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7 Commits
Author SHA1 Message Date
Warren H d70f916f31 Android build v1.1.24 2026-07-05 22:49:25 -04:00
Warren H 9708ba9e40 Android build v1.1.23 2026-07-05 22:48:56 -04:00
Warren H 956c9e32f9 Android build v1.1.22 2026-07-05 12:08:11 -04:00
Warren H 547044892d Android build v1.1.21 2026-07-04 21:15:29 -04:00
Warren H 81d65bc381 Android build v1.1.20 2026-07-04 21:15:04 -04:00
Warren H bdae0007a1 Android build v1.1.19 2026-07-04 20:50:33 -04:00
Warren H c052b086f8 Android build v1.1.18 2026-07-04 19:31:58 -04:00
152 changed files with 14184 additions and 713 deletions
+33
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@@ -35,9 +35,42 @@
- IWT2 needs continuous movement input: left analog stick on AYN Thor and WASD on keyboard. Do not rely only on existing menu-style navigation actions for arena movement.
- IWT2 menus, dialogs, inventory, collection log, pause overlays, and game-select screen must still follow controller navigation requirements.
- IWT2 boss mechanics and indicators must be modular. Add reusable hit-shape, damage/status, telegraph/indicator, hazard, and marker primitives under `src/modes/iwt2/sim/` or `src/modes/iwt2/render/` instead of hardcoding boss-specific rules in Phaser scenes. Boss AI may compose these primitives, but renderer code should draw sim-owned indicators generically.
- Every IWT2 boss must have a boss pet collection-log reward. Add the pet to IWT2 boss reward metadata when adding the boss, and keep boss kill pet drops at a rare 1 in 500 chance.
- IWT2 boss and party movement must be built with crowding and hazard escape in mind from the first implementation. New bosses must not rely on straight-line chase or single-vector hazard avoidance if the boss can create ground effects, wall pressure, summons, or multi-boss overlap.
- IWT2 AI-controlled party members must be able to route around nearby ground effects and telegraphs using deterministic local steering/path scoring. Avoidance should consider hazard damage radius, telegraph danger, boss collision radius, nearby party members, wall clearance, and a center-safe bias when escaping danger.
- IWT2 bosses must not be allowed to pin the tank, DPS, or themselves in arena corners. Any boss that chases, charges, pounces, relocates, or creates persistent hazards needs wall-disengage/relocation behavior and must avoid sustained wall contact.
- IWT2 collision resolution must run after both party movement and boss movement so party-vs-boss and party-vs-party overlaps do not persist into damage, projectile, or hazard ticks. When resolving boss overlap near walls, prefer pushing party members toward arena center instead of clamping them deeper into the wall/corner.
- Any new IWT2 boss or boss-pair change must be verified with forced simulation for that boss alone and in at least one two-boss pairing. Sim checks should look for sustained boss wall contact, live party overlap, party members stuck near hazards with near-zero movement, and deaths caused by corner pileups rather than intended mechanics.
- First IWT2 boss conversion target: Bulldrome. Bulldrome should have normal melee tank damage, a charge across the arena that damages and knocks down/stuns hit players for 0.75 seconds, and every 3rd charge should be followed by an AoE ground slam around the boss that also damages and knocks down/stuns hit players for 0.75 seconds.
- IWT2 starter party fantasy: player-controlled healer plus visible party members moving in the arena. Paladin tank holds aggro; ranger fires arrows; mage fires fireballs; rogue flanks; warrior fights in melee. Each class should have a distinct icon and color scheme.
## IWT2 Boss Asset Requirements
- IWT2 gameplay boss sprites should use side-view cel-shaded PNG art by default, not top-down token art.
- Boss sprites should face right in source art. Renderer may flip sprites horizontally for left-facing movement; avoid 360-degree rotation for side-view sprites.
- Use original creature designs only. Do not copy franchise art, silhouettes, armor layouts, or exact monster designs.
- Generate full-body sprites with generous padding, crisp inked outlines, simple shaded color blocks, and strong silhouettes readable on the Thor main viewport.
- Keep gameplay sprites transparent after processing, cropped to content plus padding, and sized appropriately for Thor. Prefer final PNGs around 512 px wide unless a smaller asset remains crisp.
- Store IWT2 boss gameplay sprites under `public/iwt2/bosses/` using `<boss-id>-side-cel.png`.
- In boss metadata, set `spriteUrl`, `spriteView: 'side'`, `spriteWidthScale`, `spriteHeightScale`, and `spriteYOffsetScale` so the rendered sprite preserves its source aspect ratio and reads well near party members.
- Use a flat chroma-key source background for generated sprites, then remove it locally. Use `#00ff00` unless the boss has green/teal body colors; use `#ff00ff` for green/teal bosses. The key color must not appear in the boss.
- Validate every final sprite has transparent corners and renders nonblank in the 960 x 540 Thor main viewport.
Base prompt for future IWT2 boss sprites:
```text
Use case: stylized-concept
Asset type: production game boss sprite for I Want To Heal 2 arena gameplay
Primary request: side-view cel-shaded sprite of an original <boss fantasy> boss, facing right, full body visible
Subject: <distinct silhouette, body plan, role/mechanic cues, readable combat posture>; original design, not copied from any franchise
Style/medium: clean 2D cel-shaded action-game sprite, crisp inked outline, simple shaded color blocks, readable at small size
Composition/framing: centered single character, side-view with slight 3/4 depth, full body, generous padding, no cropping
Lighting/mood: clear high-contrast game lighting, readable over dark arena grid
Color palette: <boss palette and accent colors>
Scene/backdrop: perfectly flat solid <#00ff00 or #ff00ff> chroma-key background for background removal
Constraints: background must be one uniform <key color> with no shadows, gradients, texture, floor plane, reflection, or lighting variation; do not use <key color> anywhere in the boss; no cast shadow; no text; no watermark; no UI; no logos
```
## Performance Requirements
- Treat CPU, GPU, memory, battery, and startup cost as first-class constraints.
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@@ -7,8 +7,8 @@ android {
applicationId "com.warren.iwanttoheal"
minSdkVersion rootProject.ext.minSdkVersion
targetSdkVersion rootProject.ext.targetSdkVersion
versionCode 96
versionName "1.1.17"
versionCode 103
versionName "1.1.24"
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();
+7
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@@ -173,6 +173,13 @@ CREATE TABLE IF NOT EXISTS accounts (
last_saved_at TEXT NOT NULL DEFAULT CURRENT_TIMESTAMP
);
CREATE TABLE IF NOT EXISTS account_iwt2_saves (
account_id INTEGER PRIMARY KEY REFERENCES accounts(id) ON DELETE CASCADE,
save_json TEXT NOT NULL,
character_level INTEGER NOT NULL DEFAULT 1,
updated_at TEXT NOT NULL DEFAULT CURRENT_TIMESTAMP
);
CREATE TABLE IF NOT EXISTS account_ip_allowances (
ip_address TEXT PRIMARY KEY,
max_accounts INTEGER NOT NULL CHECK (max_accounts >= 1),
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# IWT2 Future Boss Concept Prompts
These are exploration-only concepts. They are not implemented encounters.
## Rimebastion
- Hook: Frost leviathan turtle-crab siege boss; plants jagged ice wall segments, boxes party into lanes, then shatters walls into cone shards.
- Chroma key: `#00ff00`
```text
Use case: stylized-concept
Asset type: production game boss sprite for I Want To Heal 2 arena gameplay
Primary request: side-view cel-shaded sprite of an original frost leviathan turtle-crab siege boss, facing right, full body visible
Subject: massive turtle-crab hybrid with a low armored glacier shell, four heavy crab legs, broad claw-like siege forelimbs, frost-rimmed tusk mandibles, ice wall crystal growths along the shell edges, compact battering-ram posture, readable tanky wall-builder silhouette; original design, not copied from any franchise
Style/medium: clean 2D cel-shaded action-game sprite, crisp inked outline, simple shaded color blocks, readable at small size
Composition/framing: centered single character, side-view with slight 3/4 depth, full body, generous padding, no cropping
Lighting/mood: clear high-contrast game lighting, readable over dark arena grid
Color palette: deep blue shell plates, pale cyan ice crystals, white frost edges, dark slate claws, cold violet shadow accents
Scene/backdrop: perfectly flat solid #00ff00 chroma-key background for background removal
Constraints: background must be one uniform #00ff00 with no shadows, gradients, texture, floor plane, reflection, or lighting variation; do not use #00ff00 anywhere in the boss; no cast shadow; no text; no watermark; no UI; no logos
```
## Ember Mantis Duelist
- Hook: Fast side-stepping mantis swordsman. Blade arms draw glowing line-slash telegraphs, then carve straight arena cuts that force party repositioning.
- Chroma key: `#00ff00`
```text
Use case: stylized-concept
Asset type: production game boss sprite for I Want To Heal 2 arena gameplay
Primary request: side-view cel-shaded sprite of an original ember mantis duelist boss, facing right, full body visible
Subject: tall predatory mantis warrior with two long scythe-like blade arms, ember-cracked chitin plates, narrow duelist stance, swept horn-like antennae, glowing slash scars along forearms, agile line-slash mechanic cues; original design, not copied from any franchise
Style/medium: clean 2D cel-shaded action-game sprite, crisp inked outline, simple shaded color blocks, readable at small size
Composition/framing: centered single character, side-view with slight 3/4 depth, full body, generous padding, no cropping
Lighting/mood: clear high-contrast game lighting, readable over dark arena grid
Color palette: charcoal black chitin, deep crimson armor plates, molten orange cracks, pale bone blade edges, small yellow ember accents
Scene/backdrop: perfectly flat solid #00ff00 chroma-key background for background removal
Constraints: background must be one uniform #00ff00 with no shadows, gradients, texture, floor plane, reflection, or lighting variation; do not use #00ff00 anywhere in the boss; no cast shadow; no text; no watermark; no UI; no logos
```
## Obsidian Ram Golem
- Hook: Living volcanic-stone ram construct. Charge cracks armor plates, quake sends fracture waves, shatter armor drops broken obsidian slabs as hazards.
- Chroma key: `#00ff00`
```text
Use case: stylized-concept
Asset type: production game boss sprite for I Want To Heal 2 arena gameplay
Primary request: side-view cel-shaded sprite of an original obsidian ram golem boss, facing right, full body visible
Subject: massive quadruped ram-shaped stone construct with jagged obsidian armor plates, curled basalt horns, glowing ember cracks, heavy hooves, lowered charging posture, fractured shoulder plates suggesting shatter armor mechanics, quake-impact weight in stance; original design, not copied from any franchise
Style/medium: clean 2D cel-shaded action-game sprite, crisp inked outline, simple shaded color blocks, readable at small size
Composition/framing: centered single character, side-view with slight 3/4 depth, full body, generous padding, no cropping
Lighting/mood: clear high-contrast game lighting, readable over dark arena grid
Color palette: black obsidian, charcoal basalt, dark gray stone, lava-orange crack glow, muted red-hot horn accents
Scene/backdrop: perfectly flat solid #00ff00 chroma-key background for background removal
Constraints: background must be one uniform #00ff00 with no shadows, gradients, texture, floor plane, reflection, or lighting variation; do not use #00ff00 anywhere in the boss; no cast shadow; no text; no watermark; no UI; no logos
```
## Stormcoil Wyrm
- Hook: Serpentine sky-eel boss. Loops body into charged rings, leaves arcing storm trails, chains lightning through clustered party members.
- Chroma key: `#ff00ff`
```text
Use case: stylized-concept
Asset type: production game boss sprite for I Want To Heal 2 arena gameplay
Primary request: side-view cel-shaded sprite of an original storm eel wyrm boss, facing right, full body visible
Subject: long serpentine eel-wyrm with raised crested head, ribbon-like looping body forming two open coils, jagged fin spines, glowing storm nodes along its sides, forked whiskers acting as lightning conductors, readable chain-lightning mechanic cues, aggressive hovering combat posture; original design, not copied from any franchise
Style/medium: clean 2D cel-shaded action-game sprite, crisp inked outline, simple shaded color blocks, readable at small size
Composition/framing: centered single character, side-view with slight 3/4 depth, full body, generous padding, no cropping
Lighting/mood: clear high-contrast game lighting, readable over dark arena grid
Color palette: deep navy body, pale silver belly, electric cyan and white lightning accents, violet storm-glow details
Scene/backdrop: perfectly flat solid #ff00ff chroma-key background for background removal
Constraints: background must be one uniform #ff00ff with no shadows, gradients, texture, floor plane, reflection, or lighting variation; do not use #ff00ff anywhere in the boss; no cast shadow; no text; no watermark; no UI; no logos
```
## Venom Orchid Hydra
- Hook: Three blossom-serpent heads sweep staggered poison cones while buried roots snare lanes and blooming pods leave toxic zones.
- Chroma key: `#ff00ff`
```text
Use case: stylized-concept
Asset type: production game boss sprite for I Want To Heal 2 arena gameplay
Primary request: side-view cel-shaded sprite of an original venom orchid hydra boss, facing right, full body visible
Subject: massive root-bodied hydra with three long orchid-serpent heads, poisonous blossom crowns, thorny vine necks, exposed twisting roots used for snares, swollen toxin pods, readable cone-attack posture with heads angled at different heights; original design, not copied from any franchise
Style/medium: clean 2D cel-shaded action-game sprite, crisp inked outline, simple shaded color blocks, readable at small size
Composition/framing: centered single character, side-view with slight 3/4 depth, full body, generous padding, no cropping
Lighting/mood: clear high-contrast game lighting, readable over dark arena grid
Color palette: deep violet petals, pale bone-yellow stamens, dark bark roots, black-purple thorns, toxic lime-yellow venom accents; do not use magenta
Scene/backdrop: perfectly flat solid #ff00ff chroma-key background for background removal
Constraints: background must be one uniform #ff00ff with no shadows, gradients, texture, floor plane, reflection, or lighting variation; do not use #ff00ff anywhere in the boss; no cast shadow; no text; no watermark; no UI; no logos
```
## Sandglass Scorpion
- Hook: Burrowing scorpion boss that leaves moving sand trails, plants delayed stinger eruptions, and flips hourglass sand zones between safe glass and sinking hazard.
- Chroma key: `#00ff00`
```text
Use case: stylized-concept
Asset type: production game boss sprite for I Want To Heal 2 arena gameplay
Primary request: side-view cel-shaded sprite of an original sandglass scorpion boss, facing right, full body visible
Subject: massive desert scorpion with hourglass-shaped torso shell, glassy sand chambers in claws and tail, segmented legs built for burrowing, curved raised stinger with dripping golden sand, ridged shovel-like pincers, readable combat posture suggesting delayed underground strikes and arena sand zones; original design, not copied from any franchise
Style/medium: clean 2D cel-shaded action-game sprite, crisp inked outline, simple shaded color blocks, readable at small size
Composition/framing: centered single character, side-view with slight 3/4 depth, full body, generous padding, no cropping
Lighting/mood: clear high-contrast game lighting, readable over dark arena grid
Color palette: warm ochre sand armor, dark obsidian joints, amber glass chambers, pale bone claws, bright gold sand accents
Scene/backdrop: perfectly flat solid #00ff00 chroma-key background for background removal
Constraints: background must be one uniform #00ff00 with no shadows, gradients, texture, floor plane, reflection, or lighting variation; do not use #00ff00 anywhere in the boss; no cast shadow; no text; no watermark; no UI; no logos
```
## Crystal Bat Matriarch
- Hook: Giant jeweled cave-bat queen. Sonic ring pulses force party spacing, mirror shards split/reflect danger lanes, swoop dives punish clustered players.
- Chroma key: `#00ff00`
```text
Use case: stylized-concept
Asset type: production game boss sprite for I Want To Heal 2 arena gameplay
Primary request: side-view cel-shaded sprite of an original crystal bat matriarch boss, facing right, full body visible
Subject: towering bat queen with wide angular wings, faceted amethyst-and-obsidian crystal growths along crown, shoulders, wing fingers, and tail; open fanged mouth emitting visible pale sonic ring motifs around the head; several floating broken mirror shards orbiting near the wings; poised in a low forward swoop posture with claws extended; original creature design, not copied from any franchise
Style/medium: clean 2D cel-shaded action-game sprite, crisp inked outline, simple shaded color blocks, readable at small size
Composition/framing: centered single character, side-view with slight 3/4 depth, full body, generous padding, no cropping
Lighting/mood: clear high-contrast game lighting, readable over dark arena grid
Color palette: deep violet body, black wing membranes, icy blue crystal highlights, silver mirror shards, pale cyan sonic accents
Scene/backdrop: perfectly flat solid #00ff00 chroma-key background for background removal
Constraints: background must be one uniform #00ff00 with no shadows, gradients, texture, floor plane, reflection, or lighting variation; do not use #00ff00 anywhere in the boss; no cast shadow; no text; no watermark; no UI; no logos
```
## Cinderback Ricochet
- Hook: Molten armadillo boss curls into plated lava wheel, ricochets off arena walls, leaves burning trails, then uncurls for armor-plate slam windows.
- Chroma key: `#00ff00`
```text
Use case: stylized-concept
Asset type: production game boss sprite for I Want To Heal 2 arena gameplay
Primary request: side-view cel-shaded sprite of an original molten armadillo boss, facing right, full body visible
Subject: bulky low-slung armadillo-like beast with layered volcanic armor plates, glowing lava cracks, heavy clawed feet, curled rolling-combat silhouette cues, scorched tail, defensive plated brow, readable ricochet boss posture; original design, not copied from any franchise
Style/medium: clean 2D cel-shaded action-game sprite, crisp inked outline, simple shaded color blocks, readable at small size
Composition/framing: centered single character, side-view with slight 3/4 depth, full body, generous padding, no cropping
Lighting/mood: clear high-contrast game lighting, readable over dark arena grid
Color palette: charcoal obsidian plates, ember orange lava seams, dark red underbody, pale hot-yellow highlights
Scene/backdrop: perfectly flat solid #00ff00 chroma-key background for background removal
Constraints: background must be one uniform #00ff00 with no shadows, gradients, texture, floor plane, reflection, or lighting variation; do not use #00ff00 anywhere in the boss; no cast shadow; no text; no watermark; no UI; no logos
```
## Hollowcrown Revenant
- Hook: Spectral stag boss leaves cursed hoof zones and fading dash trails; ghost antlers flare before line charges.
- Chroma key: `#ff00ff`
```text
Use case: stylized-concept
Asset type: production game boss sprite for I Want To Heal 2 arena gameplay
Primary request: side-view cel-shaded sprite of an original spectral stag revenant boss, facing right, full body visible
Subject: gaunt undead stag spirit with cracked bone mask, tall translucent ghost antlers, torn shadowy hide, glowing pale blue curse runes on ribs and hooves, wispy dash-trail ribbons streaming backward, combat-ready lowered stance; original design, not copied from any franchise
Style/medium: clean 2D cel-shaded action-game sprite, crisp inked outline, simple shaded color blocks, readable at small size
Composition/framing: centered single character, side-view with slight 3/4 depth, full body, generous padding, no cropping
Lighting/mood: clear high-contrast game lighting, eerie revenant glow, readable over dark arena grid
Color palette: bone white, charcoal black, cold blue, pale cyan, muted violet accents
Scene/backdrop: perfectly flat solid #ff00ff chroma-key background for background removal
Constraints: background must be one uniform #ff00ff with no shadows, gradients, texture, floor plane, reflection, or lighting variation; do not use #ff00ff anywhere in the boss; no cast shadow; no text; no watermark; no UI; no logos
```
## Tidejaw Behemoth
- Hook: Massive reef-backed crocodile boss. Blasts pressurized water jets, uses heavy tail sweeps to knock party members sideways, leaves spinning whirlpool puddles that pull players inward.
- Chroma key: `#ff00ff`
```text
Use case: stylized-concept
Asset type: production game boss sprite for I Want To Heal 2 arena gameplay
Primary request: side-view cel-shaded sprite of an original tide crocodile behemoth boss, facing right, full body visible
Subject: enormous low-slung crocodilian sea monster with a broad armored skull, jagged coral-like back plates, heavy sweeping tail, webbed claws, pressure-jet water vents along shoulders and flanks, swirling puddle motifs around feet without shadows; original design, not copied from any franchise
Style/medium: clean 2D cel-shaded action-game sprite, crisp inked outline, simple shaded color blocks, readable at small size
Composition/framing: centered single character, side-view with slight 3/4 depth, full body, generous padding, no cropping
Lighting/mood: clear high-contrast game lighting, readable over dark arena grid
Color palette: deep swamp green body, dark navy shell plates, pale bone claws and teeth, bright cyan water accents, coral-orange warning marks
Scene/backdrop: perfectly flat solid #ff00ff chroma-key background for background removal
Constraints: background must be one uniform #ff00ff with no shadows, gradients, texture, floor plane, reflection, or lighting variation; do not use #ff00ff anywhere in the boss; no cast shadow; no text; no watermark; no UI; no logos
```
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<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 144 144" role="img" aria-label="Mirehorn boss sprite">
<path d="M20 80c6-31 35-49 68-42 31 6 48 27 43 52-5 26-34 41-68 34-30-6-48-24-43-44Z" fill="#8d714d"/>
<path d="M44 49c16-15 49-17 72-1-28 0-53 6-76 20Z" fill="#d6bd80"/>
<path d="M56 29h48l17 24-23 17H55L35 52Z" fill="#6a5137"/>
<path d="M63 37h33l10 14-12 9H62L50 51Z" fill="#a48a61"/>
<path d="M35 69 8 54l18 42 33 2Z" fill="#6a5137"/>
<path d="m102 68 33-13-14 42-34 2Z" fill="#6a5137"/>
<path d="M67 65c14 0 26 10 26 23s-12 23-26 23-26-10-26-23 12-23 26-23Z" fill="#5a412e"/>
<path d="m94 82 32 7-31 10Z" fill="#3a2b21"/>
<path d="M54 77h7v8h-7z" fill="#f3e2a5"/>
<path d="M44 111h16l-8 18ZM90 111h16l-8 18Z" fill="#3a2b21"/>
</svg>

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

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<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 144 144" role="img" aria-label="Packfang Alpha boss sprite">
<path d="M21 78c8-28 38-42 69-32 24 8 36 27 27 49-9 23-38 32-66 20-22-9-35-21-30-37Z" fill="#3f8f73"/>
<path d="M54 48c15-15 38-14 55 1-21 0-39 6-54 19Z" fill="#b8f0aa"/>
<path d="M28 79 7 58l33 5Z" fill="#2a6e58"/>
<path d="M97 66 137 46l-20 36Z" fill="#2a6e58"/>
<path d="M92 91c16 2 30 9 41 22-24-5-43-8-58-6Z" fill="#326d59"/>
<path d="M70 62c12 0 22 9 22 21S82 105 70 105s-22-10-22-22 10-21 22-21Z" fill="#245848"/>
<path d="M60 32 48 15l26 13ZM82 32l14-17 6 27Z" fill="#b8f0aa"/>
<circle cx="60" cy="74" r="4" fill="#f4ffd0"/>
<circle cx="60" cy="74" r="2" fill="#111"/>
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+12
View File
@@ -0,0 +1,12 @@
<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 144 144" role="img" aria-label="Palevolt Maw boss sprite">
<path d="M27 82c2-28 27-43 55-40 25 3 45 20 45 44 0 23-21 39-50 39-30 0-52-18-50-43Z" fill="#d8d7c9"/>
<path d="M42 55c14-13 47-13 66 0-23-2-45 2-68 16Z" fill="#fff4df"/>
<path d="M37 70 10 55l15 40 30 2Z" fill="#b9b7aa"/>
<path d="m102 68 31-15-13 40-30 4Z" fill="#b9b7aa"/>
<path d="M49 72c8-16 32-21 45-8 13 14 8 39-13 46-21 7-42-4-43-21 0-6 4-12 11-17Z" fill="#efe9da"/>
<path d="M64 61c17-32 40-43 57-32-22 10-33 27-34 51Z" fill="#d8d7c9"/>
<path d="M89 35c8-18 23-24 40-21-14 8-22 18-25 31Z" fill="#fff4df"/>
<path d="M60 84c11-5 26-4 36 4-9 8-27 8-36-4Z" fill="#7d4b55"/>
<path d="M55 112h14l-8 17ZM88 112h14l-8 17Z" fill="#8d8a80"/>
<path d="M105 69c9 1 15 5 19 13-10-3-17-3-25 2Z" fill="#77d9ff"/>
</svg>

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

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

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

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+59 -11
View File
@@ -51,6 +51,14 @@ function ensureRuntimeMigrations(database) {
SET last_saved_at = COALESCE(NULLIF(last_saved_at, ''), created_at, CURRENT_TIMESTAMP)
WHERE last_saved_at IS NULL OR last_saved_at = ''
`).run()
database.exec(`
CREATE TABLE IF NOT EXISTS account_iwt2_saves (
account_id INTEGER PRIMARY KEY REFERENCES accounts(id) ON DELETE CASCADE,
save_json TEXT NOT NULL,
character_level INTEGER NOT NULL DEFAULT 1,
updated_at TEXT NOT NULL DEFAULT CURRENT_TIMESTAMP
)
`)
}
function sqliteDateFromMs(value) {
@@ -1384,6 +1392,46 @@ function importSyncSave(database, accountId, activeCharacterId, payload) {
}
}
function readIwt2SyncSave(database, accountId) {
const row = database.prepare(`
SELECT save_json AS saveJson
FROM account_iwt2_saves
WHERE account_id = ?
`).get(accountId)
if (!row) return { save: null }
try {
return { save: JSON.parse(row.saveJson) }
} catch {
return { save: null }
}
}
function importIwt2SyncSave(database, accountId, payload) {
const save = payload?.save
if (
!save
|| typeof save !== 'object'
|| Number(save.version) !== 2
|| typeof save.updatedAt !== 'number'
|| !save.character
|| typeof save.character !== 'object'
|| typeof save.character.level !== 'number'
) {
throw new Error('The IWT2 save snapshot is invalid.')
}
const savedAt = sqliteDateFromMs(save.updatedAt)
const characterLevel = clampInteger(save.character.level, 1, 1, 1000000)
database.prepare(`
INSERT INTO account_iwt2_saves (account_id, save_json, character_level, updated_at)
VALUES (?, ?, ?, ?)
ON CONFLICT(account_id) DO UPDATE SET
save_json = excluded.save_json,
character_level = excluded.character_level,
updated_at = excluded.updated_at
`).run(accountId, JSON.stringify(save), characterLevel, savedAt)
return readIwt2SyncSave(database, accountId)
}
function itemById(database, itemId) {
return database.prepare(`
SELECT
@@ -1544,11 +1592,6 @@ function rollEncounterLoot(database, characterId, encounterId, difficultyId, run
`).get(encounterId, difficultyId)
if (!context) throw new Error('That loot table is not available.')
const character = database.prepare('SELECT level FROM characters WHERE id = ?').get(characterId)
if (character.level < context.unlockLevel) {
throw new Error(`${context.difficultyName} unlocks at level ${context.unlockLevel}.`)
}
const entries = database.prepare(`
SELECT
encounter_loot.drop_weight AS dropWeight,
@@ -2249,9 +2292,6 @@ function completeDungeon(database, characterId, accountId, dungeonId, difficulty
JOIN classes ON classes.id = characters.class_id
WHERE characters.id = ?
`).get(characterId)
if (character.level < dungeon.unlockLevel) {
throw new Error(`${dungeon.difficultyName} unlocks at level ${dungeon.unlockLevel}.`)
}
const maxLevel = Number(
database.prepare("SELECT value FROM game_settings WHERE key = 'max_level'").get()?.value ?? 25,
)
@@ -2483,9 +2523,6 @@ function completeRoguelike(database, characterId, accountId, runMetrics) {
FROM characters
WHERE characters.id = ?
