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Author SHA1 Message Date
Warren H f48e6130b8 Android build v1.1.30 2026-07-06 15:35:18 -04:00
Warren H 61de17d63e Android build v1.1.29 2026-07-06 15:31:42 -04:00
Warren H 5629041879 Android build v1.1.29 2026-07-06 15:30:04 -04:00
Warren H ed3f43c93f Android build v1.1.28 2026-07-06 13:03:33 -04:00
Warren H d70941f43e Android build v1.1.27 2026-07-06 11:46:53 -04:00
Warren H de2f86e101 Android build v1.1.26 2026-07-05 23:31:04 -04:00
Warren H 62dc51b42a Android build v1.1.26 2026-07-05 23:21:37 -04:00
Warren H defbf0ce10 Android build v1.1.25 2026-07-05 22:51:34 -04:00
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
162 changed files with 14956 additions and 782 deletions
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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 needs continuous movement input: left analog stick on AYN Thor and WASD on keyboard. Do not rely only on existing menu-style navigation actions for arena movement.
- IWT2 menus, dialogs, inventory, collection log, pause overlays, and game-select screen must still follow controller navigation requirements. - IWT2 menus, dialogs, inventory, collection log, pause overlays, and game-select screen must still follow controller navigation requirements.
- IWT2 boss mechanics and indicators must be modular. Add reusable hit-shape, damage/status, telegraph/indicator, hazard, and marker primitives under `src/modes/iwt2/sim/` or `src/modes/iwt2/render/` instead of hardcoding boss-specific rules in Phaser scenes. Boss AI may compose these primitives, but renderer code should draw sim-owned indicators generically. - 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. - First IWT2 boss conversion target: Bulldrome. Bulldrome should have normal melee tank damage, a charge across the arena that damages and knocks down/stuns hit players for 0.75 seconds, and every 3rd charge should be followed by an AoE ground slam around the boss that also damages and knocks down/stuns hit players for 0.75 seconds.
- IWT2 starter party fantasy: player-controlled healer plus visible party members moving in the arena. Paladin tank holds aggro; ranger fires arrows; mage fires fireballs; rogue flanks; warrior fights in melee. Each class should have a distinct icon and color scheme. - IWT2 starter party fantasy: player-controlled healer plus visible party members moving in the arena. Paladin tank holds aggro; ranger fires arrows; mage fires fireballs; rogue flanks; warrior fights in melee. Each class should have a distinct icon and color scheme.
## 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 ## Performance Requirements
- Treat CPU, GPU, memory, battery, and startup cost as first-class constraints. - 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" applicationId "com.warren.iwanttoheal"
minSdkVersion rootProject.ext.minSdkVersion minSdkVersion rootProject.ext.minSdkVersion
targetSdkVersion rootProject.ext.targetSdkVersion targetSdkVersion rootProject.ext.targetSdkVersion
versionCode 97 versionCode 111
versionName "1.1.18" versionName "1.1.30"
testInstrumentationRunner "androidx.test.runner.AndroidJUnitRunner" testInstrumentationRunner "androidx.test.runner.AndroidJUnitRunner"
aaptOptions { aaptOptions {
// Files and dirs to omit from the packaged assets dir, modified to accommodate modern web apps. // Files and dirs to omit from the packaged assets dir, modified to accommodate modern web apps.
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@@ -173,6 +173,13 @@ CREATE TABLE IF NOT EXISTS accounts (
last_saved_at TEXT NOT NULL DEFAULT CURRENT_TIMESTAMP 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 ( CREATE TABLE IF NOT EXISTS account_ip_allowances (
ip_address TEXT PRIMARY KEY, ip_address TEXT PRIMARY KEY,
max_accounts INTEGER NOT NULL CHECK (max_accounts >= 1), 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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@@ -96,6 +96,12 @@ curl -sS -X POST "$GITEA_URL/api/v1/repos/$GITEA_OWNER/$GITEA_REPO/releases/$REL
-F "attachment=@$APK" -F "attachment=@$APK"
``` ```
If the CLI release fails after creating the Gitea release but before uploading the APK asset, retry only the release upload:
```sh
npm run release:cli -- --release-only 1.1.26
```
## Step 5: Update TrueNAS ## Step 5: Update TrueNAS
```sh ```sh
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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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+44 -15
View File
@@ -5,6 +5,7 @@ import json
import os import os
import queue import queue
import re import re
import shutil
import subprocess import subprocess
import sys import sys
import threading import threading
@@ -153,6 +154,48 @@ def gitea_request(
except urllib.error.HTTPError as exc: except urllib.error.HTTPError as exc:
data = exc.read() data = exc.read()
return exc.code, data return exc.code, data
except urllib.error.URLError as exc:
raise ReleaseError(f"{method} {url} failed: {exc.reason}") from exc
def gitea_upload_asset(config: ReleaseConfig, path: str, apk_path: Path) -> tuple[int, bytes]:
curl = shutil.which("curl")
if curl is None:
raise ReleaseError("curl is required for Gitea asset uploads")
url = config.gitea_url.rstrip("/") + path
proc = subprocess.run(
[
curl,
"--silent",
"--show-error",
"--retry",
"3",
"--retry-all-errors",
"--retry-delay",
"2",
"--request",
"POST",
url,
"--header",
f"Authorization: token {config.token}",
"--form",
f"attachment=@{apk_path}",
"--write-out",
"\n%{http_code}",
],
check=False,
capture_output=True,
)
if proc.returncode != 0:
detail = (proc.stderr or proc.stdout).decode("utf-8", "replace").strip()
raise ReleaseError(f"Gitea asset upload failed: curl exited {proc.returncode}: {detail}")
try:
body, status_text = proc.stdout.rsplit(b"\n", 1)
return int(status_text), body
except ValueError as exc:
output = proc.stdout.decode("utf-8", "replace")
raise ReleaseError(f"Gitea asset upload returned malformed curl output: {output}") from exc
def parse_json_response(status: int, data: bytes, action: str) -> dict: def parse_json_response(status: int, data: bytes, action: str) -> dict:
@@ -211,26 +254,12 @@ def upload_release_asset(config: ReleaseConfig, log: Callable[[str], None]) -> N
raise ReleaseError(f"APK not found for release upload: {apk_path}") raise ReleaseError(f"APK not found for release upload: {apk_path}")
release_id = find_or_create_release(config, log) release_id = find_or_create_release(config, log)
boundary = f"----iwanttoheal{int(time.time() * 1000)}"
header = (
f"--{boundary}\r\n"
f'Content-Disposition: form-data; name="attachment"; filename="{apk_path.name}"\r\n'
"Content-Type: application/vnd.android.package-archive\r\n\r\n"
).encode("utf-8")
footer = f"\r\n--{boundary}--\r\n".encode("utf-8")
body = header + apk_path.read_bytes() + footer
asset_name = urllib.parse.quote(apk_path.name) asset_name = urllib.parse.quote(apk_path.name)
path = ( path = (
f"/api/v1/repos/{config.gitea_owner}/{config.gitea_repo}" f"/api/v1/repos/{config.gitea_owner}/{config.gitea_repo}"
f"/releases/{release_id}/assets?name={asset_name}" f"/releases/{release_id}/assets?name={asset_name}"
) )
status, data = gitea_request( status, data = gitea_upload_asset(config, path, apk_path)
config,
"POST",
path,
body=body,
content_type=f"multipart/form-data; boundary={boundary}",
)
if status == 409: if status == 409:
raise ReleaseError(f"Release asset already exists: {apk_path.name}") raise ReleaseError(f"Release asset already exists: {apk_path.name}")
parse_json_response(status, data, "Upload release asset") parse_json_response(status, data, "Upload release asset")
+98 -25
View File
@@ -68,9 +68,16 @@ def parse_args(argv: list[str]) -> argparse.Namespace:
action="store_true", action="store_true",
help="Skip the RESET confirmation when used with --reset-player-data.", help="Skip the RESET confirmation when used with --reset-player-data.",
) )
parser.add_argument(
"--release-only",
metavar="VERSION",
help="Create or reuse the Gitea release and upload an existing IWantToHeal-Thor-vVERSION.apk, without rebuilding.",
)
args = parser.parse_args(argv) args = parser.parse_args(argv)
if args.yes_reset and not args.reset_player_data: if args.yes_reset and not args.reset_player_data:
parser.error("--yes-reset requires --reset-player-data") parser.error("--yes-reset requires --reset-player-data")
if args.release_only and args.reset_player_data:
parser.error("--release-only cannot be combined with --reset-player-data")
return args return args
@@ -131,44 +138,90 @@ def request_json(method: str, path: str, token: str, data: dict | None = None) -
except urllib.error.HTTPError as exc: except urllib.error.HTTPError as exc:
detail = exc.read().decode("utf-8", "replace") detail = exc.read().decode("utf-8", "replace")
raise SystemExit(f"Gitea {method} failed ({exc.code}): {detail}") from exc raise SystemExit(f"Gitea {method} failed ({exc.code}): {detail}") from exc
except urllib.error.URLError as exc:
raise SystemExit(f"Gitea {method} failed: {exc.reason}") from exc
def upload_asset(path: str, token: str, apk: Path) -> dict: def upload_asset(path: str, token: str, apk: Path) -> dict:
boundary = "----iwanttoheal-release-boundary" url = GITEA_URL + path
body = ( curl = shutil.which("curl")
f"--{boundary}\r\n" if curl is None:
f'Content-Disposition: form-data; name="attachment"; filename="{apk.name}"\r\n' raise SystemExit("curl is required for Gitea asset uploads")
"Content-Type: application/vnd.android.package-archive\r\n\r\n"
).encode("utf-8") proc = subprocess.run(
body += apk.read_bytes() [
body += f"\r\n--{boundary}--\r\n".encode("utf-8") curl,
headers = { "--silent",
"Authorization": f"token {token}", "--show-error",
"Content-Type": f"multipart/form-data; boundary={boundary}", "--retry",
} "3",
req = urllib.request.Request(GITEA_URL + path, data=body, headers=headers, method="POST") "--retry-all-errors",
"--retry-delay",
"2",
"--request",
"POST",
url,
"--header",
f"Authorization: token {token}",
"--form",
f"attachment=@{apk}",
"--write-out",
"\n%{http_code}",
],
check=False,
capture_output=True,
text=True,
)
if proc.returncode != 0:
detail = proc.stderr.strip() or proc.stdout.strip()
raise SystemExit(f"Gitea asset upload failed: curl exited {proc.returncode}: {detail}")
try:
body, status_text = proc.stdout.rsplit("\n", 1)
status = int(status_text)
except ValueError as exc:
raise SystemExit(f"Gitea asset upload returned malformed curl output: {proc.stdout}") from exc
if status >= 400:
raise SystemExit(f"Gitea asset upload failed ({status}): {body}")
try:
parsed = json.loads(body or "{}")
except json.JSONDecodeError as exc:
raise SystemExit(f"Gitea asset upload returned invalid JSON: {body}") from exc
if not isinstance(parsed, dict):
raise SystemExit(f"Gitea asset upload returned unexpected JSON: {parsed}")
return parsed
def find_or_create_release(version: str, token: str) -> int:
repo_path = f"/api/v1/repos/{GITEA_OWNER}/{GITEA_REPO}"
tag = f"v{version}"
tag_path = repo_path + "/releases/tags/" + urllib.parse.quote(tag, safe="")
req = urllib.request.Request(GITEA_URL + tag_path, headers={"Authorization": f"token {token}"}, method="GET")
try: try:
with urllib.request.urlopen(req) as resp: with urllib.request.urlopen(req) as resp:
return json.loads(resp.read().decode("utf-8")) release = json.loads(resp.read().decode("utf-8"))
release_id = release.get("id")
if not release_id:
raise SystemExit(f"Gitea release missing id: {release}")
print(f"Gitea release exists: {tag} (id {release_id})")
return int(release_id)
except urllib.error.HTTPError as exc: except urllib.error.HTTPError as exc:
detail = exc.read().decode("utf-8", "replace") if exc.code != 404:
raise SystemExit(f"Gitea asset upload failed ({exc.code}): {detail}") from exc detail = exc.read().decode("utf-8", "replace")
raise SystemExit(f"Gitea release lookup failed ({exc.code}): {detail}") from exc
except urllib.error.URLError as exc:
raise SystemExit(f"Gitea release lookup failed: {exc.reason}") from exc
def create_gitea_release(version: str, apk: Path) -> None:
token = GITEA_TOKEN.strip()
if not token or token == "PASTE_YOUR_GITEA_TOKEN_HERE":
raise SystemExit("Set GITEA_TOKEN near top of scripts/release_game_cli.py")
repo_path = f"/api/v1/repos/{GITEA_OWNER}/{GITEA_REPO}"
release = request_json( release = request_json(
"POST", "POST",
repo_path + "/releases", repo_path + "/releases",
token, token,
{ {
"tag_name": f"v{version}", "tag_name": tag,
"target_commitish": BRANCH, "target_commitish": BRANCH,
"name": f"v{version}", "name": tag,
"body": f"I Want to Heal Android build v{version}", "body": f"I Want to Heal Android build v{version}",
"draft": False, "draft": False,
"prerelease": False, "prerelease": False,
@@ -177,7 +230,17 @@ def create_gitea_release(version: str, apk: Path) -> None:
release_id = release.get("id") release_id = release.get("id")
if not release_id: if not release_id:
raise SystemExit(f"Gitea release missing id: {release}") raise SystemExit(f"Gitea release missing id: {release}")
print(f"Gitea release created: {tag} (id {release_id})")
return int(release_id)
def create_gitea_release(version: str, apk: Path) -> None:
token = GITEA_TOKEN.strip()
if not token or token == "PASTE_YOUR_GITEA_TOKEN_HERE":
raise SystemExit("Set GITEA_TOKEN near top of scripts/release_game_cli.py")
repo_path = f"/api/v1/repos/{GITEA_OWNER}/{GITEA_REPO}"
release_id = find_or_create_release(version, token)
asset_name = urllib.parse.quote(apk.name) asset_name = urllib.parse.quote(apk.name)
upload_asset(f"{repo_path}/releases/{release_id}/assets?name={asset_name}", token, apk) upload_asset(f"{repo_path}/releases/{release_id}/assets?name={asset_name}", token, apk)
print(f"Gitea release uploaded: v{version}") print(f"Gitea release uploaded: v{version}")
@@ -289,6 +352,16 @@ def reset_player_data(database_path: Path, *, assume_yes: bool) -> None:
def main(argv: list[str] | None = None) -> int: def main(argv: list[str] | None = None) -> int:
args = parse_args(sys.argv[1:] if argv is None else argv) args = parse_args(sys.argv[1:] if argv is None else argv)
os.chdir(REPO_ROOT) os.chdir(REPO_ROOT)
if args.release_only:
version = args.release_only.strip()
if not re.fullmatch(r"\d+\.\d+\.\d+(?:[-+][0-9A-Za-z.-]+)?", version):
raise SystemExit("Version must look like 1.1.2")
apk = REPO_ROOT / f"IWantToHeal-Thor-v{version}.apk"
if not apk.exists():
raise SystemExit(f"APK not found: {apk}")
create_gitea_release(version, apk)
return 0
version = prompt_version() version = prompt_version()
apk = build_apk(version) apk = build_apk(version)
commit_and_push(version) commit_and_push(version)
+59 -11
View File
@@ -51,6 +51,14 @@ function ensureRuntimeMigrations(database) {
SET last_saved_at = COALESCE(NULLIF(last_saved_at, ''), created_at, CURRENT_TIMESTAMP) SET last_saved_at = COALESCE(NULLIF(last_saved_at, ''), created_at, CURRENT_TIMESTAMP)
WHERE last_saved_at IS NULL OR last_saved_at = '' WHERE last_saved_at IS NULL OR last_saved_at = ''
`).run() `).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) { 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) { function itemById(database, itemId) {
return database.prepare(` return database.prepare(`
SELECT SELECT
@@ -1544,11 +1592,6 @@ function rollEncounterLoot(database, characterId, encounterId, difficultyId, run
`).get(encounterId, difficultyId) `).get(encounterId, difficultyId)
if (!context) throw new Error('That loot table is not available.') 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 ${context.unlockLevel}.`)
}
const entries = database.prepare(` const entries = database.prepare(`
SELECT SELECT
encounter_loot.drop_weight AS dropWeight, encounter_loot.drop_weight AS dropWeight,
@@ -2249,9 +2292,6 @@ function completeDungeon(database, characterId, accountId, dungeonId, difficulty
JOIN classes ON classes.id = characters.class_id JOIN classes ON classes.id = characters.class_id
WHERE characters.id = ? WHERE characters.id = ?
`).get(characterId) `).get(characterId)
if (character.level < dungeon.unlockLevel) {
throw new Error(`${dungeon.difficultyName} unlocks at level ${dungeon.unlockLevel}.`)
}
const maxLevel = Number( const maxLevel = Number(
database.prepare("SELECT value FROM game_settings WHERE key = 'max_level'").get()?.value ?? 25, database.prepare("SELECT value FROM game_settings WHERE key = 'max_level'").get()?.value ?? 25,
) )
@@ -2483,9 +2523,6 @@ function completeRoguelike(database, characterId, accountId, runMetrics) {
FROM characters FROM characters
WHERE characters.id = ? WHERE characters.id = ?
