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) }
@@ -622,7 +707,7 @@ function applyPartyAttacks(
}
})
return {
boss: nextBoss,
bosses: nextBosses,
party: nextParty,
hostileAdds: nextHostileAdds.filter((add) => add.health > 0),
projectiles,
@@ -633,9 +718,9 @@ function applyPartyAttacks(
function getPriorityAttackTarget(
member: Iwt2PartyEntityState,
boss: Iwt2ArenaState['boss'],
bosses: Iwt2BossEntityState[],
hostileAdds: Iwt2HostileAddState[],
): (Iwt2ArenaState['boss'] | Iwt2HostileAddState) | undefined {
): (Iwt2BossEntityState | Iwt2HostileAddState) | undefined {
if (member.health <= 0) return undefined
const livingAdds = hostileAdds.filter((add) => add.health > 0)
if (livingAdds.length > 0) {
@@ -643,7 +728,15 @@ function getPriorityAttackTarget(
distanceVec2(member.position, add.position) < distanceVec2(member.position, best.position) ? add : best
), livingAdds[0])
}
return boss.health > 0 ? boss : undefined
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(
+3 -3
View File
@@ -54,8 +54,8 @@ export type Iwt2ArenaState = Iwt2CoreArenaState & {
telegraphs: Iwt2ArenaTelegraph[]
}
export function createInitialIwt2ArenaState(bossId?: Iwt2BossId): Iwt2ArenaState {
return decorateArenaState(createCoreIwt2ArenaState(bossId))
export function createInitialIwt2ArenaState(bossId?: Iwt2BossId, bossIds?: Iwt2BossId[]): Iwt2ArenaState {
return decorateArenaState(createCoreIwt2ArenaState(bossId, bossIds))
}
export function tickIwt2Arena(state: Iwt2ArenaState, input: Iwt2ArenaInput, dt: number): Iwt2ArenaState {
@@ -69,7 +69,7 @@ export function decorateArenaState(state: Iwt2CoreArenaState): Iwt2ArenaState {
entities: [
...state.party.map(toArenaEntity),
...state.hostileAdds.map(toHostileAddArenaEntity),
toBossArenaEntity(state.boss),
...state.bosses.map(toBossArenaEntity),
],
telegraphs: createTelegraphs(state.indicators),
}
+61 -45
View File
@@ -18,6 +18,7 @@ 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,
@@ -68,7 +69,7 @@ export function tickPartyMember(
const canCast = member.aiRole === 'ranged'
&& attackCooldownRemaining <= 0
&& !!attackTarget
&& canPartyMemberHitTarget({ ...member, attackCooldownRemaining, castSecondsRemaining }, attackTarget.position)
&& canPartyMemberHitTarget({ ...member, attackCooldownRemaining, castSecondsRemaining }, attackTarget.position, attackTarget.radius)
if (!dangerDestination && member.aiRole === 'ranged' && (member.castSecondsRemaining > 0 || canCast)) {
const nextCastSecondsRemaining = member.castSecondsRemaining > 0
? castSecondsRemaining
@@ -76,7 +77,7 @@ export function tickPartyMember(
return {
...member,
velocity: { x: 0, y: 0 },
facing: withFallbackFacing(subtractVec2(attackTarget?.position ?? state.boss.position, member.position), member.facing),
facing: withFallbackFacing(subtractVec2(attackTarget?.position ?? getPrimaryBoss(state).position, member.position), member.facing),
attackCooldownRemaining,
castSecondsRemaining: nextCastSecondsRemaining,
attackReady: member.castSecondsRemaining > 0 && nextCastSecondsRemaining <= 0,
@@ -85,15 +86,21 @@ export function tickPartyMember(
}
const decisionSecondsRemaining = Math.max(0, member.decisionSecondsRemaining - dt)
const desired = dangerDestination ?? getPartyDesiredPosition(member, state, decisionSecondsRemaining)
const desired = dangerDestination ?? getPartyDesiredPosition(member, state)
const maxDistance = metadata.moveSpeed * dt
const position = clampVec2ToArena(moveToward(member.position, desired, maxDistance), member.radius, state.bounds)
const velocity = scaleVec2(subtractVec2(position, member.position), dt > 0 ? 1 / dt : 0)
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 ?? state.boss.position, position), member.facing),
facing: withFallbackFacing(subtractVec2(attackTarget?.position ?? getPrimaryBoss(state).position, position), member.facing),
attackCooldownRemaining,
castSecondsRemaining: 0,
attackReady: false,
@@ -104,22 +111,21 @@ export function tickPartyMember(