`).get(characterId)
if (character.level < dungeon.unlockLevel) {
throw new Error(`${dungeon.difficultyName} unlocks at level ${dungeon.unlockLevel}.`)
}
const maxLevel = Number(
database.prepare("SELECT value FROM game_settings WHERE key = 'max_level'").get()?.value ?? 25,
)
@@ -3137,6 +3174,17 @@ export async function handleApiRequest(request, response, next) {
return
}
if (request.url === '/api/iwt2/sync-save' && request.method === 'GET') {
sendJson(response, 200, readIwt2SyncSave(database, session.accountId))
return
}
if (request.url === '/api/iwt2/sync-save' && request.method === 'PUT') {
const payload = await readJson(request, 512 * 1024)
sendJson(response, 200, importIwt2SyncSave(database, session.accountId, payload))
return
}
if (request.url === '/api/profile' && request.method === 'GET') {
sendJson(response, 200, getProfile(database, session.characterId, session.accountId))
return
+760 -13
View File
@@ -111,6 +111,106 @@
margin: 0;
}
.iwt2-menu-screen {
align-items: center;
background: var(--panel);
border: 3px solid #0c0d11;
box-shadow: 7px 7px 0 #08090c;
display: flex;
flex: 1;
margin-top: 12px;
outline: 2px solid var(--edge);
padding: 28px;
}
.iwt2-menu-screen .iwt2-menu-grid {
display: grid;
gap: 10px;
grid-template-columns: repeat(2, minmax(0, 1fr));
grid-template-rows: repeat(4, minmax(0, 1fr));
height: min(100%, 388px);
margin: 0 auto;
max-width: 900px;
width: 100%;
}
.iwt2-menu-screen .iwt2-menu-card {
align-items: center;
background: var(--panel-light);
border: 2px solid #090a0d;
color: var(--ink);
cursor: pointer;
display: flex;
gap: 12px;
justify-content: flex-start;
min-height: 0;
outline: 2px solid #42414c;
padding: 12px;
text-align: left;
}
.iwt2-menu-screen .iwt2-menu-card > span {
align-items: center;
background: #13141a;
border: 2px solid var(--gold);
color: var(--gold);
display: flex;
flex: 0 0 48px;
font-family: var(--pixel-font);
font-size: 16px;
height: 48px;
justify-content: center;
}
.iwt2-menu-screen .iwt2-menu-card strong {
display: block;
font-family: var(--pixel-font);
font-size: 10px;
margin-bottom: 5px;
}
.iwt2-menu-screen .iwt2-menu-card small {
color: var(--muted);
display: block;
font-size: 14px;
line-height: 1.05;
}
.iwt2-menu-screen .iwt2-menu-card.game-selected > span {
background: var(--gold);
color: #13141a;
}
@media (max-height: 620px) {
.iwt2-menu-screen {
margin-top: 8px;
padding: 14px;
}
.iwt2-menu-screen .iwt2-menu-grid {
gap: 8px;
}
.iwt2-menu-screen .iwt2-menu-card {
min-height: 72px;
padding: 10px;
}
.iwt2-menu-screen .iwt2-menu-card > span {
flex-basis: 44px;
font-size: 14px;
height: 44px;
}
.iwt2-menu-screen .iwt2-menu-card strong {
margin-bottom: 4px;
}
.iwt2-menu-screen .iwt2-menu-card small {
font-size: 15px;
}
}
.iwt2-arena-layout {
height: 100vh;
overflow: hidden;
@@ -145,6 +245,8 @@
}
.iwt2-boss-hud {
display: grid;
gap: 6px;
left: 50%;
min-width: 310px;
padding: 8px 12px 10px;
@@ -155,7 +257,7 @@
z-index: 4;
}
.iwt2-boss-hud > div:first-child {
.iwt2-boss-hud-row > div:first-child {
align-items: baseline;
display: flex;
gap: 12px;
@@ -257,7 +359,7 @@
cursor: pointer;
display: grid;
gap: 8px;
grid-template-columns: 24px minmax(0, 1fr);
grid-template-columns: 28px minmax(0, 1fr);
height: 86px;
min-height: 86px;
outline: 2px solid transparent;
@@ -267,27 +369,38 @@
}
.iwt2-party-row.has-target-binding {
grid-template-columns: 28px 24px minmax(0, 1fr);
grid-template-columns: 28px 28px minmax(0, 1fr);
}
.iwt2-party-row > span {
.iwt2-party-row > .iwt2-party-portrait {
align-items: center;
border: 2px solid #050608;
color: #fff7df;
display: inline-flex;
font-weight: 900;
height: 24px;
height: 28px;
justify-content: center;
width: 24px;
overflow: hidden;
width: 28px;
}
.iwt2-party-portrait img {
display: block;
height: 100%;
object-fit: contain;
width: 100%;
}
.iwt2-party-row .iwt2-party-target-key {
align-items: center;
background: #050608;
border-color: #0b0d12;
color: var(--muted);
display: inline-flex;
font-family: var(--pixel-font);
font-size: 0.52rem;
height: 24px;
justify-content: center;
min-width: 24px;
padding: 0 2px;
width: auto;
@@ -589,6 +702,55 @@
padding: 0 14px;
}
.iwt2-pvp-queue-overlay {
align-items: center;
background: rgba(5, 5, 8, 0.86);
display: flex;
inset: 0;
justify-content: center;
padding: 16px;
position: fixed;
z-index: 11;
}
.iwt2-pvp-queue-panel {
align-items: center;
background: var(--panel);
border: 3px solid #0b0c0f;
box-shadow: 8px 8px 0 #050507;
display: flex;
flex-direction: column;
gap: 12px;
max-width: 440px;
outline: 2px solid var(--gold);
padding: 28px;
text-align: center;
width: min(100%, 440px);
}
.iwt2-pvp-queue-panel .placeholder-runes {
font-size: 34px;
margin-bottom: 0;
}
.iwt2-pvp-queue-panel h2 {
color: var(--ink);
font-size: 1.8rem;
line-height: 1.1;
margin: 0;
}
.iwt2-pvp-queue-panel small {
color: var(--muted);
font-size: 0.9rem;
line-height: 1.35;
}
.iwt2-pvp-queue-panel .iwt2-result-button {
margin-top: 6px;
min-width: 150px;
}
.iwt2-result-button.is-primary {
background: #263448;
color: #fff4a8;
@@ -656,6 +818,68 @@
font-size: 0.75rem;
}
.iwt2-name-editor {
display: grid;
gap: 14px;
max-width: 640px;
}
.iwt2-name-editor label {
display: grid;
gap: 8px;
}
.iwt2-name-editor label span {
color: var(--muted);
font-size: 0.72rem;
text-transform: uppercase;
}
.iwt2-name-editor input {
background: #10141b;
border: 2px solid #090a0d;
color: var(--ink);
font-family: var(--pixel-font);
font-size: 1rem;
min-height: 48px;
outline: 2px solid #34343d;
padding: 10px 12px;
}
.iwt2-name-editor input:focus {
outline-color: #e5b95f;
}
.iwt2-name-grid {
display: grid;
gap: 8px;
grid-template-columns: repeat(6, minmax(0, 1fr));
}
.iwt2-name-grid button {
background: #10141b;
border: 2px solid #090a0d;
color: var(--ink);
cursor: pointer;
font-family: var(--pixel-font);
font-size: 0.72rem;
min-height: 42px;
outline: 2px solid #34343d;
padding: 8px 6px;
}
.iwt2-name-grid button.selected {
background: #1c2633;
outline-color: #e5b95f;
}
.iwt2-screen-note {
color: var(--muted);
font-size: 0.8rem;
line-height: 1.45;
margin: 0;
}
.iwt2-action-list,
.iwt2-info-list {
display: grid;
@@ -723,6 +947,313 @@
outline-color: #e5b95f;
}
.iwt2-header-title {
color: #f2c96d;
font-size: 1rem;
margin-left: 10px;
margin-right: auto;
white-space: nowrap;
}
.iwt2-header-back {
margin-left: 10px;
min-height: 32px;
padding: 6px 12px;
}
.iwt2-heading-actions {
align-items: center;
display: flex;
gap: 8px;
}
.iwt2-pager-button {
background: #1a1b22;
border: 2px solid #0a0b0f;
color: var(--ink);
cursor: pointer;
font-family: var(--pixel-font);
font-size: 8px;
min-height: 30px;
outline: 2px solid #4d4b59;
padding: 5px 9px;
}
.iwt2-pager-button:disabled {
color: var(--muted);
cursor: not-allowed;
opacity: 0.55;
}
.iwt2-page-counter {
color: var(--muted);
font-family: var(--pixel-font);
font-size: 8px;
white-space: nowrap;
}
.iwt2-difficulty-strip {
display: grid;
gap: 8px;
grid-template-columns: repeat(auto-fit, minmax(118px, 1fr));
margin-bottom: 10px;
}
.iwt2-difficulty-strip > button {
background: #151922;
border: 2px solid #08090d;
color: var(--ink);
cursor: pointer;
display: grid;
gap: 3px;
min-height: 44px;
outline: 2px solid #34343d;
padding: 7px 9px;
text-align: left;
}
.iwt2-difficulty-strip > button.active,
.iwt2-difficulty-strip > button.game-selected {
background: #1c2633;
outline-color: #e5b95f;
}
.iwt2-difficulty-strip > button:disabled {
color: var(--muted);
cursor: not-allowed;
opacity: 0.58;
}
.iwt2-difficulty-strip strong,
.iwt2-difficulty-strip small {
display: block;
line-height: 1.1;
}
.iwt2-difficulty-strip strong {
font-size: 0.72rem;
}
.iwt2-difficulty-strip small {
color: var(--muted);
font-size: 0.58rem;
}
.iwt2-dungeon-list {
min-height: 0;
overflow: hidden;
}
.iwt2-dungeon-list .iwt2-action-list {
min-height: 0;
overflow: hidden;
}
.iwt2-dungeon-list .iwt2-action-row {
min-height: 56px;
padding: 10px 12px;
}
.iwt2-gear-layout {
display: grid;
gap: 14px;
grid-template-columns: 0.8fr 1fr 1.35fr;
min-height: 0;
}
.iwt2-gear-column {
background: #10141b;
border: 2px solid #090a0d;
display: grid;
gap: 10px;
min-height: 0;
outline: 2px solid #34343d;
padding: 12px;
}
.iwt2-gear-screen {
padding-top: 14px;
}
.iwt2-gear-column h2 {
color: #f2c96d;
font-size: 0.82rem;
line-height: 1.1;
margin: 0;
}
.iwt2-gear-class-list,
.iwt2-gear-slot-list,
.iwt2-infusion-list,
.iwt2-gear-cost-list {
display: grid;
gap: 8px;
min-height: 0;
}
.iwt2-gear-class-list,
.iwt2-infusion-list {
overflow-y: auto;
}
.iwt2-gear-class,
.iwt2-gear-slot,
.iwt2-infusion-row,
.iwt2-gear-upgrade-button {
background: #151922;
border: 2px solid #08090d;
color: var(--ink);
cursor: pointer;
font-family: var(--body-font);
outline: 2px solid #34343d;
text-align: left;
}
.iwt2-gear-class {
align-items: center;
display: grid;
gap: 8px;
grid-template-columns: 34px minmax(0, 1fr);
min-height: 54px;
padding: 8px;
}
.iwt2-gear-class > span {
align-items: center;
background: color-mix(in srgb, var(--class-color) 25%, #10141b);
border: 2px solid color-mix(in srgb, var(--class-color) 60%, #090a0d);
display: inline-flex;
height: 32px;
justify-content: center;
width: 32px;
}
.iwt2-gear-class > div,
.iwt2-infusion-row > div {
min-width: 0;
}
.iwt2-gear-class strong,
.iwt2-gear-slot strong,
.iwt2-infusion-row strong,
.iwt2-gear-detail strong {
display: block;
font-size: 0.78rem;
line-height: 1.15;
}
.iwt2-gear-class small,
.iwt2-gear-slot small,
.iwt2-infusion-row small,
.iwt2-gear-detail small {
color: var(--muted);
display: block;
font-size: 0.62rem;
line-height: 1.25;
margin-top: 2px;
}
.iwt2-gear-slot {
align-items: center;
display: grid;
gap: 10px;
grid-template-columns: minmax(0, 1fr) auto;
min-height: 56px;
padding: 9px 10px;
}
.iwt2-gear-slot em {
color: #fff4a8;
font-size: 0.9rem;
font-style: normal;
}
.iwt2-gear-class.active,
.iwt2-gear-slot.active,
.iwt2-infusion-row.active {
background: #1a2330;
}
.iwt2-gear-class.game-selected,
.iwt2-gear-slot.game-selected,
.iwt2-infusion-row.game-selected,
.iwt2-gear-upgrade-button.game-selected {
outline-color: #e5b95f;
}
.iwt2-gear-upgrade-button {
min-height: 44px;
padding: 10px 12px;
text-align: center;
}
.iwt2-gear-upgrade-button:disabled,
.iwt2-infusion-row:disabled {
color: var(--muted);
cursor: default;
opacity: 0.62;
}
.iwt2-gear-detail-panel {
grid-template-rows: auto auto auto minmax(0, 1fr) auto;
}
.iwt2-gear-detail {
background: #151922;
border: 2px solid #08090d;
display: grid;
gap: 10px;
padding: 10px;
}
.iwt2-gear-detail p {
margin: 0;
}
.iwt2-gear-cost-list span {
background: #0d1118;
border: 1px solid #29313d;
color: var(--muted);
font-size: 0.62rem;
line-height: 1.2;
padding: 6px 8px;
}
.iwt2-gear-cost-list span.met {
color: #9ef0bd;
}
.iwt2-gear-cost-list span.missing {
color: #ff9c9c;
}
.iwt2-infusion-row {
align-items: center;
display: grid;
gap: 10px;
grid-template-columns: 34px minmax(0, 1fr);
min-height: 74px;
padding: 8px;
}
.iwt2-infusion-row > span {
align-items: center;
background: #202938;
border: 2px solid #08090d;
color: #f2c96d;
display: inline-flex;
height: 32px;
justify-content: center;
width: 32px;
}
.iwt2-gear-message {
color: #fff4a8;
font-size: 0.68rem;
line-height: 1.3;
min-height: 18px;
}
.iwt2-controller-preview {
align-content: center;
background: #141922;
@@ -751,11 +1282,21 @@
}
.iwt2-bottom-display .dual-control-chip {
align-items: center;
background: var(--panel-light);
border: 2px solid #090a0d;
display: inline-flex;
gap: 6px;
outline: 2px solid #494756;
}
.iwt2-bottom-target-icon {
flex: 0 0 auto;
height: 22px;
object-fit: contain;
width: 22px;
}
@media (max-width: 760px) {
.game-version-grid,
@@ -854,6 +1395,7 @@
.iwt2-shell .character-summary {
gap: 7px;
margin-left: auto;
}
.iwt2-shell .character-summary strong {
@@ -864,6 +1406,16 @@
font-size: 6px;
}
.iwt2-header-title {
font-size: 12px;
margin-left: 6px;
}
.iwt2-header-back {
min-height: 30px;
padding: 5px 9px;
}
.iwt2-menu-screen {
flex: 1;
gap: 10px;
@@ -922,6 +1474,11 @@
padding: 10px 12px;
}
.iwt2-gear-screen {
margin-top: 6px;
padding-top: 6px;
}
.iwt2-screen-shell .screen-heading {
padding-bottom: 8px;
}
@@ -941,6 +1498,39 @@
padding: 5px 9px;
}
.iwt2-heading-actions {
gap: 7px;
}
.iwt2-pager-button {
font-size: 8px;
min-height: 30px;
padding: 5px 9px;
}
.iwt2-page-counter {
font-size: 8px;
}
.iwt2-difficulty-strip {
gap: 6px;
grid-template-columns: repeat(auto-fit, minmax(92px, 1fr));
margin-bottom: 7px;
}
.iwt2-difficulty-strip > button {
min-height: 38px;
padding: 6px 8px;
}
.iwt2-difficulty-strip strong {
font-size: 0.62rem;
}
.iwt2-difficulty-strip small {
font-size: 0.52rem;
}
.iwt2-action-list,
.iwt2-info-list {
gap: 7px;
@@ -956,6 +1546,94 @@
padding: 8px 10px;
}
.iwt2-dungeon-list .iwt2-action-list {
gap: 6px;
overflow: hidden;
}
.iwt2-dungeon-list .iwt2-action-row {
min-height: 58px;
padding: 8px 10px;
}
.iwt2-gear-layout {
gap: 8px;
grid-template-columns: 0.78fr 0.92fr 1.3fr;
min-height: 0;
overflow: hidden;
}
.iwt2-gear-column {
gap: 7px;
overflow: hidden;
padding: 8px;
}
.iwt2-gear-column h2 {
font-size: 0.68rem;
}
.iwt2-gear-class-list,
.iwt2-gear-slot-list,
.iwt2-infusion-list,
.iwt2-gear-cost-list {
gap: 5px;
}
.iwt2-gear-class {
gap: 6px;
grid-template-columns: 28px minmax(0, 1fr);
min-height: 42px;
padding: 5px;
}
.iwt2-gear-class > span,
.iwt2-infusion-row > span {
height: 26px;
width: 26px;
}
.iwt2-gear-class strong,
.iwt2-gear-slot strong,
.iwt2-infusion-row strong,
.iwt2-gear-detail strong {
font-size: 0.64rem;
}
.iwt2-gear-class small,
.iwt2-gear-slot small,
.iwt2-infusion-row small,
.iwt2-gear-detail small,
.iwt2-gear-cost-list span {
font-size: 0.52rem;
}
.iwt2-gear-slot {
min-height: 45px;
padding: 6px 8px;
}
.iwt2-gear-upgrade-button {
min-height: 34px;
padding: 7px 9px;
}
.iwt2-gear-detail {
gap: 6px;
padding: 7px;
}
.iwt2-infusion-row {
gap: 7px;
grid-template-columns: 28px minmax(0, 1fr);
min-height: 58px;
padding: 6px;
}
.iwt2-gear-message {
font-size: 0.54rem;
}
.iwt2-action-row strong,
.iwt2-info-row strong {
font-size: 0.78rem;
@@ -1033,21 +1711,21 @@
.iwt2-party-row {
gap: 5px;
grid-template-columns: 20px minmax(0, 1fr);
grid-template-columns: 22px minmax(0, 1fr);
height: 62px;
min-height: 62px;
padding: 4px;
}
.iwt2-party-row.has-target-binding {
grid-template-columns: 24px 20px minmax(0, 1fr);
grid-template-columns: 24px 22px minmax(0, 1fr);
}
.iwt2-party-row > span,
.iwt2-party-row > .iwt2-party-portrait,
.iwt2-party-row .iwt2-party-target-key {
height: 20px;
height: 22px;
min-width: 20px;
width: 20px;
width: 22px;
}
.iwt2-party-row .iwt2-party-target-key .controller-face-icon {
@@ -2137,7 +2815,7 @@ 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 +2850,7 @@ 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 +2874,53 @@ 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 +3293,7 @@ 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 +3316,16 @@ 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;
@@ -11895,6 +12631,17 @@ h2 {
flex: 1 1 auto;
}
.iwt2-difficulty-strip {
gap: 4px;
grid-template-columns: repeat(auto-fit, minmax(84px, 1fr));
margin-bottom: 5px;
}
.iwt2-difficulty-strip > button {
min-height: 34px;
padding: 5px 7px;
}
.iwt2-action-row:not(:has(small)),
.iwt2-info-row:not(:has(small)) {
min-height: 32px;
+77 -4
View File
@@ -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') {
@@ -43,12 +85,43 @@ 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') {
return <IWantToHeal2App onBackToGameSelect={() => setSelectedVersion(null)} />
return (
<IWantToHeal2App
onlineBackupsAvailable={authSession.account?.id !== -1}
onBackToGameSelect={() => setSelectedVersion(null)}
/>
)
}
return (
+9 -3
View File
@@ -9,9 +9,13 @@ export type RewardSummaryBase = {
unlockedAbilities: DungeonReward['unlockedAbilities']
}
export type RunBossCoinAward = NonNullable<DungeonReward['bonusItem']> & {
sourceLabel: string
}
export type PvpRunRewardSummary = RewardSummaryBase & {
bossesKilled: number
loot: Array<NonNullable<DungeonReward['bonusItem']>>
loot: RunBossCoinAward[]
}
export function createEmptyRewardSummary(): RewardSummaryBase {
@@ -60,11 +64,13 @@ export function mergeDungeonRewardSummary<TSummary extends RewardSummaryBase>(
export function mergePvpRunRewardSummary(
current: PvpRunRewardSummary,
reward: DungeonReward,
{ bossKilled }: { bossKilled: boolean },
{ bossKilled, sourceLabel }: { bossKilled: boolean; sourceLabel?: string },
) {
return {
...mergeDungeonRewardSummary(current, reward),
bossesKilled: current.bossesKilled + (bossKilled ? 1 : 0),
loot: reward.bonusItem ? [...current.loot, reward.bonusItem] : current.loot,
loot: reward.bonusItem
? [...current.loot, { ...reward.bonusItem, sourceLabel: sourceLabel ?? `Boss ${current.bossesKilled + 1}` }]
: current.loot,
}
}
+37 -7
View File
@@ -3,7 +3,6 @@ import {
completeDungeon,
completeRoguelike,
loadProfile,
recordBossKill,
type DungeonReward,
rollEncounterLoot,
type LootRoll,
@@ -55,6 +54,7 @@ import {
createPveCombatState,
createPveRoguelikeRunStart,
} from '../combat/pveRoguelikeRunSetup'
import type { RunBossCoinAward } from '../combat/rewardSummaries'
import {
appendCombatLog,
type BasicFloatingCombatText,
@@ -79,7 +79,7 @@ import { usePartyTargeting } from '../hooks/usePartyTargeting'
import { PartyMemberFrame } from './PartyFrames'
import { ResourceBar, SpellBar } from './SpellBars'
import { barFillStyle } from './barStyles'
import { BonusItemReward, LootRollList, RewardXpSummary } from './RewardPanels'
import { BonusItemReward, LootRollList, PvpRunLootList, RewardXpSummary } from './RewardPanels'
import { ResultScreen } from './ResultScreen'
import {
DualScreenTopCombat,
@@ -236,6 +236,7 @@ function makeRoguelikeSegment(
mode: RoguelikeMode,
): RoguelikeEncounter[] {
const mechanics = chooseRandom(ROGUELIKE_MECHANICS, Math.min(2 + Math.floor(stage / 3), 4))
const stageOneDamageScale = 0.58 + (mode === 'raid' ? 0.13 : 0.1)
return buildRoguelikeSegment<RoguelikeMechanic, { roguelikeMechanics: RoguelikeMechanic[] }>({
pool,
stage,
@@ -243,8 +244,8 @@ function makeRoguelikeSegment(
trashCandidateCount: (trashCount) => Math.min(trashCount, 4 + stage * (mode === 'raid' ? 1 : 2)),
bossCandidateCount: (bossCount) => Math.min(bossCount, 2 + Math.floor((stage + 1) / 2)),
healthScale: difficulty.healthMultiplier * (0.64 + stage * (mode === 'raid' ? 0.15 : 0.11)),
damageScale: difficulty.damageMultiplier * (0.58 + stage * (mode === 'raid' ? 0.13 : 0.1)),
partyDamageScale: 0.9 + stage * 0.05,
damageScale: difficulty.damageMultiplier * stageOneDamageScale,
partyDamageScale: 0.95,
idBase: 900000,
bossDescription: (selectedMechanics) => `Roguelike boss with ${selectedMechanics.map(mechanicLabel).join(', ')}.`,
extraFields: (_encounter, isBoss, selectedMechanics) => ({
@@ -359,6 +360,7 @@ export function CombatScreen({
const [reward, setReward] = useState<DungeonReward | null>(null)
const [rewardError, setRewardError] = useState('')
const [lootRolls, setLootRolls] = useState<LootRoll[]>([])
const [roguelikeBossCoins, setRoguelikeBossCoins] = useState<RunBossCoinAward[]>([])
const [showEndLog, setShowEndLog] = useState(false)
const {
floatingTexts,
@@ -540,9 +542,31 @@ export function CombatScreen({
const key = `${runTokenRef.current}:${encounter.id}:${encounterIndex}`
if (recordedBossKillIdsRef.current.has(key)) return
recordedBossKillIdsRef.current.add(key)
recordBossKill(encounter.id, { petVariant: 'purple' })
completeRoguelike(
dungeon.id,
difficulty.id,
0,
0,
Math.max(1, Math.round((Date.now() - runStartedAtRef.current) / 1000)),
{
bossesCleared: 0,
fightsCleared: 0,
lootSourceEncounterId: encounter.id,
roguelikeStage,
},
)
.then((result) => {
onProfileUpdated(result.profile)
if (result.bonusItem) {
setRoguelikeBossCoins((current) => [...current, {
...result.bonusItem!,
sourceLabel: encounter.enemyName,
}])
addLog(
`${result.bonusItem.name} x${result.bonusItem.quantity} awarded.`,
'loot',
)
}
if (result.petAwarded) {
addLog(
`${result.petAwarded.petName} awarded${result.petAwarded.duplicate ? ` (owned x${result.petAwarded.quantityAfter})` : ''}.`,
@@ -552,11 +576,11 @@ export function CombatScreen({
})
.catch((reason: unknown) => {
addLog(
reason instanceof Error ? reason.message : 'Unable to record boss kill.',
reason instanceof Error ? reason.message : 'Unable to award boss coins.',
'danger',
)
})
}, [addLog, encounterIndex, isRoguelike, onProfileUpdated])
}, [addLog, difficulty.id, dungeon.id, encounterIndex, isRoguelike, onProfileUpdated, roguelikeStage])
const resetRun = useCallback(() => {
const nextRoguelikeEncounters = roguelikeMode
@@ -581,6 +605,7 @@ export function CombatScreen({
setReward(setup.defaults.reward)
setRewardError(setup.defaults.rewardError)
setLootRolls(setup.defaults.lootRolls)
setRoguelikeBossCoins([])
setShowEndLog(setup.defaults.showEndLog)
clearFloatingTexts()
setRoguelikeUpgrades(setup.defaults.roguelikeUpgrades)
@@ -1434,7 +1459,11 @@ export function CombatScreen({
{rewardError && <p className="reward-error">{rewardError}</p>}
{reward && (
<>
{isRoguelike && <p>Run totals</p>}
<RewardXpSummary reward={reward} />
{isRoguelike && (
<PvpRunLootList loot={roguelikeBossCoins} emptyLabel="No boss coins collected this run." />
)}
{!isRoguelike && (
<>
<p>Component tier: item level {reward.droppedItemLevel}.</p>
@@ -1459,6 +1488,7 @@ export function CombatScreen({
<>
<RewardXpSummary reward={reward} />
<p>{encounterIndex} encounters cleared.</p>
<PvpRunLootList loot={roguelikeBossCoins} emptyLabel="No boss coins collected this run." />
<p className="efficiency-result">
{reward.resourceSpent} {gameClass.resourceName} spent
<small>{reward.durationSeconds}s survived</small>
+13 -5
View File
@@ -229,6 +229,7 @@ function spellResourceCost(spell: Spell, buffs: StackCounts<SelfBuffId>, debuffs
function buildEncounterSegment(pool: DungeonEncounter[], stage: number, kind: PvpContentType): PvpEncounter[] {
const mechanics = chooseRandom(BOSS_MECHANICS, Math.min(2 + Math.floor(stage / 3), 4))
const stageOneDamageScale = 0.8 + (kind === 'raid' ? 0.18 : 0.14)
return buildRoguelikeSegment<BossMechanic, {
bossMechanics: BossMechanic[]
sourceEncounterId?: number
@@ -240,8 +241,8 @@ function buildEncounterSegment(pool: DungeonEncounter[], stage: number, kind: Pv
trashCandidateCount: (trashCount) => Math.min(trashCount, 5 + stage * (kind === 'raid' ? 1 : 2)),
bossCandidateCount: (bossCount) => Math.min(bossCount, 2 + Math.floor((stage + 1) / 2)),
healthScale: 0.75 + stage * (kind === 'raid' ? 0.28 : 0.22),
damageScale: 0.8 + stage * (kind === 'raid' ? 0.18 : 0.14),
partyDamageScale: 0.85 + stage * 0.04,
damageScale: stageOneDamageScale,
partyDamageScale: 0.89,
idBase: 910000,
bossDescription: (selectedMechanics) => `PvP boss with ${selectedMechanics.join(', ')}.`,
extraFields: (encounter, isBoss, selectedMechanics) => ({
@@ -537,7 +538,10 @@ export function PvPRoguelikeScreen({
)
.then((result) => {
setReward(result)
setRunSummary((current) => mergePvpRunRewardSummary(current, result, { bossKilled: isBossReward }))
setRunSummary((current) => mergePvpRunRewardSummary(current, result, {
bossKilled: isBossReward,
sourceLabel: rewardEncounter?.enemyName,
}))
onProfileUpdated(result.profile)
if (result.experienceGained > 0) {
addLog(`+${result.experienceGained} XP awarded.`, 'loot')
@@ -579,7 +583,10 @@ export function PvPRoguelikeScreen({
)
.then((result) => {
setReward(result)
setRunSummary((current) => mergePvpRunRewardSummary(current, result, { bossKilled: false }))
setRunSummary((current) => mergePvpRunRewardSummary(current, result, {
bossKilled: false,
sourceLabel: 'Match Win',
}))
onProfileUpdated(result.profile)
if (result.experienceGained > 0) {
addLog(`Match win bonus: +${result.experienceGained} XP.`, 'loot')
@@ -1808,11 +1815,12 @@ export function PvPRoguelikeScreen({
>
<p>{finalEncountersCleared} encounters cleared.</p>
<div className="reward-summary">
<p>Run totals</p>
<p>{runSummary.bossesKilled} bosses killed.</p>
<RewardXpSummary reward={runSummary} />
{runSummary.bossesKilled > 0 && !reward && !rewardError && <p>Final boss rewards still recording...</p>}
{rewardError && <p className="reward-error">{rewardError}</p>}
<PvpRunLootList loot={runSummary.loot} />
<PvpRunLootList loot={runSummary.loot} emptyLabel="No boss coins collected this run." />
{reward && runSummary.bossesKilled === 0 && (
<>
<RewardXpSummary reward={reward} />
+85 -27
View File
@@ -8,8 +8,9 @@ import {
type Spell,
} from '../game'
import { completeRoguelike, recordPvpMatch } from '../profile'
import type { CharacterProfile } from '../profile'
import type { CharacterProfile, DungeonEncounter } from '../profile'
import type { GameMode } from '../gameRepository'
import { roguelikeCoinItemLevel } from '../shared/rewardRules.mjs'
import { PartyMemberFrame } from './PartyFrames'
import { SpellBar } from './SpellBars'
import { barFillStyle } from './barStyles'
@@ -64,9 +65,10 @@ import {
import {
createEmptyRewardSummary,
mergeDungeonRewardSummary,
type RunBossCoinAward,
type RewardSummaryBase,
} from '../combat/rewardSummaries'
import { RewardXpSummary } from './RewardPanels'
import { PvpRunLootList, RewardXpSummary } from './RewardPanels'
import { ResultScreen } from './ResultScreen'
import {
publishPvpMatchState,
@@ -158,6 +160,25 @@ function slotSpellName(slot: SlotKey, spells: Spell[], fallback: string) {
return spells.find((candidate) => candidate.key === slot)?.name ?? fallback
}
function starterSpellsForClass(gameClass: CharacterProfile['classes'][number]) {
return gameClass.spells
.filter((spell) => spell.unlockLevel === 1)
.slice(0, 5)
.map((spell, index) => toCombatSpell(spell, String(index + 1)))
}
function randomCpuClass(classes: CharacterProfile['classes'], fallbackId: CharacterProfile['classes'][number]['id']) {
const pool = classes.length > 0 ? classes : []
return pool[Math.floor(Math.random() * pool.length)] ?? classes.find((candidate) => candidate.id === fallbackId)
}
function stadiumBossCoinSource(bosses: DungeonEncounter[], stage: number) {
const targetItemLevel = roguelikeCoinItemLevel(stage)
const eligible = bosses.filter((boss) => boss.lootTables.some((item) => item.itemLevel === targetItemLevel))
const pool = eligible.length > 0 ? eligible : bosses
return pool.length > 0 ? pool[(stage - 1) % pool.length] : undefined
}
function buildStadiumBuffs(spells: Spell[]): StadiumBuff[] {
const directName = slotSpellName('1', spells, 'Mend')
const sustainName = slotSpellName('2', spells, 'Renew')
@@ -330,11 +351,11 @@ export function PvpStadiumScreen({
onProfileUpdated: (profile: CharacterProfile) => void
}) {
const gameClass = profile.classes.find((candidate) => candidate.id === profile.character.classId)!
const starterSpells = useMemo(() => gameClass.spells
.filter((spell) => spell.unlockLevel === 1)
.slice(0, 5)
.map((spell, index) => toCombatSpell(spell, String(index + 1))), [gameClass.spells])
const [cpuGameClass, setCpuGameClass] = useState(() => randomCpuClass(profile.classes, gameClass.id) ?? gameClass)
const starterSpells = useMemo(() => starterSpellsForClass(gameClass), [gameClass])
const cpuStarterSpells = useMemo(() => starterSpellsForClass(cpuGameClass), [cpuGameClass])
const buffCatalog = useMemo(() => buildStadiumBuffs(starterSpells), [starterSpells])
const cpuBuffCatalog = useMemo(() => buildStadiumBuffs(cpuStarterSpells), [cpuStarterSpells])
const partyTemplate = useMemo(
() => INITIAL_PARTY.map((member) => ({
...member,
@@ -351,6 +372,12 @@ export function PvpStadiumScreen({
)
const rewardDungeon = profile.dungeons.find((candidate) => candidate.contentType === 'dungeon') ?? profile.dungeons[0]
const rewardDifficulty = rewardDungeon.difficulties[0]
const stadiumCoinBosses = useMemo(
() => profile.dungeons
.flatMap((candidate) => candidate.encounters)
.filter((candidate) => candidate.isBoss && candidate.lootTables.length > 0),
[profile.dungeons],
)
const [status, setStatus] = useState<'queueing' | 'round-countdown' | 'playing' | 'shop' | 'won' | 'lost'>('queueing')
const [playerSide, setPlayerSide] = useState<StadiumSideState>(() => createStadiumStarterSide<StadiumBuffId>({
partyTemplate,
@@ -382,6 +409,7 @@ export function PvpStadiumScreen({
clearFloatingTexts,
} = useSidedFloatingCombatText()
const [rewardSummary, setRewardSummary] = useState<RewardSummaryBase>(() => createEmptyRewardSummary())
const [stadiumBossCoins, setStadiumBossCoins] = useState<RunBossCoinAward[]>([])
const [rewardError, setRewardError] = useState('')
const [showEndLog, setShowEndLog] = useState(false)
const selectedIdRef = useRef(partyTemplate[0].id)
@@ -417,8 +445,8 @@ export function PvpStadiumScreen({
cost: playerSpellSlotCost,
})
const opponentBuffSummary = useMemo(
() => summarizeStacks(cpuSide.buffs, buffCatalog),
[buffCatalog, cpuSide.buffs],
() => summarizeStacks(cpuSide.buffs, liveMatch ? buffCatalog : cpuBuffCatalog),
[buffCatalog, cpuBuffCatalog, cpuSide.buffs, liveMatch],
)
const playerBuffSummary = useMemo(
() => summarizeStacks(playerSide.buffs, buffCatalog),
@@ -473,18 +501,31 @@ export function PvpStadiumScreen({
setStatus('round-countdown')
}, [clearRoundCountdown, startRoundCountdown])
const awardXp = useCallback((key: string, mode: StadiumExperienceMode) => {
const awardXp = useCallback((
key: string,
mode: StadiumExperienceMode,
coinSource?: { encounter: DungeonEncounter; stage: number; label: string },
) => {
if (awardedXpRef.current.has(key)) return
awardedXpRef.current.add(key)
completeRoguelike(rewardDungeon.id, rewardDifficulty.id, 0, 0, Math.max(1, Math.floor(playerRef.current.survivalSeconds || 1)), {
bossesCleared: 0,
fightsCleared: 1,
experienceMode: mode,
lootSourceEncounterId: coinSource?.encounter.id,
roguelikeStage: coinSource?.stage,
})
.then((result) => {
setRewardSummary((current) => mergeDungeonRewardSummary(current, result))
if (result.bonusItem && coinSource) {
setStadiumBossCoins((current) => [...current, {
...result.bonusItem!,
sourceLabel: coinSource.label,
}])
}
onProfileUpdated(result.profile)
if (result.experienceGained > 0) addLog(`+${result.experienceGained} XP awarded.`, 'loot')
if (result.bonusItem) addLog(`${result.bonusItem.name} x${result.bonusItem.quantity} awarded.`, 'loot')
})
.catch((reason: unknown) => {
setRewardError(reason instanceof Error ? reason.message : 'Unable to award Stadium XP.')