`).get(characterId) `).get(characterId)
if (character.level < dungeon.unlockLevel) {
throw new Error(`${dungeon.difficultyName} unlocks at level ${dungeon.unlockLevel}.`)
}
const maxLevel = Number( const maxLevel = Number(
database.prepare("SELECT value FROM game_settings WHERE key = 'max_level'").get()?.value ?? 25, 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 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') { if (request.url === '/api/profile' && request.method === 'GET') {
sendJson(response, 200, getProfile(database, session.characterId, session.accountId)) sendJson(response, 200, getProfile(database, session.characterId, session.accountId))
return return
+795 -13
View File
@@ -111,6 +111,106 @@
margin: 0; 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 { .iwt2-arena-layout {
height: 100vh; height: 100vh;
overflow: hidden; overflow: hidden;
@@ -145,6 +245,8 @@
} }
.iwt2-boss-hud { .iwt2-boss-hud {
display: grid;
gap: 6px;
left: 50%; left: 50%;
min-width: 310px; min-width: 310px;
padding: 8px 12px 10px; padding: 8px 12px 10px;
@@ -155,7 +257,7 @@
z-index: 4; z-index: 4;
} }
.iwt2-boss-hud > div:first-child { .iwt2-boss-hud-row > div:first-child {
align-items: baseline; align-items: baseline;
display: flex; display: flex;
gap: 12px; gap: 12px;
@@ -257,7 +359,7 @@
cursor: pointer; cursor: pointer;
display: grid; display: grid;
gap: 8px; gap: 8px;
grid-template-columns: 24px minmax(0, 1fr); grid-template-columns: 28px minmax(0, 1fr);
height: 86px; height: 86px;
min-height: 86px; min-height: 86px;
outline: 2px solid transparent; outline: 2px solid transparent;
@@ -267,27 +369,38 @@
} }
.iwt2-party-row.has-target-binding { .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; align-items: center;
border: 2px solid #050608; border: 2px solid #050608;
color: #fff7df; color: #fff7df;
display: inline-flex; display: inline-flex;
font-weight: 900; font-weight: 900;
height: 24px; height: 28px;
justify-content: center; 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 { .iwt2-party-row .iwt2-party-target-key {
align-items: center;
background: #050608; background: #050608;
border-color: #0b0d12; border-color: #0b0d12;
color: var(--muted); color: var(--muted);
display: inline-flex;
font-family: var(--pixel-font); font-family: var(--pixel-font);
font-size: 0.52rem; font-size: 0.52rem;
height: 24px; height: 24px;
justify-content: center;
min-width: 24px; min-width: 24px;
padding: 0 2px; padding: 0 2px;
width: auto; width: auto;
@@ -589,6 +702,55 @@
padding: 0 14px; 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 { .iwt2-result-button.is-primary {
background: #263448; background: #263448;
color: #fff4a8; color: #fff4a8;
@@ -656,6 +818,68 @@
font-size: 0.75rem; 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-action-list,
.iwt2-info-list { .iwt2-info-list {
display: grid; display: grid;
@@ -723,6 +947,335 @@
outline-color: #e5b95f; 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-bonus-grid {
display: grid;
gap: 7px;
}
.iwt2-gear-bonus-grid span {
background: #0d1118;
border: 1px solid #29313d;
display: block;
padding: 7px 8px;
}
.iwt2-gear-bonus-grid strong {
color: #f2c96d;
font-size: 0.62rem;
}
.iwt2-gear-bonus-grid small {
color: #e5edf6;
font-size: 0.62rem;
}
.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 { .iwt2-controller-preview {
align-content: center; align-content: center;
background: #141922; background: #141922;
@@ -751,11 +1304,21 @@
} }
.iwt2-bottom-display .dual-control-chip { .iwt2-bottom-display .dual-control-chip {
align-items: center;
background: var(--panel-light); background: var(--panel-light);
border: 2px solid #090a0d; border: 2px solid #090a0d;
display: inline-flex;
gap: 6px;
outline: 2px solid #494756; outline: 2px solid #494756;
} }
.iwt2-bottom-target-icon {
flex: 0 0 auto;
height: 22px;
object-fit: contain;
width: 22px;
}
@media (max-width: 760px) { @media (max-width: 760px) {
.game-version-grid, .game-version-grid,
@@ -854,6 +1417,7 @@
.iwt2-shell .character-summary { .iwt2-shell .character-summary {
gap: 7px; gap: 7px;
margin-left: auto;
} }
.iwt2-shell .character-summary strong { .iwt2-shell .character-summary strong {
@@ -864,6 +1428,16 @@
font-size: 6px; font-size: 6px;
} }
.iwt2-header-title {
font-size: 12px;
margin-left: 6px;
}
.iwt2-header-back {
min-height: 30px;
padding: 5px 9px;
}
.iwt2-menu-screen { .iwt2-menu-screen {
flex: 1; flex: 1;
gap: 10px; gap: 10px;
@@ -922,6 +1496,11 @@
padding: 10px 12px; padding: 10px 12px;
} }
.iwt2-gear-screen {
margin-top: 6px;
padding-top: 6px;
}
.iwt2-screen-shell .screen-heading { .iwt2-screen-shell .screen-heading {
padding-bottom: 8px; padding-bottom: 8px;
} }
@@ -941,6 +1520,39 @@
padding: 5px 9px; 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-action-list,
.iwt2-info-list { .iwt2-info-list {
gap: 7px; gap: 7px;
@@ -956,6 +1568,107 @@
padding: 8px 10px; 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-gear-bonus-grid {
gap: 5px;
}
.iwt2-gear-bonus-grid span {
padding: 5px 6px;
}
.iwt2-gear-bonus-grid strong,
.iwt2-gear-bonus-grid small {
font-size: 0.52rem;
}
.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-action-row strong,
.iwt2-info-row strong { .iwt2-info-row strong {
font-size: 0.78rem; font-size: 0.78rem;
@@ -1033,21 +1746,21 @@
.iwt2-party-row { .iwt2-party-row {
gap: 5px; gap: 5px;
grid-template-columns: 20px minmax(0, 1fr); grid-template-columns: 22px minmax(0, 1fr);
height: 62px; height: 62px;
min-height: 62px; min-height: 62px;
padding: 4px; padding: 4px;
} }
.iwt2-party-row.has-target-binding { .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 { .iwt2-party-row .iwt2-party-target-key {
height: 20px; height: 22px;
min-width: 20px; min-width: 20px;
width: 20px; width: 22px;
} }
.iwt2-party-row .iwt2-party-target-key .controller-face-icon { .iwt2-party-row .iwt2-party-target-key .controller-face-icon {
@@ -2137,7 +2850,7 @@ html[data-input-device='controller'] [data-game-nav-active='true'] [tabindex]:fo
} }
.pvp-opponent-bottom-display { .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, .dual-controls-header,
@@ -2172,6 +2885,7 @@ html[data-input-device='controller'] [data-game-nav-active='true'] [tabindex]:fo
} }
.dual-opponent-progress, .dual-opponent-progress,
.dual-opponent-arena,
.dual-opponent-effects { .dual-opponent-effects {
background: var(--panel); background: var(--panel);
border: 3px solid #0c0d11; border: 3px solid #0c0d11;
@@ -2195,6 +2909,53 @@ html[data-input-device='controller'] [data-game-nav-active='true'] [tabindex]:fo
height: 22px; 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 { .dual-opponent-party-grid {
background: var(--panel); background: var(--panel);
border: 3px solid #0c0d11; border: 3px solid #0c0d11;
@@ -2567,7 +3328,7 @@ html[data-input-device='controller'] [data-game-nav-active='true'] [tabindex]:fo
} }
.pvp-opponent-bottom-display { .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 { .dual-opponent-progress {
@@ -2590,6 +3351,16 @@ html[data-input-device='controller'] [data-game-nav-active='true'] [tabindex]:fo
height: 16px; height: 16px;
} }
.dual-opponent-arena {
border-width: 2px;
padding: 5px;
}
.dual-opponent-arena-field {
max-height: 112px;
min-height: 92px;
}
.dual-opponent-party-grid { .dual-opponent-party-grid {
border-width: 2px; border-width: 2px;
gap: 6px; gap: 6px;
@@ -11895,6 +12666,17 @@ h2 {
flex: 1 1 auto; 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-action-row:not(:has(small)),
.iwt2-info-row:not(:has(small)) { .iwt2-info-row:not(:has(small)) {
min-height: 32px; 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 IWantToHeal1App from './modes/iwt1/IWantToHeal1App'
import { IWantToHeal2App } from './modes/iwt2/IWantToHeal2App' import { IWantToHeal2App } from './modes/iwt2/IWantToHeal2App'
import { useGameAction } from './input' import { useGameAction } from './input'
import {
loadAuthSession,
type AuthSession,
} from './profile'
type GameVersion = 'iwt1' | 'iwt2' type GameVersion = 'iwt1' | 'iwt2'
@@ -31,9 +36,46 @@ const GAME_OPTIONS: Array<{
function App() { function App() {
const [selectedVersion, setSelectedVersion] = useState<GameVersion | null>(null) const [selectedVersion, setSelectedVersion] = useState<GameVersion | null>(null)
const [selectedIndex, setSelectedIndex] = useState(0) 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) => { useGameAction((action, device) => {
if (selectedVersion || device !== 'controller') return if (!authSession || selectedVersion || device !== 'controller') return
if (action === 'navigateLeft' || action === 'navigateUp') { if (action === 'navigateLeft' || action === 'navigateUp') {
setSelectedIndex((current) => Math.max(0, current - 1)) setSelectedIndex((current) => Math.max(0, current - 1))
} else if (action === 'navigateRight' || action === 'navigateDown') { } 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') { if (selectedVersion === 'iwt1') {
return <IWantToHeal1App onBackToGameSelect={() => setSelectedVersion(null)} /> return (
<IWantToHeal1App
initialSession={authSession}
onAuthenticationCleared={clearAuthSession}
onBackToGameSelect={() => setSelectedVersion(null)}
/>
)
} }
if (selectedVersion === 'iwt2') { if (selectedVersion === 'iwt2') {
return <IWantToHeal2App onBackToGameSelect={() => setSelectedVersion(null)} /> return (
<IWantToHeal2App
onlineBackupsAvailable={authSession.account?.id !== -1}
onBackToGameSelect={() => setSelectedVersion(null)}
/>
)
} }
return ( return (
+9 -3
View File
@@ -9,9 +9,13 @@ export type RewardSummaryBase = {
unlockedAbilities: DungeonReward['unlockedAbilities'] unlockedAbilities: DungeonReward['unlockedAbilities']
} }
export type RunBossCoinAward = NonNullable<DungeonReward['bonusItem']> & {
sourceLabel: string
}
export type PvpRunRewardSummary = RewardSummaryBase & { export type PvpRunRewardSummary = RewardSummaryBase & {
bossesKilled: number bossesKilled: number
loot: Array<NonNullable<DungeonReward['bonusItem']>> loot: RunBossCoinAward[]
} }
export function createEmptyRewardSummary(): RewardSummaryBase { export function createEmptyRewardSummary(): RewardSummaryBase {
@@ -60,11 +64,13 @@ export function mergeDungeonRewardSummary<TSummary extends RewardSummaryBase>(
export function mergePvpRunRewardSummary( export function mergePvpRunRewardSummary(
current: PvpRunRewardSummary, current: PvpRunRewardSummary,
reward: DungeonReward, reward: DungeonReward,
{ bossKilled }: { bossKilled: boolean }, { bossKilled, sourceLabel }: { bossKilled: boolean; sourceLabel?: string },
) { ) {
return { return {
...mergeDungeonRewardSummary(current, reward), ...mergeDungeonRewardSummary(current, reward),
bossesKilled: current.bossesKilled + (bossKilled ? 1 : 0), 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,
} }
} }
+43 -11
View File
@@ -3,7 +3,6 @@ import {
completeDungeon, completeDungeon,
completeRoguelike, completeRoguelike,
loadProfile, loadProfile,
recordBossKill,
type DungeonReward, type DungeonReward,
rollEncounterLoot, rollEncounterLoot,
type LootRoll, type LootRoll,
@@ -55,6 +54,7 @@ import {
createPveCombatState, createPveCombatState,
createPveRoguelikeRunStart, createPveRoguelikeRunStart,
} from '../combat/pveRoguelikeRunSetup' } from '../combat/pveRoguelikeRunSetup'
import type { RunBossCoinAward } from '../combat/rewardSummaries'
import { import {
appendCombatLog, appendCombatLog,
type BasicFloatingCombatText, type BasicFloatingCombatText,
@@ -79,7 +79,7 @@ import { usePartyTargeting } from '../hooks/usePartyTargeting'
import { PartyMemberFrame } from './PartyFrames' import { PartyMemberFrame } from './PartyFrames'
import { ResourceBar, SpellBar } from './SpellBars' import { ResourceBar, SpellBar } from './SpellBars'
import { barFillStyle } from './barStyles' import { barFillStyle } from './barStyles'
import { BonusItemReward, LootRollList, RewardXpSummary } from './RewardPanels' import { BonusItemReward, LootRollList, PvpRunLootList, RewardXpSummary } from './RewardPanels'
import { ResultScreen } from './ResultScreen' import { ResultScreen } from './ResultScreen'
import { import {
DualScreenTopCombat, DualScreenTopCombat,
@@ -236,6 +236,7 @@ function makeRoguelikeSegment(
mode: RoguelikeMode, mode: RoguelikeMode,
): RoguelikeEncounter[] { ): RoguelikeEncounter[] {
const mechanics = chooseRandom(ROGUELIKE_MECHANICS, Math.min(2 + Math.floor(stage / 3), 4)) 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[] }>({ return buildRoguelikeSegment<RoguelikeMechanic, { roguelikeMechanics: RoguelikeMechanic[] }>({
pool, pool,
stage, stage,
@@ -243,8 +244,8 @@ function makeRoguelikeSegment(
trashCandidateCount: (trashCount) => Math.min(trashCount, 4 + stage * (mode === 'raid' ? 1 : 2)), trashCandidateCount: (trashCount) => Math.min(trashCount, 4 + stage * (mode === 'raid' ? 1 : 2)),
bossCandidateCount: (bossCount) => Math.min(bossCount, 2 + Math.floor((stage + 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)), healthScale: difficulty.healthMultiplier * (0.64 + stage * (mode === 'raid' ? 0.15 : 0.11)),
damageScale: difficulty.damageMultiplier * (0.58 + stage * (mode === 'raid' ? 0.13 : 0.1)), damageScale: difficulty.damageMultiplier * stageOneDamageScale,
partyDamageScale: 0.9 + stage * 0.05, partyDamageScale: 0.95,
idBase: 900000, idBase: 900000,
bossDescription: (selectedMechanics) => `Roguelike boss with ${selectedMechanics.map(mechanicLabel).join(', ')}.`, bossDescription: (selectedMechanics) => `Roguelike boss with ${selectedMechanics.map(mechanicLabel).join(', ')}.`,
extraFields: (_encounter, isBoss, selectedMechanics) => ({ extraFields: (_encounter, isBoss, selectedMechanics) => ({
@@ -265,6 +266,7 @@ export function CombatScreen({
roguelikeAbilityLabelMode = 'ability', roguelikeAbilityLabelMode = 'ability',
roguelikeEncounterPool, roguelikeEncounterPool,
onExit, onExit,
onMainMenu = onExit,
onProfileUpdated, onProfileUpdated,
}: { }: {
difficulty: Difficulty difficulty: Difficulty
@@ -278,6 +280,7 @@ export function CombatScreen({
roguelikeAbilityLabelMode?: RoguelikeAbilityLabelMode roguelikeAbilityLabelMode?: RoguelikeAbilityLabelMode
roguelikeEncounterPool?: DungeonEncounter[] roguelikeEncounterPool?: DungeonEncounter[]
onExit: () => void onExit: () => void
onMainMenu?: () => void
onProfileUpdated: (profile: CharacterProfile) => void onProfileUpdated: (profile: CharacterProfile) => void
}) { }) {
const staticEncounters = useMemo( const staticEncounters = useMemo(
@@ -359,6 +362,7 @@ export function CombatScreen({
const [reward, setReward] = useState<DungeonReward | null>(null) const [reward, setReward] = useState<DungeonReward | null>(null)
const [rewardError, setRewardError] = useState('') const [rewardError, setRewardError] = useState('')
const [lootRolls, setLootRolls] = useState<LootRoll[]>([]) const [lootRolls, setLootRolls] = useState<LootRoll[]>([])
const [roguelikeBossCoins, setRoguelikeBossCoins] = useState<RunBossCoinAward[]>([])
const [showEndLog, setShowEndLog] = useState(false) const [showEndLog, setShowEndLog] = useState(false)
const { const {
floatingTexts, floatingTexts,
@@ -540,9 +544,31 @@ export function CombatScreen({
const key = `${runTokenRef.current}:${encounter.id}:${encounterIndex}` const key = `${runTokenRef.current}:${encounter.id}:${encounterIndex}`
if (recordedBossKillIdsRef.current.has(key)) return if (recordedBossKillIdsRef.current.has(key)) return
recordedBossKillIdsRef.current.add(key) recordedBossKillIdsRef.current.add(key)
recordBossKill(encounter.id, { petVariant: 'purple' }) completeRoguelike(
dungeon.id,
difficulty.id,
0,
0,
Math.max(1, Math.round((Date.now() - runStartedAtRef.current) / 1000)),
{
bossesCleared: 0,
fightsCleared: 0,
lootSourceEncounterId: encounter.id,
roguelikeStage,
},
)
.then((result) => { .then((result) => {
onProfileUpdated(result.profile) onProfileUpdated(result.profile)
if (result.bonusItem) {
setRoguelikeBossCoins((current) => [...current, {
...result.bonusItem!,
sourceLabel: encounter.enemyName,
}])
addLog(
`${result.bonusItem.name} x${result.bonusItem.quantity} awarded.`,
'loot',
)
}
if (result.petAwarded) { if (result.petAwarded) {
addLog( addLog(
`${result.petAwarded.petName} awarded${result.petAwarded.duplicate ? ` (owned x${result.petAwarded.quantityAfter})` : ''}.`, `${result.petAwarded.petName} awarded${result.petAwarded.duplicate ? ` (owned x${result.petAwarded.quantityAfter})` : ''}.`,
@@ -552,11 +578,11 @@ export function CombatScreen({
}) })
.catch((reason: unknown) => { .catch((reason: unknown) => {
addLog( addLog(
reason instanceof Error ? reason.message : 'Unable to record boss kill.', reason instanceof Error ? reason.message : 'Unable to award boss coins.',
'danger', 'danger',
) )
}) })
}, [addLog, encounterIndex, isRoguelike, onProfileUpdated]) }, [addLog, difficulty.id, dungeon.id, encounterIndex, isRoguelike, onProfileUpdated, roguelikeStage])
const resetRun = useCallback(() => { const resetRun = useCallback(() => {
const nextRoguelikeEncounters = roguelikeMode const nextRoguelikeEncounters = roguelikeMode
@@ -581,6 +607,7 @@ export function CombatScreen({
setReward(setup.defaults.reward) setReward(setup.defaults.reward)
setRewardError(setup.defaults.rewardError) setRewardError(setup.defaults.rewardError)
setLootRolls(setup.defaults.lootRolls) setLootRolls(setup.defaults.lootRolls)
setRoguelikeBossCoins([])
setShowEndLog(setup.defaults.showEndLog) setShowEndLog(setup.defaults.showEndLog)
clearFloatingTexts() clearFloatingTexts()
setRoguelikeUpgrades(setup.defaults.roguelikeUpgrades) setRoguelikeUpgrades(setup.defaults.roguelikeUpgrades)
@@ -1374,10 +1401,10 @@ export function CombatScreen({
<div> <div>
<p className="eyebrow">Game Paused</p> <p className="eyebrow">Game Paused</p>
<h2>{dungeon.name}</h2> <h2>{dungeon.name}</h2>
<p>Combat is stopped. Resume the fight or leave the current run.</p> <p>Combat is stopped. Continue the fight or return to the main menu.</p>
<button onClick={() => setPaused(false)} type="button">Resume</button> <button onClick={() => setPaused(false)} type="button">Continue</button>
<button className="secondary-result-button" onClick={onExit} type="button"> <button className="secondary-result-button" onClick={onMainMenu} type="button">
Leave {contentName} Main Menu
</button> </button>
</div> </div>
</div> </div>
@@ -1434,7 +1461,11 @@ export function CombatScreen({
{rewardError && <p className="reward-error">{rewardError}</p>} {rewardError && <p className="reward-error">{rewardError}</p>}
{reward && ( {reward && (
<> <>
{isRoguelike && <p>Run totals</p>}
<RewardXpSummary reward={reward} /> <RewardXpSummary reward={reward} />
{isRoguelike && (
<PvpRunLootList loot={roguelikeBossCoins} emptyLabel="No boss coins collected this run." />
)}
{!isRoguelike && ( {!isRoguelike && (
<> <>
<p>Component tier: item level {reward.droppedItemLevel}.</p> <p>Component tier: item level {reward.droppedItemLevel}.</p>
@@ -1459,6 +1490,7 @@ export function CombatScreen({
<> <>
<RewardXpSummary reward={reward} /> <RewardXpSummary reward={reward} />
<p>{encounterIndex} encounters cleared.</p> <p>{encounterIndex} encounters cleared.</p>
<PvpRunLootList loot={roguelikeBossCoins} emptyLabel="No boss coins collected this run." />
<p className="efficiency-result"> <p className="efficiency-result">
{reward.resourceSpent} {gameClass.resourceName} spent {reward.resourceSpent} {gameClass.resourceName} spent
<small>{reward.durationSeconds}s survived</small> <small>{reward.durationSeconds}s survived</small>
+27 -10
View File
@@ -229,6 +229,7 @@ function spellResourceCost(spell: Spell, buffs: StackCounts<SelfBuffId>, debuffs
function buildEncounterSegment(pool: DungeonEncounter[], stage: number, kind: PvpContentType): PvpEncounter[] { function buildEncounterSegment(pool: DungeonEncounter[], stage: number, kind: PvpContentType): PvpEncounter[] {
const mechanics = chooseRandom(BOSS_MECHANICS, Math.min(2 + Math.floor(stage / 3), 4)) 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, { return buildRoguelikeSegment<BossMechanic, {
bossMechanics: BossMechanic[] bossMechanics: BossMechanic[]
sourceEncounterId?: number 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)), trashCandidateCount: (trashCount) => Math.min(trashCount, 5 + stage * (kind === 'raid' ? 1 : 2)),
bossCandidateCount: (bossCount) => Math.min(bossCount, 2 + Math.floor((stage + 1) / 2)), bossCandidateCount: (bossCount) => Math.min(bossCount, 2 + Math.floor((stage + 1) / 2)),
healthScale: 0.75 + stage * (kind === 'raid' ? 0.28 : 0.22), healthScale: 0.75 + stage * (kind === 'raid' ? 0.28 : 0.22),
damageScale: 0.8 + stage * (kind === 'raid' ? 0.18 : 0.14), damageScale: stageOneDamageScale,
partyDamageScale: 0.85 + stage * 0.04, partyDamageScale: 0.89,
idBase: 910000, idBase: 910000,
bossDescription: (selectedMechanics) => `PvP boss with ${selectedMechanics.join(', ')}.`, bossDescription: (selectedMechanics) => `PvP boss with ${selectedMechanics.join(', ')}.`,
extraFields: (encounter, isBoss, selectedMechanics) => ({ extraFields: (encounter, isBoss, selectedMechanics) => ({
@@ -293,6 +294,7 @@ export function PvPRoguelikeScreen({
contentType, contentType,
encounterPool, encounterPool,
onExit, onExit,
onMainMenu = onExit,
onProfileUpdated, onProfileUpdated,
}: { }: {
profile: CharacterProfile profile: CharacterProfile
@@ -300,6 +302,7 @@ export function PvPRoguelikeScreen({
contentType: PvpContentType contentType: PvpContentType
encounterPool: DungeonEncounter[] encounterPool: DungeonEncounter[]
onExit: () => void onExit: () => void
onMainMenu?: () => void
onProfileUpdated: (profile: CharacterProfile) => void onProfileUpdated: (profile: CharacterProfile) => void
}) { }) {
const gameClass = profile.classes.find((candidate) => candidate.id === profile.character.classId)! const gameClass = profile.classes.find((candidate) => candidate.id === profile.character.classId)!