}
}
export function canPartyMemberHitTarget(member: Iwt2PartyEntityState, targetPosition: Iwt2Vec2): boolean {
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
return distanceVec2(member.position, targetPosition) <= metadata.attackRange + member.radius + targetRadius
}
function getPartyDesiredPosition(
member: Iwt2PartyEntityState,
state: Iwt2ArenaState,
decisionSecondsRemaining: number,
): Iwt2Vec2 {
const drift = decisionSecondsRemaining <= 0 ? decisionDrift(member, state.time) : { x: 0, y: 0 }
const drift = decisionDrift(member, state.time)
const attackTarget = getPriorityAttackTarget(member, state)
const anchor = attackTarget?.position ?? state.boss.position
const anchor = attackTarget?.position ?? getPrimaryBoss(state).position
const centerLeash = getTankCenterLeashPosition(member, state)
if (centerLeash) return centerLeash
return {
@@ -132,21 +138,22 @@ function getTankCenterLeashPosition(
member: Iwt2PartyEntityState,
state: Iwt2ArenaState,
): Iwt2Vec2 | null {
if (member.aiRole !== 'tank' || !CENTER_LEASH_BOSS_IDS.has(state.boss.bossId)) return 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(state.boss.position, center)
const nearWall = isBossNearWall(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[state.boss.bossId]
const towardCenter = withFallbackFacing(subtractVec2(center, state.boss.position), {
x: state.boss.position.x < center.x ? 1 : -1,
y: state.boss.position.y < center.y ? 0.35 : -0.35,
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 + state.boss.radius + member.radius + CENTER_LEASH_EXTRA_DISTANCE
const leashDistance = bossMetadata.meleeRange + boss.radius + member.radius + CENTER_LEASH_EXTRA_DISTANCE
return clampVec2ToArena(
addVec2(state.boss.position, scaleVec2(towardCenter, leashDistance)),
addVec2(boss.position, scaleVec2(towardCenter, leashDistance)),
member.radius,
state.bounds,
)
@@ -159,39 +166,41 @@ function arenaCenter(state: Iwt2ArenaState): Iwt2Vec2 {
}
}
function isBossNearWall(state: Iwt2ArenaState): boolean {
const margin = state.boss.radius + CENTER_LEASH_WALL_MARGIN
function isBossNearWall(boss: Iwt2ArenaState['boss'], state: Iwt2ArenaState): boolean {
const margin = boss.radius + CENTER_LEASH_WALL_MARGIN
return (
state.boss.position.x <= margin
|| state.boss.position.x >= state.bounds.width - margin
|| state.boss.position.y <= margin
|| state.boss.position.y >= state.bounds.height - margin
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 boss = state.boss
const hazardEscape = getHazardAvoidancePosition(member, state)
if (hazardEscape) {
return hazardEscape
}
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)
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, state)
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)
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)
}
}
}
@@ -208,7 +217,7 @@ function getHazardAvoidancePosition(member: Iwt2PartyEntityState, state: Iwt2Are
const dangerRadius = hazard.radius + member.radius + 46
if (distance >= dangerRadius) continue
const fallback = withFallbackFacing(subtractVec2(member.position, state.boss.position), {
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,
})
@@ -242,11 +251,14 @@ function getPriorityAttackTarget(
distanceVec2(member.position, add.position) < distanceVec2(member.position, best.position) ? add : best
), livingAdds[0])
}
return state.boss.health > 0 ? state.boss : undefined
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, state: Iwt2ArenaState) {
const boss = state.boss
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)
@@ -262,6 +274,10 @@ function chargeDanger(position: Iwt2Vec2, state: Iwt2ArenaState) {
}
}
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 {
+1
View File
@@ -256,6 +256,7 @@ export type Iwt2ArenaState = {
hostileAdds: Iwt2HostileAddState[]
hazards: Iwt2GroundHazardState[]
boss: Iwt2BossEntityState
bosses: Iwt2BossEntityState[]
indicators: Iwt2ArenaIndicator[]
nextEventId: number
nextProjectileId: number