@@ -521,6 +562,7 @@ export function PvpStadiumScreen({
setLiveMatch(setup.liveMatch)
setPaused(setup.defaults.paused)
setRewardSummary(createEmptyRewardSummary())
setStadiumBossCoins([])
setRewardError(setup.defaults.rewardError)
setShowEndLog(setup.defaults.showEndLog)
clearFloatingTexts()
@@ -559,11 +601,13 @@ export function PvpStadiumScreen({
setLiveMatch(null)
setPaused(setup.defaults.paused)
setRewardSummary(createEmptyRewardSummary())
setStadiumBossCoins([])
setRewardError(setup.defaults.rewardError)
setShowEndLog(setup.defaults.showEndLog)
clearFloatingTexts()
loggedOpponentRoundRef.current = ''
const beginCpuMatch = (randomCpu: CpuDifficulty, message: string) => {
setCpuGameClass(randomCpuClass(profile.classes, gameClass.id) ?? gameClass)
setCpuDifficulty(randomCpu)
setQueueMessage(message)
setLog([{ id: 1, text: message, tone: 'system' }])
@@ -591,7 +635,7 @@ export function PvpStadiumScreen({
},
},
})
}, [beginRoundCountdown, clearFloatingTexts, clearRoundCountdown, cpuPartyTemplate, gameMode, partyTemplate, resetShopTimer, setSelectedTargetId, startLiveMatch])
}, [beginRoundCountdown, clearFloatingTexts, clearRoundCountdown, cpuPartyTemplate, gameClass, gameMode, partyTemplate, profile.classes, resetShopTimer, setSelectedTargetId, startLiveMatch])
useEffect(() => {
const frame = window.requestAnimationFrame(() => startMatch())
@@ -602,6 +646,7 @@ export function PvpStadiumScreen({
current: StadiumSideState,
setCurrent: Dispatch<SetStateAction<StadiumSideState>>,
sideName: 'player' | 'cpu',
spells: Spell[],
spell: Spell,
targetId: string,
) => {
@@ -614,7 +659,7 @@ export function PvpStadiumScreen({
id: (slot) => `slot${slot as SlotKey}-extra-target` as StadiumBuffId,
})
const renewDuration = hasBuff('slot2-double-duration') && spell.key === '2' ? 10 : 5
const shieldEffect = starterSpells.find((candidate) => candidate.kind === 'shield')
const shieldEffect = spells.find((candidate) => candidate.kind === 'shield')
const shieldPower = (sourcePower: number, strength = 1) => Math.round(
sourcePower
* strength
@@ -717,7 +762,7 @@ export function PvpStadiumScreen({
wasReady: effectiveCost === 0 && current.freeCastReady,
},
})
}, [addFloatingHeal, starterSpells])
}, [addFloatingHeal])
const castPlayerSpell = useCallback((spell: Spell) => {
if (status !== 'playing' || !playerAlive) return
@@ -726,9 +771,9 @@ export function PvpStadiumScreen({
const next = typeof value === 'function' ? value(playerRef.current) : value
playerRef.current = next
setPlayerSide(next)
}, 'player', spell, targetId)
}, 'player', starterSpells, spell, targetId)
if (succeeded) addLog(`${spell.name} cast on ${playerRef.current.party.find((member) => member.id === targetId)?.name ?? 'target'}.`, 'heal')
}, [addLog, applySpell, playerAlive, status])
}, [addLog, applySpell, playerAlive, starterSpells, status])
const getTargetParty = useCallback(() => playerRef.current.party, [])
const {
@@ -749,7 +794,7 @@ export function PvpStadiumScreen({
runCpuHealTurn({
side: cpuRef.current,
elapsedTicks,
spells: starterSpells,
spells: cpuStarterSpells,
behavior,
preferSlots: true,
applySpell: (side, spell, targetId) => {
@@ -757,10 +802,10 @@ export function PvpStadiumScreen({
const next = typeof value === 'function' ? value(cpuRef.current) : value
cpuRef.current = next
setCpuSide(next)
}, 'cpu', spell, targetId)
}, 'cpu', cpuStarterSpells, spell, targetId)
},
})
}, [applySpell, cpuDifficulty, elapsedTicks, starterSpells, status])
}, [applySpell, cpuDifficulty, cpuStarterSpells, elapsedTicks, status])
const advanceBoss = useCallback((side: StadiumSideState) => {
if (side.roundStatus !== 'playing') return side
@@ -823,7 +868,7 @@ export function PvpStadiumScreen({
})
if (!liveMatchRef.current) {
const purchases = chooseStadiumCpuPurchases<StadiumBuffId, StadiumBuff>(
buffCatalog,
cpuBuffCatalog,
stadiumShopPointsForOutcome(outcome, 'opponent'),
)
setCpuSide((current) => {
@@ -832,14 +877,17 @@ export function PvpStadiumScreen({
return next
})
}
}, [buffCatalog, startShopTimer])
}, [cpuBuffCatalog, startShopTimer])
const finishRound = useCallback((outcome: StadiumRoundOutcome) => {
if (status !== 'playing') return
if (roundResolvedRef.current) return
roundResolvedRef.current = true
const result = resolveStadiumRound({ outcome, roundIndex, wins: roundWins })
awardXp(result.roundExperience.key, result.roundExperience.mode)
const roundCoinSource = stadiumBossCoinSource(stadiumCoinBosses, roundIndex)
awardXp(result.roundExperience.key, result.roundExperience.mode, roundCoinSource
? { encounter: roundCoinSource, stage: roundIndex, label: `Round ${roundIndex}: ${roundCoinSource.enemyName}` }
: undefined)
addLog(result.log.text, result.log.tone)
if (result.status === 'won') {
setRoundWins(result.nextWins)
@@ -849,7 +897,13 @@ export function PvpStadiumScreen({
playerRef.current = next
return next
})
if (result.matchExperience) awardXp(result.matchExperience.key, result.matchExperience.mode)
if (result.matchExperience) {
const matchCoinStage = roundIndex + 1
const matchCoinSource = stadiumBossCoinSource(stadiumCoinBosses, matchCoinStage)
awardXp(result.matchExperience.key, result.matchExperience.mode, matchCoinSource
? { encounter: matchCoinSource, stage: matchCoinStage, label: `Match Win: ${matchCoinSource.enemyName}` }
: undefined)
}
return
}
if (result.status === 'lost') {
@@ -863,7 +917,7 @@ export function PvpStadiumScreen({
return
}
beginShop(outcome, result.nextWins)
}, [addLog, awardXp, beginShop, roundIndex, roundWins, status])
}, [addLog, awardXp, beginShop, roundIndex, roundWins, stadiumCoinBosses, status])
useEffect(() => {
if (status !== 'playing' || paused) return
@@ -1077,12 +1131,12 @@ export function PvpStadiumScreen({
encounterCount: 5,
party: playerSide.party,
opponentName: opponentLabel,
opponentClassName: liveMatch?.opponentClassName ?? (cpuDifficulty ? `CPU ${cpuDifficulty}` : 'CPU'),
opponentClassName: liveMatch?.opponentClassName ?? (cpuDifficulty ? `${cpuGameClass.name} | CPU ${cpuDifficulty}` : cpuGameClass.name),
opponentParty: cpuSide.party,
opponentEnemyHealth: 0,
opponentResource: cpuSide.resource,
opponentMaxResource: MAX_RESOURCE,
opponentResourceName: gameClass.resourceName,
opponentResourceName: liveMatch ? gameClass.resourceName : cpuGameClass.resourceName,
opponentBuffSummary,
opponentDebuffSummary,
floatingTexts: dualScreenFloatingTexts,
@@ -1110,13 +1164,15 @@ export function PvpStadiumScreen({
activeBindings,
controllerIconStyle,
cpuDifficulty,
cpuGameClass.name,
cpuGameClass.resourceName,
cpuSide.party,
cpuSide.resource,
cpuSide.survivalSeconds,
directPartyTargeting,
dualScreenFloatingTexts,
gameClass.resourceName,
liveMatch?.opponentClassName,
liveMatch,
opponentBuffSummary,
opponentDebuffSummary,
opponentLabel,
@@ -1277,10 +1333,10 @@ export function PvpStadiumScreen({
<div>
<p className="eyebrow">Opponent</p>
<h2>{opponentLabel}</h2>
<small>Survival {formatTime(cpuSide.survivalSeconds)}</small>
<small>{liveMatch?.opponentClassName ?? cpuGameClass.name} | Survival {formatTime(cpuSide.survivalSeconds)}</small>
</div>
<div className="pvp-resource-wrap">
<span>{gameClass.resourceName} {Math.floor(cpuSide.resource)} / {MAX_RESOURCE}</span>
<span>{liveMatch ? gameClass.resourceName : cpuGameClass.resourceName} {Math.floor(cpuSide.resource)} / {MAX_RESOURCE}</span>
<div className="bar mana-bar"><span style={barFillStyle((cpuSide.resource / MAX_RESOURCE) * 100)} /></div>
</div>
</div>
@@ -1401,8 +1457,10 @@ export function PvpStadiumScreen({
>
<p>Final score {roundWins.player} - {roundWins.opponent}</p>
<div className="reward-summary">
<p>Run totals</p>
<RewardXpSummary reward={rewardSummary} />
{rewardError && <p className="reward-error">{rewardError}</p>}
<PvpRunLootList loot={stadiumBossCoins} emptyLabel="No boss coins collected this run." />
</div>
</ResultScreen>
)}
+7 -4
View File
@@ -1,4 +1,5 @@
import type { CombatLogEntry } from '../game'
import type { RunBossCoinAward } from '../combat/rewardSummaries'
import type { DungeonReward, LootRoll } from '../profile'
type BonusItem = NonNullable<DungeonReward['bonusItem']>
@@ -119,14 +120,16 @@ export function LootRollList({
export function PvpRunLootList({
loot,
emptyLabel = 'No boss coins awarded',
}: {
loot: BonusItem[]
loot: RunBossCoinAward[]
emptyLabel?: string
}) {
return (
<div className="run-loot-rolls">
{loot.length > 0 ? loot.map((item, index) => (
<div className="dropped" key={`${item.id}-${index}`}>
<strong>Boss {index + 1}</strong>
<strong>{item.sourceLabel}</strong>
<span>
{item.glyph} {item.name} x{item.quantity}
{item.duplicate ? ` (owned x${item.quantityAfter})` : ''}
@@ -134,8 +137,8 @@ export function PvpRunLootList({
</div>
)) : (
<div>
<strong>Loot</strong>
<span>No boss loot awarded</span>
<strong>Boss Coins</strong>
<span>{emptyLabel}</span>
</div>
)}
</div>
+47
View File
@@ -49,6 +49,11 @@ export type DualScreenCombatState = {
opponentClassName?: string
opponentParty?: PartyMember[]
opponentEnemyHealth?: number
opponentArena?: {
bounds: { width: number, height: number }
bosses: Array<{ id: string, name: string, icon: string, color: string, x: number, y: number, radius: number, health: number, maxHealth: number }>
party: Array<{ id: string, icon: string, color: string, x: number, y: number, radius: number, health: number, maxHealth: number, isHealer: boolean }>
}
opponentResource?: number
opponentMaxResource?: number
opponentResourceName?: string
@@ -638,6 +643,48 @@ export function DualScreenBottomDisplay() {
</section>
)}
{state.opponentArena && (
<section className="dual-opponent-arena" aria-label="Opponent arena">
<div
className="dual-opponent-arena-field"
style={{ aspectRatio: `${state.opponentArena.bounds.width} / ${state.opponentArena.bounds.height}` }}
>
{state.opponentArena.bosses.map((boss) => (
<div
className="dual-opponent-arena-entity boss"
key={boss.id}
style={{
backgroundColor: boss.color,
height: `${Math.max(8, (boss.radius / state.opponentArena!.bounds.height) * 100)}%`,
left: `${(boss.x / state.opponentArena!.bounds.width) * 100}%`,
top: `${(boss.y / state.opponentArena!.bounds.height) * 100}%`,
width: `${Math.max(8, (boss.radius / state.opponentArena!.bounds.width) * 100)}%`,
}}
title={`${boss.name} ${Math.ceil(boss.health)} / ${boss.maxHealth}`}
>
{boss.icon}
</div>
))}
{state.opponentArena.party.map((member) => (
<div
className={`dual-opponent-arena-entity party ${member.isHealer ? 'healer' : ''}`}
key={member.id}
style={{
backgroundColor: member.color,
height: `${Math.max(5, (member.radius / state.opponentArena!.bounds.height) * 100)}%`,
left: `${(member.x / state.opponentArena!.bounds.width) * 100}%`,
opacity: member.health > 0 ? 1 : 0.35,
top: `${(member.y / state.opponentArena!.bounds.height) * 100}%`,
width: `${Math.max(5, (member.radius / state.opponentArena!.bounds.width) * 100)}%`,
}}
>
{member.icon}
</div>
))}
</div>
</section>
)}
<section className={`dual-opponent-party-grid ${state.opponentParty.length > 6 ? 'raid' : ''}`}>
{state.opponentParty.map((member) => (
<PartyMemberFrame
-6
View File
@@ -1127,9 +1127,6 @@ function createLocalRepository(store: LocalSaveStore): GameRepository {
throw new Error('That difficulty is not available for this dungeon.')
}
const cd = save.characters[save.activeClassId]
if (cd.level < difficulty.unlockLevel) {
throw new Error(`${difficulty.name} unlocks at level ${difficulty.unlockLevel}.`)
}
const previousLevel = cd.level
const previousExperience = cd.experience
@@ -1251,9 +1248,6 @@ function createLocalRepository(store: LocalSaveStore): GameRepository {
throw new Error('That difficulty is not available for this roguelike.')
}
const cd = save.characters[save.activeClassId]
if (cd.level < difficulty.unlockLevel) {
throw new Error(`${difficulty.name} unlocks at level ${difficulty.unlockLevel}.`)
}
const previousLevel = cd.level
const previousExperience = cd.experience
+21 -1
View File
@@ -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
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 }
+36 -43
View File
@@ -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
@@ -292,7 +305,6 @@ function IWantToHeal1App({ onBackToGameSelect }: { onBackToGameSelect: () => voi
const characterLevel = profile?.character.level ?? 0
const savedTier = tierOptions.find((candidate) => (
candidate.droppedItemLevel === savedDifficulty?.droppedItemLevel
&& characterLevel >= candidate.unlockLevel
))
if (savedTier) return savedTier
for (let index = tierOptions.length - 1; index >= 0; index -= 1) {
@@ -350,18 +362,6 @@ 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 +371,7 @@ function IWantToHeal1App({ onBackToGameSelect }: { onBackToGameSelect: () => voi
setScreen('menu')
setSyncMessage('')
setSyncComparison(null)
onAuthenticationCleared()
} catch (reason) {
setError(reason instanceof Error ? reason.message : 'Unable to sign out.')
}
@@ -498,7 +499,7 @@ function IWantToHeal1App({ onBackToGameSelect }: { onBackToGameSelect: () => voi
function dungeonEntries() {
const difficulty = selectedDifficultyOption ?? selectedActivityOption?.difficulties[0]
const locked = profile && difficulty ? profile.character.level < difficulty.unlockLevel : true
const locked = !profile || !difficulty
const entries: DungeonNavEntry[] = [
{ kind: 'back' },
]
@@ -520,7 +521,7 @@ function IWantToHeal1App({ onBackToGameSelect }: { onBackToGameSelect: () => voi
entries.push({
kind: 'activity',
index,
disabled: !profile || profile.character.level < candidateDifficulty.unlockLevel,
disabled: !profile || !candidateDifficulty,
})
})
entries.push(
@@ -531,7 +532,7 @@ function IWantToHeal1App({ onBackToGameSelect }: { onBackToGameSelect: () => voi
entries.push({
kind: 'tier',
index,
disabled: !profile || profile.character.level < difficultyOption.unlockLevel,
disabled: !profile || !difficultyOption,
})
})
entries.push({ kind: 'loot' })
@@ -590,7 +591,6 @@ function IWantToHeal1App({ onBackToGameSelect }: { onBackToGameSelect: () => voi
(option) => option.droppedItemLevel === selectedDifficultyOption.droppedItemLevel,
) ?? candidate.difficulties[0]
: candidate.difficulties[0]
if (profile && profile.character.level < difficulty.unlockLevel) return
if (screen === 'raids') setSelectedRaidId(candidate.id)
else setSelectedDungeonId(candidate.id)
setSelectedDifficultyId(difficulty.id)
@@ -599,7 +599,7 @@ function IWantToHeal1App({ onBackToGameSelect }: { onBackToGameSelect: () => voi
function selectTierByIndex(index: number) {
const difficulty = tierOptions[index]
const activity = selectedActivityOption ?? activityOptions[0]
if (!difficulty || !activity || (profile && profile.character.level < difficulty.unlockLevel)) return
if (!difficulty || !activity) return
setActivityPage(0)
const nextActivity = activity.difficulties.some(
(candidate) => candidate.droppedItemLevel === difficulty.droppedItemLevel,
@@ -620,7 +620,7 @@ function IWantToHeal1App({ onBackToGameSelect }: { onBackToGameSelect: () => voi
function startSelectedRun(marathon: boolean) {
const activity = selectedActivityOption ?? activityOptions[0]
const difficulty = selectedDifficultyOption ?? activity?.difficulties[0]
if (!activity || !difficulty || (profile && profile.character.level < difficulty.unlockLevel)) return
if (!activity || !difficulty) return
setSelectedMarathonMode(marathon)
setCombatContentId(activity.id)
setSelectedDifficultyId(difficulty.id)
@@ -785,7 +785,6 @@ function IWantToHeal1App({ onBackToGameSelect }: { onBackToGameSelect: () => voi
|| !selectedActivityOption
|| !selectedDifficultyOption
) return null
const locked = profile.character.level < selectedDifficultyOption.unlockLevel
return {
contentType: selectedActivityOption.contentType,
title: selectedActivityOption.name,
@@ -795,7 +794,7 @@ function IWantToHeal1App({ onBackToGameSelect }: { onBackToGameSelect: () => voi
difficultyName: selectedDifficultyOption.name,
itemLevel: selectedDifficultyOption.droppedItemLevel,
experience: Math.round(selectedActivityOption.experienceReward * selectedDifficultyOption.experienceMultiplier),
lockedReason: locked ? `Unlocks at level ${selectedDifficultyOption.unlockLevel}` : undefined,
lockedReason: undefined,
stats: {
health: `${selectedDifficultyOption.healthMultiplier.toFixed(2)}x`,
damage: `${selectedDifficultyOption.damageMultiplier.toFixed(2)}x`,
@@ -832,10 +831,13 @@ 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>
)
}
@@ -912,7 +914,6 @@ function IWantToHeal1App({ onBackToGameSelect }: { onBackToGameSelect: () => voi
const activityPageEnd = Math.min(activityOptions.length, (currentActivityPage + 1) * ACTIVITY_PAGE_SIZE)
const activity = selectedActivityOption ?? dungeon
const selectedDifficulty = selectedDifficultyOption ?? activity.difficulties[0]
const difficultyLocked = profile.character.level < selectedDifficulty.unlockLevel
return (
<main className={`game-shell ${screen === 'dungeons' || screen === 'raids' ? 'dungeon-shell' : ''} ${screen === 'customize' ? 'workshop-shell' : ''} ${screen === 'settings' ? 'settings-shell' : ''}`}>
{screen !== 'hunter-profile' && (
@@ -1266,13 +1267,11 @@ function IWantToHeal1App({ onBackToGameSelect }: { onBackToGameSelect: () => voi
const difficulty = candidate.difficulties.find(
(option) => option.droppedItemLevel === selectedDifficulty.droppedItemLevel,
) ?? candidate.difficulties[0]
const locked = profile.character.level < difficulty.unlockLevel
const selected = candidate.id === activity.id
return (
<button
className={`activity-card ${selected ? 'selected' : ''} ${locked ? 'locked' : ''} ${dungeonEntrySelected('activity', index) ? 'game-selected' : ''}`}
className={`activity-card ${selected ? 'selected' : ''} ${dungeonEntrySelected('activity', index) ? 'game-selected' : ''}`}
data-controller-nav="skip"
disabled={locked}
key={candidate.id}
onClick={() => {
if (screen === 'raids') setSelectedRaidId(candidate.id)
@@ -1305,16 +1304,13 @@ function IWantToHeal1App({ onBackToGameSelect }: { onBackToGameSelect: () => voi
<h2>Run</h2>
</div>
<small>
{difficultyLocked
? `Unlocks at level ${selectedDifficulty.unlockLevel}`
: 'Pick a hunt or marathon.'}
Pick a hunt or marathon.
</small>
</div>
<div className="part-picker">
<button
className={`primary-button selected-part ${dungeonEntrySelected('start') ? 'game-selected' : ''}`}
data-controller-nav="skip"
disabled={difficultyLocked}
onClick={() => {
setSelectedMarathonMode(false)
setCombatContentId(activity.id)
@@ -1329,7 +1325,6 @@ function IWantToHeal1App({ onBackToGameSelect }: { onBackToGameSelect: () => voi
<button
className={`primary-button ${selectedMarathonMode ? 'selected-part' : ''} ${dungeonEntrySelected('marathon') ? 'game-selected' : ''}`}
data-controller-nav="skip"
disabled={difficultyLocked}
onClick={() => {
setSelectedMarathonMode(true)
setCombatContentId(activity.id)
@@ -1350,17 +1345,15 @@ function IWantToHeal1App({ onBackToGameSelect }: { onBackToGameSelect: () => voi
<p className="eyebrow">Item Level</p>
<h2>Tier</h2>
</div>
<small>{screen === 'raids' ? 'Raid' : 'Dungeon'} tiers unlock by level.</small>
<small>{screen === 'raids' ? 'Raid' : 'Dungeon'} tiers are available at every level.</small>
</div>
<div className="tier-grid">
{tierOptions.map((difficulty, index) => {
const locked = profile.character.level < difficulty.unlockLevel
const selected = difficulty.droppedItemLevel === selectedDifficulty.droppedItemLevel
return (
<button
className={`${selected ? 'selected' : ''} ${locked ? 'locked' : ''} ${dungeonEntrySelected('tier', index) ? 'game-selected' : ''}`}
className={`${selected ? 'selected' : ''} ${dungeonEntrySelected('tier', index) ? 'game-selected' : ''}`}
data-controller-nav="skip"
disabled={locked}
key={difficulty.id}
onClick={() => {
setActivityPage(0)
@@ -1384,7 +1377,7 @@ function IWantToHeal1App({ onBackToGameSelect }: { onBackToGameSelect: () => voi
type="button"
>
<strong>iLvl {difficulty.droppedItemLevel}</strong>
<span>{locked ? `Level ${difficulty.unlockLevel}` : difficulty.name}</span>
<span>{difficulty.name}</span>
</button>
)
})}
+238 -87
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,
@@ -13,6 +15,7 @@ import {
Iwt2CloudSaveScreen,
Iwt2CustomizeCharacterScreen,
Iwt2DungeonsScreen,
Iwt2GearUpgradeScreen,
Iwt2HunterProfileScreen,
Iwt2ModeScreen,
Iwt2RoguelikeScreen,
@@ -25,6 +28,13 @@ import {
type Iwt2Save,
} from './save/iwt2Repository'
import { IWT2_BOSS_METADATA, type Iwt2BossId } from './content/bosses'
import { iwt2BossCoinRewardFor } from './content/bossRewards'
import {
findIwt2Difficulty,
IWT2_DUNGEON_DIFFICULTIES,
IWT2_RAID_DIFFICULTIES,
type Iwt2Difficulty,
} from './content/difficulties'
import { abilitiesForHealer, IWT2_HEALER_METADATA } from './content/healerAbilities'
import {
buildIwt2OpponentDebuffChoices,
@@ -46,14 +56,17 @@ type Iwt2Screen =
| 'roguelike'
| 'roguelike-arena'
| 'roguelike-upgrade'
| 'gear-upgrade'
| 'hunter-profile'
| 'customize-character'
| 'settings'
const IWT2_MENU_COLUMNS = 4
const IWT2_MENU_COLUMNS = 2
const IWT2_ROGUELIKE_CHOICE_COUNT = 3
const IWT2_PVP_FIRST_BUFF_EXTRA_TARGET_CHANCE = 0.65
type Iwt2RoguelikeRunState = {
bossIds: Iwt2BossId[]
buffs: Iwt2RoguelikeSelfBuffId[]
contentType: Iwt2RoguelikeContentType
debuffs: Iwt2RoguelikeOpponentDebuffId[]
@@ -69,16 +82,10 @@ const MENU_ITEMS: Array<{
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.',
description: 'Queue into seven modular IWT2 boss arenas.',
glyph: 'D',
},
{
@@ -99,6 +106,12 @@ const MENU_ITEMS: Array<{
description: 'Race another healer through roguelike encounters with buffs and sabotage.',
glyph: 'P',
},
{
screen: 'gear-upgrade',
title: 'Gear Upgrade',
description: 'Spend boss coins on class gear slots and infusion abilities.',
glyph: 'G',
},
{
screen: 'hunter-profile',
title: 'Hunter Profile',
@@ -111,6 +124,12 @@ const MENU_ITEMS: Array<{
description: 'Choose healer kit, armor palette, and IWT2 hunter callsign.',
glyph: 'K',
},
{
screen: 'cloud-save',
title: 'Backup Slot',
description: 'Choose local, online, or fresh IWT2 progress.',
glyph: 'C',
},
{
screen: 'settings',
title: 'Settings',
@@ -119,24 +138,47 @@ const MENU_ITEMS: Array<{
},
]
export function IWantToHeal2App({ onBackToGameSelect }: { onBackToGameSelect: () => void }) {
export function IWantToHeal2App({
onlineBackupsAvailable,
onBackToGameSelect,
}: {
onlineBackupsAvailable: boolean
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 [arenaDifficulty, setArenaDifficulty] = useState<Iwt2Difficulty>(IWT2_DUNGEON_DIFFICULTIES[0])
const [selectedDungeonDifficultySlug, setSelectedDungeonDifficultySlug] = useState(IWT2_DUNGEON_DIFFICULTIES[0].slug)
const [selectedRaidDifficultySlug, setSelectedRaidDifficultySlug] = useState(IWT2_RAID_DIFFICULTIES[0].slug)
const [roguelikeVariant, setRoguelikeVariant] = useState<Iwt2RoguelikeVariant>('pve')
const [roguelikeContentType, setRoguelikeContentType] = useState<Iwt2RoguelikeContentType>('dungeon')
const [roguelikeRun, setRoguelikeRun] = useState<Iwt2RoguelikeRunState | null>(null)
const [pvpQueueMessage, setPvpQueueMessage] = useState('')
const [pvpQueueing, setPvpQueueing] = useState(false)
const cancelPvpQueueRef = useRef<(() => void) | null>(null)
useEffect(() => {
writeIwt2Save(save)
}, [save])
useEffect(() => () => {
cancelPvpQueueRef.current?.()
}, [])
function cancelIwt2PvpQueue() {
cancelPvpQueueRef.current?.()
cancelPvpQueueRef.current = null
setPvpQueueing(false)
setPvpQueueMessage('')
}
const setupDualScreenState = useMemo<DualScreenSetupState | null>(
() => buildIwt2SetupDualScreenState(screen, selectedBossId, save),
[save, screen, selectedBossId],
() => buildIwt2SetupDualScreenState(screen, selectedBossId, save, currentSetupDifficulty(screen, selectedDungeonDifficultySlug, selectedRaidDifficultySlug)),
[save, screen, selectedBossId, selectedDungeonDifficultySlug, selectedRaidDifficultySlug],
)
const workshopDualScreenState = useMemo<DualScreenWorkshopState | null>(
() => buildIwt2WorkshopDualScreenState(screen, save),
@@ -182,6 +224,8 @@ export function IWantToHeal2App({ onBackToGameSelect }: { onBackToGameSelect: ()
return (
<BossArenaScreen
bossId={selectedBossId}
difficulty={arenaDifficulty}
key={`arena-${selectedBossId}-${arenaModeLabel}-${arenaDifficulty.slug}`}
modeLabel={arenaModeLabel}
save={save}
onBack={() => setScreen('menu')}
@@ -193,7 +237,9 @@ 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,
@@ -212,6 +258,10 @@ export function IWantToHeal2App({ onBackToGameSelect }: { onBackToGameSelect: ()
}}
save={save}
onBack={() => setScreen('roguelike')}
onPvpRequeue={() => {
setScreen('roguelike')
startIwt2RoguelikeRun()
}}
onSaveUpdated={setSave}
/>
)
@@ -233,7 +283,7 @@ 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')
}}
/>
@@ -246,12 +296,17 @@ export function IWantToHeal2App({ onBackToGameSelect }: { onBackToGameSelect: ()
<main className="game-shell iwt2-shell">
<Iwt2Header save={save} onBackToGameSelect={onBackToGameSelect} />
<Iwt2DungeonsScreen
difficultySlug={selectedDungeonDifficultySlug}
save={save}
onBack={() => setScreen('menu')}
onOpenBoss={(bossId) => {
setArenaModeLabel('Dungeon')
onDifficultyChange={setSelectedDungeonDifficultySlug}
onOpenBoss={(bossId, difficulty) => {
setArenaModeLabel(`${difficulty.name} Dungeon`)
setArenaDifficulty(difficulty)
setSelectedBossId(bossId)
setScreen('arena')
}}
onPreviewBoss={setSelectedBossId}
/>
</main>
)
@@ -264,20 +319,24 @@ export function IWantToHeal2App({ onBackToGameSelect }: { onBackToGameSelect: ()
<Iwt2RoguelikeScreen
contentType={roguelikeContentType}
variant={roguelikeVariant}
onBack={() => setScreen('menu')}
onBack={() => {
cancelIwt2PvpQueue()
setScreen('menu')
}}
onCancelQueue={cancelIwt2PvpQueue}
onContentTypeChange={setRoguelikeContentType}
onStart={() => {
const nextRun = createRoguelikeRun(save, roguelikeVariant, roguelikeContentType)
setRoguelikeRun(nextRun)
setSelectedBossId(bossForRoguelike(roguelikeVariant, roguelikeContentType, nextRun.stage))
setScreen('roguelike-arena')
startIwt2RoguelikeRun()
}}
onVariantChange={(nextVariant) => {
cancelIwt2PvpQueue()
setRoguelikeVariant(nextVariant)
if (nextVariant === 'pve' && roguelikeContentType === 'stadium') {
setRoguelikeContentType('dungeon')
}
}}
queueing={pvpQueueing}
queueMessage={pvpQueueMessage}
/>
</main>
)
@@ -288,13 +347,18 @@ export function IWantToHeal2App({ onBackToGameSelect }: { onBackToGameSelect: ()
<main className="game-shell iwt2-shell">
<Iwt2Header save={save} onBackToGameSelect={onBackToGameSelect} />
<Iwt2ModeScreen
difficultySlug={selectedRaidDifficultySlug}
mode="Raids"
save={save}
onBack={() => setScreen('menu')}
onOpenBoss={(bossId) => {
setArenaModeLabel('Raid')
onDifficultyChange={setSelectedRaidDifficultySlug}
onOpenBoss={(bossId, difficulty) => {
setArenaModeLabel(`${difficulty.name} Raid`)
setArenaDifficulty(difficulty)
setSelectedBossId(bossId)
setScreen('arena')
}}
onPreviewBoss={setSelectedBossId}
/>
</main>
)
@@ -303,12 +367,29 @@ export function IWantToHeal2App({ onBackToGameSelect }: { onBackToGameSelect: ()
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 === 'gear-upgrade') {
return (
<main className="game-shell iwt2-shell">
<Iwt2Header
save={save}
title="Gear Upgrade"
onBack={() => setScreen('menu')}
onBackToGameSelect={onBackToGameSelect}
/>
<Iwt2GearUpgradeScreen
save={save}
onBack={() => setScreen('menu')}
onSaveUpdated={setSave}
/>
</main>
)
}
if (screen === 'customize-character') {
return (
<main className="game-shell iwt2-shell">
@@ -328,6 +409,7 @@ export function IWantToHeal2App({ onBackToGameSelect }: { onBackToGameSelect: ()
<Iwt2Header save={save} onBackToGameSelect={onBackToGameSelect} />
<Iwt2CloudSaveScreen
save={save}
onlineBackupsAvailable={onlineBackupsAvailable}
onBack={() => setScreen('menu')}
onSaveUpdated={setSave}
/>
@@ -350,15 +432,13 @@ export function IWantToHeal2App({ 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 ${selectedIndex === index ? 'game-selected' : ''}`}
aria-label={`${item.title}. ${item.description}`}
data-controller-nav="skip"
data-game-selected={selectedIndex === index ? 'true' : undefined}
key={`${item.screen}-${item.title}`}
onClick={() => openMenuItem(item)}
onPointerDown={() => setSelectedIndex(index)}
@@ -376,24 +456,63 @@ export function IWantToHeal2App({ onBackToGameSelect }: { onBackToGameSelect: ()
)}
</main>
)
function startIwt2RoguelikeRun() {
cancelIwt2PvpQueue()
if (roguelikeVariant !== 'pvp') {
beginIwt2RoguelikeArena(roguelikeVariant, roguelikeContentType)
return
}
const startStage = 1
setPvpQueueing(true)
setPvpQueueMessage('Queuing for PvP...')