@@ -537,7 +540,10 @@ export function PvPRoguelikeScreen({
) )
.then((result) => { .then((result) => {
setReward(result) setReward(result)
setRunSummary((current) => mergePvpRunRewardSummary(current, result, { bossKilled: isBossReward })) setRunSummary((current) => mergePvpRunRewardSummary(current, result, {
bossKilled: isBossReward,
sourceLabel: rewardEncounter?.enemyName,
}))
onProfileUpdated(result.profile) onProfileUpdated(result.profile)
if (result.experienceGained > 0) { if (result.experienceGained > 0) {
addLog(`+${result.experienceGained} XP awarded.`, 'loot') addLog(`+${result.experienceGained} XP awarded.`, 'loot')
@@ -579,7 +585,10 @@ export function PvPRoguelikeScreen({
) )
.then((result) => { .then((result) => {
setReward(result) setReward(result)
setRunSummary((current) => mergePvpRunRewardSummary(current, result, { bossKilled: false })) setRunSummary((current) => mergePvpRunRewardSummary(current, result, {
bossKilled: false,
sourceLabel: 'Match Win',
}))
onProfileUpdated(result.profile) onProfileUpdated(result.profile)
if (result.experienceGained > 0) { if (result.experienceGained > 0) {
addLog(`Match win bonus: +${result.experienceGained} XP.`, 'loot') addLog(`Match win bonus: +${result.experienceGained} XP.`, 'loot')
@@ -1416,14 +1425,14 @@ export function PvPRoguelikeScreen({
if (!entry || pvpOverlayEntryDisabled(entry)) return if (!entry || pvpOverlayEntryDisabled(entry)) return
if (entry.kind === 'queueBack') onExit() if (entry.kind === 'queueBack') onExit()
else if (entry.kind === 'pauseResume') setPaused(false) else if (entry.kind === 'pauseResume') setPaused(false)
else if (entry.kind === 'pauseLeave') onExit() else if (entry.kind === 'pauseLeave') onMainMenu()
else if (entry.kind === 'upgradeBuff') setSelectedBuff(playerBuffChoices[entry.index] ?? null) else if (entry.kind === 'upgradeBuff') setSelectedBuff(playerBuffChoices[entry.index] ?? null)
else if (entry.kind === 'upgradeDebuff') setSelectedDebuff(playerDebuffChoices[entry.index] ?? null) else if (entry.kind === 'upgradeDebuff') setSelectedDebuff(playerDebuffChoices[entry.index] ?? null)
else if (entry.kind === 'upgradeContinue') confirmUpgradeChoices() else if (entry.kind === 'upgradeContinue') confirmUpgradeChoices()
} }
useGameAction((action) => { useGameAction((action) => {
if (status === 'queueing' || status === 'round-countdown') { if (status === 'queueing') {
if (action === 'back' || action === 'pause') onExit() if (action === 'back' || action === 'pause') onExit()
if (status === 'queueing' && action === 'confirm') openPvpOverlayEntry(activePvpOverlayEntry()) if (status === 'queueing' && action === 'confirm') openPvpOverlayEntry(activePvpOverlayEntry())
return return
@@ -1440,6 +1449,13 @@ export function PvPRoguelikeScreen({
if (action.startsWith('navigate')) movePvpOverlaySelection(action) if (action.startsWith('navigate')) movePvpOverlaySelection(action)
return return
} }
if (status === 'round-countdown') {
if (action === 'back' || action === 'pause') {
setOverlaySelectedIndex(0)
setPaused(true)
}
return
}
if (status === 'upgrade-choice') { if (status === 'upgrade-choice') {
if (action === 'confirm') { if (action === 'confirm') {
openPvpOverlayEntry(activePvpOverlayEntry()) openPvpOverlayEntry(activePvpOverlayEntry())
@@ -1773,16 +1789,16 @@ export function PvPRoguelikeScreen({
onPointerDown={() => setPvpOverlayCursor('pauseResume')} onPointerDown={() => setPvpOverlayCursor('pauseResume')}
type="button" type="button"
> >
Resume Continue
</button> </button>
<button <button
className={`secondary-result-button ${pvpOverlayEntrySelected('pauseLeave') ? 'game-selected' : ''}`} className={`secondary-result-button ${pvpOverlayEntrySelected('pauseLeave') ? 'game-selected' : ''}`}
data-controller-nav="skip" data-controller-nav="skip"
onClick={onExit} onClick={onMainMenu}
onPointerDown={() => setPvpOverlayCursor('pauseLeave')} onPointerDown={() => setPvpOverlayCursor('pauseLeave')}
type="button" type="button"
> >
Leave Main Menu
</button> </button>
</div> </div>
</div> </div>
@@ -1808,11 +1824,12 @@ export function PvPRoguelikeScreen({
> >
<p>{finalEncountersCleared} encounters cleared.</p> <p>{finalEncountersCleared} encounters cleared.</p>
<div className="reward-summary"> <div className="reward-summary">
<p>Run totals</p>
<p>{runSummary.bossesKilled} bosses killed.</p> <p>{runSummary.bossesKilled} bosses killed.</p>
<RewardXpSummary reward={runSummary} /> <RewardXpSummary reward={runSummary} />
{runSummary.bossesKilled > 0 && !reward && !rewardError && <p>Final boss rewards still recording...</p>} {runSummary.bossesKilled > 0 && !reward && !rewardError && <p>Final boss rewards still recording...</p>}
{rewardError && <p className="reward-error">{rewardError}</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 && ( {reward && runSummary.bossesKilled === 0 && (
<> <>
<RewardXpSummary reward={reward} /> <RewardXpSummary reward={reward} />
+85 -27
View File
@@ -8,8 +8,9 @@ import {
type Spell, type Spell,
} from '../game' } from '../game'
import { completeRoguelike, recordPvpMatch } from '../profile' import { completeRoguelike, recordPvpMatch } from '../profile'
import type { CharacterProfile } from '../profile' import type { CharacterProfile, DungeonEncounter } from '../profile'
import type { GameMode } from '../gameRepository' import type { GameMode } from '../gameRepository'
import { roguelikeCoinItemLevel } from '../shared/rewardRules.mjs'
import { PartyMemberFrame } from './PartyFrames' import { PartyMemberFrame } from './PartyFrames'
import { SpellBar } from './SpellBars' import { SpellBar } from './SpellBars'
import { barFillStyle } from './barStyles' import { barFillStyle } from './barStyles'
@@ -64,9 +65,10 @@ import {
import { import {
createEmptyRewardSummary, createEmptyRewardSummary,
mergeDungeonRewardSummary, mergeDungeonRewardSummary,
type RunBossCoinAward,
type RewardSummaryBase, type RewardSummaryBase,
} from '../combat/rewardSummaries' } from '../combat/rewardSummaries'
import { RewardXpSummary } from './RewardPanels' import { PvpRunLootList, RewardXpSummary } from './RewardPanels'
import { ResultScreen } from './ResultScreen' import { ResultScreen } from './ResultScreen'
import { import {
publishPvpMatchState, publishPvpMatchState,
@@ -158,6 +160,25 @@ function slotSpellName(slot: SlotKey, spells: Spell[], fallback: string) {
return spells.find((candidate) => candidate.key === slot)?.name ?? fallback 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[] { function buildStadiumBuffs(spells: Spell[]): StadiumBuff[] {
const directName = slotSpellName('1', spells, 'Mend') const directName = slotSpellName('1', spells, 'Mend')
const sustainName = slotSpellName('2', spells, 'Renew') const sustainName = slotSpellName('2', spells, 'Renew')
@@ -330,11 +351,11 @@ export function PvpStadiumScreen({
onProfileUpdated: (profile: CharacterProfile) => void onProfileUpdated: (profile: CharacterProfile) => void
}) { }) {
const gameClass = profile.classes.find((candidate) => candidate.id === profile.character.classId)! const gameClass = profile.classes.find((candidate) => candidate.id === profile.character.classId)!
const starterSpells = useMemo(() => gameClass.spells const [cpuGameClass, setCpuGameClass] = useState(() => randomCpuClass(profile.classes, gameClass.id) ?? gameClass)
.filter((spell) => spell.unlockLevel === 1) const starterSpells = useMemo(() => starterSpellsForClass(gameClass), [gameClass])
.slice(0, 5) const cpuStarterSpells = useMemo(() => starterSpellsForClass(cpuGameClass), [cpuGameClass])
.map((spell, index) => toCombatSpell(spell, String(index + 1))), [gameClass.spells])
const buffCatalog = useMemo(() => buildStadiumBuffs(starterSpells), [starterSpells]) const buffCatalog = useMemo(() => buildStadiumBuffs(starterSpells), [starterSpells])
const cpuBuffCatalog = useMemo(() => buildStadiumBuffs(cpuStarterSpells), [cpuStarterSpells])
const partyTemplate = useMemo( const partyTemplate = useMemo(
() => INITIAL_PARTY.map((member) => ({ () => INITIAL_PARTY.map((member) => ({
...member, ...member,
@@ -351,6 +372,12 @@ export function PvpStadiumScreen({
) )
const rewardDungeon = profile.dungeons.find((candidate) => candidate.contentType === 'dungeon') ?? profile.dungeons[0] const rewardDungeon = profile.dungeons.find((candidate) => candidate.contentType === 'dungeon') ?? profile.dungeons[0]
const rewardDifficulty = rewardDungeon.difficulties[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 [status, setStatus] = useState<'queueing' | 'round-countdown' | 'playing' | 'shop' | 'won' | 'lost'>('queueing')
const [playerSide, setPlayerSide] = useState<StadiumSideState>(() => createStadiumStarterSide<StadiumBuffId>({ const [playerSide, setPlayerSide] = useState<StadiumSideState>(() => createStadiumStarterSide<StadiumBuffId>({
partyTemplate, partyTemplate,
@@ -382,6 +409,7 @@ export function PvpStadiumScreen({
clearFloatingTexts, clearFloatingTexts,
} = useSidedFloatingCombatText() } = useSidedFloatingCombatText()
const [rewardSummary, setRewardSummary] = useState<RewardSummaryBase>(() => createEmptyRewardSummary()) const [rewardSummary, setRewardSummary] = useState<RewardSummaryBase>(() => createEmptyRewardSummary())
const [stadiumBossCoins, setStadiumBossCoins] = useState<RunBossCoinAward[]>([])
const [rewardError, setRewardError] = useState('') const [rewardError, setRewardError] = useState('')
const [showEndLog, setShowEndLog] = useState(false) const [showEndLog, setShowEndLog] = useState(false)
const selectedIdRef = useRef(partyTemplate[0].id) const selectedIdRef = useRef(partyTemplate[0].id)
@@ -417,8 +445,8 @@ export function PvpStadiumScreen({
cost: playerSpellSlotCost, cost: playerSpellSlotCost,
}) })
const opponentBuffSummary = useMemo( const opponentBuffSummary = useMemo(
() => summarizeStacks(cpuSide.buffs, buffCatalog), () => summarizeStacks(cpuSide.buffs, liveMatch ? buffCatalog : cpuBuffCatalog),
[buffCatalog, cpuSide.buffs], [buffCatalog, cpuBuffCatalog, cpuSide.buffs, liveMatch],
) )
const playerBuffSummary = useMemo( const playerBuffSummary = useMemo(
() => summarizeStacks(playerSide.buffs, buffCatalog), () => summarizeStacks(playerSide.buffs, buffCatalog),
@@ -473,18 +501,31 @@ export function PvpStadiumScreen({
setStatus('round-countdown') setStatus('round-countdown')
}, [clearRoundCountdown, startRoundCountdown]) }, [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 if (awardedXpRef.current.has(key)) return
awardedXpRef.current.add(key) awardedXpRef.current.add(key)
completeRoguelike(rewardDungeon.id, rewardDifficulty.id, 0, 0, Math.max(1, Math.floor(playerRef.current.survivalSeconds || 1)), { completeRoguelike(rewardDungeon.id, rewardDifficulty.id, 0, 0, Math.max(1, Math.floor(playerRef.current.survivalSeconds || 1)), {
bossesCleared: 0, bossesCleared: 0,
fightsCleared: 1, fightsCleared: 1,
experienceMode: mode, experienceMode: mode,
lootSourceEncounterId: coinSource?.encounter.id,
roguelikeStage: coinSource?.stage,
}) })
.then((result) => { .then((result) => {
setRewardSummary((current) => mergeDungeonRewardSummary(current, result)) setRewardSummary((current) => mergeDungeonRewardSummary(current, result))
if (result.bonusItem && coinSource) {
setStadiumBossCoins((current) => [...current, {
...result.bonusItem!,
sourceLabel: coinSource.label,
}])
}
onProfileUpdated(result.profile) onProfileUpdated(result.profile)
if (result.experienceGained > 0) addLog(`+${result.experienceGained} XP awarded.`, 'loot') 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) => { .catch((reason: unknown) => {
setRewardError(reason instanceof Error ? reason.message : 'Unable to award Stadium XP.') setRewardError(reason instanceof Error ? reason.message : 'Unable to award Stadium XP.')
@@ -521,6 +562,7 @@ export function PvpStadiumScreen({
setLiveMatch(setup.liveMatch) setLiveMatch(setup.liveMatch)
setPaused(setup.defaults.paused) setPaused(setup.defaults.paused)
setRewardSummary(createEmptyRewardSummary()) setRewardSummary(createEmptyRewardSummary())
setStadiumBossCoins([])
setRewardError(setup.defaults.rewardError) setRewardError(setup.defaults.rewardError)
setShowEndLog(setup.defaults.showEndLog) setShowEndLog(setup.defaults.showEndLog)
clearFloatingTexts() clearFloatingTexts()
@@ -559,11 +601,13 @@ export function PvpStadiumScreen({
setLiveMatch(null) setLiveMatch(null)
setPaused(setup.defaults.paused) setPaused(setup.defaults.paused)
setRewardSummary(createEmptyRewardSummary()) setRewardSummary(createEmptyRewardSummary())
setStadiumBossCoins([])
setRewardError(setup.defaults.rewardError) setRewardError(setup.defaults.rewardError)
setShowEndLog(setup.defaults.showEndLog) setShowEndLog(setup.defaults.showEndLog)
clearFloatingTexts() clearFloatingTexts()
loggedOpponentRoundRef.current = '' loggedOpponentRoundRef.current = ''
const beginCpuMatch = (randomCpu: CpuDifficulty, message: string) => { const beginCpuMatch = (randomCpu: CpuDifficulty, message: string) => {
setCpuGameClass(randomCpuClass(profile.classes, gameClass.id) ?? gameClass)
setCpuDifficulty(randomCpu) setCpuDifficulty(randomCpu)
setQueueMessage(message) setQueueMessage(message)
setLog([{ id: 1, text: message, tone: 'system' }]) 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(() => { useEffect(() => {
const frame = window.requestAnimationFrame(() => startMatch()) const frame = window.requestAnimationFrame(() => startMatch())
@@ -602,6 +646,7 @@ export function PvpStadiumScreen({
current: StadiumSideState, current: StadiumSideState,
setCurrent: Dispatch<SetStateAction<StadiumSideState>>, setCurrent: Dispatch<SetStateAction<StadiumSideState>>,
sideName: 'player' | 'cpu', sideName: 'player' | 'cpu',
spells: Spell[],
spell: Spell, spell: Spell,
targetId: string, targetId: string,
) => { ) => {
@@ -614,7 +659,7 @@ export function PvpStadiumScreen({
id: (slot) => `slot${slot as SlotKey}-extra-target` as StadiumBuffId, id: (slot) => `slot${slot as SlotKey}-extra-target` as StadiumBuffId,
}) })
const renewDuration = hasBuff('slot2-double-duration') && spell.key === '2' ? 10 : 5 const renewDuration = hasBuff('slot2-double-duration') && spell.key === '2' ? 10 : 5
const shieldEffect = starterSpells.find((candidate) => candidate.kind === 'shield') const shieldEffect = spells.find((candidate) => candidate.kind === 'shield')
const shieldPower = (sourcePower: number, strength = 1) => Math.round( const shieldPower = (sourcePower: number, strength = 1) => Math.round(
sourcePower sourcePower
* strength * strength
@@ -717,7 +762,7 @@ export function PvpStadiumScreen({
wasReady: effectiveCost === 0 && current.freeCastReady, wasReady: effectiveCost === 0 && current.freeCastReady,
}, },
}) })
}, [addFloatingHeal, starterSpells]) }, [addFloatingHeal])
const castPlayerSpell = useCallback((spell: Spell) => { const castPlayerSpell = useCallback((spell: Spell) => {
if (status !== 'playing' || !playerAlive) return if (status !== 'playing' || !playerAlive) return
@@ -726,9 +771,9 @@ export function PvpStadiumScreen({
const next = typeof value === 'function' ? value(playerRef.current) : value const next = typeof value === 'function' ? value(playerRef.current) : value
playerRef.current = next playerRef.current = next
setPlayerSide(next) setPlayerSide(next)
}, 'player', spell, targetId) }, 'player', starterSpells, spell, targetId)
if (succeeded) addLog(`${spell.name} cast on ${playerRef.current.party.find((member) => member.id === targetId)?.name ?? 'target'}.`, 'heal') if (succeeded) addLog(`${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 getTargetParty = useCallback(() => playerRef.current.party, [])
const { const {
@@ -749,7 +794,7 @@ export function PvpStadiumScreen({
runCpuHealTurn({ runCpuHealTurn({
side: cpuRef.current, side: cpuRef.current,
elapsedTicks, elapsedTicks,
spells: starterSpells, spells: cpuStarterSpells,
behavior, behavior,
preferSlots: true, preferSlots: true,
applySpell: (side, spell, targetId) => { applySpell: (side, spell, targetId) => {
@@ -757,10 +802,10 @@ export function PvpStadiumScreen({
const next = typeof value === 'function' ? value(cpuRef.current) : value const next = typeof value === 'function' ? value(cpuRef.current) : value
cpuRef.current = next cpuRef.current = next
setCpuSide(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) => { const advanceBoss = useCallback((side: StadiumSideState) => {
if (side.roundStatus !== 'playing') return side if (side.roundStatus !== 'playing') return side
@@ -823,7 +868,7 @@ export function PvpStadiumScreen({
}) })
if (!liveMatchRef.current) { if (!liveMatchRef.current) {
const purchases = chooseStadiumCpuPurchases<StadiumBuffId, StadiumBuff>( const purchases = chooseStadiumCpuPurchases<StadiumBuffId, StadiumBuff>(
buffCatalog, cpuBuffCatalog,
stadiumShopPointsForOutcome(outcome, 'opponent'), stadiumShopPointsForOutcome(outcome, 'opponent'),
) )
setCpuSide((current) => { setCpuSide((current) => {
@@ -832,14 +877,17 @@ export function PvpStadiumScreen({
return next return next
}) })
} }
}, [buffCatalog, startShopTimer]) }, [cpuBuffCatalog, startShopTimer])
const finishRound = useCallback((outcome: StadiumRoundOutcome) => { const finishRound = useCallback((outcome: StadiumRoundOutcome) => {
if (status !== 'playing') return if (status !== 'playing') return
if (roundResolvedRef.current) return if (roundResolvedRef.current) return
roundResolvedRef.current = true roundResolvedRef.current = true
const result = resolveStadiumRound({ outcome, roundIndex, wins: roundWins }) 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) addLog(result.log.text, result.log.tone)
if (result.status === 'won') { if (result.status === 'won') {
setRoundWins(result.nextWins) setRoundWins(result.nextWins)
@@ -849,7 +897,13 @@ export function PvpStadiumScreen({
playerRef.current = next playerRef.current = next
return 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 return
} }
if (result.status === 'lost') { if (result.status === 'lost') {
@@ -863,7 +917,7 @@ export function PvpStadiumScreen({
return return
} }
beginShop(outcome, result.nextWins) beginShop(outcome, result.nextWins)
}, [addLog, awardXp, beginShop, roundIndex, roundWins, status]) }, [addLog, awardXp, beginShop, roundIndex, roundWins, stadiumCoinBosses, status])
useEffect(() => { useEffect(() => {
if (status !== 'playing' || paused) return if (status !== 'playing' || paused) return
@@ -1077,12 +1131,12 @@ export function PvpStadiumScreen({
encounterCount: 5, encounterCount: 5,
party: playerSide.party, party: playerSide.party,
opponentName: opponentLabel, opponentName: opponentLabel,
opponentClassName: liveMatch?.opponentClassName ?? (cpuDifficulty ? `CPU ${cpuDifficulty}` : 'CPU'), opponentClassName: liveMatch?.opponentClassName ?? (cpuDifficulty ? `${cpuGameClass.name} | CPU ${cpuDifficulty}` : cpuGameClass.name),
opponentParty: cpuSide.party, opponentParty: cpuSide.party,
opponentEnemyHealth: 0, opponentEnemyHealth: 0,
opponentResource: cpuSide.resource, opponentResource: cpuSide.resource,
opponentMaxResource: MAX_RESOURCE, opponentMaxResource: MAX_RESOURCE,
opponentResourceName: gameClass.resourceName, opponentResourceName: liveMatch ? gameClass.resourceName : cpuGameClass.resourceName,
opponentBuffSummary, opponentBuffSummary,
opponentDebuffSummary, opponentDebuffSummary,