cancelPvpQueueRef.current = startPvpQueueWithCpuFallback<unknown>({
contentType: roguelikeContentType,
startStage,
gameMode: getGameMode(),
liveMatchActive: () => false,
onSearching: (message) => {
setPvpQueueing(true)
setPvpQueueMessage(message)
},
onCpuMatch: (_difficulty, message) => {
cancelPvpQueueRef.current = null
setPvpQueueing(false)
setPvpQueueMessage(message)
beginIwt2RoguelikeArena('pvp', roguelikeContentType)
},
onLiveMatch: (...liveMatchArgs) => {
const message = liveMatchArgs[2]
cancelPvpQueueRef.current = null
setPvpQueueing(false)
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 bossForRoguelike(
function beginIwt2RoguelikeArena(
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]
) {
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(
@@ -402,6 +521,7 @@ function createRoguelikeRun(
contentType: Iwt2RoguelikeContentType,
): Iwt2RoguelikeRunState {
return {
bossIds: createRandomRoguelikeBossPair(),
buffs: [],
contentType,
debuffs: [],
@@ -416,7 +536,14 @@ function buildRoguelikeChoices(save: Iwt2Save, variant: Iwt2RoguelikeVariant) {
const selfCatalog = [IWT2_REVIVE_PARTY_CHOICE, ...buildIwt2SelfBuffChoices(abilities)]
const debuffCatalog = buildIwt2OpponentDebuffChoices(abilities)
return {
selfChoices: chooseRunChoices(selfCatalog, IWT2_ROGUELIKE_CHOICE_COUNT),
selfChoices: variant === 'pvp'
? chooseRunChoicesWithPreferredFirst(
selfCatalog,
IWT2_ROGUELIKE_CHOICE_COUNT,
isExtraTargetBuff,
IWT2_PVP_FIRST_BUFF_EXTRA_TARGET_CHANCE,
)
: chooseRunChoices(selfCatalog, IWT2_ROGUELIKE_CHOICE_COUNT),
debuffChoices: variant === 'pvp'
? chooseRunChoices(debuffCatalog, IWT2_ROGUELIKE_CHOICE_COUNT)
: [],
@@ -462,11 +589,17 @@ 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[] = []
@@ -478,23 +611,63 @@ function chooseRunChoices<T>(items: readonly T[], count: number): T[] {
return choices
}
function chooseRunChoicesWithPreferredFirst<T>(
items: readonly T[],
count: number,
preferred: (item: T) => boolean,
preferredChance: number,
): T[] {
if (count <= 0) return []
const pool = [...items]
const choices: T[] = []
const preferredPool = pool.filter(preferred)
if (preferredPool.length > 0 && Math.random() < preferredChance) {
const preferredChoice = preferredPool[Math.floor(Math.random() * preferredPool.length)]
const preferredIndex = pool.indexOf(preferredChoice)
if (preferredIndex >= 0) {
const [choice] = pool.splice(preferredIndex, 1)
if (choice) choices.push(choice)
}
}
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 isExtraTargetBuff(choice: Iwt2RoguelikeChoice<Iwt2RoguelikeSelfBuffId>) {
return choice.id.endsWith('-extra-target')
}
function Iwt2Header({
onBack,
onBackToGameSelect,
save,
title,
}: {
onBack?: () => void
onBackToGameSelect: () => void
save: Iwt2Save
title?: string
}) {
return (
<header className="topbar app-header">
<button className="brand-button" onClick={onBackToGameSelect} type="button">
<strong>Games</strong>
</button>
{title && <strong className="iwt2-header-title">{title}</strong>}
<div className="character-summary">
<strong>{save.character.name}</strong>
<small>IWT2 Level {save.character.level}</small>
<small>{save.character.experience} XP</small>
</div>
{onBack && (
<button className="back-button iwt2-header-back" data-controller-nav="skip" onClick={onBack} type="button">
Back
</button>
)}
</header>
)
}
@@ -503,63 +676,48 @@ function buildIwt2SetupDualScreenState(
screen: Iwt2Screen,
selectedBossId: Iwt2BossId,
save: Iwt2Save,
difficulty: Iwt2Difficulty,
): DualScreenSetupState | null {
if (screen !== 'dungeons' && screen !== 'raids') return null
const boss = IWT2_BOSS_METADATA[selectedBossId]
const raid = screen === 'raids'
const coinReward = iwt2BossCoinRewardFor(selectedBossId, difficulty.slug)
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 ${save.character.level}`,
experience: 125,
? `${boss.name} raid assignment. Tank holds aggro while party moves around modular boss mechanics. Reward: ${coinReward.name}.`
: `${boss.name} arena. Heal the party through melee pressure, telegraphs, hazards, and stun recovery. Reward: ${coinReward.name}.`,
difficultyName: difficulty.name,
experience: Math.round(125 * difficulty.experienceMultiplier),
initials: boss.icon,
itemLevel: save.character.level,
itemLevel: difficulty.droppedItemLevel,
lockedReason: undefined,
stats: {
damage: `${boss.meleeDamage}`,
health: `${boss.maxHealth}`,
loot: 'IWT2',
xp: '125',
damage: `${difficulty.damageMultiplier.toFixed(2)}x`,
health: `${difficulty.healthMultiplier.toFixed(2)}x`,
loot: coinReward.name,
xp: `${difficulty.experienceMultiplier.toFixed(1)}x`,
},
subtitle: `${raid ? 'Raid' : 'Dungeon'} | 6 Players | ${IWT2_HEALER_METADATA[save.character.healerStyle].name}`,
title: raid ? `${boss.name} Raid` : `${boss.name} Arena`,
}
}
function currentSetupDifficulty(
screen: Iwt2Screen,
selectedDungeonDifficultySlug: string,
selectedRaidDifficultySlug: string,
): Iwt2Difficulty {
if (screen === 'raids') {
return findIwt2Difficulty(IWT2_RAID_DIFFICULTIES, selectedRaidDifficultySlug)
}
return findIwt2Difficulty(IWT2_DUNGEON_DIFFICULTIES, selectedDungeonDifficultySlug)
}
function buildIwt2WorkshopDualScreenState(
screen: Iwt2Screen,
save: Iwt2Save,
): DualScreenWorkshopState | null {
if (screen === 'hunter-profile') {
return {
items: [
{
glyph: 'H',
meta: `${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 {
@@ -578,10 +736,3 @@ function buildIwt2WorkshopDualScreenState(
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'
}
+1
View File
@@ -42,6 +42,7 @@ export function Iwt2BottomDisplay() {
binding={activeBindings[action]}
iconStyle="playstation"
/>{' '}
<img alt="" aria-hidden="true" className="iwt2-bottom-target-icon" draggable={false} src={target.uiIconUrl} />
{label}
</div>
)
+14 -5
View File
@@ -2,16 +2,25 @@ 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">
{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(boss.health)} / {boss.maxHealth} HP</small>
<small>{Math.ceil(entry.health)} / {entry.maxHealth} HP</small>
{entry.maxArmor > 0 && <small>{Math.ceil(entry.armor)} / {entry.maxArmor} Armor</small>}
{entry.mechanicEnergyMax > 0 && <small>{Math.ceil(entry.mechanicEnergy)} / {entry.mechanicEnergyMax} Static</small>}
</div>
<small className="iwt2-boss-phase">{boss.attackPhase}</small>
<ArenaBar className="boss" current={boss.health} max={boss.maxHealth} />
<small className="iwt2-boss-phase">{entry.attackPhase}</small>
<ArenaBar className="boss" current={entry.health} max={entry.maxHealth} />
</div>
)
})}
</div>
)
}
+4 -1
View File
@@ -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"
@@ -39,7 +40,9 @@ export function PartyFrames({
/>
</span>
)}
<span style={{ background: meta.color }}>{meta.icon}</span>
<span className="iwt2-party-portrait" style={{ backgroundColor: meta.color }}>
<img alt="" aria-hidden="true" draggable={false} src={meta.uiIconUrl} />
</span>
<div>
<div className="iwt2-party-row-title">
<strong>{meta.name}</strong>
+129
View File
@@ -0,0 +1,129 @@
import type { Iwt2BossId } from './bosses'
export const IWT2_BOSS_PET_DROP_RATE = 1 / 500
export type Iwt2BossCoinReward = {
id: string
name: string
rarity: 'common' | 'uncommon' | 'rare' | 'epic' | 'legendary'
itemLevel: number
glyph: string
}
export type Iwt2BossPetReward = {
id: string
name: string
}
type Iwt2CoinTier = {
idPrefix: string
namePrefix: string
rarity: Iwt2BossCoinReward['rarity']
itemLevel: number
glyph: string
}
const IWT2_COIN_TIERS: Record<string, Iwt2CoinTier> = {
initiate: { idPrefix: 'raw', namePrefix: 'Raw', rarity: 'common', itemLevel: 1, glyph: 'R' },
veteran: { idPrefix: 'green', namePrefix: 'Green', rarity: 'uncommon', itemLevel: 10, glyph: 'G' },
champion: { idPrefix: 'blue', namePrefix: 'Blue', rarity: 'rare', itemLevel: 15, glyph: 'B' },
mythic: { idPrefix: 'purple', namePrefix: 'Purple', rarity: 'epic', itemLevel: 20, glyph: 'P' },
ascendant: { idPrefix: 'orange', namePrefix: 'Orange', rarity: 'legendary', itemLevel: 25, glyph: 'O' },
'raid-normal': { idPrefix: 'green', namePrefix: 'Green', rarity: 'uncommon', itemLevel: 10, glyph: 'G' },
'raid-champion': { idPrefix: 'blue', namePrefix: 'Blue', rarity: 'rare', itemLevel: 15, glyph: 'B' },
'raid-mythic': { idPrefix: 'purple', namePrefix: 'Purple', rarity: 'epic', itemLevel: 20, glyph: 'P' },
'raid-ascendant': { idPrefix: 'orange', namePrefix: 'Orange', rarity: 'legendary', itemLevel: 25, glyph: 'O' },
}
const IWT2_BOSS_REWARD_DISPLAY_NAMES: Record<Iwt2BossId, string> = {
'barroth': 'Mirehorn',
'bulldrome': 'Bristlemaw',
'cinderback-ricochet': 'Cinderback Ricochet',
'crystal-bat-matriarch': 'Crystal Bat Matriarch',
'ember-mantis-duelist': 'Ember Mantis Duelist',
'great-jaggi': 'Packfang Alpha',
'hollowcrown-revenant': 'Hollowcrown Revenant',
'khezu': 'Palevolt Maw',
'obsidian-ram-golem': 'Obsidian Ram Golem',
'rathian': 'Verdant Wyrm',
'rimebastion': 'Rimebastion',
'sandglass-scorpion': 'Sandglass Scorpion',
'stormcoil-wyrm': 'Stormcoil Wyrm',
'tobi-kadachi': 'Stormtail',
'venom-orchid-hydra': 'Venom Orchid Hydra',
'yian-kut-ku': 'Emberquill',
}
export const IWT2_BOSS_COIN_DIFFICULTY_SLUGS = [
'initiate',
'veteran',
'champion',
'mythic',
'ascendant',
] as const
export const IWT2_LEGACY_BOSS_MATERIAL_REWARDS: Record<Iwt2BossId, { id: string, name: string }> = {
'barroth': { id: 'barroth-shell', name: 'Mirehorn Shell' },
'bulldrome': { id: 'raw-bulldrome-coin', name: 'Raw Bristlemaw Coin' },
'cinderback-ricochet': { id: 'cinderback-plate', name: 'Cinderback Plate' },
'crystal-bat-matriarch': { id: 'crystal-bat-fang', name: 'Crystal Bat Fang' },
'ember-mantis-duelist': { id: 'ember-mantis-blade', name: 'Ember Mantis Blade' },
'great-jaggi': { id: 'great-jaggi-hide', name: 'Packfang Alpha Hide' },
'hollowcrown-revenant': { id: 'hollowcrown-antler', name: 'Hollowcrown Antler' },
'khezu': { id: 'khezu-pearl', name: 'Palevolt Maw Pearl' },
'obsidian-ram-golem': { id: 'obsidian-ram-core', name: 'Obsidian Ram Core' },
'rathian': { id: 'rathian-scale', name: 'Verdant Wyrm Scale' },
'rimebastion': { id: 'rimebastion-core', name: 'Rimebastion Core' },
'sandglass-scorpion': { id: 'sandglass-stinger', name: 'Sandglass Stinger' },
'stormcoil-wyrm': { id: 'stormcoil-conductor', name: 'Stormcoil Conductor' },
'tobi-kadachi': { id: 'tobi-kadachi-pelt', name: 'Stormtail Pelt' },
'venom-orchid-hydra': { id: 'venom-orchid-pod', name: 'Venom Orchid Pod' },
'yian-kut-ku': { id: 'yian-kut-ku-scale', name: 'Emberquill Scale' },
}
const IWT2_BOSS_PET_REWARDS: Record<Iwt2BossId, Iwt2BossPetReward> = {
'barroth': { id: 'barroth-pet', name: 'Mirehorn Pet' },
'bulldrome': { id: 'bulldrome-pet', name: 'Bristlemaw Pet' },
'cinderback-ricochet': { id: 'cinderback-ricochet-pet', name: 'Cinderback Ricochet Pet' },
'crystal-bat-matriarch': { id: 'crystal-bat-matriarch-pet', name: 'Crystal Bat Matriarch Pet' },
'ember-mantis-duelist': { id: 'ember-mantis-duelist-pet', name: 'Ember Mantis Duelist Pet' },
'great-jaggi': { id: 'great-jaggi-pet', name: 'Packfang Alpha Pet' },
'hollowcrown-revenant': { id: 'hollowcrown-revenant-pet', name: 'Hollowcrown Revenant Pet' },
'khezu': { id: 'khezu-pet', name: 'Palevolt Maw Pet' },
'obsidian-ram-golem': { id: 'obsidian-ram-golem-pet', name: 'Obsidian Ram Golem Pet' },
'rathian': { id: 'rathian-pet', name: 'Verdant Wyrm Pet' },
'rimebastion': { id: 'rimebastion-pet', name: 'Rimebastion Pet' },
'sandglass-scorpion': { id: 'sandglass-scorpion-pet', name: 'Sandglass Scorpion Pet' },
'stormcoil-wyrm': { id: 'stormcoil-wyrm-pet', name: 'Stormcoil Wyrm Pet' },
'tobi-kadachi': { id: 'tobi-kadachi-pet', name: 'Stormtail Pet' },
'venom-orchid-hydra': { id: 'venom-orchid-hydra-pet', name: 'Venom Orchid Hydra Pet' },
'yian-kut-ku': { id: 'yian-kut-ku-pet', name: 'Emberquill Pet' },
}
export function iwt2BossCoinRewardFor(
bossId: Iwt2BossId,
difficultySlug = 'initiate',
): Iwt2BossCoinReward {
const tier = IWT2_COIN_TIERS[difficultySlug] ?? IWT2_COIN_TIERS.initiate
return {
id: `${tier.idPrefix}-${bossId}-coin`,
name: `${tier.namePrefix} ${formatBossNameForCoin(bossId)} Coin`,
rarity: tier.rarity,
itemLevel: tier.itemLevel,
glyph: tier.glyph,
}
}
export function iwt2BossCoinRewardsFor(bossId: Iwt2BossId): Iwt2BossCoinReward[] {
return IWT2_BOSS_COIN_DIFFICULTY_SLUGS.map((difficultySlug) => (
iwt2BossCoinRewardFor(bossId, difficultySlug)
))
}
export function iwt2BossPetRewardFor(bossId: Iwt2BossId): Iwt2BossPetReward {
return IWT2_BOSS_PET_REWARDS[bossId]
}
function formatBossNameForCoin(bossId: Iwt2BossId): string {
return IWT2_BOSS_REWARD_DISPLAY_NAMES[bossId]
}
+602 -22
View File
@@ -1,6 +1,22 @@
import { IWT2_BALANCE_OVERRIDES } from './balanceOverrides'
export type Iwt2BossId = 'bulldrome' | 'yian-kut-ku' | 'great-jaggi' | 'khezu'
export type Iwt2BossId =
| 'bulldrome'
| 'yian-kut-ku'
| 'great-jaggi'
| 'khezu'
| 'rathian'
| 'barroth'
| 'tobi-kadachi'
| 'rimebastion'
| 'ember-mantis-duelist'
| 'cinderback-ricochet'
| 'obsidian-ram-golem'
| 'stormcoil-wyrm'
| 'venom-orchid-hydra'
| 'sandglass-scorpion'
| 'crystal-bat-matriarch'
| 'hollowcrown-revenant'
export type Iwt2BalanceOverrides = {
bosses?: Partial<Record<Iwt2BossId, Partial<Pick<Iwt2BossMetadata, 'maxHealth' | 'birdHealth'>>>>
@@ -10,6 +26,11 @@ export type Iwt2BossMetadata = {
id: Iwt2BossId
name: string
icon: string
spriteUrl: string
spriteView?: 'topDown' | 'side'
spriteWidthScale?: number
spriteHeightScale?: number
spriteYOffsetScale?: number
color: string
accentColor: string
maxHealth: number
@@ -64,45 +85,120 @@ export type Iwt2BossMetadata = {
lightningStrikeDamage?: number
lightningStrikeStunSeconds?: number
lightningStrikeCount?: number
poisonTailCooldown?: number
tailSweepWindup?: number
tailSweepRecover?: number
tailSweepInnerRadius?: number
tailSweepOuterRadius?: number
tailSweepAngleRadians?: number
tailSweepDamage?: number
tailSweepStunSeconds?: number
poisonSpitCooldown?: number
poisonSpitWindup?: number
poisonPuddleRadius?: number
poisonPuddleDamage?: number
poisonPuddleSeconds?: number
mudArmor?: number
mudSprayCooldown?: number
mudSprayWindup?: number
mudSprayRange?: number
mudSprayAngleRadians?: number
mudSprayDamage?: number
mudSprayStunSeconds?: number
mudPuddleRadius?: number
mudPuddleSeconds?: number
staticEnergyMax?: number
staticEnergyPerSecond?: number
staticEnergyPerMelee?: number
staticPounceWindup?: number
staticPounceSpeed?: number
staticPounceDamage?: number
staticPounceStunSeconds?: number
staticPounceLength?: number
staticPounceWidth?: number
chainShockCooldown?: number
chainShockWindup?: number
chainShockRadius?: number
chainShockDamage?: number
chainShockStunSeconds?: number
iceWallCooldown?: number
iceWallWindup?: number
iceWallActiveSeconds?: number
iceWallCount?: number
iceWallLength?: number
iceWallWidth?: number
iceWallDamage?: number
iceShardDamage?: number
iceShardStunSeconds?: number
slashCooldown?: number
slashWindup?: number
slashDamage?: number
slashStunSeconds?: number
slashWidth?: number
crossSlashAngleRadians?: number
sidestepDistance?: number
ricochetCooldown?: number
ricochetWindup?: number
ricochetSpeed?: number
ricochetDamage?: number
ricochetStunSeconds?: number
ricochetSeconds?: number
lavaTrailRadius?: number
lavaTrailDamage?: number
lavaTrailSeconds?: number
armorSlamWindup?: number
armorSlamRadius?: number
armorSlamDamage?: number
armorSlamStunSeconds?: number
}
const DEFAULT_BULLDROME_BOSS_METADATA: Iwt2BossMetadata = {
id: 'bulldrome',
name: 'Bulldrome',
name: 'Bristlemaw',
icon: 'B',
spriteUrl: '/iwt2/bosses/bulldrome-side-cel.png',
spriteView: 'side',
spriteWidthScale: 6.2,
spriteHeightScale: 4.5,
spriteYOffsetScale: -0.14,
color: '#8f5a3c',
accentColor: '#e6b17f',
maxHealth: 950,
radius: 31,
moveSpeed: 128,
meleeRange: 58,
meleeDamage: 9,
meleeDamage: 20,
meleeCooldown: 1.05,
chargeCooldown: 4.75,
chargeWindup: 0.55,
chargeSpeed: 510,
chargeDamage: 32,
chargeDamage: 60,
chargeStunSeconds: 0.75,
chargeLength: 560,
chargeOvershoot: 120,
chargeWidth: 62,
slamWindup: 0.45,
slamRadius: 104,
slamDamage: 24,
slamDamage: 55,
slamStunSeconds: 0.75,
}
const DEFAULT_YIAN_KUT_KU_BOSS_METADATA: Iwt2BossMetadata = {
id: 'yian-kut-ku',
name: 'Yian Kut Ku',
icon: 'Y',
name: 'Emberquill',
icon: 'E',
spriteUrl: '/iwt2/bosses/yian-kut-ku-side-cel.png',
spriteView: 'side',
spriteWidthScale: 5.9,
spriteHeightScale: 4.7,
spriteYOffsetScale: -0.1,
color: '#d66a35',
accentColor: '#ffd166',
maxHealth: 400,
radius: 29,
moveSpeed: 118,
meleeRange: 56,
meleeDamage: 8,
meleeDamage: 12,
meleeCooldown: 1,
chargeCooldown: 0,
chargeWindup: 0,
@@ -119,10 +215,10 @@ const DEFAULT_YIAN_KUT_KU_BOSS_METADATA: Iwt2BossMetadata = {
fireballCooldown: 3.6,
fireballWindup: 0.55,
fireballSpeed: 285,
fireballDamage: 12,
fireballDamage: 32,
fireballRadius: 9,
firePuddleRadius: 42,
firePuddleDamage: 7,
firePuddleDamage: 15,
firePuddleSeconds: 8,
birdWaveThresholds: [0.9, 0.4],
birdFlightCooldown: 10,
@@ -130,21 +226,26 @@ const DEFAULT_YIAN_KUT_KU_BOSS_METADATA: Iwt2BossMetadata = {
birdFlightSpeed: 360,
birdHealth: 58,
birdRadius: 16,
birdContactDamage: 10,
birdContactDamage: 26,
birdStunSeconds: 0.75,
}
const DEFAULT_GREAT_JAGGI_BOSS_METADATA: Iwt2BossMetadata = {
id: 'great-jaggi',
name: 'Great Jaggi',
icon: 'J',
name: 'Packfang Alpha',
icon: 'P',
spriteUrl: '/iwt2/bosses/great-jaggi-side-cel.png',
spriteView: 'side',
spriteWidthScale: 5.9,
spriteHeightScale: 4.1,
spriteYOffsetScale: -0.09,
color: '#3f8f73',
accentColor: '#b8f0aa',
maxHealth: 620,
maxHealth: 1000,
radius: 27,
moveSpeed: 146,
meleeRange: 52,
meleeDamage: 7,
meleeDamage: 18,
meleeCooldown: 0.82,
chargeCooldown: 0,
chargeWindup: 0,
@@ -160,7 +261,7 @@ const DEFAULT_GREAT_JAGGI_BOSS_METADATA: Iwt2BossMetadata = {
slamStunSeconds: 0,
packHowlCooldown: 5.8,
packHowlWindup: 0.95,
packLaneDamage: 15,
packLaneDamage: 45,
packLaneStunSeconds: 0.45,
packLaneWidth: 24,
packLaneCount: 3,
@@ -168,15 +269,20 @@ const DEFAULT_GREAT_JAGGI_BOSS_METADATA: Iwt2BossMetadata = {
const DEFAULT_KHEZU_BOSS_METADATA: Iwt2BossMetadata = {
id: 'khezu',
name: 'Khezu',
icon: 'K',
name: 'Palevolt Maw',
icon: 'P',
spriteUrl: '/iwt2/bosses/khezu-side-cel.png',
spriteView: 'side',
spriteWidthScale: 5.9,
spriteHeightScale: 4.4,
spriteYOffsetScale: -0.12,
color: '#d8d7c9',
accentColor: '#77d9ff',
maxHealth: 760,
maxHealth: 1100,
radius: 30,
moveSpeed: 92,
meleeRange: 58,
meleeDamage: 10,
meleeDamage: 20,
meleeCooldown: 1.15,
chargeCooldown: 0,
chargeWindup: 0,
@@ -194,16 +300,466 @@ const DEFAULT_KHEZU_BOSS_METADATA: Iwt2BossMetadata = {
thunderRingWindup: 0.9,
thunderRingInnerRadius: 70,
thunderRingOuterRadius: 172,
thunderRingDamage: 22,
thunderRingDamage: 60,
thunderRingStunSeconds: 0.7,
lightningStrikeCooldown: 4.2,
lightningStrikeWindup: 0.78,
lightningStrikeRadius: 46,
lightningStrikeDamage: 17,
lightningStrikeDamage: 48,
lightningStrikeStunSeconds: 0.55,
lightningStrikeCount: 2,
}
const DEFAULT_RATHIAN_BOSS_METADATA: Iwt2BossMetadata = {
id: 'rathian',
name: 'Verdant Wyrm',
icon: 'V',
spriteUrl: '/iwt2/bosses/rathian-side-cel.png',
spriteView: 'side',
spriteWidthScale: 6.9,
spriteHeightScale: 4.35,
spriteYOffsetScale: -0.12,
color: '#4d9a58',
accentColor: '#f0c24d',
maxHealth: 1120,
radius: 34,
moveSpeed: 118,
meleeRange: 62,
meleeDamage: 16,
meleeCooldown: 1.08,
chargeCooldown: 0,
chargeWindup: 0,
chargeSpeed: 0,
chargeDamage: 0,
chargeStunSeconds: 0,
chargeLength: 0,
chargeOvershoot: 0,
chargeWidth: 0,
slamWindup: 0,
slamRadius: 0,
slamDamage: 0,
slamStunSeconds: 0,
poisonTailCooldown: 5.4,
tailSweepWindup: 0.72,
tailSweepRecover: 0.48,
tailSweepInnerRadius: 24,
tailSweepOuterRadius: 118,
tailSweepAngleRadians: Math.PI * 1.25,
tailSweepDamage: 45,
tailSweepStunSeconds: 0.55,
poisonSpitCooldown: 6.2,
poisonSpitWindup: 0.7,
poisonPuddleRadius: 46,
poisonPuddleDamage: 15,
poisonPuddleSeconds: 8,
}
const DEFAULT_BARROTH_BOSS_METADATA: Iwt2BossMetadata = {
id: 'barroth',
name: 'Mirehorn',
icon: 'M',
spriteUrl: '/iwt2/bosses/barroth-side-cel.png',
spriteView: 'side',
spriteWidthScale: 6.3,
spriteHeightScale: 3.35,
spriteYOffsetScale: -0.07,
color: '#8d714d',
accentColor: '#d6bd80',
maxHealth: 1280,
radius: 35,
moveSpeed: 104,
meleeRange: 60,
meleeDamage: 16,
meleeCooldown: 1.18,
chargeCooldown: 0,
chargeWindup: 0,
chargeSpeed: 0,
chargeDamage: 0,
chargeStunSeconds: 0,
chargeLength: 0,
chargeOvershoot: 0,
chargeWidth: 0,
slamWindup: 0,
slamRadius: 0,
slamDamage: 0,
slamStunSeconds: 0,
mudArmor: 280,
mudSprayCooldown: 5.8,
mudSprayWindup: 0.82,
mudSprayRange: 172,
mudSprayAngleRadians: Math.PI * 0.58,
mudSprayDamage: 28,
mudSprayStunSeconds: 0.25,
mudPuddleRadius: 40,
mudPuddleSeconds: 7.5,
}
const DEFAULT_TOBI_KADACHI_BOSS_METADATA: Iwt2BossMetadata = {
id: 'tobi-kadachi',
name: 'Stormtail',
icon: 'S',
spriteUrl: '/iwt2/bosses/tobi-kadachi-side-cel.png',
spriteView: 'side',
spriteWidthScale: 6.7,
spriteHeightScale: 3.85,
spriteYOffsetScale: -0.08,
color: '#6a79bd',
accentColor: '#a8f3ff',
maxHealth: 920,
radius: 28,
moveSpeed: 160,
meleeRange: 53,
meleeDamage: 13,
meleeCooldown: 0.78,
chargeCooldown: 2.2,
chargeWindup: 0,
chargeSpeed: 0,
chargeDamage: 0,
chargeStunSeconds: 0,
chargeLength: 0,
chargeOvershoot: 0,
chargeWidth: 0,
slamWindup: 0,
slamRadius: 0,
slamDamage: 0,
slamStunSeconds: 0,
staticEnergyMax: 100,
staticEnergyPerSecond: 16,
staticEnergyPerMelee: 15,
staticPounceWindup: 0.58,
staticPounceSpeed: 560,
staticPounceDamage: 46,
staticPounceStunSeconds: 0.6,
staticPounceLength: 520,
staticPounceWidth: 46,
chainShockCooldown: 5.2,
chainShockWindup: 0.85,
chainShockRadius: 86,
chainShockDamage: 34,
chainShockStunSeconds: 0.45,
}
const DEFAULT_RIMEBASTION_BOSS_METADATA: Iwt2BossMetadata = {
id: 'rimebastion',
name: 'Rimebastion',
icon: 'I',
spriteUrl: '/iwt2/bosses/rimebastion-side-cel.png',
spriteView: 'side',
spriteWidthScale: 7.2,
spriteHeightScale: 4.5,
spriteYOffsetScale: -0.08,
color: '#5f9fd6',
accentColor: '#b8f3ff',
maxHealth: 1380,
radius: 37,
moveSpeed: 86,
meleeRange: 62,
meleeDamage: 16,
meleeCooldown: 1.2,
chargeCooldown: 5.6,
chargeWindup: 0,
chargeSpeed: 0,
chargeDamage: 0,
chargeStunSeconds: 0,
chargeLength: 0,
chargeOvershoot: 0,
chargeWidth: 0,
slamWindup: 0,
slamRadius: 0,
slamDamage: 0,
slamStunSeconds: 0,
iceWallCooldown: 6.2,
iceWallWindup: 0.9,
iceWallActiveSeconds: 0.7,
iceWallCount: 3,
iceWallLength: 180,
iceWallWidth: 22,
iceWallDamage: 18,
iceShardDamage: 34,
iceShardStunSeconds: 0.55,
}
const DEFAULT_EMBER_MANTIS_DUELIST_BOSS_METADATA: Iwt2BossMetadata = {
id: 'ember-mantis-duelist',
name: 'Ember Mantis Duelist',
icon: 'M',
spriteUrl: '/iwt2/bosses/ember-mantis-duelist-side-cel.png',
spriteView: 'side',
spriteWidthScale: 5.6,
spriteHeightScale: 4.6,
spriteYOffsetScale: -0.1,
color: '#b94831',
accentColor: '#ffb24a',
maxHealth: 1040,
radius: 29,
moveSpeed: 168,
meleeRange: 54,
meleeDamage: 13,
meleeCooldown: 0.78,
chargeCooldown: 3.8,
chargeWindup: 0,
chargeSpeed: 0,
chargeDamage: 0,
chargeStunSeconds: 0,
chargeLength: 0,
chargeOvershoot: 0,
chargeWidth: 0,
slamWindup: 0,
slamRadius: 0,
slamDamage: 0,
slamStunSeconds: 0,
slashCooldown: 4.2,
slashWindup: 0.48,
slashDamage: 36,
slashStunSeconds: 0.35,
slashWidth: 24,
crossSlashAngleRadians: Math.PI * 0.32,
sidestepDistance: 94,
}
const DEFAULT_CINDERBACK_RICOCHET_BOSS_METADATA: Iwt2BossMetadata = {
id: 'cinderback-ricochet',
name: 'Cinderback Ricochet',
icon: 'C',
spriteUrl: '/iwt2/bosses/cinderback-ricochet-side-cel.png',
spriteView: 'side',
spriteWidthScale: 6.6,
spriteHeightScale: 3.8,
spriteYOffsetScale: -0.06,
color: '#9a4f2f',
accentColor: '#ff8a3d',
maxHealth: 1250,
radius: 34,
moveSpeed: 106,
meleeRange: 60,
meleeDamage: 14,
meleeCooldown: 1.05,
chargeCooldown: 5.4,
chargeWindup: 0,
chargeSpeed: 0,
chargeDamage: 0,
chargeStunSeconds: 0,
chargeLength: 0,
chargeOvershoot: 0,
chargeWidth: 0,
slamWindup: 0,
slamRadius: 0,
slamDamage: 0,
slamStunSeconds: 0,
ricochetCooldown: 6.6,
ricochetWindup: 0.65,
ricochetSpeed: 440,
ricochetDamage: 40,
ricochetStunSeconds: 0.45,
ricochetSeconds: 1.45,
lavaTrailRadius: 34,
lavaTrailDamage: 15,
lavaTrailSeconds: 5.5,
armorSlamWindup: 0.42,
armorSlamRadius: 86,
armorSlamDamage: 44,
armorSlamStunSeconds: 0.5,
}
const DEFAULT_OBSIDIAN_RAM_GOLEM_BOSS_METADATA: Iwt2BossMetadata = {
id: 'obsidian-ram-golem',
name: 'Obsidian Ram Golem',
icon: 'O',
spriteUrl: '/iwt2/bosses/obsidian-ram-golem-side-cel.png',
spriteView: 'side',
spriteWidthScale: 6.5,
spriteHeightScale: 4.25,
spriteYOffsetScale: -0.08,
color: '#2f3034',
accentColor: '#ff7b32',
maxHealth: 1420,
radius: 36,
moveSpeed: 98,
meleeRange: 62,
meleeDamage: 14,
meleeCooldown: 1.12,
chargeCooldown: 5.7,
chargeWindup: 0,
chargeSpeed: 0,
chargeDamage: 0,
chargeStunSeconds: 0,
chargeLength: 0,
chargeOvershoot: 0,
chargeWidth: 0,
slamWindup: 0,
slamRadius: 0,
slamDamage: 0,
slamStunSeconds: 0,
mudArmor: 240,
}
const DEFAULT_STORMCOIL_WYRM_BOSS_METADATA: Iwt2BossMetadata = {
id: 'stormcoil-wyrm',
name: 'Stormcoil Wyrm',
icon: 'S',
spriteUrl: '/iwt2/bosses/stormcoil-wyrm-side-cel.png',
spriteView: 'side',
spriteWidthScale: 7.1,
spriteHeightScale: 4.15,
spriteYOffsetScale: -0.1,
color: '#273b75',
accentColor: '#78ecff',
maxHealth: 1120,
radius: 30,
moveSpeed: 142,
meleeRange: 58,
meleeDamage: 12,
meleeCooldown: 0.95,
chargeCooldown: 5.1,
chargeWindup: 0,
chargeSpeed: 0,
chargeDamage: 0,
chargeStunSeconds: 0,
chargeLength: 0,
chargeOvershoot: 0,
chargeWidth: 0,
slamWindup: 0,
slamRadius: 0,
slamDamage: 0,
slamStunSeconds: 0,
chainShockCooldown: 5,
chainShockWindup: 0.78,
chainShockRadius: 94,
chainShockDamage: 18,
chainShockStunSeconds: 0.38,
}
const DEFAULT_VENOM_ORCHID_HYDRA_BOSS_METADATA: Iwt2BossMetadata = {
id: 'venom-orchid-hydra',
name: 'Venom Orchid Hydra',
icon: 'V',
spriteUrl: '/iwt2/bosses/venom-orchid-hydra-side-cel.png',
spriteView: 'side',
spriteWidthScale: 7.2,
spriteHeightScale: 4.6,
spriteYOffsetScale: -0.1,
color: '#5e316c',
accentColor: '#d8f05b',
maxHealth: 1320,
radius: 35,
moveSpeed: 84,
meleeRange: 64,
meleeDamage: 12,
meleeCooldown: 1.15,
chargeCooldown: 5.4,
chargeWindup: 0,
chargeSpeed: 0,
chargeDamage: 0,
chargeStunSeconds: 0,
chargeLength: 0,
chargeOvershoot: 0,
chargeWidth: 0,
slamWindup: 0,
slamRadius: 0,
slamDamage: 0,
slamStunSeconds: 0,
poisonSpitCooldown: 5.6,
poisonSpitWindup: 0.75,
poisonPuddleRadius: 42,
poisonPuddleDamage: 15,
poisonPuddleSeconds: 7,
}
const DEFAULT_SANDGLASS_SCORPION_BOSS_METADATA: Iwt2BossMetadata = {
id: 'sandglass-scorpion',
name: 'Sandglass Scorpion',
icon: 'G',
spriteUrl: '/iwt2/bosses/sandglass-scorpion-side-cel.png',
spriteView: 'side',
spriteWidthScale: 6.4,
spriteHeightScale: 4.25,
spriteYOffsetScale: -0.07,
color: '#9d7430',
accentColor: '#ffd15a',
maxHealth: 1245,
radius: 33,
moveSpeed: 126,
meleeRange: 58,
meleeDamage: 13,
meleeCooldown: 0.98,
chargeCooldown: 5.2,
chargeWindup: 0,
chargeSpeed: 0,
chargeDamage: 0,
chargeStunSeconds: 0,
chargeLength: 0,
chargeOvershoot: 0,
chargeWidth: 0,
slamWindup: 0,
slamRadius: 0,
slamDamage: 0,
slamStunSeconds: 0,
mudPuddleRadius: 44,
mudPuddleSeconds: 6,
}
const DEFAULT_CRYSTAL_BAT_MATRIARCH_BOSS_METADATA: Iwt2BossMetadata = {
id: 'crystal-bat-matriarch',
name: 'Crystal Bat Matriarch',
icon: 'Q',
spriteUrl: '/iwt2/bosses/crystal-bat-matriarch-side-cel.png',
spriteView: 'side',
spriteWidthScale: 6.8,
spriteHeightScale: 4.75,
spriteYOffsetScale: -0.12,
color: '#4e2d76',
accentColor: '#8eeaff',
maxHealth: 1050,
radius: 31,
moveSpeed: 150,
meleeRange: 56,
meleeDamage: 11,
meleeCooldown: 0.9,
chargeCooldown: 5.1,
chargeWindup: 0,
chargeSpeed: 0,
chargeDamage: 0,
chargeStunSeconds: 0,
chargeLength: 0,
chargeOvershoot: 0,
chargeWidth: 0,
slamWindup: 0,
slamRadius: 0,
slamDamage: 0,
slamStunSeconds: 0,
}
const DEFAULT_HOLLOWCROWN_REVENANT_BOSS_METADATA: Iwt2BossMetadata = {
id: 'hollowcrown-revenant',
name: 'Hollowcrown Revenant',
icon: 'H',
spriteUrl: '/iwt2/bosses/hollowcrown-revenant-side-cel.png',
spriteView: 'side',
spriteWidthScale: 6.6,
spriteHeightScale: 4.35,
spriteYOffsetScale: -0.1,
color: '#3c3f5e',
accentColor: '#9be8ff',
maxHealth: 1080,
radius: 30,
moveSpeed: 158,
meleeRange: 56,
meleeDamage: 12,
meleeCooldown: 0.9,
chargeCooldown: 4.8,
chargeWindup: 0,
chargeSpeed: 0,
chargeDamage: 0,
chargeStunSeconds: 0,
chargeLength: 0,
chargeOvershoot: 0,
chargeWidth: 0,
slamWindup: 0,
slamRadius: 0,
slamDamage: 0,
slamStunSeconds: 0,
}
function applyBossOverrides(metadata: Iwt2BossMetadata): Iwt2BossMetadata {
const override = IWT2_BALANCE_OVERRIDES.bosses?.[metadata.id]
if (!override) return metadata
@@ -217,10 +773,34 @@ export const BULLDROME_BOSS_METADATA: Iwt2BossMetadata = applyBossOverrides(DEFA
export const YIAN_KUT_KU_BOSS_METADATA: Iwt2BossMetadata = applyBossOverrides(DEFAULT_YIAN_KUT_KU_BOSS_METADATA)
export const GREAT_JAGGI_BOSS_METADATA: Iwt2BossMetadata = applyBossOverrides(DEFAULT_GREAT_JAGGI_BOSS_METADATA)
export const KHEZU_BOSS_METADATA: Iwt2BossMetadata = applyBossOverrides(DEFAULT_KHEZU_BOSS_METADATA)
export const RATHIAN_BOSS_METADATA: Iwt2BossMetadata = applyBossOverrides(DEFAULT_RATHIAN_BOSS_METADATA)
export const BARROTH_BOSS_METADATA: Iwt2BossMetadata = applyBossOverrides(DEFAULT_BARROTH_BOSS_METADATA)
export const TOBI_KADACHI_BOSS_METADATA: Iwt2BossMetadata = applyBossOverrides(DEFAULT_TOBI_KADACHI_BOSS_METADATA)
export const RIMEBASTION_BOSS_METADATA: Iwt2BossMetadata = applyBossOverrides(DEFAULT_RIMEBASTION_BOSS_METADATA)
export const EMBER_MANTIS_DUELIST_BOSS_METADATA: Iwt2BossMetadata = applyBossOverrides(DEFAULT_EMBER_MANTIS_DUELIST_BOSS_METADATA)
export const CINDERBACK_RICOCHET_BOSS_METADATA: Iwt2BossMetadata = applyBossOverrides(DEFAULT_CINDERBACK_RICOCHET_BOSS_METADATA)
export const OBSIDIAN_RAM_GOLEM_BOSS_METADATA: Iwt2BossMetadata = applyBossOverrides(DEFAULT_OBSIDIAN_RAM_GOLEM_BOSS_METADATA)
export const STORMCOIL_WYRM_BOSS_METADATA: Iwt2BossMetadata = applyBossOverrides(DEFAULT_STORMCOIL_WYRM_BOSS_METADATA)
export const VENOM_ORCHID_HYDRA_BOSS_METADATA: Iwt2BossMetadata = applyBossOverrides(DEFAULT_VENOM_ORCHID_HYDRA_BOSS_METADATA)
export const SANDGLASS_SCORPION_BOSS_METADATA: Iwt2BossMetadata = applyBossOverrides(DEFAULT_SANDGLASS_SCORPION_BOSS_METADATA)
export const CRYSTAL_BAT_MATRIARCH_BOSS_METADATA: Iwt2BossMetadata = applyBossOverrides(DEFAULT_CRYSTAL_BAT_MATRIARCH_BOSS_METADATA)
export const HOLLOWCROWN_REVENANT_BOSS_METADATA: Iwt2BossMetadata = applyBossOverrides(DEFAULT_HOLLOWCROWN_REVENANT_BOSS_METADATA)