floatingTexts: dualScreenFloatingTexts, floatingTexts: dualScreenFloatingTexts,
@@ -1110,13 +1164,15 @@ export function PvpStadiumScreen({
activeBindings, activeBindings,
controllerIconStyle, controllerIconStyle,
cpuDifficulty, cpuDifficulty,
cpuGameClass.name,
cpuGameClass.resourceName,
cpuSide.party, cpuSide.party,
cpuSide.resource, cpuSide.resource,
cpuSide.survivalSeconds, cpuSide.survivalSeconds,
directPartyTargeting, directPartyTargeting,
dualScreenFloatingTexts, dualScreenFloatingTexts,
gameClass.resourceName, gameClass.resourceName,
liveMatch?.opponentClassName, liveMatch,
opponentBuffSummary, opponentBuffSummary,
opponentDebuffSummary, opponentDebuffSummary,
opponentLabel, opponentLabel,
@@ -1277,10 +1333,10 @@ export function PvpStadiumScreen({
<div> <div>
<p className="eyebrow">Opponent</p> <p className="eyebrow">Opponent</p>
<h2>{opponentLabel}</h2> <h2>{opponentLabel}</h2>
<small>Survival {formatTime(cpuSide.survivalSeconds)}</small> <small>{liveMatch?.opponentClassName ?? cpuGameClass.name} | Survival {formatTime(cpuSide.survivalSeconds)}</small>
</div> </div>
<div className="pvp-resource-wrap"> <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 className="bar mana-bar"><span style={barFillStyle((cpuSide.resource / MAX_RESOURCE) * 100)} /></div>
</div> </div>
</div> </div>
@@ -1401,8 +1457,10 @@ export function PvpStadiumScreen({
> >
<p>Final score {roundWins.player} - {roundWins.opponent}</p> <p>Final score {roundWins.player} - {roundWins.opponent}</p>
<div className="reward-summary"> <div className="reward-summary">
<p>Run totals</p>
<RewardXpSummary reward={rewardSummary} /> <RewardXpSummary reward={rewardSummary} />
{rewardError && <p className="reward-error">{rewardError}</p>} {rewardError && <p className="reward-error">{rewardError}</p>}
<PvpRunLootList loot={stadiumBossCoins} emptyLabel="No boss coins collected this run." />
</div> </div>
</ResultScreen> </ResultScreen>
)} )}
+7 -4
View File
@@ -1,4 +1,5 @@
import type { CombatLogEntry } from '../game' import type { CombatLogEntry } from '../game'
import type { RunBossCoinAward } from '../combat/rewardSummaries'
import type { DungeonReward, LootRoll } from '../profile' import type { DungeonReward, LootRoll } from '../profile'
type BonusItem = NonNullable<DungeonReward['bonusItem']> type BonusItem = NonNullable<DungeonReward['bonusItem']>
@@ -119,14 +120,16 @@ export function LootRollList({
export function PvpRunLootList({ export function PvpRunLootList({
loot, loot,
emptyLabel = 'No boss coins awarded',
}: { }: {
loot: BonusItem[] loot: RunBossCoinAward[]
emptyLabel?: string
}) { }) {
return ( return (
<div className="run-loot-rolls"> <div className="run-loot-rolls">
{loot.length > 0 ? loot.map((item, index) => ( {loot.length > 0 ? loot.map((item, index) => (
<div className="dropped" key={`${item.id}-${index}`}> <div className="dropped" key={`${item.id}-${index}`}>
<strong>Boss {index + 1}</strong> <strong>{item.sourceLabel}</strong>
<span> <span>
{item.glyph} {item.name} x{item.quantity} {item.glyph} {item.name} x{item.quantity}
{item.duplicate ? ` (owned x${item.quantityAfter})` : ''} {item.duplicate ? ` (owned x${item.quantityAfter})` : ''}
@@ -134,8 +137,8 @@ export function PvpRunLootList({
</div> </div>
)) : ( )) : (
<div> <div>
<strong>Loot</strong> <strong>Boss Coins</strong>
<span>No boss loot awarded</span> <span>{emptyLabel}</span>
</div> </div>
)} )}
</div> </div>
+47
View File
@@ -49,6 +49,11 @@ export type DualScreenCombatState = {
opponentClassName?: string opponentClassName?: string
opponentParty?: PartyMember[] opponentParty?: PartyMember[]
opponentEnemyHealth?: number opponentEnemyHealth?: number
opponentArena?: {
bounds: { width: number, height: number }
bosses: Array<{ id: string, name: string, icon: string, color: string, x: number, y: number, radius: number, health: number, maxHealth: number }>
party: Array<{ id: string, icon: string, color: string, x: number, y: number, radius: number, health: number, maxHealth: number, isHealer: boolean }>
}
opponentResource?: number opponentResource?: number
opponentMaxResource?: number opponentMaxResource?: number
opponentResourceName?: string opponentResourceName?: string
@@ -638,6 +643,48 @@ export function DualScreenBottomDisplay() {
</section> </section>
)} )}
{state.opponentArena && (
<section className="dual-opponent-arena" aria-label="Opponent arena">
<div
className="dual-opponent-arena-field"
style={{ aspectRatio: `${state.opponentArena.bounds.width} / ${state.opponentArena.bounds.height}` }}
>
{state.opponentArena.bosses.map((boss) => (
<div
className="dual-opponent-arena-entity boss"
key={boss.id}
style={{
backgroundColor: boss.color,
height: `${Math.max(8, (boss.radius / state.opponentArena!.bounds.height) * 100)}%`,
left: `${(boss.x / state.opponentArena!.bounds.width) * 100}%`,
top: `${(boss.y / state.opponentArena!.bounds.height) * 100}%`,
width: `${Math.max(8, (boss.radius / state.opponentArena!.bounds.width) * 100)}%`,
}}
title={`${boss.name} ${Math.ceil(boss.health)} / ${boss.maxHealth}`}
>
{boss.icon}
</div>
))}
{state.opponentArena.party.map((member) => (
<div
className={`dual-opponent-arena-entity party ${member.isHealer ? 'healer' : ''}`}
key={member.id}
style={{
backgroundColor: member.color,
height: `${Math.max(5, (member.radius / state.opponentArena!.bounds.height) * 100)}%`,
left: `${(member.x / state.opponentArena!.bounds.width) * 100}%`,
opacity: member.health > 0 ? 1 : 0.35,
top: `${(member.y / state.opponentArena!.bounds.height) * 100}%`,
width: `${Math.max(5, (member.radius / state.opponentArena!.bounds.width) * 100)}%`,
}}
>
{member.icon}
</div>
))}
</div>
</section>
)}
<section className={`dual-opponent-party-grid ${state.opponentParty.length > 6 ? 'raid' : ''}`}> <section className={`dual-opponent-party-grid ${state.opponentParty.length > 6 ? 'raid' : ''}`}>
{state.opponentParty.map((member) => ( {state.opponentParty.map((member) => (
<PartyMemberFrame <PartyMemberFrame
-6
View File
@@ -1127,9 +1127,6 @@ function createLocalRepository(store: LocalSaveStore): GameRepository {
throw new Error('That difficulty is not available for this dungeon.') throw new Error('That difficulty is not available for this dungeon.')
} }
const cd = save.characters[save.activeClassId] const cd = save.characters[save.activeClassId]
if (cd.level < difficulty.unlockLevel) {
throw new Error(`${difficulty.name} unlocks at level ${difficulty.unlockLevel}.`)
}
const previousLevel = cd.level const previousLevel = cd.level
const previousExperience = cd.experience const previousExperience = cd.experience
@@ -1251,9 +1248,6 @@ function createLocalRepository(store: LocalSaveStore): GameRepository {
throw new Error('That difficulty is not available for this roguelike.') throw new Error('That difficulty is not available for this roguelike.')
} }
const cd = save.characters[save.activeClassId] const cd = save.characters[save.activeClassId]
if (cd.level < difficulty.unlockLevel) {
throw new Error(`${difficulty.name} unlocks at level ${difficulty.unlockLevel}.`)
}
const previousLevel = cd.level const previousLevel = cd.level
const previousExperience = cd.experience const previousExperience = cd.experience
+41 -43
View File
@@ -1,5 +1,4 @@
import { lazy, Suspense, useEffect, useMemo, useState } from 'react' import { lazy, Suspense, useEffect, useMemo, useState } from 'react'
import { AuthScreen } from '../../components/AuthScreen'
import { import {
loadCpuPvpLeaderboard, loadCpuPvpLeaderboard,
type CpuPvpLeaderboardEntry, type CpuPvpLeaderboardEntry,
@@ -138,11 +137,21 @@ function ScreenLoading() {
type RoguelikeVariant = 'pve' | 'pvp' 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 { enabled: dualScreenEnabled } = useDualScreen()
const [screen, setScreen] = useState<Screen>('menu') const [screen, setScreen] = useState<Screen>('menu')
const [account, setAccount] = useState<Account | null>(null) const [account, setAccount] = useState<Account | null>(initialSession.account)
const [profile, setProfile] = useState<CharacterProfile | null>(null) const [profile, setProfile] = useState<CharacterProfile | null>(initialSession.profile)
const [authChecked, setAuthChecked] = useState(false) const [authChecked, setAuthChecked] = useState(false)
const [gameMode, setGameMode] = useState<GameMode>(getGameMode()) const [gameMode, setGameMode] = useState<GameMode>(getGameMode())
const [serverMessage, setServerMessage] = useState('') const [serverMessage, setServerMessage] = useState('')
@@ -186,6 +195,10 @@ function IWantToHeal1App({ onBackToGameSelect }: { onBackToGameSelect: () => voi
.finally(() => setAuthChecked(true)) .finally(() => setAuthChecked(true))
}, []) }, [])
useEffect(() => {
if (authChecked && (!account || !profile)) onAuthenticationCleared()
}, [account, authChecked, onAuthenticationCleared, profile])
useEffect(() => { useEffect(() => {
const handleModeChange = (event: Event) => { const handleModeChange = (event: Event) => {
const nextMode = (event as CustomEvent<GameMode>).detail const nextMode = (event as CustomEvent<GameMode>).detail
@@ -292,7 +305,6 @@ function IWantToHeal1App({ onBackToGameSelect }: { onBackToGameSelect: () => voi
const characterLevel = profile?.character.level ?? 0 const characterLevel = profile?.character.level ?? 0
const savedTier = tierOptions.find((candidate) => ( const savedTier = tierOptions.find((candidate) => (
candidate.droppedItemLevel === savedDifficulty?.droppedItemLevel candidate.droppedItemLevel === savedDifficulty?.droppedItemLevel
&& characterLevel >= candidate.unlockLevel
)) ))
if (savedTier) return savedTier if (savedTier) return savedTier
for (let index = tierOptions.length - 1; index >= 0; index -= 1) { for (let index = tierOptions.length - 1; index >= 0; index -= 1) {
@@ -350,18 +362,6 @@ function IWantToHeal1App({ onBackToGameSelect }: { onBackToGameSelect: () => voi
[leaderboardCategory, selectedActivityOption?.leaderboards, selectedDifficultyOption?.id], [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() { async function signOut() {
try { try {
await logoutAccount() await logoutAccount()
@@ -371,6 +371,7 @@ function IWantToHeal1App({ onBackToGameSelect }: { onBackToGameSelect: () => voi
setScreen('menu') setScreen('menu')
setSyncMessage('') setSyncMessage('')
setSyncComparison(null) setSyncComparison(null)
onAuthenticationCleared()
} catch (reason) { } catch (reason) {
setError(reason instanceof Error ? reason.message : 'Unable to sign out.') setError(reason instanceof Error ? reason.message : 'Unable to sign out.')
} }
@@ -498,7 +499,7 @@ function IWantToHeal1App({ onBackToGameSelect }: { onBackToGameSelect: () => voi
function dungeonEntries() { function dungeonEntries() {
const difficulty = selectedDifficultyOption ?? selectedActivityOption?.difficulties[0] const difficulty = selectedDifficultyOption ?? selectedActivityOption?.difficulties[0]
const locked = profile && difficulty ? profile.character.level < difficulty.unlockLevel : true const locked = !profile || !difficulty
const entries: DungeonNavEntry[] = [ const entries: DungeonNavEntry[] = [
{ kind: 'back' }, { kind: 'back' },
] ]
@@ -520,7 +521,7 @@ function IWantToHeal1App({ onBackToGameSelect }: { onBackToGameSelect: () => voi
entries.push({ entries.push({
kind: 'activity', kind: 'activity',
index, index,
disabled: !profile || profile.character.level < candidateDifficulty.unlockLevel, disabled: !profile || !candidateDifficulty,
}) })
}) })
entries.push( entries.push(
@@ -531,7 +532,7 @@ function IWantToHeal1App({ onBackToGameSelect }: { onBackToGameSelect: () => voi
entries.push({ entries.push({
kind: 'tier', kind: 'tier',
index, index,
disabled: !profile || profile.character.level < difficultyOption.unlockLevel, disabled: !profile || !difficultyOption,
}) })
}) })
entries.push({ kind: 'loot' }) entries.push({ kind: 'loot' })
@@ -590,7 +591,6 @@ function IWantToHeal1App({ onBackToGameSelect }: { onBackToGameSelect: () => voi
(option) => option.droppedItemLevel === selectedDifficultyOption.droppedItemLevel, (option) => option.droppedItemLevel === selectedDifficultyOption.droppedItemLevel,
) ?? candidate.difficulties[0] ) ?? candidate.difficulties[0]
: candidate.difficulties[0] : candidate.difficulties[0]
if (profile && profile.character.level < difficulty.unlockLevel) return
if (screen === 'raids') setSelectedRaidId(candidate.id) if (screen === 'raids') setSelectedRaidId(candidate.id)
else setSelectedDungeonId(candidate.id) else setSelectedDungeonId(candidate.id)
setSelectedDifficultyId(difficulty.id) setSelectedDifficultyId(difficulty.id)
@@ -599,7 +599,7 @@ function IWantToHeal1App({ onBackToGameSelect }: { onBackToGameSelect: () => voi
function selectTierByIndex(index: number) { function selectTierByIndex(index: number) {
const difficulty = tierOptions[index] const difficulty = tierOptions[index]
const activity = selectedActivityOption ?? activityOptions[0] const activity = selectedActivityOption ?? activityOptions[0]
if (!difficulty || !activity || (profile && profile.character.level < difficulty.unlockLevel)) return if (!difficulty || !activity) return
setActivityPage(0) setActivityPage(0)
const nextActivity = activity.difficulties.some( const nextActivity = activity.difficulties.some(
(candidate) => candidate.droppedItemLevel === difficulty.droppedItemLevel, (candidate) => candidate.droppedItemLevel === difficulty.droppedItemLevel,
@@ -620,7 +620,7 @@ function IWantToHeal1App({ onBackToGameSelect }: { onBackToGameSelect: () => voi
function startSelectedRun(marathon: boolean) { function startSelectedRun(marathon: boolean) {
const activity = selectedActivityOption ?? activityOptions[0] const activity = selectedActivityOption ?? activityOptions[0]
const difficulty = selectedDifficultyOption ?? activity?.difficulties[0] const difficulty = selectedDifficultyOption ?? activity?.difficulties[0]
if (!activity || !difficulty || (profile && profile.character.level < difficulty.unlockLevel)) return if (!activity || !difficulty) return
setSelectedMarathonMode(marathon) setSelectedMarathonMode(marathon)
setCombatContentId(activity.id) setCombatContentId(activity.id)
setSelectedDifficultyId(difficulty.id) setSelectedDifficultyId(difficulty.id)
@@ -785,7 +785,6 @@ function IWantToHeal1App({ onBackToGameSelect }: { onBackToGameSelect: () => voi
|| !selectedActivityOption || !selectedActivityOption
|| !selectedDifficultyOption || !selectedDifficultyOption
) return null ) return null
const locked = profile.character.level < selectedDifficultyOption.unlockLevel
return { return {
contentType: selectedActivityOption.contentType, contentType: selectedActivityOption.contentType,
title: selectedActivityOption.name, title: selectedActivityOption.name,
@@ -795,7 +794,7 @@ function IWantToHeal1App({ onBackToGameSelect }: { onBackToGameSelect: () => voi
difficultyName: selectedDifficultyOption.name, difficultyName: selectedDifficultyOption.name,
itemLevel: selectedDifficultyOption.droppedItemLevel, itemLevel: selectedDifficultyOption.droppedItemLevel,
experience: Math.round(selectedActivityOption.experienceReward * selectedDifficultyOption.experienceMultiplier), experience: Math.round(selectedActivityOption.experienceReward * selectedDifficultyOption.experienceMultiplier),
lockedReason: locked ? `Unlocks at level ${selectedDifficultyOption.unlockLevel}` : undefined, lockedReason: undefined,
stats: { stats: {
health: `${selectedDifficultyOption.healthMultiplier.toFixed(2)}x`, health: `${selectedDifficultyOption.healthMultiplier.toFixed(2)}x`,
damage: `${selectedDifficultyOption.damageMultiplier.toFixed(2)}x`, damage: `${selectedDifficultyOption.damageMultiplier.toFixed(2)}x`,
@@ -832,10 +831,13 @@ function IWantToHeal1App({ onBackToGameSelect }: { onBackToGameSelect: () => voi
if (!account || !profile) { if (!account || !profile) {
return ( return (
<AuthScreen <main className="game-shell">
onAuthenticated={acceptSession} <section className="message-panel">
serverMessage={serverMessage} <p className="eyebrow">Opening Chronicle</p>
/> <h1>Returning to Sign In...</h1>
{serverMessage && <p>{serverMessage}</p>}
</section>
</main>
) )
} }
@@ -858,6 +860,7 @@ function IWantToHeal1App({ onBackToGameSelect }: { onBackToGameSelect: () => voi
onExit={() => { onExit={() => {
setScreen(combatContentId < 0 ? 'roguelike' : dungeon.contentType === 'raid' ? 'raids' : 'dungeons') setScreen(combatContentId < 0 ? 'roguelike' : dungeon.contentType === 'raid' ? 'raids' : 'dungeons')
}} }}
onMainMenu={() => setScreen('menu')}
onProfileUpdated={setProfile} onProfileUpdated={setProfile}
/> />
</Suspense> </Suspense>
@@ -891,6 +894,10 @@ function IWantToHeal1App({ onBackToGameSelect }: { onBackToGameSelect: () => voi
setRoguelikeVariant('pvp') setRoguelikeVariant('pvp')
setScreen('roguelike') setScreen('roguelike')
}} }}
onMainMenu={() => {
setCpuLeaderboard(loadCpuPvpLeaderboard(pvpContentType))
setScreen('menu')
}}
onProfileUpdated={setProfile} onProfileUpdated={setProfile}
profile={profile} profile={profile}
/> />
@@ -912,7 +919,6 @@ function IWantToHeal1App({ onBackToGameSelect }: { onBackToGameSelect: () => voi
const activityPageEnd = Math.min(activityOptions.length, (currentActivityPage + 1) * ACTIVITY_PAGE_SIZE) const activityPageEnd = Math.min(activityOptions.length, (currentActivityPage + 1) * ACTIVITY_PAGE_SIZE)
const activity = selectedActivityOption ?? dungeon const activity = selectedActivityOption ?? dungeon
const selectedDifficulty = selectedDifficultyOption ?? activity.difficulties[0] const selectedDifficulty = selectedDifficultyOption ?? activity.difficulties[0]
const difficultyLocked = profile.character.level < selectedDifficulty.unlockLevel
return ( return (
<main className={`game-shell ${screen === 'dungeons' || screen === 'raids' ? 'dungeon-shell' : ''} ${screen === 'customize' ? 'workshop-shell' : ''} ${screen === 'settings' ? 'settings-shell' : ''}`}> <main className={`game-shell ${screen === 'dungeons' || screen === 'raids' ? 'dungeon-shell' : ''} ${screen === 'customize' ? 'workshop-shell' : ''} ${screen === 'settings' ? 'settings-shell' : ''}`}>
{screen !== 'hunter-profile' && ( {screen !== 'hunter-profile' && (
@@ -1266,13 +1272,11 @@ function IWantToHeal1App({ onBackToGameSelect }: { onBackToGameSelect: () => voi
const difficulty = candidate.difficulties.find( const difficulty = candidate.difficulties.find(
(option) => option.droppedItemLevel === selectedDifficulty.droppedItemLevel, (option) => option.droppedItemLevel === selectedDifficulty.droppedItemLevel,
) ?? candidate.difficulties[0] ) ?? candidate.difficulties[0]
const locked = profile.character.level < difficulty.unlockLevel
const selected = candidate.id === activity.id const selected = candidate.id === activity.id
return ( return (
<button <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" data-controller-nav="skip"
disabled={locked}
key={candidate.id} key={candidate.id}
onClick={() => { onClick={() => {
if (screen === 'raids') setSelectedRaidId(candidate.id) if (screen === 'raids') setSelectedRaidId(candidate.id)
@@ -1305,16 +1309,13 @@ function IWantToHeal1App({ onBackToGameSelect }: { onBackToGameSelect: () => voi
<h2>Run</h2> <h2>Run</h2>
</div> </div>
<small> <small>
{difficultyLocked Pick a hunt or marathon.
? `Unlocks at level ${selectedDifficulty.unlockLevel}`
: 'Pick a hunt or marathon.'}
</small> </small>
</div> </div>
<div className="part-picker"> <div className="part-picker">
<button <button
className={`primary-button selected-part ${dungeonEntrySelected('start') ? 'game-selected' : ''}`} className={`primary-button selected-part ${dungeonEntrySelected('start') ? 'game-selected' : ''}`}
data-controller-nav="skip" data-controller-nav="skip"
disabled={difficultyLocked}
onClick={() => { onClick={() => {
setSelectedMarathonMode(false) setSelectedMarathonMode(false)
setCombatContentId(activity.id) setCombatContentId(activity.id)
@@ -1329,7 +1330,6 @@ function IWantToHeal1App({ onBackToGameSelect }: { onBackToGameSelect: () => voi
<button <button
className={`primary-button ${selectedMarathonMode ? 'selected-part' : ''} ${dungeonEntrySelected('marathon') ? 'game-selected' : ''}`} className={`primary-button ${selectedMarathonMode ? 'selected-part' : ''} ${dungeonEntrySelected('marathon') ? 'game-selected' : ''}`}
data-controller-nav="skip" data-controller-nav="skip"
disabled={difficultyLocked}
onClick={() => { onClick={() => {
setSelectedMarathonMode(true) setSelectedMarathonMode(true)
setCombatContentId(activity.id) setCombatContentId(activity.id)
@@ -1350,17 +1350,15 @@ function IWantToHeal1App({ onBackToGameSelect }: { onBackToGameSelect: () => voi
<p className="eyebrow">Item Level</p> <p className="eyebrow">Item Level</p>
<h2>Tier</h2> <h2>Tier</h2>
</div> </div>
<small>{screen === 'raids' ? 'Raid' : 'Dungeon'} tiers unlock by level.</small> <small>{screen === 'raids' ? 'Raid' : 'Dungeon'} tiers are available at every level.</small>
</div> </div>
<div className="tier-grid"> <div className="tier-grid">
{tierOptions.map((difficulty, index) => { {tierOptions.map((difficulty, index) => {
const locked = profile.character.level < difficulty.unlockLevel
const selected = difficulty.droppedItemLevel === selectedDifficulty.droppedItemLevel const selected = difficulty.droppedItemLevel === selectedDifficulty.droppedItemLevel
return ( return (
<button <button
className={`${selected ? 'selected' : ''} ${locked ? 'locked' : ''} ${dungeonEntrySelected('tier', index) ? 'game-selected' : ''}`} className={`${selected ? 'selected' : ''} ${dungeonEntrySelected('tier', index) ? 'game-selected' : ''}`}
data-controller-nav="skip" data-controller-nav="skip"
disabled={locked}
key={difficulty.id} key={difficulty.id}
onClick={() => { onClick={() => {
setActivityPage(0) setActivityPage(0)
@@ -1384,7 +1382,7 @@ function IWantToHeal1App({ onBackToGameSelect }: { onBackToGameSelect: () => voi
type="button" type="button"
> >
<strong>iLvl {difficulty.droppedItemLevel}</strong> <strong>iLvl {difficulty.droppedItemLevel}</strong>
<span>{locked ? `Level ${difficulty.unlockLevel}` : difficulty.name}</span> <span>{difficulty.name}</span>
</button> </button>
) )
})} })}
+248 -89
View File
@@ -1,5 +1,7 @@
import { useEffect, useMemo, useState } from 'react' import { useEffect, useMemo, useRef, useState } from 'react'
import { useGameAction } from '../../input' import { useGameAction } from '../../input'
import { getGameMode } from '../../gameRepository'
import { startPvpQueueWithCpuFallback } from '../../pvpQueueLifecycle'
import { summarizeChoiceStacks } from '../../combat/roguelikeUpgrades' import { summarizeChoiceStacks } from '../../combat/roguelikeUpgrades'
import { import {
useDualScreen, useDualScreen,
@@ -13,6 +15,7 @@ import {
Iwt2CloudSaveScreen, Iwt2CloudSaveScreen,
Iwt2CustomizeCharacterScreen, Iwt2CustomizeCharacterScreen,
Iwt2DungeonsScreen, Iwt2DungeonsScreen,
Iwt2GearUpgradeScreen,
Iwt2HunterProfileScreen, Iwt2HunterProfileScreen,
Iwt2ModeScreen, Iwt2ModeScreen,
Iwt2RoguelikeScreen, Iwt2RoguelikeScreen,
@@ -25,6 +28,13 @@ import {
type Iwt2Save, type Iwt2Save,
} from './save/iwt2Repository' } from './save/iwt2Repository'
import { IWT2_BOSS_METADATA, type Iwt2BossId } from './content/bosses' 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 { abilitiesForHealer, IWT2_HEALER_METADATA } from './content/healerAbilities'
import { import {
buildIwt2OpponentDebuffChoices, buildIwt2OpponentDebuffChoices,
@@ -36,6 +46,11 @@ import {
type Iwt2RoguelikeSelfBuffId, type Iwt2RoguelikeSelfBuffId,
type Iwt2RoguelikeVariant, type Iwt2RoguelikeVariant,
} from './content/roguelike' } from './content/roguelike'
import {
createIwt2PveRoguelikeBossPair,
createUniformIwt2RoguelikeBossPair,
IWT2_PVE_ROGUELIKE_WEIGHTED_BOSS_PROGRESSION_ENABLED,
} from './content/roguelikeBossProgression'
type Iwt2Screen = type Iwt2Screen =
| 'menu' | 'menu'
@@ -46,14 +61,17 @@ type Iwt2Screen =
| 'roguelike' | 'roguelike'
| 'roguelike-arena' | 'roguelike-arena'
| 'roguelike-upgrade' | 'roguelike-upgrade'
| 'gear-upgrade'
| 'hunter-profile' | 'hunter-profile'
| 'customize-character' | 'customize-character'
| 'settings' | 'settings'
const IWT2_MENU_COLUMNS = 4 const IWT2_MENU_COLUMNS = 2
const IWT2_ROGUELIKE_CHOICE_COUNT = 3 const IWT2_ROGUELIKE_CHOICE_COUNT = 3
const IWT2_PVP_FIRST_BUFF_EXTRA_TARGET_CHANCE = 0.65
type Iwt2RoguelikeRunState = { type Iwt2RoguelikeRunState = {
bossIds: Iwt2BossId[]
buffs: Iwt2RoguelikeSelfBuffId[] buffs: Iwt2RoguelikeSelfBuffId[]
contentType: Iwt2RoguelikeContentType contentType: Iwt2RoguelikeContentType
debuffs: Iwt2RoguelikeOpponentDebuffId[] debuffs: Iwt2RoguelikeOpponentDebuffId[]
@@ -69,16 +87,10 @@ const MENU_ITEMS: Array<{
description: string description: string
glyph: string glyph: string
}> = [ }> = [
{
screen: 'cloud-save',
title: 'Backup Slot',
description: 'Save or restore the isolated IWT2 progress slot.',
glyph: 'C',
},
{ {
screen: 'dungeons', screen: 'dungeons',
title: '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', glyph: 'D',
}, },
{ {
@@ -99,6 +111,12 @@ const MENU_ITEMS: Array<{
description: 'Race another healer through roguelike encounters with buffs and sabotage.', description: 'Race another healer through roguelike encounters with buffs and sabotage.',
glyph: 'P', glyph: 'P',
}, },
{
screen: 'gear-upgrade',
title: 'Gear Upgrade',
description: 'Spend boss coins on class gear slots and infusion abilities.',
glyph: 'G',
},
{ {
screen: 'hunter-profile', screen: 'hunter-profile',
title: 'Hunter Profile', title: 'Hunter Profile',
@@ -111,6 +129,12 @@ const MENU_ITEMS: Array<{
description: 'Choose healer kit, armor palette, and IWT2 hunter callsign.', description: 'Choose healer kit, armor palette, and IWT2 hunter callsign.',
glyph: 'K', glyph: 'K',
}, },
{
screen: 'cloud-save',
title: 'Backup Slot',
description: 'Choose local, online, or fresh IWT2 progress.',
glyph: 'C',
},
{ {
screen: 'settings', screen: 'settings',
title: 'Settings', title: 'Settings',
@@ -119,24 +143,47 @@ const MENU_ITEMS: Array<{
}, },
] ]
export function IWantToHeal2App({ onBackToGameSelect }: { onBackToGameSelect: () => void }) { export function IWantToHeal2App({
onlineBackupsAvailable,
onBackToGameSelect,
}: {
onlineBackupsAvailable: boolean
onBackToGameSelect: () => void
}) {
const { enabled: dualScreenEnabled } = useDualScreen() const { enabled: dualScreenEnabled } = useDualScreen()
const [screen, setScreen] = useState<Iwt2Screen>('menu') const [screen, setScreen] = useState<Iwt2Screen>('menu')
const [save, setSave] = useState<Iwt2Save>(loadIwt2Save) const [save, setSave] = useState<Iwt2Save>(loadIwt2Save)
const [selectedIndex, setSelectedIndex] = useState(0) const [selectedIndex, setSelectedIndex] = useState(0)
const [selectedBossId, setSelectedBossId] = useState<Iwt2BossId>('bulldrome') const [selectedBossId, setSelectedBossId] = useState<Iwt2BossId>('bulldrome')
const [arenaModeLabel, setArenaModeLabel] = useState('Dungeon') 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 [roguelikeVariant, setRoguelikeVariant] = useState<Iwt2RoguelikeVariant>('pve')
const [roguelikeContentType, setRoguelikeContentType] = useState<Iwt2RoguelikeContentType>('dungeon') const [roguelikeContentType, setRoguelikeContentType] = useState<Iwt2RoguelikeContentType>('dungeon')
const [roguelikeRun, setRoguelikeRun] = useState<Iwt2RoguelikeRunState | null>(null) const [roguelikeRun, setRoguelikeRun] = useState<Iwt2RoguelikeRunState | null>(null)
const [pvpQueueMessage, setPvpQueueMessage] = useState('')
const [pvpQueueing, setPvpQueueing] = useState(false)
const cancelPvpQueueRef = useRef<(() => void) | null>(null)
useEffect(() => { useEffect(() => {
writeIwt2Save(save) writeIwt2Save(save)
}, [save]) }, [save])
useEffect(() => () => {
cancelPvpQueueRef.current?.()
}, [])
function cancelIwt2PvpQueue() {
cancelPvpQueueRef.current?.()
cancelPvpQueueRef.current = null
setPvpQueueing(false)
setPvpQueueMessage('')
}
const setupDualScreenState = useMemo<DualScreenSetupState | null>( const setupDualScreenState = useMemo<DualScreenSetupState | null>(
() => buildIwt2SetupDualScreenState(screen, selectedBossId, save), () => buildIwt2SetupDualScreenState(screen, selectedBossId, save, currentSetupDifficulty(screen, selectedDungeonDifficultySlug, selectedRaidDifficultySlug)),
[save, screen, selectedBossId], [save, screen, selectedBossId, selectedDungeonDifficultySlug, selectedRaidDifficultySlug],
) )
const workshopDualScreenState = useMemo<DualScreenWorkshopState | null>( const workshopDualScreenState = useMemo<DualScreenWorkshopState | null>(
() => buildIwt2WorkshopDualScreenState(screen, save), () => buildIwt2WorkshopDualScreenState(screen, save),
@@ -182,6 +229,8 @@ export function IWantToHeal2App({ onBackToGameSelect }: { onBackToGameSelect: ()
return ( return (
<BossArenaScreen <BossArenaScreen
bossId={selectedBossId} bossId={selectedBossId}
difficulty={arenaDifficulty}
key={`arena-${selectedBossId}-${arenaModeLabel}-${arenaDifficulty.slug}`}
modeLabel={arenaModeLabel} modeLabel={arenaModeLabel}
save={save} save={save}
onBack={() => setScreen('menu')} onBack={() => setScreen('menu')}
@@ -193,7 +242,9 @@ export function IWantToHeal2App({ onBackToGameSelect }: { onBackToGameSelect: ()
if (screen === 'roguelike-arena' && roguelikeRun) { if (screen === 'roguelike-arena' && roguelikeRun) {
return ( return (
<BossArenaScreen <BossArenaScreen
bossIds={roguelikeRun.bossIds}
bossId={selectedBossId} bossId={selectedBossId}
key={`roguelike-${roguelikeRun.variant}-${roguelikeRun.contentType}-${roguelikeRun.stage}-${roguelikeRun.bossIds.join('-')}`}
roguelikeRun={{ roguelikeRun={{
buffs: roguelikeRun.buffs, buffs: roguelikeRun.buffs,
contentType: roguelikeRun.contentType, contentType: roguelikeRun.contentType,
@@ -212,6 +263,11 @@ export function IWantToHeal2App({ onBackToGameSelect }: { onBackToGameSelect: ()
}} }}
save={save} save={save}
onBack={() => setScreen('roguelike')} onBack={() => setScreen('roguelike')}
onMainMenu={() => setScreen('menu')}
onPvpRequeue={() => {
setScreen('roguelike')
startIwt2RoguelikeRun()
}}
onSaveUpdated={setSave} onSaveUpdated={setSave}
/> />
) )
@@ -233,7 +289,7 @@ export function IWantToHeal2App({ onBackToGameSelect }: { onBackToGameSelect: ()
onChoose={(buffId, debuffId) => { onChoose={(buffId, debuffId) => {
const nextRun = applyRoguelikeChoice(roguelikeRun, buffId, debuffId, save) const nextRun = applyRoguelikeChoice(roguelikeRun, buffId, debuffId, save)
setRoguelikeRun(nextRun) setRoguelikeRun(nextRun)
setSelectedBossId(bossForRoguelike(nextRun.variant, nextRun.contentType, nextRun.stage)) setSelectedBossId(nextRun.bossIds[0] ?? 'bulldrome')
setScreen('roguelike-arena') setScreen('roguelike-arena')
}} }}
/> />
@@ -246,12 +302,17 @@ export function IWantToHeal2App({ onBackToGameSelect }: { onBackToGameSelect: ()
<main className="game-shell iwt2-shell"> <main className="game-shell iwt2-shell">
<Iwt2Header save={save} onBackToGameSelect={onBackToGameSelect} /> <Iwt2Header save={save} onBackToGameSelect={onBackToGameSelect} />
<Iwt2DungeonsScreen <Iwt2DungeonsScreen
difficultySlug={selectedDungeonDifficultySlug}
save={save}
onBack={() => setScreen('menu')} onBack={() => setScreen('menu')}
onOpenBoss={(bossId) => { onDifficultyChange={setSelectedDungeonDifficultySlug}
setArenaModeLabel('Dungeon') onOpenBoss={(bossId, difficulty) => {
setArenaModeLabel(`${difficulty.name} Dungeon`)
setArenaDifficulty(difficulty)
setSelectedBossId(bossId) setSelectedBossId(bossId)
setScreen('arena') setScreen('arena')
}} }}
onPreviewBoss={setSelectedBossId}
/> />
</main> </main>
) )
@@ -264,20 +325,24 @@ export function IWantToHeal2App({ onBackToGameSelect }: { onBackToGameSelect: ()
<Iwt2RoguelikeScreen <Iwt2RoguelikeScreen
contentType={roguelikeContentType} contentType={roguelikeContentType}
variant={roguelikeVariant} variant={roguelikeVariant}
onBack={() => setScreen('menu')} onBack={() => {
cancelIwt2PvpQueue()
setScreen('menu')
}}
onCancelQueue={cancelIwt2PvpQueue}
onContentTypeChange={setRoguelikeContentType} onContentTypeChange={setRoguelikeContentType}
onStart={() => { onStart={() => {
const nextRun = createRoguelikeRun(save, roguelikeVariant, roguelikeContentType) startIwt2RoguelikeRun()
setRoguelikeRun(nextRun)
setSelectedBossId(bossForRoguelike(roguelikeVariant, roguelikeContentType, nextRun.stage))
setScreen('roguelike-arena')
}} }}
onVariantChange={(nextVariant) => { onVariantChange={(nextVariant) => {
cancelIwt2PvpQueue()
setRoguelikeVariant(nextVariant) setRoguelikeVariant(nextVariant)
if (nextVariant === 'pve' && roguelikeContentType === 'stadium') { if (nextVariant === 'pve' && roguelikeContentType === 'stadium') {
setRoguelikeContentType('dungeon') setRoguelikeContentType('dungeon')
} }
}} }}
queueing={pvpQueueing}
queueMessage={pvpQueueMessage}
/> />
</main> </main>
) )
@@ -288,13 +353,18 @@ export function IWantToHeal2App({ onBackToGameSelect }: { onBackToGameSelect: ()
<main className="game-shell iwt2-shell"> <main className="game-shell iwt2-shell">
<Iwt2Header save={save} onBackToGameSelect={onBackToGameSelect} /> <Iwt2Header save={save} onBackToGameSelect={onBackToGameSelect} />
<Iwt2ModeScreen <Iwt2ModeScreen
difficultySlug={selectedRaidDifficultySlug}
mode="Raids" mode="Raids"
save={save}
onBack={() => setScreen('menu')} onBack={() => setScreen('menu')}
onOpenBoss={(bossId) => { onDifficultyChange={setSelectedRaidDifficultySlug}
setArenaModeLabel('Raid') onOpenBoss={(bossId, difficulty) => {
setArenaModeLabel(`${difficulty.name} Raid`)
setArenaDifficulty(difficulty)
setSelectedBossId(bossId) setSelectedBossId(bossId)
setScreen('arena') setScreen('arena')
}} }}
onPreviewBoss={setSelectedBossId}
/> />
</main> </main>
) )
@@ -303,12 +373,29 @@ export function IWantToHeal2App({ onBackToGameSelect }: { onBackToGameSelect: ()
if (screen === 'hunter-profile') { if (screen === 'hunter-profile') {
return ( return (
<main className="game-shell iwt2-shell"> <main className="game-shell iwt2-shell">
<Iwt2Header save={save} onBackToGameSelect={onBackToGameSelect} />
<Iwt2HunterProfileScreen save={save} onBack={() => setScreen('menu')} /> <Iwt2HunterProfileScreen save={save} onBack={() => setScreen('menu')} />
</main> </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') { if (screen === 'customize-character') {
return ( return (
<main className="game-shell iwt2-shell"> <main className="game-shell iwt2-shell">
@@ -328,6 +415,7 @@ export function IWantToHeal2App({ onBackToGameSelect }: { onBackToGameSelect: ()
<Iwt2Header save={save} onBackToGameSelect={onBackToGameSelect} /> <Iwt2Header save={save} onBackToGameSelect={onBackToGameSelect} />
<Iwt2CloudSaveScreen <Iwt2CloudSaveScreen
save={save} save={save}
onlineBackupsAvailable={onlineBackupsAvailable}
onBack={() => setScreen('menu')} onBack={() => setScreen('menu')}
onSaveUpdated={setSave} onSaveUpdated={setSave}
/> />
@@ -350,15 +438,13 @@ export function IWantToHeal2App({ onBackToGameSelect }: { onBackToGameSelect: ()
{screen === 'menu' && ( {screen === 'menu' && (
<section className="iwt2-menu-screen" data-game-nav-active="true"> <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"> <div className="iwt2-menu-grid">
{MENU_ITEMS.map((item, index) => ( {MENU_ITEMS.map((item, index) => (
<button <button
className={`iwt2-menu-card ${selectedIndex === index ? 'game-selected' : ''}`} className={`iwt2-menu-card ${selectedIndex === index ? 'game-selected' : ''}`}
aria-label={`${item.title}. ${item.description}`}
data-controller-nav="skip" data-controller-nav="skip"
data-game-selected={selectedIndex === index ? 'true' : undefined}
key={`${item.screen}-${item.title}`} key={`${item.screen}-${item.title}`}
onClick={() => openMenuItem(item)} onClick={() => openMenuItem(item)}
onPointerDown={() => setSelectedIndex(index)} onPointerDown={() => setSelectedIndex(index)}
@@ -376,24 +462,63 @@ export function IWantToHeal2App({ onBackToGameSelect }: { onBackToGameSelect: ()
)} )}
</main> </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 beginIwt2RoguelikeArena(
variant: Iwt2RoguelikeVariant,
contentType: Iwt2RoguelikeContentType,
) {
const nextRun = createRoguelikeRun(save, variant, contentType)
setRoguelikeRun(nextRun)
setSelectedBossId(nextRun.bossIds[0] ?? 'bulldrome')
setScreen('roguelike-arena')
}
} }
function bossForRoguelike( function formatRoguelikeContentType(contentType: Iwt2RoguelikeContentType) {
variant: Iwt2RoguelikeVariant, if (contentType === 'raid') return 'Raid'
contentType: Iwt2RoguelikeContentType, if (contentType === 'stadium') return 'Stadium'
stage = 1, return 'Dungeon'
): Iwt2BossId {
const dungeonBosses: Iwt2BossId[] = variant === 'pvp'
? ['yian-kut-ku', 'great-jaggi', 'bulldrome', 'khezu']
: ['bulldrome', 'yian-kut-ku', 'great-jaggi', 'khezu']
const raidBosses: Iwt2BossId[] = ['khezu', 'great-jaggi', 'yian-kut-ku', 'bulldrome']
const stadiumBosses: Iwt2BossId[] = ['great-jaggi', 'yian-kut-ku', 'khezu', 'bulldrome']
const pool = contentType === 'raid'
? raidBosses
: contentType === 'stadium'
? stadiumBosses
: dungeonBosses
return pool[(stage - 1) % pool.length]
} }
function createRoguelikeRun( function createRoguelikeRun(
@@ -402,6 +527,7 @@ function createRoguelikeRun(
contentType: Iwt2RoguelikeContentType, contentType: Iwt2RoguelikeContentType,
): Iwt2RoguelikeRunState { ): Iwt2RoguelikeRunState {
return { return {
bossIds: createRoguelikeBossPair(variant, 1),
buffs: [], buffs: [],
contentType, contentType,
debuffs: [], debuffs: [],
@@ -416,7 +542,14 @@ function buildRoguelikeChoices(save: Iwt2Save, variant: Iwt2RoguelikeVariant) {
const selfCatalog = [IWT2_REVIVE_PARTY_CHOICE, ...buildIwt2SelfBuffChoices(abilities)] const selfCatalog = [IWT2_REVIVE_PARTY_CHOICE, ...buildIwt2SelfBuffChoices(abilities)]