export const IWT2_BOSS_METADATA: Record<Iwt2BossId, Iwt2BossMetadata> = {
bulldrome: BULLDROME_BOSS_METADATA,
'yian-kut-ku': YIAN_KUT_KU_BOSS_METADATA,
'great-jaggi': GREAT_JAGGI_BOSS_METADATA,
khezu: KHEZU_BOSS_METADATA,
rathian: RATHIAN_BOSS_METADATA,
barroth: BARROTH_BOSS_METADATA,
'tobi-kadachi': TOBI_KADACHI_BOSS_METADATA,
rimebastion: RIMEBASTION_BOSS_METADATA,
'ember-mantis-duelist': EMBER_MANTIS_DUELIST_BOSS_METADATA,
'cinderback-ricochet': CINDERBACK_RICOCHET_BOSS_METADATA,
'obsidian-ram-golem': OBSIDIAN_RAM_GOLEM_BOSS_METADATA,
'stormcoil-wyrm': STORMCOIL_WYRM_BOSS_METADATA,
'venom-orchid-hydra': VENOM_ORCHID_HYDRA_BOSS_METADATA,
'sandglass-scorpion': SANDGLASS_SCORPION_BOSS_METADATA,
'crystal-bat-matriarch': CRYSTAL_BAT_MATRIARCH_BOSS_METADATA,
'hollowcrown-revenant': HOLLOWCROWN_REVENANT_BOSS_METADATA,
}
+18 -4
View File
@@ -7,6 +7,8 @@ export type Iwt2ClassMetadata = {
name: string
role: Iwt2PlayerClassRole
icon: string
arenaSpriteUrl: string
uiIconUrl: string
color: string
accentColor: string
maxHealth: number
@@ -25,6 +27,8 @@ export const IWT2_CLASS_METADATA: Record<Iwt2PlayerClassId, Iwt2ClassMetadata> =
name: 'Player Healer',
role: 'healer',
icon: '+',
arenaSpriteUrl: '/iwt2/classes/arena/healer-chunky.png',
uiIconUrl: '/iwt2/classes/ui/healer-medallion.png',
color: '#2fbf71',
accentColor: '#b7f7cf',
maxHealth: 125,
@@ -41,6 +45,8 @@ export const IWT2_CLASS_METADATA: Record<Iwt2PlayerClassId, Iwt2ClassMetadata> =
name: 'Paladin Tank',
role: 'tank',
icon: '🛡',
arenaSpriteUrl: '/iwt2/classes/arena/paladin-chunky.png',
uiIconUrl: '/iwt2/classes/ui/paladin-medallion.png',
color: '#f2c94c',
accentColor: '#fff0a8',
maxHealth: 190,
@@ -57,6 +63,8 @@ export const IWT2_CLASS_METADATA: Record<Iwt2PlayerClassId, Iwt2ClassMetadata> =
name: 'Ranger',
role: 'damage',
icon: '🏹',
arenaSpriteUrl: '/iwt2/classes/arena/ranger-chunky.png',
uiIconUrl: '/iwt2/classes/ui/ranger-medallion.png',
color: '#4aa3df',
accentColor: '#b9e3ff',
maxHealth: 115,
@@ -64,8 +72,8 @@ export const IWT2_CLASS_METADATA: Record<Iwt2PlayerClassId, Iwt2ClassMetadata> =
radius: 14,
attackRange: 245,
attackDamage: 8,
attackCooldown: 0.62,
castTime: 0.32,
attackCooldown: 0.31,
castTime: 0.16,
projectileSpeed: 410,
},
mage: {
@@ -73,6 +81,8 @@ export const IWT2_CLASS_METADATA: Record<Iwt2PlayerClassId, Iwt2ClassMetadata> =
name: 'Mage',
role: 'damage',
icon: '⚚',
arenaSpriteUrl: '/iwt2/classes/arena/mage-chunky.png',
uiIconUrl: '/iwt2/classes/ui/mage-medallion.png',
color: '#c56cf0',
accentColor: '#efc4ff',
maxHealth: 100,
@@ -80,8 +90,8 @@ export const IWT2_CLASS_METADATA: Record<Iwt2PlayerClassId, Iwt2ClassMetadata> =
radius: 14,
attackRange: 220,
attackDamage: 11,
attackCooldown: 0.78,
castTime: 0.42,
attackCooldown: 0.39,
castTime: 0.21,
projectileSpeed: 330,
},
rogue: {
@@ -89,6 +99,8 @@ export const IWT2_CLASS_METADATA: Record<Iwt2PlayerClassId, Iwt2ClassMetadata> =
name: 'Rogue',
role: 'damage',
icon: '††',
arenaSpriteUrl: '/iwt2/classes/arena/rogue-chunky.png',
uiIconUrl: '/iwt2/classes/ui/rogue-medallion.png',
color: '#55efc4',
accentColor: '#c8fff2',
maxHealth: 110,
@@ -105,6 +117,8 @@ export const IWT2_CLASS_METADATA: Record<Iwt2PlayerClassId, Iwt2ClassMetadata> =
name: 'Warrior',
role: 'damage',
icon: '⚔',
arenaSpriteUrl: '/iwt2/classes/arena/warrior-chunky.png',
uiIconUrl: '/iwt2/classes/ui/warrior-medallion.png',
color: '#ff7675',
accentColor: '#ffd0d0',
maxHealth: 150,
+119
View File
@@ -0,0 +1,119 @@
export type Iwt2Difficulty = {
slug: string
name: string
droppedItemLevel: number
unlockLevel: number
healthMultiplier: number
damageMultiplier: number
experienceMultiplier: number
description: string
}
export const IWT2_DUNGEON_DIFFICULTIES: Iwt2Difficulty[] = [
{
slug: 'initiate',
name: 'Initiate',
droppedItemLevel: 1,
unlockLevel: 1,
healthMultiplier: 0.8,
damageMultiplier: 0.8,
experienceMultiplier: 1,
description: 'IWT1 starter dungeon tuning.',
},
{
slug: 'veteran',
name: 'Veteran',
droppedItemLevel: 10,
unlockLevel: 10,
healthMultiplier: 1.45,
damageMultiplier: 1.25,
experienceMultiplier: 2,
description: 'IWT1 veteran dungeon tuning.',
},
{
slug: 'champion',
name: 'Champion',
droppedItemLevel: 15,
unlockLevel: 15,
healthMultiplier: 1.7,
damageMultiplier: 1.45,
experienceMultiplier: 2.2,
description: 'IWT1 champion dungeon tuning.',
},
{
slug: 'mythic',
name: 'Mythic',
droppedItemLevel: 20,
unlockLevel: 20,
healthMultiplier: 2.25,
damageMultiplier: 1.85,
experienceMultiplier: 3.5,
description: 'IWT1 mythic dungeon tuning.',
},
{
slug: 'ascendant',
name: 'Ascendant',
droppedItemLevel: 25,
unlockLevel: 25,
healthMultiplier: 2.8,
damageMultiplier: 2.25,
experienceMultiplier: 4.5,
description: 'IWT1 ascendant dungeon tuning.',
},
]
export const IWT2_RAID_DIFFICULTIES: Iwt2Difficulty[] = [
{
slug: 'raid-normal',
name: 'Normal',
droppedItemLevel: 10,
unlockLevel: 10,
healthMultiplier: 1.45,
damageMultiplier: 1.25,
experienceMultiplier: 2,
description: 'IWT1 normal raid tuning.',
},
{
slug: 'raid-champion',
name: 'Champion Raid',
droppedItemLevel: 15,
unlockLevel: 15,
healthMultiplier: 1.7,
damageMultiplier: 1.45,
experienceMultiplier: 2.4,
description: 'IWT1 champion raid tuning.',
},
{
slug: 'raid-mythic',
name: 'Mythic Raid',
droppedItemLevel: 20,
unlockLevel: 20,
healthMultiplier: 2.25,
damageMultiplier: 1.85,
experienceMultiplier: 3.5,
description: 'IWT1 mythic raid tuning.',
},
{
slug: 'raid-ascendant',
name: 'Ascendant Raid',
droppedItemLevel: 25,
unlockLevel: 25,
healthMultiplier: 2.8,
damageMultiplier: 2.25,
experienceMultiplier: 4.5,
description: 'IWT1 ascendant raid tuning.',
},
]
export function findIwt2Difficulty(
difficulties: readonly Iwt2Difficulty[],
slug: string,
): Iwt2Difficulty {
return difficulties.find((difficulty) => difficulty.slug === slug) ?? difficulties[0]
}
export function isIwt2DifficultyUnlocked(difficulty: Iwt2Difficulty, level: number): boolean {
void difficulty
void level
return true
}
+199
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@@ -0,0 +1,199 @@
import type { Iwt2BossId } from './bosses'
import type { Iwt2PlayerClassId } from './classes'
import { iwt2BossCoinRewardFor } from './bossRewards'
import { IWT2_INFUSION_ABILITIES, type Iwt2InfusionAbilityId } from './infusionAbilities'
export { IWT2_INFUSION_ABILITIES, iwt2InfusionAbilitiesForClass } from './infusionAbilities'
export type { Iwt2InfusionAbility, Iwt2InfusionAbilityId } from './infusionAbilities'
export type Iwt2GearSlotId = 'weapon' | 'helmet' | 'chest' | 'legs' | 'feet'
export type Iwt2GearLevel = 0 | 1 | 2 | 3 | 4 | 5
export type Iwt2GearStatId =
| 'maxHealth'
| 'moveSpeed'
| 'healingPower'
| 'damage'
| 'attackCooldown'
| 'projectileSpeed'
| 'stunResist'
| 'hazardDamageTaken'
export type Iwt2GearSlotProgress = {
level: Iwt2GearLevel
}
export type Iwt2ClassGearProgress = {
slots: Record<Iwt2GearSlotId, Iwt2GearSlotProgress>
infusionAbilityId: Iwt2InfusionAbilityId | null
}
export type Iwt2GearProgress = Record<Iwt2PlayerClassId, Iwt2ClassGearProgress>
export type Iwt2GearUpgradeCost = {
itemId: string
itemName: string
quantity: number
}
export type Iwt2GearSlotRecipe = {
classId: Iwt2PlayerClassId
slotId: Iwt2GearSlotId
primaryBossId: Iwt2BossId
secondaryBossId: Iwt2BossId
statId: Iwt2GearStatId
}
export const IWT2_GEAR_SLOTS: Iwt2GearSlotId[] = ['weapon', 'helmet', 'chest', 'legs', 'feet']
export const IWT2_GEAR_SLOT_LABELS: Record<Iwt2GearSlotId, string> = {
weapon: 'Weapon',
helmet: 'Helmet',
chest: 'Chest',
legs: 'Legs',
feet: 'Feet',
}
export const IWT2_GEAR_STAT_LABELS: Record<Iwt2GearStatId, string> = {
maxHealth: 'Max Health',
moveSpeed: 'Move Speed',
healingPower: 'Healing Power',
damage: 'Damage',
attackCooldown: 'Cooldown',
projectileSpeed: 'Projectile Speed',
stunResist: 'Stun Resist',
hazardDamageTaken: 'Hazard Damage Taken',
}
export const IWT2_GEAR_SLOT_RECIPES: Record<Iwt2PlayerClassId, Record<Iwt2GearSlotId, Iwt2GearSlotRecipe>> = {
healer: {
weapon: slotRecipe('healer', 'weapon', 'rathian', 'yian-kut-ku', 'healingPower'),
helmet: slotRecipe('healer', 'helmet', 'khezu', 'rimebastion', 'attackCooldown'),
chest: slotRecipe('healer', 'chest', 'barroth', 'obsidian-ram-golem', 'maxHealth'),
legs: slotRecipe('healer', 'legs', 'tobi-kadachi', 'great-jaggi', 'moveSpeed'),
feet: slotRecipe('healer', 'feet', 'venom-orchid-hydra', 'sandglass-scorpion', 'hazardDamageTaken'),
},
paladin: {
weapon: slotRecipe('paladin', 'weapon', 'obsidian-ram-golem', 'bulldrome', 'damage'),
helmet: slotRecipe('paladin', 'helmet', 'khezu', 'hollowcrown-revenant', 'stunResist'),
chest: slotRecipe('paladin', 'chest', 'barroth', 'rimebastion', 'maxHealth'),
legs: slotRecipe('paladin', 'legs', 'bulldrome', 'tobi-kadachi', 'moveSpeed'),
feet: slotRecipe('paladin', 'feet', 'sandglass-scorpion', 'great-jaggi', 'hazardDamageTaken'),
},
ranger: {
weapon: slotRecipe('ranger', 'weapon', 'cinderback-ricochet', 'yian-kut-ku', 'damage'),
helmet: slotRecipe('ranger', 'helmet', 'crystal-bat-matriarch', 'stormcoil-wyrm', 'attackCooldown'),
chest: slotRecipe('ranger', 'chest', 'great-jaggi', 'barroth', 'maxHealth'),
legs: slotRecipe('ranger', 'legs', 'tobi-kadachi', 'crystal-bat-matriarch', 'moveSpeed'),
feet: slotRecipe('ranger', 'feet', 'sandglass-scorpion', 'venom-orchid-hydra', 'hazardDamageTaken'),
},
mage: {
weapon: slotRecipe('mage', 'weapon', 'stormcoil-wyrm', 'yian-kut-ku', 'damage'),
helmet: slotRecipe('mage', 'helmet', 'rimebastion', 'khezu', 'attackCooldown'),
chest: slotRecipe('mage', 'chest', 'venom-orchid-hydra', 'barroth', 'maxHealth'),
legs: slotRecipe('mage', 'legs', 'tobi-kadachi', 'crystal-bat-matriarch', 'moveSpeed'),
feet: slotRecipe('mage', 'feet', 'hollowcrown-revenant', 'sandglass-scorpion', 'hazardDamageTaken'),
},
rogue: {
weapon: slotRecipe('rogue', 'weapon', 'ember-mantis-duelist', 'rathian', 'damage'),
helmet: slotRecipe('rogue', 'helmet', 'crystal-bat-matriarch', 'khezu', 'attackCooldown'),
chest: slotRecipe('rogue', 'chest', 'great-jaggi', 'barroth', 'maxHealth'),
legs: slotRecipe('rogue', 'legs', 'tobi-kadachi', 'ember-mantis-duelist', 'moveSpeed'),
feet: slotRecipe('rogue', 'feet', 'hollowcrown-revenant', 'sandglass-scorpion', 'hazardDamageTaken'),
},
warrior: {
weapon: slotRecipe('warrior', 'weapon', 'bulldrome', 'ember-mantis-duelist', 'damage'),
helmet: slotRecipe('warrior', 'helmet', 'obsidian-ram-golem', 'khezu', 'attackCooldown'),
chest: slotRecipe('warrior', 'chest', 'barroth', 'rimebastion', 'maxHealth'),
legs: slotRecipe('warrior', 'legs', 'great-jaggi', 'tobi-kadachi', 'moveSpeed'),
feet: slotRecipe('warrior', 'feet', 'rathian', 'venom-orchid-hydra', 'hazardDamageTaken'),
},
}
export function createDefaultIwt2GearProgress(): Iwt2GearProgress {
return {
healer: createDefaultClassGearProgress(),
paladin: createDefaultClassGearProgress(),
ranger: createDefaultClassGearProgress(),
mage: createDefaultClassGearProgress(),
rogue: createDefaultClassGearProgress(),
warrior: createDefaultClassGearProgress(),
}
}
export function isIwt2InfusionUnlocked(progress: Iwt2ClassGearProgress): boolean {
return Object.values(progress.slots).some((slot) => slot.level >= 5)
}
export function iwt2GearUpgradeCosts(
classId: Iwt2PlayerClassId,
slotId: Iwt2GearSlotId,
currentLevel: Iwt2GearLevel,
): Iwt2GearUpgradeCost[] {
if (currentLevel >= 5) return []
const recipe = IWT2_GEAR_SLOT_RECIPES[classId][slotId]
const nextLevel = (currentLevel + 1) as Exclude<Iwt2GearLevel, 0>
const slug = upgradeDifficultySlug(nextLevel)
const primary = iwt2BossCoinRewardFor(recipe.primaryBossId, slug)
const secondary = iwt2BossCoinRewardFor(recipe.secondaryBossId, slug)
if (nextLevel === 1) return [{ itemId: primary.id, itemName: primary.name, quantity: 2 }]
if (nextLevel === 2) return [
{ itemId: primary.id, itemName: primary.name, quantity: 3 },
{ itemId: secondary.id, itemName: secondary.name, quantity: 1 },
]
if (nextLevel === 3) return [
{ itemId: primary.id, itemName: primary.name, quantity: 3 },
{ itemId: secondary.id, itemName: secondary.name, quantity: 2 },
]
if (nextLevel === 4) return [
{ itemId: primary.id, itemName: primary.name, quantity: 4 },
{ itemId: secondary.id, itemName: secondary.name, quantity: 3 },
]
return [
{ itemId: primary.id, itemName: primary.name, quantity: 5 },
{ itemId: secondary.id, itemName: secondary.name, quantity: 4 },
]
}
export function iwt2InfusionCosts(
classId: Iwt2PlayerClassId,
slotId: Iwt2GearSlotId,
abilityId: Iwt2InfusionAbilityId,
): Iwt2GearUpgradeCost[] {
const recipe = IWT2_GEAR_SLOT_RECIPES[classId][slotId]
const ability = IWT2_INFUSION_ABILITIES[abilityId]
const linked = iwt2BossCoinRewardFor(ability.linkedBossId, 'ascendant')
const slotPrimary = iwt2BossCoinRewardFor(recipe.primaryBossId, 'mythic')
return [
{ itemId: linked.id, itemName: linked.name, quantity: 5 },
{ itemId: slotPrimary.id, itemName: slotPrimary.name, quantity: 5 },
]
}
function createDefaultClassGearProgress(): Iwt2ClassGearProgress {
return {
slots: {
weapon: { level: 0 },
helmet: { level: 0 },
chest: { level: 0 },
legs: { level: 0 },
feet: { level: 0 },
},
infusionAbilityId: null,
}
}
function slotRecipe(
classId: Iwt2PlayerClassId,
slotId: Iwt2GearSlotId,
primaryBossId: Iwt2BossId,
secondaryBossId: Iwt2BossId,
statId: Iwt2GearStatId,
): Iwt2GearSlotRecipe {
return { classId, primaryBossId, secondaryBossId, slotId, statId }
}
function upgradeDifficultySlug(level: Exclude<Iwt2GearLevel, 0>): string {
if (level <= 2) return 'initiate'
if (level === 3) return 'veteran'
if (level === 4) return 'champion'
return 'mythic'
}
+15 -5
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@@ -1,4 +1,6 @@
import type { Spell } from '../../../game'
import type { Iwt2InfusionAbilityId } from './infusionAbilities'
import { iwt2HealerInfusionAbility } from './healerInfusionAbilities'
export type Iwt2AbilityTarget = 'party-member' | 'self' | 'ground'
export type Iwt2HealerId = 'dawnweaver' | 'lifebinder' | 'runesage'
@@ -23,6 +25,15 @@ export type Iwt2HealerAbility = {
cooldownSeconds: number
target: Iwt2AbilityTarget
extraTargets?: number
triggeredEffects?: Iwt2TriggeredAbilityEffect[]
}
export type Iwt2TriggeredAbilityEffect = {
id: string
name: string
kind: Spell['kind']
power: number
effectType?: string
}
export const IWT2_HEALER_METADATA: Record<Iwt2HealerId, Iwt2HealerMetadata> = {
@@ -55,7 +66,6 @@ export const IWT2_HEALER_ABILITIES: Record<Iwt2HealerId, Iwt2HealerAbility[]> =
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),
@@ -63,7 +73,6 @@ export const IWT2_HEALER_ABILITIES: Record<Iwt2HealerId, Iwt2HealerAbility[]> =
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),
@@ -71,12 +80,13 @@ export const IWT2_HEALER_ABILITIES: Record<Iwt2HealerId, Iwt2HealerAbility[]> =
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 abilitiesForHealer(healerId: Iwt2HealerId | string, infusionAbilityId?: Iwt2InfusionAbilityId | null) {
const base = IWT2_HEALER_ABILITIES[asIwt2HealerId(healerId)]
const infusion = infusionAbilityId ? iwt2HealerInfusionAbility(infusionAbilityId, asIwt2HealerId(healerId)) : null
return infusion ? [...base, infusion] : base
}
export function asIwt2HealerId(value: unknown): Iwt2HealerId {
@@ -0,0 +1,46 @@
import { IWT2_INFUSION_ABILITIES, type Iwt2InfusionAbilityId } from './infusionAbilities'
import type { Iwt2HealerAbility, Iwt2HealerId } from './healerAbilities'
export function iwt2HealerInfusionAbility(
infusionAbilityId: Iwt2InfusionAbilityId,
healerId: Iwt2HealerId,
): Iwt2HealerAbility | null {
const infusion = IWT2_INFUSION_ABILITIES[infusionAbilityId]
if (!infusion || infusion.classId !== 'healer') return null
if (infusion.effectKey === 'sanctuary') {
return createInfusedHealerAbility(healerId, 'sanctuary', infusion.name, infusion.icon, 'shield', 50, 16, infusion.cooldownSeconds ?? 45, 'shield')
}
if (infusion.effectKey === 'guardianPulse') {
return createInfusedHealerAbility(healerId, 'guardian-pulse', infusion.name, infusion.icon, 'group', 26, 14, infusion.cooldownSeconds ?? 40)
}
if (infusion.effectKey === 'emergencyMiracle') {
return createInfusedHealerAbility(healerId, 'emergency-miracle', infusion.name, infusion.icon, 'direct', 90, 20, infusion.cooldownSeconds ?? 75)
}
return null
}
function createInfusedHealerAbility(
healerId: Iwt2HealerId,
slug: string,
name: string,
icon: string,
kind: Iwt2HealerAbility['kind'],
power: number,
manaCost: number,
cooldownSeconds: number,
effectType?: string,
): Iwt2HealerAbility {
return {
cooldownSeconds,
effectType,
healerId,
icon,
id: `${healerId}-infusion-${slug}`,
kind,
manaCost,
name,
power,
slot: 6,
target: 'party-member',
}
}
+121
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@@ -0,0 +1,121 @@
import type { Iwt2BossId } from './bosses'
import type { Iwt2PlayerClassId } from './classes'
export type Iwt2InfusionAbilityId =
| 'healer-sanctuary'
| 'healer-guardian-pulse'
| 'healer-emergency-miracle'
| 'paladin-unbreakable'
| 'paladin-bulwark-field'
| 'paladin-intercept'
| 'ranger-decoy-companion'
| 'ranger-pinning-volley'
| 'ranger-hunters-mark'
| 'mage-panic-blink'
| 'mage-arcane-barrier'
| 'mage-overcharge'
| 'rogue-shadow-step'
| 'rogue-vanish'
| 'rogue-expose-weakness'
| 'warrior-bladestorm'
| 'warrior-iron-rush'
| 'warrior-blood-rally'
export type Iwt2InfusionAbilityTrigger =
| 'active'
| 'danger'
| 'passive'
| 'postMechanic'
| 'survival'
export type Iwt2InfusionAbilityEffectKey =
| 'arcaneBarrier'
| 'bladestorm'
| 'bloodRally'
| 'bulwarkField'
| 'decoyCompanion'
| 'emergencyMiracle'
| 'exposeWeakness'
| 'guardianPulse'
| 'huntersMark'
| 'intercept'
| 'ironRush'
| 'overcharge'
| 'panicBlink'
| 'pinningVolley'
| 'sanctuary'
| 'shadowStep'
| 'unbreakable'
| 'vanish'
export type Iwt2InfusionAbility = {
id: Iwt2InfusionAbilityId
classId: Iwt2PlayerClassId
name: string
icon: string
linkedBossId: Iwt2BossId
cooldownSeconds: number | null
description: string
trigger: Iwt2InfusionAbilityTrigger
effectKey: Iwt2InfusionAbilityEffectKey
slot: 6
reuseTags: string[]
}
export const IWT2_INFUSION_ABILITIES: Record<Iwt2InfusionAbilityId, Iwt2InfusionAbility> = {
'healer-sanctuary': infusion('healer-sanctuary', 'healer', 'Sanctuary', 'S', 'rimebastion', 45, 'Place a safe zone that reduces hazard damage for party members inside it.', 'active', 'sanctuary', ['healer', 'hazard-counter', 'zone']),
'healer-guardian-pulse': infusion('healer-guardian-pulse', 'healer', 'Guardian Pulse', 'G', 'khezu', 40, 'Shield the party after a major boss telegraph resolves.', 'postMechanic', 'guardianPulse', ['healer', 'shield', 'telegraph-counter']),
'healer-emergency-miracle': infusion('healer-emergency-miracle', 'healer', 'Emergency Miracle', 'M', 'hollowcrown-revenant', 75, 'Auto-cast a large heal on the lowest-health ally at danger threshold.', 'survival', 'emergencyMiracle', ['healer', 'survival', 'auto-save']),
'paladin-unbreakable': infusion('paladin-unbreakable', 'paladin', 'Unbreakable', 'U', 'bulldrome', null, 'Become immune to stuns and knockdowns.', 'passive', 'unbreakable', ['tank', 'control-immunity']),
'paladin-bulwark-field': infusion('paladin-bulwark-field', 'paladin', 'Bulwark Field', 'B', 'barroth', 35, 'Nearby party members take reduced damage.', 'active', 'bulwarkField', ['tank', 'aura', 'damage-reduction']),
'paladin-intercept': infusion('paladin-intercept', 'paladin', 'Intercept', 'I', 'obsidian-ram-golem', 30, 'Dash to an endangered party member and absorb the next hit.', 'danger', 'intercept', ['tank', 'dash', 'protection']),
'ranger-decoy-companion': infusion('ranger-decoy-companion', 'ranger', 'Decoy Companion', 'D', 'great-jaggi', 60, 'Summon a pet that holds boss attention for 8 seconds.', 'active', 'decoyCompanion', ['ranged', 'summon', 'aggro-decoy']),
'ranger-pinning-volley': infusion('ranger-pinning-volley', 'ranger', 'Pinning Volley', 'P', 'crystal-bat-matriarch', 35, 'Fire a periodic shot that briefly slows the boss.', 'active', 'pinningVolley', ['ranged', 'slow', 'projectile']),
'ranger-hunters-mark': infusion('ranger-hunters-mark', 'ranger', "Hunter's Mark", 'H', 'cinderback-ricochet', 45, 'Mark a boss so ranged hits deal increased damage briefly.', 'active', 'huntersMark', ['ranged', 'debuff', 'damage-window']),
'mage-panic-blink': infusion('mage-panic-blink', 'mage', 'Panic Blink', 'B', 'tobi-kadachi', 45, 'Teleport across the arena when danger scoring says the mage is trapped.', 'danger', 'panicBlink', ['caster', 'teleport', 'escape']),
'mage-arcane-barrier': infusion('mage-arcane-barrier', 'mage', 'Arcane Barrier', 'A', 'rimebastion', 60, 'Gain a shield before a lethal hit.', 'survival', 'arcaneBarrier', ['caster', 'shield', 'survival']),
'mage-overcharge': infusion('mage-overcharge', 'mage', 'Overcharge', 'O', 'stormcoil-wyrm', 40, 'Gain faster casts after avoiding a major mechanic.', 'postMechanic', 'overcharge', ['caster', 'haste', 'telegraph-reward']),
'rogue-shadow-step': infusion('rogue-shadow-step', 'rogue', 'Shadow Step', 'S', 'ember-mantis-duelist', 30, 'Teleport to any party member, then gain 30% damage for 8 seconds.', 'active', 'shadowStep', ['melee', 'teleport', 'burst']),
'rogue-vanish': infusion('rogue-vanish', 'rogue', 'Vanish', 'V', 'hollowcrown-revenant', 45, 'Drop boss focus and evade the next hit.', 'survival', 'vanish', ['melee', 'evade', 'survival']),
'rogue-expose-weakness': infusion('rogue-expose-weakness', 'rogue', 'Expose Weakness', 'E', 'rathian', 35, 'Flanking attacks increase party damage briefly.', 'active', 'exposeWeakness', ['melee', 'debuff', 'flank']),
'warrior-bladestorm': infusion('warrior-bladestorm', 'warrior', 'Bladestorm', 'B', 'bulldrome', 30, 'Spin for 5 seconds, damaging nearby enemies and taking 50% less damage.', 'active', 'bladestorm', ['melee', 'aoe', 'damage-reduction']),
'warrior-iron-rush': infusion('warrior-iron-rush', 'warrior', 'Iron Rush', 'I', 'obsidian-ram-golem', 35, 'Charge through the boss with brief damage reduction.', 'active', 'ironRush', ['melee', 'charge', 'damage-reduction']),
'warrior-blood-rally': infusion('warrior-blood-rally', 'warrior', 'Blood Rally', 'R', 'venom-orchid-hydra', 50, 'Gain damage when party health is low.', 'survival', 'bloodRally', ['melee', 'survival', 'damage-window']),
}
export function iwt2InfusionAbilitiesForClass(classId: Iwt2PlayerClassId): Iwt2InfusionAbility[] {
return Object.values(IWT2_INFUSION_ABILITIES).filter((ability) => ability.classId === classId)
}
export function asIwt2InfusionAbilityId(value: unknown): Iwt2InfusionAbilityId | null {
return typeof value === 'string' && value in IWT2_INFUSION_ABILITIES
? value as Iwt2InfusionAbilityId
: null
}
function infusion(
id: Iwt2InfusionAbilityId,
classId: Iwt2PlayerClassId,
name: string,
icon: string,
linkedBossId: Iwt2BossId,
cooldownSeconds: number | null,
description: string,
trigger: Iwt2InfusionAbilityTrigger,
effectKey: Iwt2InfusionAbilityEffectKey,
reuseTags: string[],
): Iwt2InfusionAbility {
return {
classId,
cooldownSeconds,
description,
effectKey,
icon,
id,
linkedBossId,
name,
reuseTags,
slot: 6,
trigger,
}
}
+179 -1
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@@ -11,6 +11,33 @@ export type Iwt2RoguelikeSlot = '1' | '2' | '3' | '4' | '5'
export type Iwt2RoguelikeSelfBuffId =
| 'revive-party-members'
| 'dawnweaver-mend-applies-renew'
| 'dawnweaver-mend-applies-sun-ward'
| 'dawnweaver-renew-applies-sun-ward'
| 'dawnweaver-radiance-applies-renew'
| 'dawnweaver-radiance-applies-sun-ward'
| 'dawnweaver-sun-ward-applies-renew'
| 'dawnweaver-sun-ward-damage-reduction'
| 'dawnweaver-purify-applies-renew'
| 'dawnweaver-purify-applies-sun-ward'
| 'lifebinder-verdant-touch-applies-seed-of-life'
| 'lifebinder-verdant-touch-applies-barkskin'
| 'lifebinder-seed-of-life-applies-barkskin'
| 'lifebinder-wild-growth-applies-seed-of-life'
| 'lifebinder-wild-growth-applies-barkskin'
| 'lifebinder-barkskin-applies-seed-of-life'
| 'lifebinder-barkskin-hot-bonus'
| 'lifebinder-purging-sap-applies-seed-of-life'
| 'lifebinder-purging-sap-applies-barkskin'
| 'runesage-etched-mend-applies-mending-rune'
| 'runesage-etched-mend-applies-aegis-script'
| 'runesage-mending-rune-applies-aegis-script'
| 'runesage-concordance-applies-mending-rune'
| 'runesage-concordance-applies-aegis-script'
| 'runesage-aegis-script-applies-mending-rune'
| 'runesage-aegis-script-damage-reduction'
| 'runesage-unravel-applies-mending-rune'
| 'runesage-unravel-applies-aegis-script'
| `slot${Iwt2RoguelikeSlot}-extra-target`
| `slot${Iwt2RoguelikeSlot}-cost-down`
| `slot${Iwt2RoguelikeSlot}-cooldown-down`
@@ -26,6 +53,9 @@ export type Iwt2RoguelikeChoice<T extends string> = {
}
export const IWT2_ROGUELIKE_SLOTS: readonly Iwt2RoguelikeSlot[] = ['1', '2', '3', '4', '5']
export const IWT2_SUN_WARD_DAMAGE_REDUCTION_BUFF_ID = 'dawnweaver-sun-ward-damage-reduction'
export const IWT2_BARKSKIN_HOT_BONUS_BUFF_ID = 'lifebinder-barkskin-hot-bonus'
export const IWT2_AEGIS_SCRIPT_DAMAGE_REDUCTION_BUFF_ID = 'runesage-aegis-script-damage-reduction'
export const IWT2_REVIVE_PARTY_CHOICE: Iwt2RoguelikeChoice<Iwt2RoguelikeSelfBuffId> = {
id: 'revive-party-members',
@@ -33,6 +63,150 @@ export const IWT2_REVIVE_PARTY_CHOICE: Iwt2RoguelikeChoice<Iwt2RoguelikeSelfBuff
description: 'Revive fallen party members before the next IWT2 arena.',
}
export const IWT2_DAWNWEAVER_SYNERGY_CHOICES: Array<Iwt2RoguelikeChoice<Iwt2RoguelikeSelfBuffId>> = [
{
id: 'dawnweaver-mend-applies-renew',
name: 'Mend Applies Renew',
description: 'Mend also applies Renew to the target.',
},
{
id: 'dawnweaver-mend-applies-sun-ward',
name: 'Mend Applies Sun Ward',
description: 'Mend also applies Sun Ward to the target.',
},
{
id: 'dawnweaver-renew-applies-sun-ward',
name: 'Renew Applies Sun Ward',
description: 'Renew also applies Sun Ward to the target.',
},
{
id: 'dawnweaver-radiance-applies-renew',
name: 'Radiance Applies Renew',
description: 'Radiance also applies Renew to affected allies.',
},
{
id: 'dawnweaver-radiance-applies-sun-ward',
name: 'Radiance Applies 50% Sun Ward',
description: 'Radiance also applies Sun Ward at 50% strength to affected allies.',
},
{
id: 'dawnweaver-sun-ward-applies-renew',
name: 'Sun Ward Applies Renew',
description: 'Sun Ward also applies Renew to the target.',
},
{
id: IWT2_SUN_WARD_DAMAGE_REDUCTION_BUFF_ID,
name: 'Sun Ward Reduces Damage',
description: 'While shielded by Sun Ward, the target takes 50% less damage.',
},
{
id: 'dawnweaver-purify-applies-renew',
name: 'Purify Applies Renew',
description: 'Purify also applies Renew to the target.',
},
{
id: 'dawnweaver-purify-applies-sun-ward',
name: 'Purify Applies Sun Ward',
description: 'Purify also applies Sun Ward to the target.',
},
]
export const IWT2_LIFEBINDER_SYNERGY_CHOICES: Array<Iwt2RoguelikeChoice<Iwt2RoguelikeSelfBuffId>> = [
{
id: 'lifebinder-verdant-touch-applies-seed-of-life',
name: 'Verdant Touch Applies Seed of Life',
description: 'Verdant Touch also applies Seed of Life to the target.',
},
{
id: 'lifebinder-verdant-touch-applies-barkskin',
name: 'Verdant Touch Applies 50% Barkskin',
description: 'Verdant Touch also applies Barkskin at 50% strength to the target.',
},
{
id: 'lifebinder-seed-of-life-applies-barkskin',
name: 'Seed of Life Applies Barkskin',
description: 'Seed of Life also applies Barkskin to the target.',
},
{
id: 'lifebinder-wild-growth-applies-seed-of-life',
name: 'Wild Growth Applies Seed of Life',
description: 'Wild Growth also applies Seed of Life to affected allies.',
},
{
id: 'lifebinder-wild-growth-applies-barkskin',
name: 'Wild Growth Applies 50% Barkskin',
description: 'Wild Growth also applies Barkskin at 50% strength to affected allies.',
},
{
id: 'lifebinder-barkskin-applies-seed-of-life',
name: 'Barkskin Applies Seed of Life',
description: 'Barkskin also applies Seed of Life to the target.',
},
{
id: IWT2_BARKSKIN_HOT_BONUS_BUFF_ID,
name: 'Barkskin Feeds HoTs',
description: 'While shielded by Barkskin, the target receives 25% more healing over time.',
},
{
id: 'lifebinder-purging-sap-applies-seed-of-life',
name: 'Purging Sap Applies Seed of Life',
description: 'Purging Sap also applies Seed of Life to the target.',
},
{
id: 'lifebinder-purging-sap-applies-barkskin',
name: 'Purging Sap Applies Barkskin',
description: 'Purging Sap also applies Barkskin to the target.',
},
]
export const IWT2_RUNESAGE_SYNERGY_CHOICES: Array<Iwt2RoguelikeChoice<Iwt2RoguelikeSelfBuffId>> = [
{
id: 'runesage-etched-mend-applies-mending-rune',
name: 'Etched Mend Applies Mending Rune',
description: 'Etched Mend also applies Mending Rune to the target.',
},
{
id: 'runesage-etched-mend-applies-aegis-script',
name: 'Etched Mend Applies 50% Aegis Script',
description: 'Etched Mend also applies Aegis Script at 50% strength to the target.',
},
{
id: 'runesage-mending-rune-applies-aegis-script',
name: 'Mending Rune Applies Aegis Script',
description: 'Mending Rune also applies Aegis Script to the target.',
},
{
id: 'runesage-concordance-applies-mending-rune',
name: 'Concordance Applies Mending Rune',
description: 'Concordance also applies Mending Rune to affected allies.',
},
{
id: 'runesage-concordance-applies-aegis-script',
name: 'Concordance Applies 50% Aegis Script',
description: 'Concordance also applies Aegis Script at 50% strength to affected allies.',
},
{
id: 'runesage-aegis-script-applies-mending-rune',
name: 'Aegis Script Applies Mending Rune',
description: 'Aegis Script also applies Mending Rune to the target.',
},
{
id: IWT2_AEGIS_SCRIPT_DAMAGE_REDUCTION_BUFF_ID,
name: 'Aegis Script Reduces Damage',
description: 'While shielded by Aegis Script, the target takes 30% less damage.',
},
{
id: 'runesage-unravel-applies-mending-rune',
name: 'Unravel Applies Mending Rune',
description: 'Unravel also applies Mending Rune to the target.',
},
{
id: 'runesage-unravel-applies-aegis-script',
name: 'Unravel Applies Aegis Script',
description: 'Unravel also applies Aegis Script to the target.',
},
]
export function iwt2AbilityToSpell(ability: Iwt2HealerAbility): Spell {
return {
id: ability.id,
@@ -49,11 +223,15 @@ export function iwt2AbilityToSpell(ability: Iwt2HealerAbility): Spell {
}
export function buildIwt2SelfBuffChoices(abilities: Iwt2HealerAbility[]) {
return buildSelfSlotUpgradeChoices<Iwt2RoguelikeSelfBuffId>({
const baseChoices = buildSelfSlotUpgradeChoices<Iwt2RoguelikeSelfBuffId>({
slots: IWT2_ROGUELIKE_SLOTS,
spells: abilities.map(iwt2AbilityToSpell),
labelMode: 'ability',
})
if (abilities.some((ability) => ability.id === 'dawnweaver-mend')) return [...baseChoices, ...IWT2_DAWNWEAVER_SYNERGY_CHOICES]
if (abilities.some((ability) => ability.id === 'lifebinder-verdant-touch')) return [...baseChoices, ...IWT2_LIFEBINDER_SYNERGY_CHOICES]
if (abilities.some((ability) => ability.id === 'runesage-etched-mend')) return [...baseChoices, ...IWT2_RUNESAGE_SYNERGY_CHOICES]
return baseChoices
}
export function buildIwt2OpponentDebuffChoices(abilities: Iwt2HealerAbility[]) {
+170
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@@ -0,0 +1,170 @@
import type { Iwt2BossEntityState } from '../sim'
export type BossRenderMotion = {
x: number
y: number
scaleX: number
scaleY: number
rotation: number
tint?: number
}
type BossMotionProfile = {
idleFrequency: number
idleBob: number
moveFrequency: number
moveBob: number
impactScale: number
}
const DEFAULT_PROFILE: BossMotionProfile = {
idleFrequency: 1.6,
idleBob: 2.1,
moveFrequency: 5.4,
moveBob: 3,
impactScale: 0.035,
}
const BOSS_PROFILES: Partial<Record<Iwt2BossEntityState['bossId'], BossMotionProfile>> = {
bulldrome: {
idleFrequency: 1.35,
idleBob: 2.3,
moveFrequency: 5.9,
moveBob: 3.2,
impactScale: 0.045,
},
'yian-kut-ku': {
idleFrequency: 2.2,
idleBob: 2.8,
moveFrequency: 6.4,
moveBob: 3.4,
impactScale: 0.032,
},
'obsidian-ram-golem': {
idleFrequency: 1.05,
idleBob: 1.6,
moveFrequency: 3.7,
moveBob: 2.5,
impactScale: 0.052,
},
}
const WARM_TINT = 0xffc88a
const IMPACT_TINT = 0xff9b5f
export function bossRenderMotion(entity: Iwt2BossEntityState, timeSeconds: number): BossRenderMotion {
const profile = BOSS_PROFILES[entity.bossId] ?? DEFAULT_PROFILE
const phase = String(entity.attackPhase)
const speed = Math.hypot(entity.velocity.x, entity.velocity.y)
const moving = speed > 8 || phase === 'relocating'
const facingX = entity.facing.x < -0.05 ? -1 : 1
const motion: BossRenderMotion = {
x: 0,
y: 0,
scaleX: 1,
scaleY: 1,
rotation: 0,
}
if (isActionPhase(phase, 'windup')) return windupMotion(motion, entity, phase, timeSeconds, facingX)
if (isBurstPhase(phase)) return burstMotion(motion, timeSeconds, facingX)
if (isActionPhase(phase, 'recover')) return recoverMotion(motion, profile, entity, timeSeconds)
if (moving) return movingMotion(motion, profile, entity, timeSeconds, facingX)
return idleMotion(motion, profile, timeSeconds)
}
function idleMotion(motion: BossRenderMotion, profile: BossMotionProfile, timeSeconds: number): BossRenderMotion {
const wave = Math.sin(timeSeconds * profile.idleFrequency * Math.PI * 2)
return {
...motion,
y: -Math.max(0, wave) * profile.idleBob,
scaleY: 1 + Math.max(0, wave) * 0.025,
scaleX: 1 - Math.max(0, wave) * 0.01,
}
}
function movingMotion(
motion: BossRenderMotion,
profile: BossMotionProfile,
entity: Iwt2BossEntityState,
timeSeconds: number,
facingX: number,
): BossRenderMotion {
const speedFactor = Math.min(1, Math.hypot(entity.velocity.x, entity.velocity.y) / 180)
const stride = Math.sin(timeSeconds * profile.moveFrequency * Math.PI * 2)
const lift = Math.abs(stride) * profile.moveBob
return {
...motion,
y: -lift,
scaleX: 1 + 0.012 * speedFactor,
scaleY: 1 - 0.009 * Math.abs(stride),
rotation: facingX * 0.025 * speedFactor,
}
}
function windupMotion(
motion: BossRenderMotion,
entity: Iwt2BossEntityState,
phase: string,
timeSeconds: number,
facingX: number,
): BossRenderMotion {
const pulse = 0.5 + Math.sin(timeSeconds * Math.PI * 9) * 0.5
const isSlam = phase.includes('slam') || phase.includes('quake') || phase.includes('shatter')
return {
...motion,
x: -facingX * (isSlam ? 1.5 : 3),
y: isSlam ? -2 : 2,
scaleX: 1.035,
scaleY: 0.965,
rotation: -facingX * 0.02,
tint: pulse > 0.45 || entity.phaseSecondsRemaining < 0.18 ? WARM_TINT : undefined,
}
}
function burstMotion(motion: BossRenderMotion, timeSeconds: number, facingX: number): BossRenderMotion {
const shake = Math.sin(timeSeconds * Math.PI * 38) * 1.8
return {
...motion,
x: facingX * 3 + shake,
y: Math.cos(timeSeconds * Math.PI * 42) * 1.2,
scaleX: 1.045,
scaleY: 0.96,
rotation: facingX * 0.018,
tint: WARM_TINT,
}
}
function recoverMotion(
motion: BossRenderMotion,
profile: BossMotionProfile,
entity: Iwt2BossEntityState,
timeSeconds: number,
): BossRenderMotion {
const settle = Math.max(0, Math.min(1, entity.phaseSecondsRemaining / 0.45))
const impactPulse = Math.abs(Math.sin(timeSeconds * Math.PI * 11)) * settle
const pop = profile.impactScale * impactPulse
return {
...motion,
y: -2 * impactPulse,
scaleX: 1 + pop,
scaleY: 1 + pop * 0.45,
tint: impactPulse > 0.45 ? IMPACT_TINT : undefined,
}
}
function isActionPhase(phase: string, suffix: string): boolean {
return phase.toLowerCase().includes(suffix)
}
function isBurstPhase(phase: string): boolean {
const normalized = phase.toLowerCase()
return (
normalized.includes('charging')
|| normalized.includes('swooping')
|| normalized.includes('burrowing')
|| normalized.includes('ricocheting')
|| normalized.includes('flying')
)
}
@@ -1,8 +1,10 @@
import Phaser from 'phaser'
import type { MovementVector } from '../../../../input'
import { IWT2_BOSS_METADATA } from '../../content/bosses'
import { IWT2_CLASS_METADATA } from '../../content/classes'
import { IWT2_BOSS_METADATA, type Iwt2BossId } from '../../content/bosses'
import { IWT2_CLASS_METADATA, type Iwt2PlayerClassId } from '../../content/classes'
import { bossRenderMotion } from '../bossAnimation'
import type {
Iwt2ArenaEvent,
Iwt2ArenaIndicator,
Iwt2ArenaState,
Iwt2BossEntityState,
@@ -20,13 +22,27 @@ type SceneDeps = {
}
type DrawableEntity = Iwt2PartyEntityState | Iwt2BossEntityState | Iwt2HostileAddState
type FloatingCombatTextAnchor = {
kind: DrawableEntity['kind']
position: Iwt2Vec2
radius: number
}
export class BulldromeArenaScene extends Phaser.Scene {
private deps: SceneDeps
private arenaGraphics?: Phaser.GameObjects.Graphics
private bossUnderlayGraphics?: Phaser.GameObjects.Graphics
private entityGraphics?: Phaser.GameObjects.Graphics
private telegraphGraphics?: Phaser.GameObjects.Graphics
private labels = new Map<string, Phaser.GameObjects.Text>()
private bossSprites = new Map<string, Phaser.GameObjects.Image>()
private partySprites = new Map<string, Phaser.GameObjects.Image>()
private projectileSprites = new Map<string, Phaser.GameObjects.Image>()
private floatingCombatTexts = new Map<number, Phaser.GameObjects.Text>()
private castGlowEffects = new Set<Phaser.GameObjects.Graphics>()
private lastEntityAnchors = new Map<string, FloatingCombatTextAnchor>()
private lastFloatingEventId = 0
private lastStateTime = 0
private lastHudPublish = 0
constructor(deps: SceneDeps) {
@@ -34,11 +50,27 @@ export class BulldromeArenaScene extends Phaser.Scene {
this.deps = deps
}
preload() {
for (const metadata of Object.values(IWT2_BOSS_METADATA)) {
if (metadata.spriteUrl.endsWith('.svg')) {
this.load.svg(bossSpriteKey(metadata.id), metadata.spriteUrl, { width: 144, height: 144 })
} else {
this.load.image(bossSpriteKey(metadata.id), metadata.spriteUrl)
}
}
for (const metadata of Object.values(IWT2_CLASS_METADATA)) {
this.load.image(classArenaSpriteKey(metadata.id), metadata.arenaSpriteUrl)
}
this.load.image(projectileSpriteKey('arrow'), '/iwt2/projectiles/ranger-arrow.png')
this.load.image(projectileSpriteKey('fireball'), '/iwt2/projectiles/mage-fireball.png')
}
create() {
this.cameras.main.setBackgroundColor('#10141b')
this.arenaGraphics = this.add.graphics()
this.telegraphGraphics = this.add.graphics()
this.entityGraphics = this.add.graphics()
this.arenaGraphics = this.add.graphics().setDepth(0)
this.telegraphGraphics = this.add.graphics().setDepth(10)
this.bossUnderlayGraphics = this.add.graphics().setDepth(20)
this.entityGraphics = this.add.graphics().setDepth(35)
this.drawState(this.deps.getState())
}
@@ -53,6 +85,7 @@ export class BulldromeArenaScene extends Phaser.Scene {
this.drawTelegraphs(state)
this.drawEntities(state)
this.drawProjectiles(state)
this.drawFloatingCombatTexts(state)
this.lastHudPublish += 1
}
@@ -80,22 +113,30 @@ export class BulldromeArenaScene extends Phaser.Scene {
}
private drawEntities(state: Iwt2ArenaState) {
const bossUnderlay = this.bossUnderlayGraphics!
const graphics = this.entityGraphics!
bossUnderlay.clear()
graphics.clear()
for (const hazard of state.hazards) drawHazard(graphics, hazard)
const entities: DrawableEntity[] = [...state.party, ...state.hostileAdds, state.boss]
const liveIds = new Set<string>(entities.map((entity) => entity.id))
const entities: DrawableEntity[] = [...state.party, ...state.hostileAdds, ...state.bosses]
const liveLabelIds = new Set<string>(entities.filter((entity) => shouldDrawLabel(entity)).map((entity) => entity.id))
const liveBossIds = new Set<string>(state.bosses.map((boss) => boss.id))
const livePartyIds = new Set<string>(state.party.map((member) => member.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)
if (this.textures.exists(bossSpriteKey(entity.bossId))) {
drawBossUnderlay(bossUnderlay, entity, color, alpha)
this.drawBossSprite(entity, alpha, state.time)
} else {
drawBossFallback(graphics, entity, color, alpha)
}
} else if (entity.kind === 'hostileAdd') {
graphics.fillStyle(Number.parseInt(color.slice(1), 16), alpha)
graphics.lineStyle(2, 0x0a0c10, 1)
const wing = entity.radius * 1.55
graphics.fillTriangle(
entity.position.x + entity.facing.x * wing,
@@ -114,19 +155,40 @@ export class BulldromeArenaScene extends Phaser.Scene {
entity.position.y + entity.radius,
)
} else {
graphics.lineStyle(entity.aiRole === 'player' ? 4 : 2, 0x0a0c10, 1)
if (entity.id === this.deps.getSelectedPartyId()) {
graphics.lineStyle(4, 0xfff4a8, 0.95)
graphics.strokeCircle(entity.position.x, entity.position.y, entity.radius + 8)
}
if (this.textures.exists(classArenaSpriteKey(entity.classId))) {
drawPartyUnderlay(graphics, entity, color, alpha)
this.drawPartySprite(entity, alpha)
} else {
graphics.fillStyle(Number.parseInt(color.slice(1), 16), alpha)
graphics.fillCircle(entity.position.x, entity.position.y, entity.radius)
graphics.strokeCircle(entity.position.x, entity.position.y, entity.radius)
}
this.drawLabel(entity)
}
if (shouldDrawLabel(entity)) this.drawLabel(entity)
this.drawHealthBar(graphics, entity)
}
for (const [id, sprite] of this.bossSprites) {
if (!liveBossIds.has(id)) {
sprite.destroy()
this.bossSprites.delete(id)
}
}
for (const [id, sprite] of this.partySprites) {
if (!livePartyIds.has(id)) {
sprite.destroy()
this.partySprites.delete(id)
}
}
for (const [id, label] of this.labels) {
if (!liveIds.has(id)) {
if (!liveLabelIds.has(id)) {
label.destroy()
this.labels.delete(id)
}
@@ -135,18 +197,89 @@ export class BulldromeArenaScene extends Phaser.Scene {
private drawProjectiles(state: Iwt2ArenaState) {
const graphics = this.entityGraphics!
const liveProjectileIds = new Set(state.projectiles.map((projectile) => projectile.id))
for (const projectile of state.projectiles) {
const spriteKey = projectileSpriteKey(projectile.projectileKind)
if (this.textures.exists(spriteKey)) {
let sprite = this.projectileSprites.get(projectile.id)
if (!sprite) {
sprite = this.add.image(projectile.position.x, projectile.position.y, spriteKey).setOrigin(0.5).setDepth(45)
this.projectileSprites.set(projectile.id, sprite)
}
const velocityAngle = Math.atan2(projectile.velocity.y, projectile.velocity.x)
const size = projectileDisplaySize(projectile.projectileKind, projectile.radius)
sprite
.setTexture(spriteKey)
.setPosition(projectile.position.x, projectile.position.y)
.setRotation(velocityAngle)
.setDisplaySize(size.width, size.height)
.setAlpha(0.95)
continue
}
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)
}
for (const [id, sprite] of this.projectileSprites) {
if (!liveProjectileIds.has(id)) {
sprite.destroy()
this.projectileSprites.delete(id)
}
}
}
private drawBossSprite(entity: Iwt2BossEntityState, alpha: number, timeSeconds: number) {
const key = bossSpriteKey(entity.bossId)
const metadata = IWT2_BOSS_METADATA[entity.bossId]
let sprite = this.bossSprites.get(entity.id)
if (!sprite) {
sprite = this.add.image(entity.position.x, entity.position.y, key).setOrigin(0.5).setDepth(25)
this.bossSprites.set(entity.id, sprite)
}
const isSideView = metadata.spriteView === 'side'
const facingLength = Math.hypot(entity.facing.x, entity.facing.y)
const rotation = !isSideView && facingLength > 0.001 ? Math.atan2(entity.facing.y, entity.facing.x) : 0
const width = entity.radius * (metadata.spriteWidthScale ?? 3.35)
const height = entity.radius * (metadata.spriteHeightScale ?? 3.35)
const yOffset = entity.radius * (metadata.spriteYOffsetScale ?? 0)
const motion = bossRenderMotion(entity, timeSeconds)
if (motion.tint) {
sprite.setTint(motion.tint)
} else {
sprite.clearTint()
}
sprite
.setTexture(key)
.setPosition(entity.position.x + motion.x, entity.position.y + yOffset + motion.y)
.setDisplaySize(width * motion.scaleX, height * motion.scaleY)
.setRotation(rotation + motion.rotation)
.setFlipX(isSideView && entity.facing.x < -0.05)
.setAlpha(alpha)
}
private drawPartySprite(entity: Iwt2PartyEntityState, alpha: number) {
const key = classArenaSpriteKey(entity.classId)
let sprite = this.partySprites.get(entity.id)
if (!sprite) {
sprite = this.add.image(entity.position.x, entity.position.y, key).setOrigin(0.5, 0.66).setDepth(40)
this.partySprites.set(entity.id, sprite)
}
const displayHeight = entity.radius * 4.55
sprite
.setTexture(key)
.setPosition(entity.position.x, entity.position.y + entity.radius * 0.18)
.setDisplaySize(displayHeight * (sprite.width / Math.max(1, sprite.height)), displayHeight)
.setFlipX(entity.facing.x < -0.05)
.setAlpha(alpha)
}
private drawLabel(entity: DrawableEntity) {
let label = this.labels.get(entity.id)
const icon = entityIcon(entity)
const icon = entity.kind === 'party' ? '!' : entityIcon(entity)
if (!label) {
label = this.add.text(entity.position.x, entity.position.y, icon, {
align: 'center',
@@ -157,16 +290,15 @@ export class BulldromeArenaScene extends Phaser.Scene {
}).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.setText(icon)
label.setPosition(entity.position.x, entity.position.y - (entity.kind === 'party' ? entity.radius * 2.1 : 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 y = entity.position.y + (entity.kind === 'boss' ? entity.radius * 1.55 : 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)
@@ -177,6 +309,109 @@ export class BulldromeArenaScene extends Phaser.Scene {
graphics.fillStyle(0x58a8ff, 0.92)
graphics.fillRect(entity.position.x + width / 2 - width * shieldRatio, y, width * shieldRatio, height)
}
if (entity.kind === 'boss' && entity.maxArmor > 0) {
const armorRatio = Math.max(0, Math.min(1, entity.armor / entity.maxArmor))
graphics.fillStyle(0x21180e, 0.9)
graphics.fillRect(entity.position.x - width / 2, y + height + 3, width, 4)
graphics.fillStyle(0xd6bd80, 0.95)
graphics.fillRect(entity.position.x - width / 2, y + height + 3, width * armorRatio, 4)
}
if (entity.kind === 'boss' && entity.mechanicEnergyMax > 0) {
const energyRatio = Math.max(0, Math.min(1, entity.mechanicEnergy / entity.mechanicEnergyMax))
graphics.fillStyle(0x07171b, 0.9)
graphics.fillRect(entity.position.x - width / 2, y + height + 8, width, 4)
graphics.fillStyle(0xa8f3ff, 0.95)
graphics.fillRect(entity.position.x - width / 2, y + height + 8, width * energyRatio, 4)
}
}
private drawFloatingCombatTexts(state: Iwt2ArenaState) {
if (state.time < this.lastStateTime) {
this.lastFloatingEventId = 0
for (const text of this.floatingCombatTexts.values()) text.destroy()
this.floatingCombatTexts.clear()
for (const glow of this.castGlowEffects) glow.destroy()
this.castGlowEffects.clear()
this.lastEntityAnchors.clear()
}
for (const event of state.events) {
if (event.id <= this.lastFloatingEventId) continue
if (event.type === 'healerSpellCast') this.spawnHealerCastGlow(state)
if (!shouldSpawnFloatingCombatText(event)) {
this.lastFloatingEventId = Math.max(this.lastFloatingEventId, event.id)
continue
}
this.spawnFloatingCombatText(event, state)
this.lastFloatingEventId = Math.max(this.lastFloatingEventId, event.id)
}
this.lastStateTime = state.time
this.lastEntityAnchors = entityAnchors(state)
}
private spawnFloatingCombatText(event: Iwt2ArenaEvent, state: Iwt2ArenaState) {
const anchor = event.targetId
? entityAnchors(state).get(event.targetId) ?? this.lastEntityAnchors.get(event.targetId)
: undefined
if (!anchor || !event.value || event.value <= 0) return
const value = Math.round(event.value)
const isHeal = event.type === 'partyHealed'
const jitter = ((event.id % 5) - 2) * 9
const x = anchor.position.x + jitter
const y = anchor.position.y - floatingTextYOffset(anchor)
const text = this.add.text(x, y, `${isHeal ? '+' : ''}${value}`, {
align: 'center',
color: isHeal ? '#73f2a6' : '#ffd25f',
fontFamily: 'ui-monospace, Consolas, monospace',
fontSize: anchor.kind === 'boss' ? '24px' : '19px',
fontStyle: '900',
stroke: '#050608',
strokeThickness: 5,
}).setOrigin(0.5).setDepth(75)
this.floatingCombatTexts.set(event.id, text)
this.tweens.add({
targets: text,
alpha: 0,
y: y - (anchor.kind === 'boss' ? 48 : 34),
scale: anchor.kind === 'boss' ? 1.18 : 1.08,
duration: 850,
ease: 'Cubic.easeOut',
onComplete: () => {
text.destroy()
this.floatingCombatTexts.delete(event.id)
},
})
}
private spawnHealerCastGlow(state: Iwt2ArenaState) {
const healer = state.party.find((member) => member.id === 'player-healer' && member.health > 0)
if (!healer) return
const staffHead = staffHeadPosition(healer)
const glow = this.add.graphics().setDepth(65)
glow.setPosition(staffHead.x, staffHead.y)
glow.fillStyle(0x9fffe0, 0.28)
glow.fillCircle(0, 0, healer.radius * 1.2)
glow.lineStyle(3, 0xf8f5a6, 0.9)
glow.strokeCircle(0, 0, healer.radius * 0.9)
glow.lineStyle(2, 0xb7f7cf, 0.7)
glow.strokeCircle(0, 0, healer.radius * 1.45)
this.castGlowEffects.add(glow)
this.tweens.add({
targets: glow,
alpha: 0,
scale: 1.55,
duration: 360,
ease: 'Cubic.easeOut',
onComplete: () => {
glow.destroy()
this.castGlowEffects.delete(glow)
},
})
}
}
@@ -197,11 +432,108 @@ function entityIcon(entity: DrawableEntity): string {
return IWT2_CLASS_METADATA[entity.classId].icon
}
function bossSpriteKey(bossId: Iwt2BossId): string {
return `iwt2-boss-${bossId}`
}
function classArenaSpriteKey(classId: Iwt2PlayerClassId): string {
return `iwt2-class-${classId}`
}
function projectileSpriteKey(projectileKind: 'arrow' | 'fireball' | 'magic'): string {
return projectileKind === 'arrow' ? 'iwt2-projectile-arrow' : 'iwt2-projectile-fireball'
}
function projectileDisplaySize(projectileKind: 'arrow' | 'fireball' | 'magic', radius: number): { width: number; height: number } {
if (projectileKind === 'arrow') {
return { width: radius * 11, height: radius * 1.9 }
}
return { width: radius * 5.4, height: radius * 3.15 }
}
function shouldDrawLabel(entity: DrawableEntity): boolean {
if (entity.kind === 'hostileAdd') return true
return entity.kind === 'party' && (entity.status.stunnedSeconds > 0 || entity.status.knockedDownSeconds > 0)
}
function shouldSpawnFloatingCombatText(event: Iwt2ArenaEvent): boolean {
return (event.type === 'partyHealed' || event.type === 'bossDamaged')
&& event.value !== undefined
&& event.value > 0
&& event.targetId !== undefined
}
function entityAnchors(state: Iwt2ArenaState): Map<string, FloatingCombatTextAnchor> {
const anchors = new Map<string, FloatingCombatTextAnchor>()
for (const entity of [...state.party, ...state.hostileAdds, ...state.bosses]) {
anchors.set(entity.id, {
kind: entity.kind,
position: { ...entity.position },
radius: entity.radius,
})
}
return anchors
}
function floatingTextYOffset(anchor: FloatingCombatTextAnchor): number {
if (anchor.kind === 'boss') return anchor.radius * 1.45
if (anchor.kind === 'hostileAdd') return anchor.radius * 1.8
return anchor.radius * 2.85
}
function staffHeadPosition(entity: Iwt2PartyEntityState): Iwt2Vec2 {
const facingSign = entity.facing.x < -0.05 ? -1 : 1
return {
x: entity.position.x + facingSign * entity.radius * 1.45,
y: entity.position.y - entity.radius * 2.15,
}
}
function drawPartyUnderlay(
graphics: Phaser.GameObjects.Graphics,
entity: Iwt2PartyEntityState,
color: string,
alpha: number,
) {
const colorValue = Number.parseInt(color.slice(1), 16)
graphics.fillStyle(0x050608, 0.38 * alpha)
graphics.fillEllipse(entity.position.x, entity.position.y + entity.radius * 0.8, entity.radius * 2.25, entity.radius * 0.72)
graphics.lineStyle(entity.aiRole === 'player' ? 3 : 2, colorValue, 0.58 * alpha)
graphics.strokeCircle(entity.position.x, entity.position.y, entity.radius)
}
function drawBossUnderlay(
graphics: Phaser.GameObjects.Graphics,
entity: Iwt2BossEntityState,
color: string,
alpha: number,
) {
const colorValue = Number.parseInt(color.slice(1), 16)
graphics.fillStyle(0x050608, 0.42 * alpha)
graphics.fillEllipse(entity.position.x, entity.position.y + entity.radius * 0.68, entity.radius * 2.45, entity.radius * 0.74)
graphics.lineStyle(2, colorValue, 0.45 * alpha)
graphics.strokeCircle(entity.position.x, entity.position.y, entity.radius)
}
function drawBossFallback(
graphics: Phaser.GameObjects.Graphics,
entity: Iwt2BossEntityState,
color: string,
alpha: number,
) {
graphics.fillStyle(Number.parseInt(color.slice(1), 16), alpha)
graphics.lineStyle(2, 0xfff0b8, 1)
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)
}
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)
const color = hazard.hazardKind === 'poisonPuddle' ? 0x7bd84f : hazard.hazardKind === 'mudPuddle' ? 0x9a6a3a : 0xff7a2f
const lineColor = hazard.hazardKind === 'poisonPuddle' ? 0xc9ff8f : hazard.hazardKind === 'mudPuddle' ? 0xd6bd80 : 0xffc15a
graphics.fillStyle(color, alpha)
graphics.lineStyle(2, lineColor, 0.55)
graphics.fillCircle(hazard.position.x, hazard.position.y, hazard.radius)
graphics.strokeCircle(hazard.position.x, hazard.position.y, hazard.radius)
}
@@ -237,12 +569,55 @@ function drawIndicator(graphics: Phaser.GameObjects.Graphics, indicator: Iwt2Are
return
}
if (indicator.kind === 'arc') {
const points = arcDangerPolygon(
indicator.position,
indicator.direction,
indicator.innerRadius,
indicator.outerRadius,
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 arcDangerPolygon(
position: Iwt2Vec2,
direction: Iwt2Vec2,
innerRadius: number,
outerRadius: number,
angleRadians: number,
) {
const baseAngle = Math.atan2(direction.y, direction.x)
const halfAngle = angleRadians / 2
const segmentCount = 18
const points: Phaser.Math.Vector2[] = []
for (let index = 0; index <= segmentCount; index += 1) {
const t = index / segmentCount
const angle = baseAngle - halfAngle + angleRadians * t
points.push(new Phaser.Math.Vector2(
position.x + Math.cos(angle) * outerRadius,
position.y + Math.sin(angle) * outerRadius,
))
}
for (let index = segmentCount; index >= 0; index -= 1) {
const t = index / segmentCount
const angle = baseAngle - halfAngle + angleRadians * t
points.push(new Phaser.Math.Vector2(
position.x + Math.cos(angle) * innerRadius,
position.y + Math.sin(angle) * innerRadius,
))
}
return points
}
function laneDangerPolygon(start: Iwt2Vec2, end: Iwt2Vec2, halfWidth: number) {
const dx = end.x - start.x
const dy = end.y - start.y
+347 -31
View File
@@ -1,16 +1,43 @@
import { asIwt2HealerId, type Iwt2HealerId } from '../content/healerAbilities'
import { coinDropQuantity } from '../../../shared/rewardRules.mjs'
import { requestGameApiJson } from '../../../gameRepository'
import {
IWT2_BOSS_PET_DROP_RATE,
IWT2_LEGACY_BOSS_MATERIAL_REWARDS,
iwt2BossCoinRewardFor,
iwt2BossPetRewardFor,
} from '../content/bossRewards'
import type { Iwt2BossId } from '../content/bosses'
import {
createDefaultIwt2GearProgress,
IWT2_GEAR_SLOTS,
iwt2GearUpgradeCosts,
iwt2InfusionCosts,
isIwt2InfusionUnlocked,
type Iwt2GearLevel,
type Iwt2GearProgress,
type Iwt2GearSlotId,
} from '../content/gear'
import {
IWT2_INFUSION_ABILITIES,
iwt2InfusionAbilitiesForClass,
type Iwt2InfusionAbilityId,
} from '../content/infusionAbilities'
import { IWT2_PARTY_ORDER, type Iwt2PlayerClassId } from '../content/classes'
export type Iwt2InventoryItem = {
id: string
name: string
quantity: number
rarity: 'common' | 'uncommon' | 'rare' | 'epic' | 'legendary'
itemLevel: number
}
export type Iwt2ArmorPaletteId = 'guild_green' | 'sun_gold' | 'ember_red' | 'moon_blue'
export type Iwt2CollectionLog = {
bossKills: Record<string, number>
bossPets: Record<string, number>
dropsFound: Record<string, number>
}
@@ -27,22 +54,54 @@ export type Iwt2CloudSlot = {
character: Iwt2Character
inventory: Iwt2InventoryItem[]
collectionLog: Iwt2CollectionLog
gearProgress: Iwt2GearProgress
}
export type Iwt2BossPetAward = {
bossId: Iwt2BossId
petId: string
petName: string
quantity: number
duplicate: boolean
quantityAfter: number
}
export type Iwt2BossDropAward = {
bossId: Iwt2BossId
dropId: string
dropName: string
rarity: Iwt2InventoryItem['rarity']
itemLevel: number
quantity: number
duplicate: boolean
quantityAfter: number
}
export type Iwt2BossKillReward = {
save: Iwt2Save
dropAwarded: Iwt2BossDropAward
petAwarded: Iwt2BossPetAward | null
}
export type Iwt2Save = {
version: 1
version: 2
updatedAt: number
character: Iwt2Character
inventory: Iwt2InventoryItem[]
collectionLog: Iwt2CollectionLog
gearProgress: Iwt2GearProgress
cloudSlot?: Iwt2CloudSlot
}
export type Iwt2OnlineSaveResult = {
save: Iwt2Save | null
}
const IWT2_SAVE_KEY = 'i-want-to-heal-2:save:v1'
export function createDefaultIwt2Save(): Iwt2Save {
return {
version: 1,
version: 2,
updatedAt: Date.now(),
character: {
name: 'Healer',
@@ -54,17 +113,19 @@ export function createDefaultIwt2Save(): Iwt2Save {
inventory: [],
collectionLog: {
bossKills: {},
bossPets: {},
dropsFound: {},
},
gearProgress: createDefaultIwt2GearProgress(),
}
}
function normalizeSave(value: unknown): Iwt2Save {
if (!value || typeof value !== 'object') return createDefaultIwt2Save()
const candidate = value as Partial<Iwt2Save>
if (candidate.version !== 1) return createDefaultIwt2Save()
const candidate = value as Partial<Omit<Iwt2Save, 'version'>> & { version?: number }
if (candidate.version !== 1 && candidate.version !== 2) return createDefaultIwt2Save()
return {
version: 1,
version: 2,
updatedAt: typeof candidate.updatedAt === 'number' ? candidate.updatedAt : Date.now(),
character: {
name: candidate.character?.name || 'Healer',
@@ -73,11 +134,13 @@ function normalizeSave(value: unknown): Iwt2Save {
healerStyle: asIwt2HealerId(candidate.character?.healerStyle),
armorPalette: asIwt2ArmorPaletteId(candidate.character?.armorPalette),
},
inventory: Array.isArray(candidate.inventory) ? candidate.inventory : [],
inventory: normalizeInventory(candidate.inventory),
collectionLog: {
bossKills: candidate.collectionLog?.bossKills ?? {},
dropsFound: candidate.collectionLog?.dropsFound ?? {},
bossPets: candidate.collectionLog?.bossPets ?? {},
dropsFound: normalizeDropsFound(candidate.collectionLog?.dropsFound),
},
gearProgress: normalizeGearProgress(candidate.gearProgress),
cloudSlot: normalizeCloudSlot(candidate.cloudSlot),
}
}
@@ -90,6 +153,24 @@ export function loadIwt2Save(): Iwt2Save {
}
}
export async function loadIwt2OnlineSave(): Promise<Iwt2OnlineSaveResult> {
const result = await requestGameApiJson<{ save: unknown | null }>('/api/iwt2/sync-save')
return {
save: result.save ? normalizeSave(result.save) : null,
}
}
export async function writeIwt2OnlineSave(save: Iwt2Save): Promise<Iwt2OnlineSaveResult> {
const result = await requestGameApiJson<{ save: unknown | null }>('/api/iwt2/sync-save', {
method: 'PUT',
headers: { 'Content-Type': 'application/json' },
body: JSON.stringify({ save }),
})
return {
save: result.save ? normalizeSave(result.save) : normalizeSave(save),
}
}
export function writeIwt2Save(save: Iwt2Save) {
window.localStorage.setItem(IWT2_SAVE_KEY, JSON.stringify({
...save,
@@ -97,37 +178,177 @@ export function writeIwt2Save(save: Iwt2Save) {
}))
}
export function recordIwt2BossKill(save: Iwt2Save, bossId: string): Iwt2Save {
const drop = bossDropFor(bossId)
return {
export function recordIwt2BossKill(
save: Iwt2Save,
bossId: Iwt2BossId,
options?: { difficultySlug?: string, experienceMultiplier?: number },
): Iwt2Save {
return recordIwt2BossKillReward(save, bossId, options).save
}
export function recordIwt2BossKillReward(
save: Iwt2Save,
bossId: Iwt2BossId,
options?: { difficultySlug?: string, experienceMultiplier?: number },
): Iwt2BossKillReward {
const drop = iwt2BossCoinRewardFor(bossId, options?.difficultySlug)
const pet = iwt2BossPetRewardFor(bossId)
const awardedPet = Math.random() < IWT2_BOSS_PET_DROP_RATE
const previousPetQuantity = save.collectionLog.bossPets[pet.id] ?? 0
const experienceReward = Math.round(125 * Math.max(0, options?.experienceMultiplier ?? 1))
const quantity = coinDropQuantity()
const inventoryResult = addInventoryItem(save.inventory, {
id: drop.id,
itemLevel: drop.itemLevel,
name: drop.name,
quantity,
rarity: drop.rarity,
})
const updatedSave: Iwt2Save = {
...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)),
experience: save.character.experience + experienceReward,
level: Math.max(save.character.level, 1 + Math.floor((save.character.experience + experienceReward) / 500)),
},
inventory: [
...save.inventory,
{
id: `${drop.id}-${Date.now()}`,
name: drop.name,
quantity: 1,
rarity: 'common',
},
],
inventory: inventoryResult.inventory,
collectionLog: {
...save.collectionLog,
bossKills: {
...save.collectionLog.bossKills,
[bossId]: (save.collectionLog.bossKills[bossId] ?? 0) + 1,
},
bossPets: awardedPet
? {
...save.collectionLog.bossPets,
[pet.id]: (save.collectionLog.bossPets[pet.id] ?? 0) + 1,
}
: save.collectionLog.bossPets,
dropsFound: {
...save.collectionLog.dropsFound,
[drop.id]: (save.collectionLog.dropsFound[drop.id] ?? 0) + 1,
[drop.id]: (save.collectionLog.dropsFound[drop.id] ?? 0) + quantity,
},
},
}
return {
save: updatedSave,
dropAwarded: {
bossId,
dropId: drop.id,
dropName: drop.name,
duplicate: inventoryResult.duplicate,
itemLevel: drop.itemLevel,
quantity,
quantityAfter: inventoryResult.quantityAfter,
rarity: drop.rarity,
},
petAwarded: awardedPet
? {
bossId,
duplicate: previousPetQuantity > 0,
petId: pet.id,
petName: pet.name,
quantity: 1,
quantityAfter: previousPetQuantity + 1,
}
: null,
}
}
export function upgradeIwt2GearSlot(
save: Iwt2Save,
classId: Iwt2PlayerClassId,
slotId: Iwt2GearSlotId,
): Iwt2Save {
const classProgress = save.gearProgress[classId]
const slot = classProgress.slots[slotId]
if (slot.level >= 5) throw new Error('Gear slot already at +5.')