const debuffCatalog = buildIwt2OpponentDebuffChoices(abilities) const debuffCatalog = buildIwt2OpponentDebuffChoices(abilities)
return { 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' debuffChoices: variant === 'pvp'
? chooseRunChoices(debuffCatalog, IWT2_ROGUELIKE_CHOICE_COUNT) ? chooseRunChoices(debuffCatalog, IWT2_ROGUELIKE_CHOICE_COUNT)
: [], : [],
@@ -462,11 +595,19 @@ function applyRoguelikeChoice(
return { return {
...run, ...run,
...nextBase, ...nextBase,
bossIds: createRoguelikeBossPair(run.variant, run.stage + 1),
...buildRoguelikeChoices(save, run.variant), ...buildRoguelikeChoices(save, run.variant),
stage: run.stage + 1, stage: run.stage + 1,
} }
} }
function createRoguelikeBossPair(variant: Iwt2RoguelikeVariant, stage: number): Iwt2BossId[] {
if (variant === 'pve' && IWT2_PVE_ROGUELIKE_WEIGHTED_BOSS_PROGRESSION_ENABLED) {
return createIwt2PveRoguelikeBossPair(stage)
}
return createUniformIwt2RoguelikeBossPair()
}
function chooseRunChoices<T>(items: readonly T[], count: number): T[] { function chooseRunChoices<T>(items: readonly T[], count: number): T[] {
const pool = [...items] const pool = [...items]
const choices: T[] = [] const choices: T[] = []
@@ -478,23 +619,63 @@ function chooseRunChoices<T>(items: readonly T[], count: number): T[] {
return choices 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({ function Iwt2Header({
onBack,
onBackToGameSelect, onBackToGameSelect,
save, save,
title,
}: { }: {
onBack?: () => void
onBackToGameSelect: () => void onBackToGameSelect: () => void
save: Iwt2Save save: Iwt2Save
title?: string
}) { }) {
return ( return (
<header className="topbar app-header"> <header className="topbar app-header">
<button className="brand-button" onClick={onBackToGameSelect} type="button"> <button className="brand-button" onClick={onBackToGameSelect} type="button">
<strong>Games</strong> <strong>Games</strong>
</button> </button>
{title && <strong className="iwt2-header-title">{title}</strong>}
<div className="character-summary"> <div className="character-summary">
<strong>{save.character.name}</strong> <strong>{save.character.name}</strong>
<small>IWT2 Level {save.character.level}</small> <small>IWT2 Level {save.character.level}</small>
<small>{save.character.experience} XP</small> <small>{save.character.experience} XP</small>
</div> </div>
{onBack && (
<button className="back-button iwt2-header-back" data-controller-nav="skip" onClick={onBack} type="button">
Back
</button>
)}
</header> </header>
) )
} }
@@ -503,63 +684,48 @@ function buildIwt2SetupDualScreenState(
screen: Iwt2Screen, screen: Iwt2Screen,
selectedBossId: Iwt2BossId, selectedBossId: Iwt2BossId,
save: Iwt2Save, save: Iwt2Save,
difficulty: Iwt2Difficulty,
): DualScreenSetupState | null { ): DualScreenSetupState | null {
if (screen !== 'dungeons' && screen !== 'raids') return null if (screen !== 'dungeons' && screen !== 'raids') return null
const boss = IWT2_BOSS_METADATA[selectedBossId] const boss = IWT2_BOSS_METADATA[selectedBossId]
const raid = screen === 'raids' const raid = screen === 'raids'
const coinReward = iwt2BossCoinRewardFor(selectedBossId, difficulty.slug)
return { return {
contentType: raid ? 'raid' : 'dungeon', contentType: raid ? 'raid' : 'dungeon',
description: raid description: raid
? `${boss.name} raid assignment. Tank holds aggro while party moves around modular boss mechanics.` ? `${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.`, : `${boss.name} arena. Heal the party through melee pressure, telegraphs, hazards, and stun recovery. Reward: ${coinReward.name}.`,
difficultyName: `IWT2 Level ${save.character.level}`, difficultyName: difficulty.name,
experience: 125, experience: Math.round(125 * difficulty.experienceMultiplier),
initials: boss.icon, initials: boss.icon,
itemLevel: save.character.level, itemLevel: difficulty.droppedItemLevel,
lockedReason: undefined,
stats: { stats: {
damage: `${boss.meleeDamage}`, damage: `${difficulty.damageMultiplier.toFixed(2)}x`,
health: `${boss.maxHealth}`, health: `${difficulty.healthMultiplier.toFixed(2)}x`,
loot: 'IWT2', loot: coinReward.name,
xp: '125', xp: `${difficulty.experienceMultiplier.toFixed(1)}x`,
}, },
subtitle: `${raid ? 'Raid' : 'Dungeon'} | 6 Players | ${IWT2_HEALER_METADATA[save.character.healerStyle].name}`, subtitle: `${raid ? 'Raid' : 'Dungeon'} | 6 Players | ${IWT2_HEALER_METADATA[save.character.healerStyle].name}`,
title: raid ? `${boss.name} Raid` : `${boss.name} Arena`, title: raid ? `${boss.name} Raid` : `${boss.name} Arena`,
} }
} }
function currentSetupDifficulty(
screen: Iwt2Screen,
selectedDungeonDifficultySlug: string,
selectedRaidDifficultySlug: string,
): Iwt2Difficulty {
if (screen === 'raids') {
return findIwt2Difficulty(IWT2_RAID_DIFFICULTIES, selectedRaidDifficultySlug)
}
return findIwt2Difficulty(IWT2_DUNGEON_DIFFICULTIES, selectedDungeonDifficultySlug)
}
function buildIwt2WorkshopDualScreenState( function buildIwt2WorkshopDualScreenState(
screen: Iwt2Screen, screen: Iwt2Screen,
save: Iwt2Save, save: Iwt2Save,
): DualScreenWorkshopState | null { ): DualScreenWorkshopState | null {
if (screen === 'hunter-profile') {
return {
items: [
{
glyph: 'H',
meta: `${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') { if (screen === 'customize-character') {
const healer = IWT2_HEALER_METADATA[save.character.healerStyle] const healer = IWT2_HEALER_METADATA[save.character.healerStyle]
return { return {
@@ -578,10 +744,3 @@ function buildIwt2WorkshopDualScreenState(
return null 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]} binding={activeBindings[action]}
iconStyle="playstation" iconStyle="playstation"
/>{' '} />{' '}
<img alt="" aria-hidden="true" className="iwt2-bottom-target-icon" draggable={false} src={target.uiIconUrl} />
{label} {label}
</div> </div>
) )
+17 -8
View File
@@ -2,16 +2,25 @@ import type { Iwt2BossEntityState } from '../sim'
import { ArenaBar } from './ArenaBars' import { ArenaBar } from './ArenaBars'
import { IWT2_BOSS_METADATA } from '../content/bosses' import { IWT2_BOSS_METADATA } from '../content/bosses'
export function BossHud({ boss }: { boss: Iwt2BossEntityState }) { export function BossHud({ boss, bosses }: { boss?: Iwt2BossEntityState, bosses?: Iwt2BossEntityState[] }) {
const metadata = IWT2_BOSS_METADATA[boss.bossId] const entries = bosses ?? (boss ? [boss] : [])
return ( return (
<div className="iwt2-boss-hud"> <div className="iwt2-boss-hud">
<div> {entries.map((entry) => {
<strong>{metadata.name}</strong> const metadata = IWT2_BOSS_METADATA[entry.bossId]
<small>{Math.ceil(boss.health)} / {boss.maxHealth} HP</small> return (
</div> <div className="iwt2-boss-hud-row" key={entry.id}>
<small className="iwt2-boss-phase">{boss.attackPhase}</small> <div>
<ArenaBar className="boss" current={boss.health} max={boss.maxHealth} /> <strong>{metadata.name}</strong>
<small>{Math.ceil(entry.health)} / {entry.maxHealth} HP</small>
{entry.maxArmor > 0 && <small>{Math.ceil(entry.armor)} / {entry.maxArmor} Armor</small>}
{entry.mechanicEnergyMax > 0 && <small>{Math.ceil(entry.mechanicEnergy)} / {entry.mechanicEnergyMax} Static</small>}
</div>
<small className="iwt2-boss-phase">{entry.attackPhase}</small>
<ArenaBar className="boss" current={entry.health} max={entry.maxHealth} />
</div>
)
})}
</div> </div>
) )
} }
+4 -1
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@@ -27,6 +27,7 @@ export function PartyFrames({
<button <button
className={`iwt2-party-row ${targetBinding ? 'has-target-binding' : ''} ${selected ? 'game-selected selected' : ''}`} className={`iwt2-party-row ${targetBinding ? 'has-target-binding' : ''} ${selected ? 'game-selected selected' : ''}`}
data-controller-nav="skip" data-controller-nav="skip"
data-game-selected={selected ? 'true' : undefined}
key={member.id} key={member.id}
onClick={() => onTarget(member.id)} onClick={() => onTarget(member.id)}
type="button" type="button"
@@ -39,7 +40,9 @@ export function PartyFrames({
/> />
</span> </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>
<div className="iwt2-party-row-title"> <div className="iwt2-party-row-title">
<strong>{meta.name}</strong> <strong>{meta.name}</strong>
+129
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@@ -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]
}
+604 -24
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@@ -1,6 +1,22 @@
import { IWT2_BALANCE_OVERRIDES } from './balanceOverrides' 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 = { export type Iwt2BalanceOverrides = {
bosses?: Partial<Record<Iwt2BossId, Partial<Pick<Iwt2BossMetadata, 'maxHealth' | 'birdHealth'>>>> bosses?: Partial<Record<Iwt2BossId, Partial<Pick<Iwt2BossMetadata, 'maxHealth' | 'birdHealth'>>>>
@@ -10,6 +26,11 @@ export type Iwt2BossMetadata = {
id: Iwt2BossId id: Iwt2BossId
name: string name: string
icon: string icon: string
spriteUrl: string
spriteView?: 'topDown' | 'side'
spriteWidthScale?: number
spriteHeightScale?: number
spriteYOffsetScale?: number
color: string color: string
accentColor: string accentColor: string
maxHealth: number maxHealth: number
@@ -64,45 +85,120 @@ export type Iwt2BossMetadata = {
lightningStrikeDamage?: number lightningStrikeDamage?: number
lightningStrikeStunSeconds?: number lightningStrikeStunSeconds?: number
lightningStrikeCount?: 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 = { const DEFAULT_BULLDROME_BOSS_METADATA: Iwt2BossMetadata = {
id: 'bulldrome', id: 'bulldrome',
name: 'Bulldrome', name: 'Bristlemaw',
icon: 'B', icon: 'B',
spriteUrl: '/iwt2/bosses/bulldrome-side-cel.png',
spriteView: 'side',
spriteWidthScale: 6.2,
spriteHeightScale: 4.5,
spriteYOffsetScale: -0.14,
color: '#8f5a3c', color: '#8f5a3c',
accentColor: '#e6b17f', accentColor: '#e6b17f',
maxHealth: 950, maxHealth: 950,
radius: 31, radius: 31,
moveSpeed: 128, moveSpeed: 128,
meleeRange: 58, meleeRange: 58,
meleeDamage: 9, meleeDamage: 20,
meleeCooldown: 1.05, meleeCooldown: 1.05,
chargeCooldown: 4.75, chargeCooldown: 4.75,
chargeWindup: 0.55, chargeWindup: 0.55,
chargeSpeed: 510, chargeSpeed: 510,
chargeDamage: 32, chargeDamage: 60,
chargeStunSeconds: 0.75, chargeStunSeconds: 0.75,
chargeLength: 560, chargeLength: 560,
chargeOvershoot: 120, chargeOvershoot: 120,
chargeWidth: 62, chargeWidth: 62,
slamWindup: 0.45, slamWindup: 0.45,
slamRadius: 104, slamRadius: 104,
slamDamage: 24, slamDamage: 55,
slamStunSeconds: 0.75, slamStunSeconds: 0.75,
} }
const DEFAULT_YIAN_KUT_KU_BOSS_METADATA: Iwt2BossMetadata = { const DEFAULT_YIAN_KUT_KU_BOSS_METADATA: Iwt2BossMetadata = {
id: 'yian-kut-ku', id: 'yian-kut-ku',
name: 'Yian Kut Ku', name: 'Emberquill',
icon: 'Y', icon: 'E',
spriteUrl: '/iwt2/bosses/yian-kut-ku-side-cel.png',
spriteView: 'side',
spriteWidthScale: 5.9,
spriteHeightScale: 4.7,
spriteYOffsetScale: -0.1,
color: '#d66a35', color: '#d66a35',
accentColor: '#ffd166', accentColor: '#ffd166',
maxHealth: 400, maxHealth: 750,
radius: 29, radius: 29,
moveSpeed: 118, moveSpeed: 118,
meleeRange: 56, meleeRange: 56,
meleeDamage: 8, meleeDamage: 12,
meleeCooldown: 1, meleeCooldown: 1,
chargeCooldown: 0, chargeCooldown: 0,
chargeWindup: 0, chargeWindup: 0,
@@ -119,32 +215,37 @@ const DEFAULT_YIAN_KUT_KU_BOSS_METADATA: Iwt2BossMetadata = {
fireballCooldown: 3.6, fireballCooldown: 3.6,
fireballWindup: 0.55, fireballWindup: 0.55,
fireballSpeed: 285, fireballSpeed: 285,
fireballDamage: 12, fireballDamage: 32,
fireballRadius: 9, fireballRadius: 9,
firePuddleRadius: 42, firePuddleRadius: 42,
firePuddleDamage: 7, firePuddleDamage: 15,
firePuddleSeconds: 8, firePuddleSeconds: 8,
birdWaveThresholds: [0.9, 0.4], birdWaveThresholds: [0.9, 0.4],
birdFlightCooldown: 10, birdFlightCooldown: 10,
birdFlightWindup: 0.85, birdFlightWindup: 0.85,
birdFlightSpeed: 360, birdFlightSpeed: 360,
birdHealth: 58, birdHealth: 100,
birdRadius: 16, birdRadius: 16,
birdContactDamage: 10, birdContactDamage: 26,
birdStunSeconds: 0.75, birdStunSeconds: 0.75,
} }
const DEFAULT_GREAT_JAGGI_BOSS_METADATA: Iwt2BossMetadata = { const DEFAULT_GREAT_JAGGI_BOSS_METADATA: Iwt2BossMetadata = {
id: 'great-jaggi', id: 'great-jaggi',
name: 'Great Jaggi', name: 'Packfang Alpha',
icon: 'J', icon: 'P',
spriteUrl: '/iwt2/bosses/great-jaggi-side-cel.png',
spriteView: 'side',
spriteWidthScale: 5.9,
spriteHeightScale: 4.1,
spriteYOffsetScale: -0.09,
color: '#3f8f73', color: '#3f8f73',
accentColor: '#b8f0aa', accentColor: '#b8f0aa',
maxHealth: 620, maxHealth: 1000,
radius: 27, radius: 27,
moveSpeed: 146, moveSpeed: 146,
meleeRange: 52, meleeRange: 52,
meleeDamage: 7, meleeDamage: 18,
meleeCooldown: 0.82, meleeCooldown: 0.82,
chargeCooldown: 0, chargeCooldown: 0,
chargeWindup: 0, chargeWindup: 0,
@@ -160,7 +261,7 @@ const DEFAULT_GREAT_JAGGI_BOSS_METADATA: Iwt2BossMetadata = {
slamStunSeconds: 0, slamStunSeconds: 0,
packHowlCooldown: 5.8, packHowlCooldown: 5.8,
packHowlWindup: 0.95, packHowlWindup: 0.95,
packLaneDamage: 15, packLaneDamage: 45,
packLaneStunSeconds: 0.45, packLaneStunSeconds: 0.45,
packLaneWidth: 24, packLaneWidth: 24,
packLaneCount: 3, packLaneCount: 3,
@@ -168,15 +269,20 @@ const DEFAULT_GREAT_JAGGI_BOSS_METADATA: Iwt2BossMetadata = {
const DEFAULT_KHEZU_BOSS_METADATA: Iwt2BossMetadata = { const DEFAULT_KHEZU_BOSS_METADATA: Iwt2BossMetadata = {
id: 'khezu', id: 'khezu',
name: 'Khezu', name: 'Palevolt Maw',
icon: 'K', icon: 'P',
spriteUrl: '/iwt2/bosses/khezu-side-cel.png',
spriteView: 'side',
spriteWidthScale: 5.9,
spriteHeightScale: 4.4,
spriteYOffsetScale: -0.12,
color: '#d8d7c9', color: '#d8d7c9',
accentColor: '#77d9ff', accentColor: '#77d9ff',
maxHealth: 760, maxHealth: 1100,
radius: 30, radius: 30,
moveSpeed: 92, moveSpeed: 92,
meleeRange: 58, meleeRange: 58,
meleeDamage: 10, meleeDamage: 20,
meleeCooldown: 1.15, meleeCooldown: 1.15,
chargeCooldown: 0, chargeCooldown: 0,
chargeWindup: 0, chargeWindup: 0,
@@ -194,16 +300,466 @@ const DEFAULT_KHEZU_BOSS_METADATA: Iwt2BossMetadata = {
thunderRingWindup: 0.9, thunderRingWindup: 0.9,
thunderRingInnerRadius: 70, thunderRingInnerRadius: 70,
thunderRingOuterRadius: 172, thunderRingOuterRadius: 172,
thunderRingDamage: 22, thunderRingDamage: 60,
thunderRingStunSeconds: 0.7, thunderRingStunSeconds: 0.7,
lightningStrikeCooldown: 4.2, lightningStrikeCooldown: 4.2,
lightningStrikeWindup: 0.78, lightningStrikeWindup: 0.78,
lightningStrikeRadius: 46, lightningStrikeRadius: 46,
lightningStrikeDamage: 17, lightningStrikeDamage: 48,
lightningStrikeStunSeconds: 0.55, lightningStrikeStunSeconds: 0.55,
lightningStrikeCount: 2, 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 { function applyBossOverrides(metadata: Iwt2BossMetadata): Iwt2BossMetadata {
const override = IWT2_BALANCE_OVERRIDES.bosses?.[metadata.id] const override = IWT2_BALANCE_OVERRIDES.bosses?.[metadata.id]
if (!override) return metadata 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 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 GREAT_JAGGI_BOSS_METADATA: Iwt2BossMetadata = applyBossOverrides(DEFAULT_GREAT_JAGGI_BOSS_METADATA)
export const KHEZU_BOSS_METADATA: Iwt2BossMetadata = applyBossOverrides(DEFAULT_KHEZU_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> = { export const IWT2_BOSS_METADATA: Record<Iwt2BossId, Iwt2BossMetadata> = {
bulldrome: BULLDROME_BOSS_METADATA, bulldrome: BULLDROME_BOSS_METADATA,
'yian-kut-ku': YIAN_KUT_KU_BOSS_METADATA, 'yian-kut-ku': YIAN_KUT_KU_BOSS_METADATA,
'great-jaggi': GREAT_JAGGI_BOSS_METADATA, 'great-jaggi': GREAT_JAGGI_BOSS_METADATA,
khezu: KHEZU_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,
} }
+75 -4
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@@ -2,11 +2,48 @@ export type Iwt2PlayerClassId = 'healer' | 'paladin' | 'ranger' | 'mage' | 'rogu
export type Iwt2PlayerClassRole = 'healer' | 'tank' | 'damage' export type Iwt2PlayerClassRole = 'healer' | 'tank' | 'damage'
export type Iwt2ClassEquipmentSlot =
| 'weapon'
| 'offhand'
| 'head'
| 'chest'
| 'hands'
| 'legs'
export type Iwt2ClassLayerMotion = {
offsetXScale?: number
offsetYScale?: number
rotation?: number
}
export type Iwt2ClassWeaponLayer = {
id: string
slot: Iwt2ClassEquipmentSlot
url: string
drawOrder: 'behindBody' | 'front'
heightScale: number
offsetXScale: number
offsetYScale: number
originX?: number
originY?: number
attackMotion?: Iwt2ClassLayerMotion
tierAccentEligible?: boolean
}
export type Iwt2ClassLayeredArenaSprite = {
bodyUrl: string
bodyHeightScale?: number
weaponLayers: Iwt2ClassWeaponLayer[]
}
export type Iwt2ClassMetadata = { export type Iwt2ClassMetadata = {
id: Iwt2PlayerClassId id: Iwt2PlayerClassId
name: string name: string
role: Iwt2PlayerClassRole role: Iwt2PlayerClassRole
icon: string icon: string
arenaSpriteUrl: string
arenaLayeredSprite?: Iwt2ClassLayeredArenaSprite
uiIconUrl: string
color: string color: string
accentColor: string accentColor: string
maxHealth: number maxHealth: number
@@ -25,6 +62,8 @@ export const IWT2_CLASS_METADATA: Record<Iwt2PlayerClassId, Iwt2ClassMetadata> =
name: 'Player Healer', name: 'Player Healer',
role: 'healer', role: 'healer',
icon: '+', icon: '+',
arenaSpriteUrl: '/iwt2/classes/arena/healer-chunky.png',
uiIconUrl: '/iwt2/classes/ui/healer-medallion.png',
color: '#2fbf71', color: '#2fbf71',
accentColor: '#b7f7cf', accentColor: '#b7f7cf',
maxHealth: 125, maxHealth: 125,
@@ -41,6 +80,8 @@ export const IWT2_CLASS_METADATA: Record<Iwt2PlayerClassId, Iwt2ClassMetadata> =
name: 'Paladin Tank', name: 'Paladin Tank',
role: 'tank', role: 'tank',
icon: '🛡', icon: '🛡',
arenaSpriteUrl: '/iwt2/classes/arena/paladin-chunky.png',
uiIconUrl: '/iwt2/classes/ui/paladin-medallion.png',
color: '#f2c94c', color: '#f2c94c',
accentColor: '#fff0a8', accentColor: '#fff0a8',
maxHealth: 190, maxHealth: 190,
@@ -57,6 +98,8 @@ export const IWT2_CLASS_METADATA: Record<Iwt2PlayerClassId, Iwt2ClassMetadata> =
name: 'Ranger', name: 'Ranger',
role: 'damage', role: 'damage',
icon: '🏹', icon: '🏹',
arenaSpriteUrl: '/iwt2/classes/arena/ranger-chunky.png',
uiIconUrl: '/iwt2/classes/ui/ranger-medallion.png',
color: '#4aa3df', color: '#4aa3df',
accentColor: '#b9e3ff', accentColor: '#b9e3ff',
maxHealth: 115, maxHealth: 115,
@@ -64,8 +107,8 @@ export const IWT2_CLASS_METADATA: Record<Iwt2PlayerClassId, Iwt2ClassMetadata> =
radius: 14, radius: 14,
attackRange: 245, attackRange: 245,
attackDamage: 8, attackDamage: 8,
attackCooldown: 0.62, attackCooldown: 0.31,
castTime: 0.32, castTime: 0.16,