const costs = iwt2GearUpgradeCosts(classId, slotId, slot.level)
const inventory = spendInventoryCosts(save.inventory, costs)
return {
...save,
updatedAt: Date.now(),
inventory,
gearProgress: {
...save.gearProgress,
[classId]: {
...classProgress,
slots: {
...classProgress.slots,
[slotId]: {
level: (slot.level + 1) as Iwt2GearLevel,
},
},
},
},
}
}
export function setIwt2InfusionAbility(
save: Iwt2Save,
classId: Iwt2PlayerClassId,
slotId: Iwt2GearSlotId,
abilityId: Iwt2InfusionAbilityId,
): Iwt2Save {
const classProgress = save.gearProgress[classId]
const ability = IWT2_INFUSION_ABILITIES[abilityId]
if (!ability || ability.classId !== classId) throw new Error('Ability is not available for this class.')
if (!isIwt2InfusionUnlocked(classProgress)) throw new Error('Upgrade any gear slot to +5 first.')
if (classProgress.slots[slotId].level < 5) throw new Error('Select a +5 gear slot to anchor the infusion cost.')
if (classProgress.infusionAbilityId === abilityId) return save
const inventory = spendInventoryCosts(save.inventory, iwt2InfusionCosts(classId, slotId, abilityId))
return {
...save,
updatedAt: Date.now(),
inventory,
gearProgress: {
...save.gearProgress,
[classId]: {
...classProgress,
infusionAbilityId: abilityId,
},
},
}
}
export function canAffordIwt2Costs(save: Iwt2Save, costs: Array<{ itemId: string, quantity: number }>): boolean {
return costs.every((cost) => inventoryQuantity(save.inventory, cost.itemId) >= cost.quantity)
}
export function inventoryQuantity(inventory: Iwt2InventoryItem[], itemId: string): number {
return inventory.find((item) => item.id === itemId)?.quantity ?? 0
}
function addInventoryItem(
inventory: Iwt2InventoryItem[],
item: Iwt2InventoryItem,
): { inventory: Iwt2InventoryItem[], duplicate: boolean, quantityAfter: number } {
const nextInventory = inventory.map((candidate) => ({ ...candidate }))
const existing = nextInventory.find((candidate) => candidate.id === item.id)
if (existing) {
existing.quantity += item.quantity
return { inventory: nextInventory, duplicate: true, quantityAfter: existing.quantity }
}
nextInventory.push({ ...item })
return { inventory: nextInventory, duplicate: false, quantityAfter: item.quantity }
}
function spendInventoryCosts(
inventory: Iwt2InventoryItem[],
costs: Array<{ itemId: string, itemName: string, quantity: number }>,
): Iwt2InventoryItem[] {
for (const cost of costs) {
if (inventoryQuantity(inventory, cost.itemId) < cost.quantity) {
throw new Error(`Need ${cost.quantity} ${cost.itemName}.`)
}
}
return inventory.flatMap((item) => {
const cost = costs.find((candidate) => candidate.itemId === item.id)
if (!cost) return [{ ...item }]
const quantity = item.quantity - cost.quantity
return quantity > 0 ? [{ ...item, quantity }] : []
})
}
export function updateIwt2CharacterSettings(
@@ -157,8 +378,10 @@ export function snapshotIwt2CloudSlot(save: Iwt2Save): Iwt2Save {
inventory: save.inventory.map((item) => ({ ...item })),
collectionLog: {
bossKills: { ...save.collectionLog.bossKills },
bossPets: { ...save.collectionLog.bossPets },
dropsFound: { ...save.collectionLog.dropsFound },
},
gearProgress: cloneGearProgress(save.gearProgress),
},
}
}
@@ -172,18 +395,13 @@ export function restoreIwt2CloudSlot(save: Iwt2Save): Iwt2Save {
inventory: save.cloudSlot.inventory.map((item) => ({ ...item })),
collectionLog: {
bossKills: { ...save.cloudSlot.collectionLog.bossKills },
bossPets: { ...save.cloudSlot.collectionLog.bossPets },
dropsFound: { ...save.cloudSlot.collectionLog.dropsFound },
},
gearProgress: cloneGearProgress(save.cloudSlot.gearProgress),
}
}
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'
@@ -211,10 +429,108 @@ function normalizeCloudSlot(value: unknown): Iwt2CloudSlot | undefined {
healerStyle: asIwt2HealerId(candidate.character.healerStyle),
armorPalette: asIwt2ArmorPaletteId(candidate.character.armorPalette),
},
inventory: Array.isArray(candidate.inventory) ? candidate.inventory : [],
inventory: normalizeInventory(candidate.inventory),
collectionLog: {
bossKills: candidate.collectionLog.bossKills ?? {},
dropsFound: candidate.collectionLog.dropsFound ?? {},
bossPets: candidate.collectionLog.bossPets ?? {},
dropsFound: normalizeDropsFound(candidate.collectionLog.dropsFound),
},
gearProgress: normalizeGearProgress(candidate.gearProgress),
}
}
function normalizeGearProgress(value: unknown): Iwt2GearProgress {
const defaults = createDefaultIwt2GearProgress()
if (!value || typeof value !== 'object') return defaults
const candidate = value as Partial<Record<Iwt2PlayerClassId, unknown>>
const next = createDefaultIwt2GearProgress()
for (const classId of IWT2_PARTY_ORDER) {
const rawClassProgress = candidate[classId]
if (!rawClassProgress || typeof rawClassProgress !== 'object') continue
const classProgress = rawClassProgress as {
slots?: Partial<Record<Iwt2GearSlotId, { level?: unknown }>>
infusionAbilityId?: unknown
}
for (const slotId of IWT2_GEAR_SLOTS) {
next[classId].slots[slotId] = {
level: asGearLevel(classProgress.slots?.[slotId]?.level),
}
}
const infusionAbilityId = classProgress.infusionAbilityId
next[classId].infusionAbilityId = iwt2InfusionAbilitiesForClass(classId).some((ability) => ability.id === infusionAbilityId)
&& isIwt2InfusionUnlocked(next[classId])
? infusionAbilityId as Iwt2InfusionAbilityId
: null
}
return next
}
function cloneGearProgress(progress: Iwt2GearProgress): Iwt2GearProgress {
return normalizeGearProgress(progress)
}
function asGearLevel(value: unknown): Iwt2GearLevel {
const level = Math.max(0, Math.min(5, Math.floor(Number(value) || 0)))
return level as Iwt2GearLevel
}
function normalizeInventory(value: unknown): Iwt2InventoryItem[] {
if (!Array.isArray(value)) return []
const byId = new Map<string, Iwt2InventoryItem>()
for (const rawItem of value) {
if (!rawItem || typeof rawItem !== 'object') continue
const item = rawItem as Partial<Iwt2InventoryItem>
if (!item.id || !item.name) continue
const bossId = legacyBossIdForDropId(item.id)
const normalizedItem = bossId
? iwt2BossCoinRewardFor(bossId, 'initiate')
: {
id: item.id,
itemLevel: Math.max(1, Math.floor(item.itemLevel ?? 1)),
name: item.name,
rarity: asItemRarity(item.rarity),
}
const quantity = Math.max(1, Math.floor(item.quantity ?? 1))
const existing = byId.get(normalizedItem.id)
if (existing) {
existing.quantity += quantity
} else {
byId.set(normalizedItem.id, {
id: normalizedItem.id,
itemLevel: normalizedItem.itemLevel,
name: normalizedItem.name,
quantity,
rarity: normalizedItem.rarity,
})
}
}
return [...byId.values()]
}
function normalizeDropsFound(value: unknown): Record<string, number> {
if (!value || typeof value !== 'object') return {}
const next: Record<string, number> = {}
for (const [rawId, rawQuantity] of Object.entries(value as Record<string, unknown>)) {
const bossId = legacyBossIdForDropId(rawId)
const id = bossId ? iwt2BossCoinRewardFor(bossId, 'initiate').id : rawId
const quantity = Math.max(0, Math.floor(Number(rawQuantity) || 0))
if (quantity > 0) next[id] = (next[id] ?? 0) + quantity
}
return next
}
function legacyBossIdForDropId(dropId: string): Iwt2BossId | undefined {
return (Object.entries(IWT2_LEGACY_BOSS_MATERIAL_REWARDS) as Array<[Iwt2BossId, { id: string }]>)
.find(([, legacy]) => dropId === legacy.id || dropId.startsWith(`${legacy.id}-`))
?.[0]
}
function asItemRarity(value: unknown): Iwt2InventoryItem['rarity'] {
return value === 'uncommon'
|| value === 'rare'
|| value === 'epic'
|| value === 'legendary'
|| value === 'common'
? value
: 'common'
}
+489 -47
View File
@@ -16,7 +16,9 @@ import type { Iwt2EntityId } from '../sim'
import { castIwt2HealerAbility } from '../sim'
import { PhaserArena } from '../render/PhaserArena'
import {
recordIwt2BossKill,
recordIwt2BossKillReward,
type Iwt2BossDropAward,
type Iwt2BossPetAward,
type Iwt2Save,
} from '../save/iwt2Repository'
import { AbilityBar } from '../components/AbilityBar'
@@ -24,7 +26,8 @@ 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 type { Iwt2Difficulty } from '../content/difficulties'
import { abilitiesForHealer, type Iwt2HealerAbility, type Iwt2TriggeredAbilityEffect } from '../content/healerAbilities'
import { IWT2_BOSS_METADATA, type Iwt2BossId } from '../content/bosses'
import type {
Iwt2RoguelikeContentType,
@@ -32,24 +35,44 @@ import type {
Iwt2RoguelikeSelfBuffId,
Iwt2RoguelikeVariant,
} from '../content/roguelike'
import {
createRoguelikePressureState,
roguelikeIncomingDamageScale,
} from '../sim/roguelikePressure'
import { applyIwt2PveGearStats, applyIwt2PveGearToHealerAbilities } from '../sim/equipmentStats'
import {
IWT2_AEGIS_SCRIPT_DAMAGE_REDUCTION_BUFF_ID,
IWT2_BARKSKIN_HOT_BONUS_BUFF_ID,
IWT2_SUN_WARD_DAMAGE_REDUCTION_BUFF_ID,
} from '../content/roguelike'
type ArenaStatus = 'playing' | 'paused' | 'victory' | 'defeat'
type OverlayAction = 'primary' | 'menu'
type OverlayAction = 'primary' | 'requeue' | 'menu'
type OverlayNavEntry = {
action: OverlayAction
row: number
}
const OVERLAY_NAV_ENTRIES: OverlayNavEntry[] = [
const DEFAULT_OVERLAY_NAV_ENTRIES: OverlayNavEntry[] = [
{ action: 'primary', row: 0 },
{ action: 'menu', row: 1 },
]
const PVP_RESULT_OVERLAY_NAV_ENTRIES: OverlayNavEntry[] = [
{ action: 'primary', row: 0 },
{ action: 'requeue', row: 1 },
{ action: 'menu', row: 2 },
]
const EMPTY_ROGUELIKE_BUFFS: Iwt2RoguelikeSelfBuffId[] = []
const IWT2_PVP_BOSS_HEALTH_MULTIPLIER = 0.7
type BossArenaScreenProps = {
bossId: Iwt2BossId
bossIds?: Iwt2BossId[]
difficulty?: Iwt2Difficulty
modeLabel?: string
save: Iwt2Save
onBack: () => void
onPvpRequeue?: () => void
onSaveUpdated: (save: Iwt2Save) => void
roguelikeRun?: {
buffs: Iwt2RoguelikeSelfBuffId[]
@@ -61,19 +84,57 @@ type BossArenaScreenProps = {
}
}
export function BossArenaScreen({ bossId, modeLabel, save, onBack, onSaveUpdated, roguelikeRun }: BossArenaScreenProps) {
export function BossArenaScreen({ bossId, bossIds, difficulty, modeLabel, save, onBack, onPvpRequeue, onSaveUpdated, roguelikeRun }: BossArenaScreenProps) {
const bossMetadata = IWT2_BOSS_METADATA[bossId]
const [arenaState, setArenaState] = useState<Iwt2ArenaState>(() => createInitialIwt2ArenaState(bossId))
const pvpRoguelike = roguelikeRun?.variant === 'pvp'
const pveGearActive = roguelikeRun?.variant !== 'pvp'
const bossHealthScale = roguelikeRun ? roguelikeBossHealthScale(roguelikeRun.stage) : 1
const difficultyHealthScale = difficulty?.healthMultiplier ?? 1
const difficultyDamageScale = difficulty?.damageMultiplier ?? 1
const roguelikeStage = roguelikeRun?.stage
const roguelikeContentType = roguelikeRun?.contentType
const roguelikeBuffs = roguelikeRun?.buffs ?? EMPTY_ROGUELIKE_BUFFS
const roguelikeDamageScale = roguelikeRun
? roguelikeIncomingDamageScale(roguelikeRun.stage, roguelikeRun.contentType)
: 1
const experienceMultiplier = difficulty?.experienceMultiplier ?? 1
const difficultySlug = difficulty?.slug ?? 'initiate'
const pvpBossHealthScale = pvpRoguelike ? IWT2_PVP_BOSS_HEALTH_MULTIPLIER : 1
const combinedBossHealthScale = bossHealthScale * difficultyHealthScale * pvpBossHealthScale
const combinedDamageScale = difficultyDamageScale * roguelikeDamageScale
const [arenaState, setArenaState] = useState<Iwt2ArenaState>(() => createArenaState(
bossId,
bossIds,
combinedBossHealthScale,
combinedDamageScale,
roguelikeBuffs,
createPressureState(roguelikeStage, roguelikeContentType),
pveGearActive ? save.gearProgress : undefined,
))
const [opponentArenaState, setOpponentArenaState] = useState<Iwt2ArenaState | null>(() => (
pvpRoguelike
? createInitialIwt2ArenaState(
bossId,
bossIds,
combinedBossHealthScale,
combinedDamageScale,
createPressureState(roguelikeStage, roguelikeContentType),
)
: 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 [dropAwards, setDropAwards] = useState<Iwt2BossDropAward[]>([])
const [petAwards, setPetAwards] = useState<Iwt2BossPetAward[]>([])
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 +152,10 @@ export function BossArenaScreen({ bossId, modeLabel, save, onBack, onSaveUpdated
stateRef.current = arenaState
}, [arenaState])
useEffect(() => {
opponentStateRef.current = opponentArenaState
}, [opponentArenaState])
useEffect(() => {
statusRef.current = status
}, [status])
@@ -108,16 +173,38 @@ export function BossArenaScreen({ bossId, modeLabel, save, onBack, onSaveUpdated
}, [save])
const resetArena = useCallback(() => {
const next = createInitialIwt2ArenaState(bossId)
killRecordedRef.current = false
const pressureState = createPressureState(roguelikeStage, roguelikeContentType)
const next = createArenaState(
bossId,
bossIds,
combinedBossHealthScale,
combinedDamageScale,
roguelikeBuffs,
pressureState,
pveGearActive ? save.gearProgress : undefined,
)
const nextOpponentState = pvpRoguelike
? createInitialIwt2ArenaState(
bossId,
bossIds,
combinedBossHealthScale,
combinedDamageScale,
pressureState,
)
: null
recordedKillIdsRef.current = new Set()
abilityCooldownsRef.current = {}
lastHudSignatureRef.current = arenaHudSignature(next)
stateRef.current = next
opponentStateRef.current = nextOpponentState
setArenaState(next)
setOpponentArenaState(nextOpponentState)
setAbilityCooldowns({})
setDropAwards([])
setPetAwards([])
setSelectedOverlayAction('primary')
setStatus('playing')
}, [bossId])
}, [bossId, bossIds, combinedBossHealthScale, combinedDamageScale, pveGearActive, pvpRoguelike, roguelikeBuffs, roguelikeContentType, roguelikeStage, save.gearProgress])
const showOverlay = useCallback((nextStatus: Exclude<ArenaStatus, 'playing'>) => {
setSelectedOverlayAction('primary')
@@ -125,12 +212,21 @@ export function BossArenaScreen({ bossId, modeLabel, save, onBack, onSaveUpdated
}, [])
const abilities = useMemo(
() => applyRoguelikeModifiers(
abilitiesForHealer(save.character.healerStyle),
() => {
const baseAbilities = abilitiesForHealer(
save.character.healerStyle,
pveGearActive ? save.gearProgress.healer.infusionAbilityId : null,
)
const gearAbilities = pveGearActive
? applyIwt2PveGearToHealerAbilities(baseAbilities, save.gearProgress)
: baseAbilities
return applyRoguelikeModifiers(
gearAbilities,
roguelikeRun?.buffs ?? [],
roguelikeRun?.debuffs ?? [],
),
[roguelikeRun?.buffs, roguelikeRun?.debuffs, save.character.healerStyle],
)
},
[pveGearActive, roguelikeRun?.buffs, roguelikeRun?.debuffs, save.character.healerStyle, save.gearProgress],
)
const castAbility = useCallback((ability: Iwt2HealerAbility) => {
@@ -152,8 +248,9 @@ export function BossArenaScreen({ bossId, modeLabel, save, onBack, onSaveUpdated
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) => {
const entries = overlayNavEntriesFor(statusRef.current, pvpRoguelike)
const active = entries.find((entry) => entry.action === current) ?? entries[0]
const candidates = 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
@@ -163,9 +260,13 @@ export function BossArenaScreen({ bossId, modeLabel, save, onBack, onSaveUpdated
candidates.sort((a, b) => Math.abs(a.row - active.row) - Math.abs(b.row - active.row))
return candidates[0]?.action ?? current
})
}, [])
}, [pvpRoguelike])
const activateOverlayAction = useCallback((overlayAction = selectedOverlayActionRef.current) => {
if (overlayAction === 'requeue') {
onPvpRequeue?.()
return
}
if (overlayAction === 'menu') {
onBack()
return
@@ -179,7 +280,7 @@ export function BossArenaScreen({ bossId, modeLabel, save, onBack, onSaveUpdated
return
}
resetArena()
}, [onBack, resetArena, roguelikeRun])
}, [onBack, onPvpRequeue, resetArena, roguelikeRun])
useGameAction((action, device) => {
if (device === 'controller' && statusRef.current !== 'playing') {
@@ -193,7 +294,6 @@ export function BossArenaScreen({ bossId, modeLabel, save, onBack, onSaveUpdated
}
if (action === 'back') {
if (statusRef.current === 'paused') setStatus('playing')
else onBack()
return
}
}
@@ -240,13 +340,51 @@ 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
const newDropAwards: Iwt2BossDropAward[] = []
const newPetAwards: Iwt2BossPetAward[] = []
for (const defeatedBoss of newlyDefeatedBosses) {
nextRecordedIds.add(defeatedBoss.bossId)
const reward = recordIwt2BossKillReward(updatedSave, defeatedBoss.bossId, {
difficultySlug,
experienceMultiplier,
})
updatedSave = reward.save
newDropAwards.push(reward.dropAwarded)
if (reward.petAwarded) newPetAwards.push(reward.petAwarded)
}
recordedKillIdsRef.current = nextRecordedIds
saveRef.current = updatedSave
if (newDropAwards.length > 0) setDropAwards((current) => [...current, ...newDropAwards])
if (newPetAwards.length > 0) setPetAwards((current) => [...current, ...newPetAwards])
onSaveUpdated(updatedSave)
}
if (next.bosses.every((boss) => boss.health <= 0)) {
if (pvpRoguelike && roguelikeRun) {
statusRef.current = 'victory'
setStatus('victory')
roguelikeRun.onVictory()
} else {
showOverlay('victory')
}
} else if (next.party.every((member) => member.health <= 0)) {
showOverlay('defeat')
}
@@ -255,15 +393,16 @@ 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])
}, [difficultySlug, experienceMultiplier, onSaveUpdated, pvpRoguelike, roguelikeRun, showOverlay])
const targetBindings = directPartyTargeting
? IWT2_TARGET_ACTIONS.map((action) => activeBindings[action] ?? null)
@@ -271,13 +410,18 @@ 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 victoryExperience = Math.round(arenaState.bosses.length * 125 * experienceMultiplier)
const bossTitle = formatBossEncounterTitle(arenaState.bosses)
const overlayPrimaryLabel = status === 'paused'
? 'Resume'
: status === 'victory' && roguelikeRun
? 'Choose Upgrade'
: pvpRoguelike && status !== 'playing'
? 'Rematch'
: 'Restart'
const overlayTitle = status === 'victory'
? `${bossMetadata.name} Down`
? `${bossTitle} Down`
: status === 'defeat'
? 'Party Defeated'
: 'Arena Paused'
@@ -305,12 +449,13 @@ 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 +464,12 @@ export function BossArenaScreen({ bossId, modeLabel, save, onBack, onSaveUpdated
activeBindings,
arenaState,
abilityCooldowns,
bossMetadata,
controllerIconStyle,
directPartyTargeting,
modeLabel,
opponentArenaState,
playerMana,
roguelikeRun,
selectedPartyId,
status,
],
@@ -339,7 +485,7 @@ 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 +509,7 @@ 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 +519,7 @@ 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 +534,7 @@ export function BossArenaScreen({ bossId, modeLabel, save, onBack, onSaveUpdated
<div className={`pause-screen iwt2-arena-overlay ${overlayTone}`} data-game-nav-active="true">
<div className="iwt2-result-panel">
<div className="iwt2-result-crest" style={{ '--boss-color': bossMetadata.color, '--boss-accent': bossMetadata.accentColor } as CSSProperties}>
<span>{bossMetadata.icon}</span>
<span>{arenaState.bosses.map((boss) => IWT2_BOSS_METADATA[boss.bossId].icon).join('')}</span>
</div>
<p className="eyebrow">{overlayEyebrow}</p>
<h1>{overlayTitle}</h1>
@@ -404,6 +552,10 @@ export function BossArenaScreen({ bossId, modeLabel, save, onBack, onSaveUpdated
<strong>{alivePartyCount}/{arenaState.party.length}</strong>
Standing
</span>
<span>
<strong>{defeatedBossCount}/{arenaState.bosses.length}</strong>
Bosses
</span>
<span>
<strong>{Math.round(totalPartyDamage)}</strong>
Damage
@@ -411,9 +563,18 @@ export function BossArenaScreen({ bossId, modeLabel, save, onBack, onSaveUpdated
</div>
{status === 'victory' && (
<div className="iwt2-result-reward">
<span>+125 XP</span>
<span>Common carve</span>
<span>Log +1</span>
<span>+{victoryExperience} XP</span>
<span>Log +{arenaState.bosses.length}</span>
{dropAwards.map((award) => (
<span key={`${award.dropId}:${award.quantityAfter}`}>
{award.dropName}{award.quantity > 1 ? ` x${award.quantity}` : ''}
</span>
))}
{petAwards.map((award) => (
<span key={`${award.petId}:${award.quantityAfter}`}>
{award.petName}{award.duplicate ? ` x${award.quantityAfter}` : ''}
</span>
))}
</div>
)}
<div className="iwt2-overlay-actions">
@@ -421,21 +582,34 @@ export function BossArenaScreen({ bossId, modeLabel, save, onBack, onSaveUpdated
className={`iwt2-result-button is-primary ${selectedOverlayAction === 'primary' ? 'game-selected' : ''}`}
data-game-selected={selectedOverlayAction === 'primary' ? 'true' : undefined}
onClick={() => activateOverlayAction('primary')}
onPointerDown={() => setSelectedOverlayAction('primary')}
type="button"
>
{overlayPrimaryLabel}
</button>
{pvpRoguelike && (
<button
className={`iwt2-result-button is-secondary ${selectedOverlayAction === 'requeue' ? 'game-selected' : ''}`}
data-game-selected={selectedOverlayAction === 'requeue' ? 'true' : undefined}
onClick={() => activateOverlayAction('requeue')}
onPointerDown={() => setSelectedOverlayAction('requeue')}
type="button"
>
Requeue
</button>
)}
<button
className={`iwt2-result-button is-secondary ${selectedOverlayAction === 'menu' ? 'game-selected' : ''}`}
data-game-selected={selectedOverlayAction === 'menu' ? 'true' : undefined}
onClick={() => activateOverlayAction('menu')}
onPointerDown={() => setSelectedOverlayAction('menu')}
type="button"
>
Menu
</button>
</div>
{lastDevice === 'controller' && (
<small className="iwt2-result-hint">D-pad selects, A confirms, B exits</small>
<small className="iwt2-result-hint">D-pad selects, A confirms</small>
)}
</div>
</div>
@@ -460,11 +634,22 @@ function formatArenaTime(seconds: number): string {
return `${minutes}:${remainder.toString().padStart(2, '0')}`
}
function roguelikeBossHealthScale(stage: number): number {
return 1 + Math.max(0, stage - 1) * 0.1
}
function overlayNavEntriesFor(status: ArenaStatus, pvpRoguelike: boolean): OverlayNavEntry[] {
if (pvpRoguelike && (status === 'victory' || status === 'defeat')) return PVP_RESULT_OVERLAY_NAV_ENTRIES
return DEFAULT_OVERLAY_NAV_ENTRIES
}
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 +663,12 @@ 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
@@ -497,12 +688,66 @@ function tickCooldowns(cooldowns: Record<string, number>, dt: number) {
return changed ? next : cooldowns
}
function createArenaState(
bossId: Iwt2BossId,
bossIds: Iwt2BossId[] | undefined,
bossHealthScale: number,
partyDamageTakenScale: number,
buffs: Iwt2RoguelikeSelfBuffId[],
roguelikePressure: ReturnType<typeof createPressureState>,
gearProgress?: Iwt2Save['gearProgress'],
): Iwt2ArenaState {
const baseState = createInitialIwt2ArenaState(
bossId,
bossIds,
bossHealthScale,
partyDamageTakenScale,
roguelikePressure,
)
const state = gearProgress ? applyIwt2PveGearStats(baseState, gearProgress) : baseState
const shieldedDamageTakenMultiplier = shieldedDamageTakenMultiplierForBuffs(buffs)
const shieldedHotHealingMultiplier = buffs.includes(IWT2_BARKSKIN_HOT_BONUS_BUFF_ID) ? 1.25 : undefined
if (shieldedDamageTakenMultiplier === undefined && shieldedHotHealingMultiplier === undefined) return state
return {
...state,
party: state.party.map((member) => ({
...member,
shieldedDamageTakenMultiplier,
shieldedHotHealingMultiplier,
})),
}
}
function createPressureState(
stage: number | undefined,
contentType: Iwt2RoguelikeContentType | undefined,
) {
return stage && contentType ? createRoguelikePressureState(stage, contentType) : undefined
}
function shieldedDamageTakenMultiplierForBuffs(buffs: Iwt2RoguelikeSelfBuffId[]) {
const multipliers: number[] = []
if (buffs.includes(IWT2_SUN_WARD_DAMAGE_REDUCTION_BUFF_ID)) multipliers.push(0.5)
if (buffs.includes(IWT2_AEGIS_SCRIPT_DAMAGE_REDUCTION_BUFF_ID)) multipliers.push(0.7)
return multipliers.length > 0 ? Math.min(...multipliers) : undefined
}
function applyRoguelikeModifiers(
abilities: Iwt2HealerAbility[],
buffs: Iwt2RoguelikeSelfBuffId[],
debuffs: Iwt2RoguelikeOpponentDebuffId[],
): Iwt2HealerAbility[] {
if (buffs.length === 0 && debuffs.length === 0) return abilities
const abilityById = new Map(abilities.map((ability) => [ability.id, ability]))
const renewEffect = triggeredEffectFromAbility(abilityById.get('dawnweaver-renew'))
const sunWardEffect = triggeredEffectFromAbility(abilityById.get('dawnweaver-sun-ward'))
const halfSunWardEffect = triggeredEffectFromAbility(abilityById.get('dawnweaver-sun-ward'), 0.5)
const seedOfLifeEffect = triggeredEffectFromAbility(abilityById.get('lifebinder-seed-of-life'))
const barkskinEffect = triggeredEffectFromAbility(abilityById.get('lifebinder-barkskin'))
const halfBarkskinEffect = triggeredEffectFromAbility(abilityById.get('lifebinder-barkskin'), 0.5)
const mendingRuneEffect = triggeredEffectFromAbility(abilityById.get('runesage-mending-rune'))
const aegisScriptEffect = triggeredEffectFromAbility(abilityById.get('runesage-aegis-script'))
const halfAegisScriptEffect = triggeredEffectFromAbility(abilityById.get('runesage-aegis-script'), 0.5)
return abilities.map((ability) => {
const slot = String(ability.slot)
const costDown = countStacks(buffs, `slot${slot}-cost-down`)
@@ -510,16 +755,118 @@ function applyRoguelikeModifiers(
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
const triggeredEffects = iwt2TriggeredEffectsForAbility({
ability,
aegisScriptEffect,
barkskinEffect,
buffs,
halfAegisScriptEffect,
halfBarkskinEffect,
halfSunWardEffect,
mendingRuneEffect,
renewEffect,
seedOfLifeEffect,
sunWardEffect,
})
if (costDown === 0 && costUp === 0 && cooldownDown === 0 && cooldownUp === 0 && extraTargets === 0 && triggeredEffects.length === 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)),
triggeredEffects: triggeredEffects.length > 0 ? triggeredEffects : ability.triggeredEffects,
}
})
}
function iwt2TriggeredEffectsForAbility({
ability,
aegisScriptEffect,
barkskinEffect,
buffs,
halfAegisScriptEffect,
halfBarkskinEffect,
halfSunWardEffect,
mendingRuneEffect,
renewEffect,
seedOfLifeEffect,
sunWardEffect,
}: {
ability: Iwt2HealerAbility
aegisScriptEffect: Iwt2TriggeredAbilityEffect | undefined
barkskinEffect: Iwt2TriggeredAbilityEffect | undefined
buffs: Iwt2RoguelikeSelfBuffId[]
halfAegisScriptEffect: Iwt2TriggeredAbilityEffect | undefined
halfBarkskinEffect: Iwt2TriggeredAbilityEffect | undefined
halfSunWardEffect: Iwt2TriggeredAbilityEffect | undefined
mendingRuneEffect: Iwt2TriggeredAbilityEffect | undefined
renewEffect: Iwt2TriggeredAbilityEffect | undefined
seedOfLifeEffect: Iwt2TriggeredAbilityEffect | undefined
sunWardEffect: Iwt2TriggeredAbilityEffect | undefined
}): Iwt2TriggeredAbilityEffect[] {
const effects = [...ability.triggeredEffects ?? []]
const addEffect = (effect: Iwt2TriggeredAbilityEffect | undefined) => {
if (effect && !effects.some((existing) => existing.id === effect.id && existing.power === effect.power)) {
effects.push(effect)
}
}
if (ability.id === 'dawnweaver-mend') {
if (buffs.includes('dawnweaver-mend-applies-renew')) addEffect(renewEffect)
if (buffs.includes('dawnweaver-mend-applies-sun-ward')) addEffect(sunWardEffect)
} else if (ability.id === 'dawnweaver-renew') {
if (buffs.includes('dawnweaver-renew-applies-sun-ward')) addEffect(sunWardEffect)
} else if (ability.id === 'dawnweaver-radiance') {
if (buffs.includes('dawnweaver-radiance-applies-renew')) addEffect(renewEffect)
if (buffs.includes('dawnweaver-radiance-applies-sun-ward')) addEffect(halfSunWardEffect)
} else if (ability.id === 'dawnweaver-sun-ward') {
if (buffs.includes('dawnweaver-sun-ward-applies-renew')) addEffect(renewEffect)
} else if (ability.id === 'dawnweaver-purify') {
if (buffs.includes('dawnweaver-purify-applies-renew')) addEffect(renewEffect)
if (buffs.includes('dawnweaver-purify-applies-sun-ward')) addEffect(sunWardEffect)
} else if (ability.id === 'lifebinder-verdant-touch') {
if (buffs.includes('lifebinder-verdant-touch-applies-seed-of-life')) addEffect(seedOfLifeEffect)
if (buffs.includes('lifebinder-verdant-touch-applies-barkskin')) addEffect(halfBarkskinEffect)
} else if (ability.id === 'lifebinder-seed-of-life') {
if (buffs.includes('lifebinder-seed-of-life-applies-barkskin')) addEffect(barkskinEffect)
} else if (ability.id === 'lifebinder-wild-growth') {
if (buffs.includes('lifebinder-wild-growth-applies-seed-of-life')) addEffect(seedOfLifeEffect)
if (buffs.includes('lifebinder-wild-growth-applies-barkskin')) addEffect(halfBarkskinEffect)
} else if (ability.id === 'lifebinder-barkskin') {