projectileSpeed: 410, projectileSpeed: 410,
}, },
mage: { mage: {
@@ -73,6 +116,8 @@ export const IWT2_CLASS_METADATA: Record<Iwt2PlayerClassId, Iwt2ClassMetadata> =
name: 'Mage', name: 'Mage',
role: 'damage', role: 'damage',
icon: '⚚', icon: '⚚',
arenaSpriteUrl: '/iwt2/classes/arena/mage-chunky.png',
uiIconUrl: '/iwt2/classes/ui/mage-medallion.png',
color: '#c56cf0', color: '#c56cf0',
accentColor: '#efc4ff', accentColor: '#efc4ff',
maxHealth: 100, maxHealth: 100,
@@ -80,8 +125,8 @@ export const IWT2_CLASS_METADATA: Record<Iwt2PlayerClassId, Iwt2ClassMetadata> =
radius: 14, radius: 14,
attackRange: 220, attackRange: 220,
attackDamage: 11, attackDamage: 11,
attackCooldown: 0.78, attackCooldown: 0.39,
castTime: 0.42, castTime: 0.21,
projectileSpeed: 330, projectileSpeed: 330,
}, },
rogue: { rogue: {
@@ -89,6 +134,8 @@ export const IWT2_CLASS_METADATA: Record<Iwt2PlayerClassId, Iwt2ClassMetadata> =
name: 'Rogue', name: 'Rogue',
role: 'damage', role: 'damage',
icon: '††', icon: '††',
arenaSpriteUrl: '/iwt2/classes/arena/rogue-chunky.png',
uiIconUrl: '/iwt2/classes/ui/rogue-medallion.png',
color: '#55efc4', color: '#55efc4',
accentColor: '#c8fff2', accentColor: '#c8fff2',
maxHealth: 110, maxHealth: 110,
@@ -105,6 +152,30 @@ export const IWT2_CLASS_METADATA: Record<Iwt2PlayerClassId, Iwt2ClassMetadata> =
name: 'Warrior', name: 'Warrior',
role: 'damage', role: 'damage',
icon: '⚔', icon: '⚔',
arenaSpriteUrl: '/iwt2/classes/arena/warrior-chunky.png',
arenaLayeredSprite: {
bodyUrl: '/iwt2/classes/arena/layers/warrior-body.png',
weaponLayers: [
{
id: 'axe',
slot: 'weapon',
url: '/iwt2/classes/arena/layers/warrior-weapon-axe.png',
drawOrder: 'front',
heightScale: 1.72,
offsetXScale: 0.38,
offsetYScale: -0.88,
originX: 0.18,
originY: 0.5,
attackMotion: {
offsetXScale: 0.22,
offsetYScale: -0.18,
rotation: 0.54,
},
tierAccentEligible: true,
},
],
},
uiIconUrl: '/iwt2/classes/ui/warrior-medallion.png',
color: '#ff7675', color: '#ff7675',
accentColor: '#ffd0d0', accentColor: '#ffd0d0',
maxHealth: 150, maxHealth: 150,
+119
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@@ -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
View File
@@ -1,4 +1,6 @@
import type { Spell } from '../../../game' import type { Spell } from '../../../game'
import type { Iwt2InfusionAbilityId } from './infusionAbilities'
import { iwt2HealerInfusionAbility } from './healerInfusionAbilities'
export type Iwt2AbilityTarget = 'party-member' | 'self' | 'ground' export type Iwt2AbilityTarget = 'party-member' | 'self' | 'ground'
export type Iwt2HealerId = 'dawnweaver' | 'lifebinder' | 'runesage' export type Iwt2HealerId = 'dawnweaver' | 'lifebinder' | 'runesage'
@@ -23,6 +25,15 @@ export type Iwt2HealerAbility = {
cooldownSeconds: number cooldownSeconds: number
target: Iwt2AbilityTarget target: Iwt2AbilityTarget
extraTargets?: number 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> = { 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', 3, 'radiance', 'Radiance', '*', 'group', 18, 12, 8),
createAbility('dawnweaver', 4, 'sun-ward', 'Sun Ward', 'O', 'shield', 36, 8, 7, 'shield'), 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', 5, 'purify', 'Purify', 'x', 'cleanse', 10, 5, 5, 'cleanse'),
createAbility('dawnweaver', 6, 'dawn-burst', 'Dawn Burst', 'D', 'group', 28, 16, 12),
], ],
lifebinder: [ lifebinder: [
createAbility('lifebinder', 1, 'verdant-touch', 'Verdant Touch', '+', 'direct', 24, 4, 0.55), 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', 3, 'wild-growth', 'Wild Growth', '*', 'group', 15, 11, 7.5),
createAbility('lifebinder', 4, 'barkskin', 'Barkskin', 'O', 'shield', 46, 10, 5.5, 'shield'), 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', 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: [ runesage: [
createAbility('runesage', 1, 'etched-mend', 'Etched Mend', '+', 'direct', 22, 3, 0.35), 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', 3, 'concordance', 'Concordance', '*', 'group', 16, 9, 5.5),
createAbility('runesage', 4, 'aegis-script', 'Aegis Script', 'O', 'shield', 28, 6, 4.5, 'shield'), 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', 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) { export function abilitiesForHealer(healerId: Iwt2HealerId | string, infusionAbilityId?: Iwt2InfusionAbilityId | null) {
return IWT2_HEALER_ABILITIES[asIwt2HealerId(healerId)] 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 { 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 = export type Iwt2RoguelikeSelfBuffId =
| 'revive-party-members' | '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${Iwt2RoguelikeSlot}-extra-target`
| `slot${Iwt2RoguelikeSlot}-cost-down` | `slot${Iwt2RoguelikeSlot}-cost-down`
| `slot${Iwt2RoguelikeSlot}-cooldown-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_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> = { export const IWT2_REVIVE_PARTY_CHOICE: Iwt2RoguelikeChoice<Iwt2RoguelikeSelfBuffId> = {
id: 'revive-party-members', 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.', 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 { export function iwt2AbilityToSpell(ability: Iwt2HealerAbility): Spell {
return { return {
id: ability.id, id: ability.id,
@@ -49,11 +223,15 @@ export function iwt2AbilityToSpell(ability: Iwt2HealerAbility): Spell {
} }
export function buildIwt2SelfBuffChoices(abilities: Iwt2HealerAbility[]) { export function buildIwt2SelfBuffChoices(abilities: Iwt2HealerAbility[]) {
return buildSelfSlotUpgradeChoices<Iwt2RoguelikeSelfBuffId>({ const baseChoices = buildSelfSlotUpgradeChoices<Iwt2RoguelikeSelfBuffId>({
slots: IWT2_ROGUELIKE_SLOTS, slots: IWT2_ROGUELIKE_SLOTS,
spells: abilities.map(iwt2AbilityToSpell), spells: abilities.map(iwt2AbilityToSpell),
labelMode: 'ability', 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[]) { export function buildIwt2OpponentDebuffChoices(abilities: Iwt2HealerAbility[]) {
@@ -0,0 +1,160 @@
import { IWT2_BOSS_METADATA, type Iwt2BossId } from './bosses'
export const IWT2_PVE_ROGUELIKE_WEIGHTED_BOSS_PROGRESSION_ENABLED = true
type Iwt2RoguelikeBossTier = 'early' | 'mid' | 'late'
type TierWeight = {
tier: Iwt2RoguelikeBossTier
weight: number
}
const IWT2_ROGUELIKE_BOSS_TIERS: Record<Iwt2RoguelikeBossTier, readonly Iwt2BossId[]> = {
early: ['bulldrome', 'yian-kut-ku', 'great-jaggi', 'rathian', 'stormcoil-wyrm'],
mid: ['khezu', 'barroth', 'tobi-kadachi', 'ember-mantis-duelist', 'crystal-bat-matriarch', 'hollowcrown-revenant'],
late: ['rimebastion', 'cinderback-ricochet', 'obsidian-ram-golem', 'venom-orchid-hydra', 'sandglass-scorpion'],
}
const IWT2_ROGUELIKE_BOSS_THREAT: Record<Iwt2RoguelikeBossTier, number> = {
early: 1,
mid: 2,
late: 3,
}
const IWT2_ROGUELIKE_BOSS_TIER_BY_ID: Record<Iwt2BossId, Iwt2RoguelikeBossTier> = {
bulldrome: 'early',
'yian-kut-ku': 'early',
'great-jaggi': 'early',
rathian: 'early',
'stormcoil-wyrm': 'early',
khezu: 'mid',
barroth: 'mid',
'tobi-kadachi': 'mid',
'ember-mantis-duelist': 'mid',
'crystal-bat-matriarch': 'mid',
'hollowcrown-revenant': 'mid',
rimebastion: 'late',
'cinderback-ricochet': 'late',
'obsidian-ram-golem': 'late',
'venom-orchid-hydra': 'late',
'sandglass-scorpion': 'late',
}
export function createIwt2PveRoguelikeBossPair(
stage: number,
random: () => number = Math.random,
): Iwt2BossId[] {
const choices: Iwt2BossId[] = []
const maxThreat = maxThreatForStage(stage)
while (choices.length < 2) {
const next = chooseWeightedBossForStage(stage, choices, maxThreat, random)
if (!next) break
choices.push(next)
}
return choices.length === 2
? choices
: createUniformIwt2RoguelikeBossPair(random)
}
export function createUniformIwt2RoguelikeBossPair(random: () => number = Math.random): Iwt2BossId[] {
const pool = Object.keys(IWT2_BOSS_METADATA) as Iwt2BossId[]
const choices: Iwt2BossId[] = []
while (pool.length > 0 && choices.length < 2) {
const index = randomIndex(pool.length, random)
const [choice] = pool.splice(index, 1)
if (choice) choices.push(choice)
}
return choices
}
function chooseWeightedBossForStage(
stage: number,
selected: readonly Iwt2BossId[],
maxThreat: number,
random: () => number,
): Iwt2BossId | undefined {
const selectedSet = new Set(selected)
const selectedThreat = selected.reduce((total, bossId) => total + threatForBoss(bossId), 0)
const weightedTiers = tierWeightsForStage(stage)
.map((entry) => ({
...entry,
bosses: IWT2_ROGUELIKE_BOSS_TIERS[entry.tier].filter((bossId) => (
!selectedSet.has(bossId) && selectedThreat + threatForBoss(bossId) <= maxThreat
)),
}))
.filter((entry) => entry.weight > 0 && entry.bosses.length > 0)
const totalWeight = weightedTiers.reduce((total, entry) => total + entry.weight, 0)
if (totalWeight <= 0) return undefined
let roll = safeRandom(random) * totalWeight
for (const entry of weightedTiers) {
roll -= entry.weight
if (roll <= 0) {
return entry.bosses[randomIndex(entry.bosses.length, random)]
}
}
const lastEntry = weightedTiers[weightedTiers.length - 1]
return lastEntry?.bosses[randomIndex(lastEntry.bosses.length, random)]
}
function tierWeightsForStage(stage: number): TierWeight[] {
const safeStage = Math.max(1, Math.floor(stage))
if (safeStage <= 2) {
return [
{ tier: 'early', weight: 85 },
{ tier: 'mid', weight: 15 },
{ tier: 'late', weight: 0 },
]
}
if (safeStage === 3) {
return [
{ tier: 'early', weight: 60 },
{ tier: 'mid', weight: 35 },
{ tier: 'late', weight: 5 },
]
}
if (safeStage <= 5) {
return [
{ tier: 'early', weight: 25 },
{ tier: 'mid', weight: 60 },
{ tier: 'late', weight: 15 },
]
}
if (safeStage === 6) {
return [
{ tier: 'early', weight: 10 },
{ tier: 'mid', weight: 50 },
{ tier: 'late', weight: 40 },
]
}
return [
{ tier: 'early', weight: 5 },
{ tier: 'mid', weight: 30 },
{ tier: 'late', weight: 65 },
]
}
function maxThreatForStage(stage: number): number {
const safeStage = Math.max(1, Math.floor(stage))
if (safeStage <= 2) return 3
if (safeStage === 3) return 4
if (safeStage <= 5) return 5
return 6
}
function threatForBoss(bossId: Iwt2BossId): number {
return IWT2_ROGUELIKE_BOSS_THREAT[IWT2_ROGUELIKE_BOSS_TIER_BY_ID[bossId]]
}
function randomIndex(length: number, random: () => number): number {
return Math.min(length - 1, Math.floor(safeRandom(random) * length))
}
function safeRandom(random: () => number): number {
const value = random()
return Number.isFinite(value) ? Math.min(0.999999999, Math.max(0, value)) : 0
}
+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')
)
}
+124
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@@ -0,0 +1,124 @@
import type { Iwt2PartyEntityState } from '../sim'
import type { Iwt2ClassWeaponLayer } from '../content/classes'
export type PartyAttackPulse = {
startedAt: number
}
export type PartyRenderMotion = {
x: number
y: number
rotation: number
scaleX: number
scaleY: number
tint?: number
}
export type PartyWeaponLayerMotion = {
offsetXScale: number
offsetYScale: number
rotation: number
}
const ATTACK_DURATION_SECONDS = 0.22
const RANGED_ATTACK_DURATION_SECONDS = 0.16
export function partyRenderMotion(
entity: Iwt2PartyEntityState,
timeSeconds: number,
attackPulse?: PartyAttackPulse,
): PartyRenderMotion {
const speed = Math.hypot(entity.velocity.x, entity.velocity.y)
const facingX = entity.facing.x < -0.05 ? -1 : 1
const motion: PartyRenderMotion = {
x: 0,
y: 0,
rotation: 0,
scaleX: 1,
scaleY: 1,
}
if (entity.health <= 0) return { ...motion, rotation: facingX * 0.08, scaleY: 0.92 }
if (entity.status.stunnedSeconds > 0 || entity.status.knockedDownSeconds > 0) {
return { ...motion, y: 3, rotation: -facingX * 0.12, scaleY: 0.9 }
}
const attackProgress = attackPulse ? attackProgressFor(entity, timeSeconds, attackPulse) : 1
if (attackProgress < 1) {
const strike = Math.sin(attackProgress * Math.PI)
const ranged = entity.projectileSpeed > 0
return {
...motion,
x: facingX * (ranged ? -3 : 4) * strike,
y: -1.5 * strike,
rotation: facingX * (ranged ? -0.05 : 0.09) * strike,
scaleX: 1 + (ranged ? 0.012 : 0.035) * strike,
scaleY: 1 - (ranged ? 0.006 : 0.018) * strike,
tint: ranged ? 0xdff3ff : 0xffe1a6,
}
}
if (entity.castSecondsRemaining > 0) {
const pulse = 0.5 + Math.sin(timeSeconds * Math.PI * 12) * 0.5
return {
...motion,
y: -1 - pulse * 1.5,
scaleX: 1 + pulse * 0.012,
scaleY: 1 + pulse * 0.012,
tint: entity.classId === 'mage' ? 0xefc4ff : 0xb9e3ff,
}
}
if (speed > 10) {
const stride = Math.sin(timeSeconds * Math.PI * 9)
const lift = Math.abs(stride) * Math.min(2.8, speed / 90)
return {
...motion,
y: -lift,
rotation: facingX * 0.025 * Math.min(1, speed / 190),
scaleY: 1 - Math.abs(stride) * 0.01,
}
}
const idle = Math.sin(timeSeconds * Math.PI * 2.2)
return {
...motion,
y: -Math.max(0, idle) * 0.9,
scaleY: 1 + Math.max(0, idle) * 0.008,
}
}
export function isPartyAttackPulseActive(
entity: Iwt2PartyEntityState,
timeSeconds: number,
attackPulse: PartyAttackPulse,
): boolean {
return attackProgressFor(entity, timeSeconds, attackPulse) < 1
}
export function partyWeaponLayerMotion(
entity: Iwt2PartyEntityState,
layer: Iwt2ClassWeaponLayer,
timeSeconds: number,
attackPulse?: PartyAttackPulse,
): PartyWeaponLayerMotion {
if (!attackPulse || entity.health <= 0) return { offsetXScale: 0, offsetYScale: 0, rotation: 0 }
const progress = attackProgressFor(entity, timeSeconds, attackPulse)
if (progress >= 1) return { offsetXScale: 0, offsetYScale: 0, rotation: 0 }
const strike = Math.sin(progress * Math.PI)
const attackMotion = layer.attackMotion
return {
offsetXScale: (attackMotion?.offsetXScale ?? 0) * strike,
offsetYScale: (attackMotion?.offsetYScale ?? 0) * strike,
rotation: (attackMotion?.rotation ?? 0) * strike,
}
}
function attackProgressFor(
entity: Iwt2PartyEntityState,
timeSeconds: number,
attackPulse: PartyAttackPulse,
): number {
const duration = entity.projectileSpeed > 0 ? RANGED_ATTACK_DURATION_SECONDS : ATTACK_DURATION_SECONDS
return Math.max(0, Math.min(1, (timeSeconds - attackPulse.startedAt) / duration))
}
@@ -1,8 +1,16 @@
import Phaser from 'phaser' import Phaser from 'phaser'
import type { MovementVector } from '../../../../input' import type { MovementVector } from '../../../../input'
import { IWT2_BOSS_METADATA } from '../../content/bosses' import { IWT2_BOSS_METADATA, type Iwt2BossId } from '../../content/bosses'
import { IWT2_CLASS_METADATA } from '../../content/classes' import { IWT2_CLASS_METADATA, type Iwt2PlayerClassId } from '../../content/classes'
import { bossRenderMotion } from '../bossAnimation'
import {
isPartyAttackPulseActive,
partyRenderMotion,
partyWeaponLayerMotion,
type PartyAttackPulse,
} from '../partyAnimation'
import type { import type {
Iwt2ArenaEvent,
Iwt2ArenaIndicator, Iwt2ArenaIndicator,
Iwt2ArenaState, Iwt2ArenaState,
Iwt2BossEntityState, Iwt2BossEntityState,
@@ -20,13 +28,36 @@ type SceneDeps = {
} }
type DrawableEntity = Iwt2PartyEntityState | Iwt2BossEntityState | Iwt2HostileAddState type DrawableEntity = Iwt2PartyEntityState | Iwt2BossEntityState | Iwt2HostileAddState
type FloatingCombatTextAnchor = {
kind: DrawableEntity['kind']
position: Iwt2Vec2
radius: number
}
type PartyLayerSprites = {
body: Phaser.GameObjects.Image
weapons: Map<string, Phaser.GameObjects.Image>
accents: Map<string, Phaser.GameObjects.Image>
}
export class BulldromeArenaScene extends Phaser.Scene { export class BulldromeArenaScene extends Phaser.Scene {
private deps: SceneDeps private deps: SceneDeps
private arenaGraphics?: Phaser.GameObjects.Graphics private arenaGraphics?: Phaser.GameObjects.Graphics
private bossUnderlayGraphics?: Phaser.GameObjects.Graphics
private entityGraphics?: Phaser.GameObjects.Graphics private entityGraphics?: Phaser.GameObjects.Graphics
private telegraphGraphics?: Phaser.GameObjects.Graphics private telegraphGraphics?: Phaser.GameObjects.Graphics
private labels = new Map<string, Phaser.GameObjects.Text>() 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 partyLayerSprites = new Map<string, PartyLayerSprites>()
private projectileSprites = new Map<string, Phaser.GameObjects.Image>()
private partyAttackPulses = new Map<string, PartyAttackPulse>()
private livePartyEffectIds = new Set<string>()
private floatingCombatTexts = new Map<number, Phaser.GameObjects.Text>()
private castGlowEffects = new Set<Phaser.GameObjects.Graphics>()
private lastEntityAnchors = new Map<string, FloatingCombatTextAnchor>()
private lastPartyAnimationEventId = 0
private lastFloatingEventId = 0
private lastStateTime = 0
private lastHudPublish = 0 private lastHudPublish = 0
constructor(deps: SceneDeps) { constructor(deps: SceneDeps) {
@@ -34,11 +65,33 @@ export class BulldromeArenaScene extends Phaser.Scene {
this.deps = deps 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)
if (metadata.arenaLayeredSprite) {
this.load.image(classArenaBodySpriteKey(metadata.id), metadata.arenaLayeredSprite.bodyUrl)
for (const layer of metadata.arenaLayeredSprite.weaponLayers) {
this.load.image(classArenaLayerSpriteKey(metadata.id, layer.id), layer.url)
}
}
}
this.load.image(projectileSpriteKey('arrow'), '/iwt2/projectiles/ranger-arrow.png')
this.load.image(projectileSpriteKey('fireball'), '/iwt2/projectiles/mage-fireball.png')
}
create() { create() {
this.cameras.main.setBackgroundColor('#10141b') this.cameras.main.setBackgroundColor('#10141b')
this.arenaGraphics = this.add.graphics() this.arenaGraphics = this.add.graphics().setDepth(0)
this.telegraphGraphics = this.add.graphics() this.telegraphGraphics = this.add.graphics().setDepth(10)
this.entityGraphics = this.add.graphics() this.bossUnderlayGraphics = this.add.graphics().setDepth(20)
this.entityGraphics = this.add.graphics().setDepth(35)
this.drawState(this.deps.getState()) this.drawState(this.deps.getState())
} }
@@ -51,8 +104,10 @@ export class BulldromeArenaScene extends Phaser.Scene {
if (!this.arenaGraphics || !this.entityGraphics || !this.telegraphGraphics) return if (!this.arenaGraphics || !this.entityGraphics || !this.telegraphGraphics) return
this.drawArena(state) this.drawArena(state)
this.drawTelegraphs(state) this.drawTelegraphs(state)
this.updatePartyAnimations(state)
this.drawEntities(state) this.drawEntities(state)
this.drawProjectiles(state) this.drawProjectiles(state)
this.drawFloatingCombatTexts(state)
this.lastHudPublish += 1 this.lastHudPublish += 1
} }
@@ -80,22 +135,30 @@ export class BulldromeArenaScene extends Phaser.Scene {
} }
private drawEntities(state: Iwt2ArenaState) { private drawEntities(state: Iwt2ArenaState) {
const bossUnderlay = this.bossUnderlayGraphics!
const graphics = this.entityGraphics! const graphics = this.entityGraphics!
bossUnderlay.clear()
graphics.clear() graphics.clear()
for (const hazard of state.hazards) drawHazard(graphics, hazard) for (const hazard of state.hazards) drawHazard(graphics, hazard)
const entities: DrawableEntity[] = [...state.party, ...state.hostileAdds, state.boss] const entities: DrawableEntity[] = [...state.party, ...state.hostileAdds, ...state.bosses]
const liveIds = new Set<string>(entities.map((entity) => entity.id)) 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)) { for (const entity of entities.sort(entitySort)) {
const stunned = entity.kind === 'party' && (entity.status.stunnedSeconds > 0 || entity.status.knockedDownSeconds > 0) 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 alpha = entity.health <= 0 ? 0.35 : stunned ? 0.55 : 1
const color = entityColor(entity) 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') { if (entity.kind === 'boss') {
graphics.fillEllipse(entity.position.x, entity.position.y, entity.radius * 2.4, entity.radius * 1.75) if (this.textures.exists(bossSpriteKey(entity.bossId))) {
graphics.strokeEllipse(entity.position.x, entity.position.y, entity.radius * 2.4, entity.radius * 1.75) drawBossUnderlay(bossUnderlay, entity, color, alpha)
this.drawBossSprite(entity, alpha, state.time)
} else {
drawBossFallback(graphics, entity, color, alpha)
}
} else if (entity.kind === 'hostileAdd') { } 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 const wing = entity.radius * 1.55
graphics.fillTriangle( graphics.fillTriangle(
entity.position.x + entity.facing.x * wing, entity.position.x + entity.facing.x * wing,
@@ -114,19 +177,53 @@ export class BulldromeArenaScene extends Phaser.Scene {
entity.position.y + entity.radius, entity.position.y + entity.radius,
) )
} else { } else {
graphics.lineStyle(entity.aiRole === 'player' ? 4 : 2, 0x0a0c10, 1)
if (entity.id === this.deps.getSelectedPartyId()) { if (entity.id === this.deps.getSelectedPartyId()) {
graphics.lineStyle(4, 0xfff4a8, 0.95) graphics.lineStyle(4, 0xfff4a8, 0.95)
graphics.strokeCircle(entity.position.x, entity.position.y, entity.radius + 8) graphics.strokeCircle(entity.position.x, entity.position.y, entity.radius + 8)
} }
graphics.fillCircle(entity.position.x, entity.position.y, entity.radius) const metadata = IWT2_CLASS_METADATA[entity.classId]
graphics.strokeCircle(entity.position.x, entity.position.y, entity.radius) if (metadata.arenaLayeredSprite && this.textures.exists(classArenaBodySpriteKey(entity.classId))) {
drawPartyUnderlay(graphics, entity, color, alpha)
this.drawLayeredPartySprite(entity, alpha, state.time)
} else if (this.textures.exists(classArenaSpriteKey(entity.classId))) {
drawPartyUnderlay(graphics, entity, color, alpha)
this.drawPartySprite(entity, alpha, state.time)
} 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) 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, sprites] of this.partyLayerSprites) {
if (!livePartyIds.has(id)) {
sprites.body.destroy()
for (const sprite of sprites.weapons.values()) sprite.destroy()
for (const sprite of sprites.accents.values()) sprite.destroy()
this.partyLayerSprites.delete(id)
}
}
for (const [id, label] of this.labels) { for (const [id, label] of this.labels) {
if (!liveIds.has(id)) { if (!liveLabelIds.has(id)) {
label.destroy() label.destroy()
this.labels.delete(id) this.labels.delete(id)
} }
@@ -135,18 +232,269 @@ export class BulldromeArenaScene extends Phaser.Scene {
private drawProjectiles(state: Iwt2ArenaState) { private drawProjectiles(state: Iwt2ArenaState) {
const graphics = this.entityGraphics! const graphics = this.entityGraphics!
const liveProjectileIds = new Set(state.projectiles.map((projectile) => projectile.id))
for (const projectile of state.projectiles) { 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) const color = Number.parseInt(projectile.color.slice(1), 16)
graphics.fillStyle(color, 0.95) graphics.fillStyle(color, 0.95)
graphics.lineStyle(projectile.projectileKind === 'magic' || projectile.projectileKind === 'fireball' ? 3 : 2, color, 0.75) 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.strokeCircle(projectile.position.x, projectile.position.y, projectile.radius + 3)
graphics.fillCircle(projectile.position.x, projectile.position.y, projectile.radius) 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 drawLayeredPartySprite(entity: Iwt2PartyEntityState, alpha: number, timeSeconds: number) {
const metadata = IWT2_CLASS_METADATA[entity.classId].arenaLayeredSprite
if (!metadata) return
let sprites = this.partyLayerSprites.get(entity.id)
if (!sprites) {
sprites = {
body: this.add.image(entity.position.x, entity.position.y, classArenaBodySpriteKey(entity.classId)).setOrigin(0.5, 0.66).setDepth(40),
weapons: new Map<string, Phaser.GameObjects.Image>(),
accents: new Map<string, Phaser.GameObjects.Image>(),
}
this.partyLayerSprites.set(entity.id, sprites)
}
const fallback = this.partySprites.get(entity.id)
if (fallback) {
fallback.destroy()
this.partySprites.delete(entity.id)
}
const baseHeight = entity.radius * (metadata.bodyHeightScale ?? 4.55)
const motion = partyRenderMotion(entity, timeSeconds, this.partyAttackPulses.get(entity.id))
applyMotionTint(sprites.body, motion.tint)
sprites.body
.setTexture(classArenaBodySpriteKey(entity.classId))
.setPosition(entity.position.x + motion.x, entity.position.y + entity.radius * 0.18 + motion.y)
.setDisplaySize(baseHeight * (sprites.body.width / Math.max(1, sprites.body.height)) * motion.scaleX, baseHeight * motion.scaleY)
.setRotation(motion.rotation)
.setFlipX(entity.facing.x < -0.05)
.setAlpha(alpha)
const liveLayerIds = new Set<string>()
for (const layer of metadata.weaponLayers) {
liveLayerIds.add(layer.id)
let sprite = sprites.weapons.get(layer.id)
const key = classArenaLayerSpriteKey(entity.classId, layer.id)
if (!sprite) {
sprite = this.add.image(entity.position.x, entity.position.y, key).setOrigin(layer.originX ?? 0.5, layer.originY ?? 0.5)
sprites.weapons.set(layer.id, sprite)
}
const flipX = entity.facing.x < -0.05
const facingSign = flipX ? -1 : 1
const layerMotion = partyWeaponLayerMotion(entity, layer, timeSeconds, this.partyAttackPulses.get(entity.id))
const layerHeight = entity.radius * layer.heightScale
const positionX = entity.position.x + motion.x + facingSign * entity.radius * (layer.offsetXScale + layerMotion.offsetXScale)
const positionY = entity.position.y + entity.radius * 0.18 + motion.y + entity.radius * (layer.offsetYScale + layerMotion.offsetYScale)
const displayWidth = layerHeight * (sprite.width / Math.max(1, sprite.height)) * motion.scaleX
const displayHeight = layerHeight * motion.scaleY
const rotation = motion.rotation + facingSign * layerMotion.rotation
this.drawGearTierAccent({
alpha,
displayHeight,
displayWidth,
entity,
flipX,
key,
layer,
layerId: layer.id,
positionX,
positionY,
rotation,
sprites,
})
applyMotionTint(sprite, motion.tint)
sprite
.setTexture(key)
.setDepth(layer.drawOrder === 'behindBody' ? 38 : 42)
.setPosition(positionX, positionY)
.setDisplaySize(displayWidth, displayHeight)
.setRotation(rotation)
.setFlipX(flipX)
.setAlpha(alpha)
}
for (const [id, sprite] of sprites.weapons) {
if (!liveLayerIds.has(id)) {
sprite.destroy()
sprites.weapons.delete(id)
}
}
for (const [id, sprite] of sprites.accents) {
if (!liveLayerIds.has(id)) {
sprite.destroy()
sprites.accents.delete(id)
}
}
}
private drawGearTierAccent({
alpha,
displayHeight,
displayWidth,
entity,
flipX,
key,
layer,
layerId,
positionX,
positionY,
rotation,
sprites,
}: {
alpha: number
displayHeight: number
displayWidth: number
entity: Iwt2PartyEntityState
flipX: boolean
key: string
layer: NonNullable<(typeof IWT2_CLASS_METADATA)[Iwt2PlayerClassId]['arenaLayeredSprite']>['weaponLayers'][number]
layerId: string
positionX: number
positionY: number
rotation: number
sprites: PartyLayerSprites
}) {
const tierColor = gearTierAccentColor(gearLayerLevel(entity, layer.slot))
let accent = sprites.accents.get(layerId)
if (!layer.tierAccentEligible || !tierColor) {
if (accent) accent.setVisible(false)
return
}
if (!accent) {
accent = this.add.image(positionX, positionY, key).setOrigin(layer.originX ?? 0.5, layer.originY ?? 0.5)
sprites.accents.set(layerId, accent)
}
accent
.setVisible(true)
.setTexture(key)
.setDepth(layer.drawOrder === 'behindBody' ? 37 : 41)
.setPosition(positionX, positionY)
.setDisplaySize(displayWidth * 1.08, displayHeight * 1.12)
.setRotation(rotation)
.setFlipX(flipX)
.setTint(tierColor)
.setAlpha(alpha * 0.82)
}
private drawPartySprite(entity: Iwt2PartyEntityState, alpha: number, timeSeconds: 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 layered = this.partyLayerSprites.get(entity.id)
if (layered) {
layered.body.destroy()
for (const layerSprite of layered.weapons.values()) layerSprite.destroy()
for (const layerSprite of layered.accents.values()) layerSprite.destroy()
this.partyLayerSprites.delete(entity.id)
}
const displayHeight = entity.radius * 4.55
const motion = partyRenderMotion(entity, timeSeconds, this.partyAttackPulses.get(entity.id))
if (motion.tint) {
sprite.setTint(motion.tint)
} else {
sprite.clearTint()
}
sprite
.setTexture(key)
.setPosition(entity.position.x + motion.x, entity.position.y + entity.radius * 0.18 + motion.y)
.setDisplaySize(
displayHeight * (sprite.width / Math.max(1, sprite.height)) * motion.scaleX,
displayHeight * motion.scaleY,
)
.setRotation(motion.rotation)
.setFlipX(entity.facing.x < -0.05)
.setAlpha(alpha)
}
private updatePartyAnimations(state: Iwt2ArenaState) {
if (state.time < this.lastStateTime) {
this.lastPartyAnimationEventId = 0
this.partyAttackPulses.clear()
}
this.livePartyEffectIds.clear()
for (const member of state.party) this.livePartyEffectIds.add(member.id)
for (const event of state.events) {
if (event.id <= this.lastPartyAnimationEventId) continue
if (event.type === 'partyAttack' && this.livePartyEffectIds.has(event.sourceId)) {
this.partyAttackPulses.set(event.sourceId, { startedAt: event.time })
}
this.lastPartyAnimationEventId = Math.max(this.lastPartyAnimationEventId, event.id)
}
for (const member of state.party) {
const attackPulse = this.partyAttackPulses.get(member.id)
if (attackPulse && !isPartyAttackPulseActive(member, state.time, attackPulse)) {
this.partyAttackPulses.delete(member.id)
}
}
for (const id of this.partyAttackPulses.keys()) {
if (!this.livePartyEffectIds.has(id)) this.partyAttackPulses.delete(id)
}
} }
private drawLabel(entity: DrawableEntity) { private drawLabel(entity: DrawableEntity) {
let label = this.labels.get(entity.id) let label = this.labels.get(entity.id)
const icon = entityIcon(entity) const icon = entity.kind === 'party' ? '!' : entityIcon(entity)
if (!label) { if (!label) {
label = this.add.text(entity.position.x, entity.position.y, icon, { label = this.add.text(entity.position.x, entity.position.y, icon, {
align: 'center', align: 'center',
@@ -157,16 +505,15 @@ export class BulldromeArenaScene extends Phaser.Scene {
}).setOrigin(0.5) }).setOrigin(0.5)
this.labels.set(entity.id, label) this.labels.set(entity.id, label)
} }
const stunned = entity.kind === 'party' && (entity.status.stunnedSeconds > 0 || entity.status.knockedDownSeconds > 0) label.setText(icon)
label.setText(stunned ? '!' : icon) label.setPosition(entity.position.x, entity.position.y - (entity.kind === 'party' ? entity.radius * 2.1 : 0))
label.setPosition(entity.position.x, entity.position.y - (entity.kind === 'boss' ? 1 : 0))
label.setAlpha(entity.health <= 0 ? 0.35 : 1) label.setAlpha(entity.health <= 0 ? 0.35 : 1)
} }
private drawHealthBar(graphics: Phaser.GameObjects.Graphics, entity: DrawableEntity) { private drawHealthBar(graphics: Phaser.GameObjects.Graphics, entity: DrawableEntity) {
const width = entity.kind === 'boss' ? 92 : 34 const width = entity.kind === 'boss' ? 92 : 34
const height = entity.kind === 'boss' ? 8 : 7 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)) const ratio = Math.max(0, Math.min(1, entity.health / entity.maxHealth))
graphics.fillStyle(0x050608, 0.9) graphics.fillStyle(0x050608, 0.9)
graphics.fillRect(entity.position.x - width / 2, y, width, height) graphics.fillRect(entity.position.x - width / 2, y, width, height)
@@ -177,6 +524,109 @@ export class BulldromeArenaScene extends Phaser.Scene {
graphics.fillStyle(0x58a8ff, 0.92) graphics.fillStyle(0x58a8ff, 0.92)
graphics.fillRect(entity.position.x + width / 2 - width * shieldRatio, y, width * shieldRatio, height) 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 +647,140 @@ function entityIcon(entity: DrawableEntity): string {
return IWT2_CLASS_METADATA[entity.classId].icon return IWT2_CLASS_METADATA[entity.classId].icon
} }
function applyMotionTint(sprite: Phaser.GameObjects.Image, tint?: number) {
if (tint) {
sprite.setTint(tint)
} else {
sprite.clearTint()
}
}
function gearLayerLevel(entity: Iwt2PartyEntityState, slot: string): number {
if (slot === 'weapon') return entity.gearLevels?.weapon ?? 0
if (slot === 'head') return entity.gearLevels?.helmet ?? 0
if (slot === 'chest') return entity.gearLevels?.chest ?? 0
if (slot === 'legs') return entity.gearLevels?.legs ?? 0
return 0
}
function gearTierAccentColor(level: number): number | undefined {
if (level <= 0) return undefined
if (level <= 2) return 0x55e887
if (level === 3) return 0x58a8ff
if (level === 4) return 0xc56cf0
return 0xffd25f
}
function bossSpriteKey(bossId: Iwt2BossId): string {
return `iwt2-boss-${bossId}`
}
function classArenaSpriteKey(classId: Iwt2PlayerClassId): string {
return `iwt2-class-${classId}`
}
function classArenaBodySpriteKey(classId: Iwt2PlayerClassId): string {
return `iwt2-class-${classId}-body`
}
function classArenaLayerSpriteKey(classId: Iwt2PlayerClassId, layerId: string): string {
return `iwt2-class-${classId}-${layerId}`
}
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) { 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 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 const alpha = hazard.remainingSeconds <= hazard.fadeSeconds ? 0.16 + ratio * 0.2 : 0.34
graphics.fillStyle(0xff7a2f, alpha) const color = hazard.hazardKind === 'poisonPuddle' ? 0x7bd84f : hazard.hazardKind === 'mudPuddle' ? 0x9a6a3a : 0xff7a2f
graphics.lineStyle(2, 0xffc15a, 0.55) 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.fillCircle(hazard.position.x, hazard.position.y, hazard.radius)
graphics.strokeCircle(hazard.position.x, hazard.position.y, hazard.radius) graphics.strokeCircle(hazard.position.x, hazard.position.y, hazard.radius)
} }
@@ -237,12 +816,55 @@ function drawIndicator(graphics: Phaser.GameObjects.Graphics, indicator: Iwt2Are
return 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.strokeCircle(indicator.position.x, indicator.position.y, indicator.outerRadius)
graphics.fillCircle(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.lineStyle(active ? 5 : 3, color, indicator.lineAlpha ?? 0.6)
graphics.strokeCircle(indicator.position.x, indicator.position.y, indicator.innerRadius) 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) { function laneDangerPolygon(start: Iwt2Vec2, end: Iwt2Vec2, halfWidth: number) {
const dx = end.x - start.x const dx = end.x - start.x
const dy = end.y - start.y const dy = end.y - start.y

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