if (buffs.includes('lifebinder-barkskin-applies-seed-of-life')) addEffect(seedOfLifeEffect)
} else if (ability.id === 'lifebinder-purging-sap') {
if (buffs.includes('lifebinder-purging-sap-applies-seed-of-life')) addEffect(seedOfLifeEffect)
if (buffs.includes('lifebinder-purging-sap-applies-barkskin')) addEffect(barkskinEffect)
} else if (ability.id === 'runesage-etched-mend') {
if (buffs.includes('runesage-etched-mend-applies-mending-rune')) addEffect(mendingRuneEffect)
if (buffs.includes('runesage-etched-mend-applies-aegis-script')) addEffect(halfAegisScriptEffect)
} else if (ability.id === 'runesage-mending-rune') {
if (buffs.includes('runesage-mending-rune-applies-aegis-script')) addEffect(aegisScriptEffect)
} else if (ability.id === 'runesage-concordance') {
if (buffs.includes('runesage-concordance-applies-mending-rune')) addEffect(mendingRuneEffect)
if (buffs.includes('runesage-concordance-applies-aegis-script')) addEffect(halfAegisScriptEffect)
} else if (ability.id === 'runesage-aegis-script') {
if (buffs.includes('runesage-aegis-script-applies-mending-rune')) addEffect(mendingRuneEffect)
} else if (ability.id === 'runesage-unravel') {
if (buffs.includes('runesage-unravel-applies-mending-rune')) addEffect(mendingRuneEffect)
if (buffs.includes('runesage-unravel-applies-aegis-script')) addEffect(aegisScriptEffect)
}
return effects
}
function triggeredEffectFromAbility(
ability: Iwt2HealerAbility | undefined,
strength = 1,
): Iwt2TriggeredAbilityEffect | undefined {
if (!ability) return undefined
return {
effectType: ability.effectType,
id: ability.id,
kind: ability.kind,
name: ability.name,
power: Math.max(1, Math.round(ability.power * strength)),
}
}
function countStacks(items: readonly string[], id: string) {
return items.filter((item) => item === id).length
}
@@ -550,44 +897,64 @@ 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 +968,49 @@ 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 +1023,19 @@ 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 +1062,31 @@ 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(', ')
}
File diff suppressed because it is too large Load Diff
+386 -78
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,
@@ -11,7 +13,9 @@ import type {
Iwt2PartyEntityId,
Iwt2PartyEntityState,
Iwt2ProjectileEntityState,
Iwt2RoguelikePressureState,
Iwt2StatusState,
Iwt2Vec2,
} from './types'
import type { Iwt2PlayerClassId } from '../content/classes'
import { tickBoss } from './bossAi'
@@ -19,7 +23,9 @@ import { separateCircles } from './collision'
import { canPartyMemberHitTarget, tickPartyMember } from './partyAi'
import { addFirePuddle, createHazardIndicators, tickGroundHazards } from './hazards'
import { applyPartyDamageInShape } from './mechanics'
import { tickRoguelikePressure } from './roguelikePressure'
import {
addVec2,
clampVec2ToArena,
distanceVec2,
normalizeVec2,
@@ -33,6 +39,7 @@ 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 = Object.keys(IWT2_BOSS_METADATA) as Iwt2BossId[]
type InitialPartyMember = {
id: Iwt2PartyEntityId
@@ -53,44 +60,27 @@ 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[],
bossHealthScale = 1,
partyDamageTakenScale = 1,
roguelikePressure?: Iwt2RoguelikePressureState,
): Iwt2ArenaState {
const initialBossIds = bossIds?.length ? bossIds.slice(0, 2) : chooseInitialBossIds(bossId)
const bosses = initialBossIds.map((id, index) => createBossEntity(id, index, bossHealthScale))
return {
schemaVersion: 1,
time: 0,
bounds: { width: DEFAULT_ARENA_WIDTH, height: DEFAULT_ARENA_HEIGHT },
party: INITIAL_PARTY.map(createPartyMember),
party: INITIAL_PARTY.map((member) => createPartyMember(member, partyDamageTakenScale)),
projectiles: [],
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: [],
},
roguelikePressure,
boss: bosses[0],
bosses,
nextEventId: 1,
nextProjectileId: 1,
nextAddId: 1,
@@ -99,16 +89,87 @@ 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, healthScale: number): Iwt2BossEntityState {
const bossMetadata = IWT2_BOSS_METADATA[bossId]
const position = initialBossPosition(index)
const maxHealth = Math.max(1, Math.round(bossMetadata.maxHealth * Math.max(0.01, healthScale)))
return {
id: bossId,
kind: 'boss',
bossId,
position,
velocity: { x: 0, y: 0 },
facing: { x: -1, y: 0 },
radius: bossMetadata.radius,
health: maxHealth,
maxHealth,
armor: bossMetadata.mudArmor ?? 0,
maxArmor: bossMetadata.mudArmor ?? 0,
mechanicEnergy: 0,
mechanicEnergyMax: bossMetadata.staticEnergyMax ?? 0,
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: [],
mechanicArcs: [],
mechanicLinks: [],
}
}
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
if (bossId === 'rathian') return 2.2
if (bossId === 'barroth') return 2.1
if (bossId === 'tobi-kadachi') return 2.6
if (bossId === 'rimebastion') return 2.8
if (bossId === 'ember-mantis-duelist') return 1.4
if (bossId === 'cinderback-ricochet') return 2.5
if (bossId === 'obsidian-ram-golem') return 2.2
if (bossId === 'stormcoil-wyrm') return 2.6
if (bossId === 'venom-orchid-hydra') return 2.4
if (bossId === 'sandglass-scorpion') return 2.1
if (bossId === 'crystal-bat-matriarch') return 2.3
if (bossId === 'hollowcrown-revenant') return 1.8
return 0
}
function initialBossSecondaryCooldown(bossId: Iwt2BossId): number {
if (bossId === 'yian-kut-ku') return 1.2
if (bossId === 'khezu') return 1.6
if (bossId === 'rathian') return 3
if (bossId === 'tobi-kadachi') return 2.4
if (bossId === 'ember-mantis-duelist') return 3
if (bossId === 'stormcoil-wyrm') return 3.1
if (bossId === 'venom-orchid-hydra') return 2.8
if (bossId === 'sandglass-scorpion') return 3.2
if (bossId === 'crystal-bat-matriarch') return 2.9
return 0
}
@@ -128,13 +189,24 @@ export function tickIwt2Arena(state: Iwt2ArenaState, input: Iwt2ArenaInput, dt:
}
const separatedState = {
...baseState,
party: separatePartyFromBoss(baseState.party, baseState),
party: separatePartyFromBosses(
separatePartyFromParty(separatePartyFromBosses(baseState.party, baseState), baseState),
baseState,
),
}
const bossResult = tickBoss(separatedState, step)
const bossResult = tickBosses(separatedState, step)
const postBossState = { ...separatedState, bosses: bossResult.bosses }
const postBossParty = separatePartyFromBosses(
separatePartyFromParty(
separatePartyFromBosses(bossResult.party, postBossState),
postBossState,
),
postBossState,
)
const projectileResult = advanceProjectiles(
[...separatedState.projectiles, ...(bossResult.projectiles ?? [])],
bossResult.party,
bossResult.boss,
postBossParty,
bossResult.bosses,
bossResult.hostileAdds ?? separatedState.hostileAdds,
bossResult.hazards ?? separatedState.hazards,
bossResult.nextHazardId ?? state.nextHazardId,
@@ -149,23 +221,38 @@ export function tickIwt2Arena(state: Iwt2ArenaState, input: Iwt2ArenaInput, dt:
party: projectileResult.party,
time: separatedState.time,
})
const pressureResult = tickRoguelikePressure({
party: hazardResult.party,
pressure: separatedState.roguelikePressure,
time: separatedState.time,
})
const damageResult = applyPartyAttacks(
hazardResult.party,
projectileResult.boss,
pressureResult.party,
projectileResult.bosses,
projectileResult.hostileAdds,
separatedState.time,
projectileResult.nextProjectileId,
)
const hotResult = tickPartyHotEffects(damageResult.party, step, separatedState.time)
const finalParty = regeneratePartyMana(hotResult.party, step)
const regeneratedParty = regeneratePartyMana(hotResult.party, step)
const finalCollisionState = { ...separatedState, bosses: damageResult.bosses }
const finalParty = separatePartyFromBosses(
separatePartyFromParty(
separatePartyFromBosses(regeneratedParty, finalCollisionState),
finalCollisionState,
),
finalCollisionState,
)
const nextEvents = assignEventIds(
[...bossResult.events, ...projectileResult.events, ...hazardResult.events, ...damageResult.events, ...hotResult.events],
[...bossResult.events, ...projectileResult.events, ...hazardResult.events, ...pressureResult.events, ...damageResult.events, ...hotResult.events],
state.nextEventId,
)
return {
...separatedState,
boss: damageResult.boss,
boss: getPrimaryBoss(damageResult.bosses),
bosses: damageResult.bosses,
indicators: [...bossResult.indicators, ...createHazardIndicators(hazardResult.hazards)],
roguelikePressure: pressureResult.pressure,
party: finalParty,
hostileAdds: damageResult.hostileAdds,
hazards: hazardResult.hazards,
@@ -194,7 +281,10 @@ function tickPartyHotEffects(
let nextTickInSeconds = effect.nextTickInSeconds - dt
if (member.health > 0 && nextTickInSeconds <= 0) {
const before = health
health = Math.min(member.maxHealth, health + effect.power)
const healingMultiplier = member.shield > 0
? member.shieldedHotHealingMultiplier ?? 1
: 1
health = Math.min(member.maxHealth, health + effect.power * healingMultiplier)
const healed = health - before
if (healed > 0) {
events.push({
@@ -234,8 +324,9 @@ function regeneratePartyMana(party: Iwt2PartyEntityState[], dt: number): Iwt2Par
})
}
function createPartyMember(initial: InitialPartyMember): Iwt2PartyEntityState {
function createPartyMember(initial: InitialPartyMember, damageTakenScale: number): Iwt2PartyEntityState {
const metadata = IWT2_CLASS_METADATA[initial.classId]
const safeDamageTakenScale = Number.isFinite(damageTakenScale) ? Math.max(0.01, damageTakenScale) : 1
return {
id: initial.id,
kind: 'party',
@@ -245,8 +336,16 @@ function createPartyMember(initial: InitialPartyMember): Iwt2PartyEntityState {
velocity: { x: 0, y: 0 },
facing: { x: 1, y: 0 },
radius: metadata.radius,
moveSpeed: metadata.moveSpeed,
attackRange: metadata.attackRange,
attackDamage: metadata.attackDamage,
attackCooldown: metadata.attackCooldown,
castTime: metadata.castTime,
projectileSpeed: metadata.projectileSpeed,
health: metadata.maxHealth,
maxHealth: metadata.maxHealth,
damageTakenScale: safeDamageTakenScale,
stunTakenScale: 1,
shield: 0,
mana: initial.classId === 'healer' ? 100 : 0,
maxMana: initial.classId === 'healer' ? 100 : 0,
@@ -266,6 +365,7 @@ function createEmptyStatus(): Iwt2StatusState {
stunnedSeconds: 0,
knockedDownSeconds: 0,
invulnerableSeconds: 0,
slowedSeconds: 0,
}
}
@@ -274,22 +374,187 @@ 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)
}
const separatedBosses = separateBosses(bosses, state)
return {
bosses: separatedBosses,
boss: getPrimaryBoss(separatedBosses),
party: nextParty,
hostileAdds: nextHostileAdds,
hazards: nextHazards,
projectiles,
events,
indicators,
nextAddId,
nextHazardId,
nextProjectileId,
}
}
function separateBosses(bosses: Iwt2BossEntityState[], state: Iwt2ArenaState): Iwt2BossEntityState[] {
const next = bosses.map((boss) => ({ ...boss, position: { ...boss.position } }))
for (let pass = 0; pass < 3; pass += 1) {
for (let firstIndex = 0; firstIndex < next.length; firstIndex += 1) {
const first = next[firstIndex]
if (!first || first.health <= 0) continue
for (let secondIndex = firstIndex + 1; secondIndex < next.length; secondIndex += 1) {
const second = next[secondIndex]
if (!second || second.health <= 0) continue
const minDistance = first.radius + second.radius + 4
const distance = distanceVec2(first.position, second.position)
if (distance >= minDistance) continue
const fallback = {
x: first.position.x <= second.position.x ? -1 : 1,
y: first.position.y <= second.position.y ? -0.4 : 0.4,
}
const direction = distance <= 0.001 ? normalizeVec2(fallback) : normalizeVec2(subtractVec2(first.position, second.position))
const push = (minDistance - distance) * 0.55
const firstPosition = clampVec2ToArena(addVec2(first.position, scaleVec2(direction, push)), first.radius, state.bounds)
const secondPosition = clampVec2ToArena(addVec2(second.position, scaleVec2(direction, -push)), second.radius, state.bounds)
next[firstIndex] = {
...first,
position: firstPosition,
velocity: scaleVec2(subtractVec2(firstPosition, first.position), 30),
}
next[secondIndex] = {
...second,
position: secondPosition,
velocity: scaleVec2(subtractVec2(secondPosition, second.position), 30),
}
}
}
}
return next
}
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 },
let position = member.position
for (const boss of state.bosses) {
if (boss.health <= 0) continue
const overlapBeforeSeparation = circleOverlapAmount({ position, radius: member.radius }, boss)
const separated = separateCircles(
{ position, radius: member.radius },
{ position: boss.position, radius: boss.radius },
state.bounds,
)
const overlapAfterSeparation = circleOverlapAmount({ position: separated, radius: member.radius }, boss)
position = overlapBeforeSeparation > 0.25
&& (wallClearance(separated, member, state) <= 2 || overlapAfterSeparation > 0.25)
? separateFromBossTowardCenter(member, boss, state)
: separated
}
return { ...member, position }
})
}
function circleOverlapAmount(
moving: { position: Iwt2Vec2, radius: number },
fixed: { position: Iwt2Vec2, radius: number },
): number {
return Math.max(0, moving.radius + fixed.radius - distanceVec2(moving.position, fixed.position))
}
function separateFromBossTowardCenter(
member: Iwt2PartyEntityState,
boss: Iwt2BossEntityState,
state: Iwt2ArenaState,
): Iwt2Vec2 {
const center = { x: state.bounds.width * 0.5, y: state.bounds.height * 0.5 }
const direction = normalizeVec2(subtractVec2(center, boss.position))
const minDistance = boss.radius + member.radius + 3
return clampVec2ToArena(
addVec2(boss.position, scaleVec2(direction, minDistance)),
member.radius,
state.bounds,
)
}
function wallClearance(position: Iwt2Vec2, member: Iwt2PartyEntityState, state: Iwt2ArenaState): number {
return Math.min(
position.x - member.radius,
state.bounds.width - member.radius - position.x,
position.y - member.radius,
state.bounds.height - member.radius - position.y,
)
}
function separatePartyFromParty(party: Iwt2PartyEntityState[], state: Iwt2ArenaState): Iwt2PartyEntityState[] {
const next = party.map((member) => ({ ...member, position: { ...member.position } }))
for (let pass = 0; pass < 2; pass += 1) {
for (let firstIndex = 0; firstIndex < next.length; firstIndex += 1) {
const first = next[firstIndex]
if (!first || first.health <= 0) continue
for (let secondIndex = firstIndex + 1; secondIndex < next.length; secondIndex += 1) {
const second = next[secondIndex]
if (!second || second.health <= 0) continue
const minDistance = first.radius + second.radius + 2
const distance = distanceVec2(first.position, second.position)
if (distance >= minDistance) continue
const fallback = {
x: first.position.x <= second.position.x ? -1 : 1,
y: first.position.y <= second.position.y ? -0.35 : 0.35,
}
const direction = distance <= 0.001 ? normalizeVec2(fallback) : normalizeVec2(subtractVec2(first.position, second.position))
const push = (minDistance - distance) * 0.5
next[firstIndex] = {
...first,
position: clampVec2ToArena(addVec2(first.position, scaleVec2(direction, push)), first.radius, state.bounds),
}
next[secondIndex] = {
...second,
position: clampVec2ToArena(addVec2(second.position, scaleVec2(direction, -push)), second.radius, state.bounds),
}
}
}
}
return next
}
function advanceProjectiles(
projectiles: Iwt2ProjectileEntityState[],
party: Iwt2PartyEntityState[],
boss: Iwt2ArenaState['boss'],
bosses: Iwt2BossEntityState[],
hostileAdds: Iwt2HostileAddState[],
hazards: Iwt2GroundHazardState[],
nextHazardId: number,
@@ -298,7 +563,7 @@ function advanceProjectiles(
time: number,
dt: number,
): {
boss: Iwt2ArenaState['boss']
bosses: Iwt2BossEntityState[]
party: Iwt2PartyEntityState[]
hostileAdds: Iwt2HostileAddState[]
hazards: Iwt2GroundHazardState[]
@@ -308,7 +573,7 @@ function advanceProjectiles(
events: Iwt2ArenaEvent[]
} {
const events: Iwt2ArenaEvent[] = []
let nextBoss = boss
let nextBosses = bosses
let nextParty = party
let nextHostileAdds = hostileAdds
let nextHazards = hazards
@@ -334,7 +599,7 @@ 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 +636,32 @@ 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 damageResult = applyDamageToBoss(hitBoss, projectile.damage)
const damage = damageResult.healthDamage
nextBosses = nextBosses.map((boss) => boss.id === hitBoss.id
? damageResult.boss
: 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 (damageResult.boss.health <= 0) {
events.push({
id: 0,
time,
type: 'entityDefeated',
sourceId: projectile.sourceId,
targetId: nextBoss.id,
targetId: hitBoss.id,
})
}
continue
@@ -405,7 +674,7 @@ function advanceProjectiles(
}
return {
boss: nextBoss,
bosses: nextBosses,
party: nextParty,
hostileAdds: nextHostileAdds,
hazards: nextHazards,
@@ -536,12 +805,12 @@ 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[]
@@ -550,15 +819,15 @@ 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.projectileSpeed > 0) {
if (!member.attackReady) return member
const direction = normalizeVec2(subtractVec2(target.position, member.position))
projectiles.push({
@@ -566,28 +835,34 @@ function applyPartyAttacks(
sourceId: member.id,
owner: 'party',
classId: member.classId,
projectileKind: member.classId === 'mage' ? 'magic' : 'arrow',
projectileKind: member.classId === 'mage' ? 'fireball' : '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),
velocity: scaleVec2(direction, member.projectileSpeed),
radius: member.classId === 'mage' ? 7 : 4,
damage: metadata.attackDamage,
damage: member.attackDamage,
remainingSeconds: 1.2,
})
projectileId += 1
return {
...member,
attackCooldownRemaining: metadata.attackCooldown,
attackCooldownRemaining: member.attackCooldown,
attackReady: false,
}
}
if (member.attackCooldownRemaining > 0) return member
const damage = Math.min(metadata.attackDamage, target.health)
let damage = Math.min(member.attackDamage, target.health)
let defeated = target.health - damage <= 0
if (target.kind === 'boss') {
nextBoss = { ...nextBoss, health: Math.max(0, nextBoss.health - damage) }
const damageResult = applyDamageToBoss(target, member.attackDamage)
damage = damageResult.healthDamage
defeated = damageResult.boss.health <= 0
nextBosses = nextBosses.map((boss) => boss.id === target.id
? damageResult.boss
: boss)
} else {
nextHostileAdds = nextHostileAdds.map((add) => add.id === target.id
? { ...add, health: Math.max(0, add.health - damage) }
@@ -601,7 +876,7 @@ function applyPartyAttacks(
targetId: target.id,
value: damage,
})
if (target.health - damage <= 0) {
if (defeated) {
events.push({
id: 0,
time,
@@ -612,17 +887,17 @@ function applyPartyAttacks(
return {
...member,
damageDone: member.damageDone + damage,
attackCooldownRemaining: metadata.attackCooldown,
attackCooldownRemaining: member.attackCooldown,
}
}
return {
...member,
damageDone: member.damageDone + damage,
attackCooldownRemaining: metadata.attackCooldown,
attackCooldownRemaining: member.attackCooldown,
}
})
return {
boss: nextBoss,
bosses: nextBosses,
party: nextParty,
hostileAdds: nextHostileAdds.filter((add) => add.health > 0),
projectiles,
@@ -633,9 +908,9 @@ 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 +918,15 @@ 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(
@@ -656,6 +939,31 @@ function addDamageDone(
: member)
}
function applyDamageToBoss(
boss: Iwt2BossEntityState,
rawDamage: number,
): { boss: Iwt2BossEntityState, healthDamage: number } {
if (rawDamage <= 0 || boss.health <= 0) return { boss, healthDamage: 0 }
if (boss.armor <= 0) {
const healthDamage = Math.min(rawDamage, boss.health)
return {
boss: { ...boss, health: Math.max(0, boss.health - healthDamage) },
healthDamage,
}
}
const armorDamage = Math.min(boss.armor, rawDamage * 0.75)
const healthDamage = Math.min(boss.health, rawDamage - armorDamage * 0.6)
return {
boss: {
...boss,
armor: Math.max(0, boss.armor - armorDamage),
health: Math.max(0, boss.health - healthDamage),
},
healthDamage,
}
}
function assignEventIds(events: Iwt2ArenaEvent[], firstId: number): Iwt2ArenaEvent[] {
return events.map((event, index) => ({ ...event, id: firstId + index }))
}
+10 -3
View File
@@ -11,6 +11,7 @@ import type {
Iwt2BossEntityState,
Iwt2HostileAddState,
Iwt2PartyEntityState,
Iwt2RoguelikePressureState,
} from './types'
export type Iwt2ArenaEntityKind = 'player' | 'party' | 'boss' | 'projectile' | 'hostileAdd'
@@ -54,8 +55,14 @@ export type Iwt2ArenaState = Iwt2CoreArenaState & {
telegraphs: Iwt2ArenaTelegraph[]
}
export function createInitialIwt2ArenaState(bossId?: Iwt2BossId): Iwt2ArenaState {
return decorateArenaState(createCoreIwt2ArenaState(bossId))
export function createInitialIwt2ArenaState(
bossId?: Iwt2BossId,
bossIds?: Iwt2BossId[],
bossHealthScale?: number,
partyDamageTakenScale?: number,
roguelikePressure?: Iwt2RoguelikePressureState,
): Iwt2ArenaState {
return decorateArenaState(createCoreIwt2ArenaState(bossId, bossIds, bossHealthScale, partyDamageTakenScale, roguelikePressure))
}
export function tickIwt2Arena(state: Iwt2ArenaState, input: Iwt2ArenaInput, dt: number): Iwt2ArenaState {
@@ -69,7 +76,7 @@ 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),
}
+271
View File
@@ -0,0 +1,271 @@
import { BARROTH_BOSS_METADATA } from '../content/bosses'
import type { Iwt2BossTickResult } from './bossAi'
import type {
Iwt2ArenaEvent,
Iwt2ArenaIndicator,
Iwt2ArenaState,
Iwt2BossEntityState,
Iwt2GroundHazardState,
Iwt2PartyEntityState,
Iwt2Vec2,
} from './types'
import { addMudPuddle } from './hazards'
import {
applyPartyDamageInShape,
createConeIndicator,
indicatorPhaseFromAttack,
} from './mechanics'
import {
addVec2,
clampVec2ToArena,
distanceVec2,
moveToward,
scaleVec2,
subtractVec2,
withFallbackFacing,
} from './vector'
export function tickBarroth(state: Iwt2ArenaState, dt: number): Iwt2BossTickResult {
const events: Iwt2ArenaEvent[] = []
let party = state.party
let hazards = state.hazards
let nextHazardId = state.nextHazardId
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 },
}
boss = {
...boss,
wallContactSeconds: isBossNearWall(boss, state)
? boss.wallContactSeconds + dt
: Math.max(0, boss.wallContactSeconds - dt * 2),
}
const target = getBossTarget(party)
if (boss.health <= 0 || !target) {
return withBarrothIndicators({ boss, party, hazards, events, nextHazardId })
}
if (boss.attackPhase === 'mudSprayWindup') {
boss = {
...boss,
facing: withFallbackFacing(subtractVec2(target.position, boss.position), boss.facing),
}
if (boss.phaseSecondsRemaining <= 0) {
const result = applyMudSpray(party, boss, state.time + dt)
const mudResult = addMudSprayPuddles(hazards, boss, nextHazardId, state.time + dt, state.bounds)
party = result.party
hazards = mudResult.hazards
nextHazardId = mudResult.nextHazardId
events.push(...result.events)
boss = {
...boss,
attackPhase: 'mudSprayRecover',
phaseSecondsRemaining: 0.46,
}
}
return withBarrothIndicators({ boss, party, hazards, events, nextHazardId })
}
if (boss.attackPhase === 'mudSprayRecover') {
if (boss.phaseSecondsRemaining <= 0) {
boss = {
...boss,
attackPhase: 'idle',
phaseSecondsRemaining: 0,
}
}
return withBarrothIndicators({ boss, party, hazards, events, nextHazardId })
}
if (boss.wallContactSeconds >= 0.65) {
const speed = BARROTH_BOSS_METADATA.moveSpeed * (boss.armor > 0 ? 1.18 : 1.4)
boss = moveBossTowardCenter(boss, state, speed, dt)
return withBarrothIndicators({ boss, party, hazards, events, nextHazardId })
}
if (boss.chargeCooldownRemaining <= 0) {
boss = {
...boss,
attackPhase: 'mudSprayWindup',
chargeCooldownRemaining: BARROTH_BOSS_METADATA.mudSprayCooldown!,
phaseSecondsRemaining: BARROTH_BOSS_METADATA.mudSprayWindup!,
velocity: { x: 0, y: 0 },
}
return withBarrothIndicators({ boss, party, hazards, events, nextHazardId })
}
const meleeResult = maybeApplyMelee(party, boss, target, state.time + dt)
party = meleeResult.party
events.push(...meleeResult.events)
boss = meleeResult.boss
if (events.length > 0) return withBarrothIndicators({ boss, party, hazards, events, nextHazardId })
const speed = BARROTH_BOSS_METADATA.moveSpeed * (boss.armor > 0 ? 0.9 : 1.08)
const nextPosition = clampVec2ToArena(
moveToward(boss.position, target.position, 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),
}
return withBarrothIndicators({ boss, party, hazards, events, nextHazardId })
}
function moveBossTowardCenter(
boss: Iwt2BossEntityState,
state: Iwt2ArenaState,
speed: number,
dt: number,
): Iwt2BossEntityState {
const center = arenaCenter(state)
const nextPosition = clampVec2ToArena(moveToward(boss.position, center, speed * dt), boss.radius, state.bounds)
return {
...boss,
position: nextPosition,
velocity: scaleVec2(subtractVec2(nextPosition, boss.position), dt > 0 ? 1 / dt : 0),
facing: withFallbackFacing(subtractVec2(center, nextPosition), boss.facing),
wallContactSeconds: isBossNearWall({ ...boss, position: nextPosition }, state) ? boss.wallContactSeconds : 0,
}
}
function arenaCenter(state: Iwt2ArenaState): Iwt2Vec2 {
return {
x: state.bounds.width * 0.5,
y: state.bounds.height * 0.5,
}
}
function isBossNearWall(boss: Iwt2BossEntityState, state: Iwt2ArenaState): boolean {
const margin = boss.radius + 58
return (
boss.position.x <= margin
|| boss.position.x >= state.bounds.width - margin
|| boss.position.y <= margin
|| boss.position.y >= state.bounds.height - margin
)
}
function applyMudSpray(
party: Iwt2PartyEntityState[],
boss: Iwt2BossEntityState,
time: number,
): { party: Iwt2PartyEntityState[], events: Iwt2ArenaEvent[] } {
const result = applyPartyDamageInShape(party, {
kind: 'cone',
angleRadians: BARROTH_BOSS_METADATA.mudSprayAngleRadians!,
direction: boss.facing,
origin: boss.position,
range: BARROTH_BOSS_METADATA.mudSprayRange!,
}, {
damage: BARROTH_BOSS_METADATA.mudSprayDamage!,
knockdownSeconds: 0,
sourceId: boss.id,
stunSeconds: BARROTH_BOSS_METADATA.mudSprayStunSeconds!,
time,
})
return { party: result.party, events: result.events }
}
function addMudSprayPuddles(
hazards: Iwt2GroundHazardState[],
boss: Iwt2BossEntityState,
nextHazardId: number,
time: number,
bounds: Iwt2ArenaState['bounds'],
): { hazards: Iwt2GroundHazardState[], nextHazardId: number } {
let nextHazards = hazards
let nextId = nextHazardId
const offsets = [-0.34, 0, 0.34]
for (let index = 0; index < offsets.length; index += 1) {
const point = clampVec2ToArena(
conePoint(boss.position, boss.facing, BARROTH_BOSS_METADATA.mudSprayRange! * (0.46 + index * 0.17), offsets[index]),
BARROTH_BOSS_METADATA.mudPuddleRadius!,
bounds,
)
const puddle = addMudPuddle({
duration: BARROTH_BOSS_METADATA.mudPuddleSeconds!,
hazards: nextHazards,
nextHazardId: nextId,
position: point,
radius: BARROTH_BOSS_METADATA.mudPuddleRadius!,
sourceId: boss.id,
time,
})
nextHazards = puddle.hazards
nextId = puddle.nextHazardId
}
return { hazards: nextHazards, nextHazardId: nextId }
}
function conePoint(origin: Iwt2Vec2, direction: Iwt2Vec2, distance: number, angleOffset: number): Iwt2Vec2 {
const base = Math.atan2(direction.y, direction.x) + angleOffset
return addVec2(origin, {
x: Math.cos(base) * distance,
y: Math.sin(base) * distance,
})
}
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) > BARROTH_BOSS_METADATA.meleeRange + target.radius) {
return { boss, party, events: [] }
}
const result = applyPartyDamageInShape(party, {
kind: 'circle',
position: boss.position,
radius: BARROTH_BOSS_METADATA.meleeRange,
}, {
damage: BARROTH_BOSS_METADATA.meleeDamage,
sourceId: boss.id,
time,
})
return {
boss: { ...boss, meleeCooldownRemaining: BARROTH_BOSS_METADATA.meleeCooldown },
party: result.party,
events: result.events,
}
}
function withBarrothIndicators(result: Omit<Iwt2BossTickResult, 'indicators'>): Iwt2BossTickResult {
return {
...result,
indicators: createBarrothIndicators(result.boss),
}
}
function createBarrothIndicators(boss: Iwt2BossEntityState): Iwt2ArenaIndicator[] {
if (boss.attackPhase !== 'mudSprayWindup' && boss.attackPhase !== 'mudSprayRecover') return []
return [createConeIndicator({
angleRadians: BARROTH_BOSS_METADATA.mudSprayAngleRadians!,
color: '#b38a52',
direction: boss.facing,
id: `${boss.id}:mud-spray`,
mechanicId: 'barroth-mud-spray',
origin: boss.position,
phase: indicatorPhaseFromAttack(
boss.attackPhase === 'mudSprayWindup',
boss.attackPhase === 'mudSprayRecover',
),
range: BARROTH_BOSS_METADATA.mudSprayRange!,
sourceId: boss.id,
})]
}

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