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4 Commits
Author SHA1 Message Date
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
146 changed files with 13401 additions and 502 deletions
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- 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 100 versionCode 104
versionName "1.1.21" versionName "1.1.25"
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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+12
View File
@@ -0,0 +1,12 @@
<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 144 144" role="img" aria-label="Palevolt Maw boss sprite">
<path d="M27 82c2-28 27-43 55-40 25 3 45 20 45 44 0 23-21 39-50 39-30 0-52-18-50-43Z" fill="#d8d7c9"/>
<path d="M42 55c14-13 47-13 66 0-23-2-45 2-68 16Z" fill="#fff4df"/>
<path d="M37 70 10 55l15 40 30 2Z" fill="#b9b7aa"/>
<path d="m102 68 31-15-13 40-30 4Z" fill="#b9b7aa"/>
<path d="M49 72c8-16 32-21 45-8 13 14 8 39-13 46-21 7-42-4-43-21 0-6 4-12 11-17Z" fill="#efe9da"/>
<path d="M64 61c17-32 40-43 57-32-22 10-33 27-34 51Z" fill="#d8d7c9"/>
<path d="M89 35c8-18 23-24 40-21-14 8-22 18-25 31Z" fill="#fff4df"/>
<path d="M60 84c11-5 26-4 36 4-9 8-27 8-36-4Z" fill="#7d4b55"/>
<path d="M55 112h14l-8 17ZM88 112h14l-8 17Z" fill="#8d8a80"/>
<path d="M105 69c9 1 15 5 19 13-10-3-17-3-25 2Z" fill="#77d9ff"/>
</svg>

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

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

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

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+59 -11
View File
@@ -51,6 +51,14 @@ function ensureRuntimeMigrations(database) {
SET last_saved_at = COALESCE(NULLIF(last_saved_at, ''), created_at, CURRENT_TIMESTAMP) 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
+697 -10
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;
@@ -259,7 +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;
@@ -269,27 +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;
@@ -591,6 +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;
@@ -658,6 +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;
@@ -725,6 +947,313 @@
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-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;
@@ -753,11 +1282,21 @@
} }
.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,
@@ -856,6 +1395,7 @@
.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 {
@@ -866,6 +1406,16 @@
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;
@@ -924,6 +1474,11 @@
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;
} }
@@ -943,6 +1498,39 @@
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;
@@ -958,6 +1546,94 @@
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-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;
@@ -1035,21 +1711,21 @@
.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 {
@@ -11955,6 +12631,17 @@ 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;
+6 -1
View File
@@ -116,7 +116,12 @@ function App() {
} }
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,
} }
} }
+37 -7
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 ${selectedMechanics.map(mechanicLabel).join(', ')}.`,
extraFields: (_encounter, isBoss, selectedMechanics) => ({ extraFields: (_encounter, isBoss, selectedMechanics) => ({
@@ -359,6 +360,7 @@ export function CombatScreen({
const [reward, setReward] = useState<DungeonReward | null>(null) const [reward, setReward] = useState<DungeonReward | null>(null)
const [rewardError, setRewardError] = useState('') const [rewardError, setRewardError] = useState('')
const [lootRolls, setLootRolls] = useState<LootRoll[]>([]) const [lootRolls, setLootRolls] = useState<LootRoll[]>([])
const [roguelikeBossCoins, setRoguelikeBossCoins] = useState<RunBossCoinAward[]>([])
const [showEndLog, setShowEndLog] = useState(false) const [showEndLog, setShowEndLog] = useState(false)
const { const {
floatingTexts, floatingTexts,
@@ -540,9 +542,31 @@ export function CombatScreen({
const key = `${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 +576,11 @@ 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 +605,7 @@ 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)
@@ -1434,7 +1459,11 @@ 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 +1488,7 @@ 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>
+13 -5
View File
@@ -229,6 +229,7 @@ function spellResourceCost(spell: Spell, buffs: StackCounts<SelfBuffId>, debuffs
function buildEncounterSegment(pool: DungeonEncounter[], stage: number, kind: PvpContentType): PvpEncounter[] { 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 ${selectedMechanics.join(', ')}.`,
extraFields: (encounter, isBoss, selectedMechanics) => ({ extraFields: (encounter, isBoss, selectedMechanics) => ({
@@ -537,7 +538,10 @@ export function PvPRoguelikeScreen({
) )
.then((result) => { .then((result) => {
setReward(result) setReward(result)
setRunSummary((current) => mergePvpRunRewardSummary(current, result, { bossKilled: isBossReward })) setRunSummary((current) => mergePvpRunRewardSummary(current, result, {
bossKilled: isBossReward,
sourceLabel: rewardEncounter?.enemyName,
}))
onProfileUpdated(result.profile) onProfileUpdated(result.profile)
if (result.experienceGained > 0) { if (result.experienceGained > 0) {
addLog(`+${result.experienceGained} XP awarded.`, 'loot') addLog(`+${result.experienceGained} XP awarded.`, 'loot')
@@ -579,7 +583,10 @@ export function PvPRoguelikeScreen({
) )
.then((result) => { .then((result) => {
setReward(result) setReward(result)
setRunSummary((current) => mergePvpRunRewardSummary(current, result, { bossKilled: false })) setRunSummary((current) => mergePvpRunRewardSummary(current, result, {
bossKilled: false,
sourceLabel: 'Match Win',
}))
onProfileUpdated(result.profile) onProfileUpdated(result.profile)
if (result.experienceGained > 0) { if (result.experienceGained > 0) {
addLog(`Match win bonus: +${result.experienceGained} XP.`, 'loot') addLog(`Match win bonus: +${result.experienceGained} XP.`, 'loot')
@@ -1808,11 +1815,12 @@ 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${item.quantityAfter})` : ''}
@@ -134,8 +137,8 @@ export function PvpRunLootList({
</div> </div>
)) : ( )) : (
<div> <div>
<strong>Loot</strong> <strong>Boss Coins</strong>
<span>No boss loot awarded</span> <span>{emptyLabel}</span>
</div> </div>
)} )}
</div> </div>
-6
View File
@@ -1127,9 +1127,6 @@ function createLocalRepository(store: LocalSaveStore): GameRepository {
throw new Error('That difficulty is not available for this dungeon.') throw new Error('That difficulty is not available for this dungeon.')
} }
const cd = save.characters[save.activeClassId] const cd = save.characters[save.activeClassId]
if (cd.level < difficulty.unlockLevel) {
throw new Error(`${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
+11 -23
View File
@@ -305,7 +305,6 @@ function IWantToHeal1App({
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) {
@@ -500,7 +499,7 @@ function IWantToHeal1App({
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' },
] ]
@@ -522,7 +521,7 @@ function IWantToHeal1App({
entries.push({ entries.push({
kind: 'activity', kind: 'activity',
index, index,
disabled: !profile || profile.character.level < candidateDifficulty.unlockLevel, disabled: !profile || !candidateDifficulty,
}) })
}) })
entries.push( entries.push(
@@ -533,7 +532,7 @@ function IWantToHeal1App({
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' })
@@ -592,7 +591,6 @@ function IWantToHeal1App({
(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)
@@ -601,7 +599,7 @@ function IWantToHeal1App({
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,
@@ -622,7 +620,7 @@ function IWantToHeal1App({
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)
@@ -787,7 +785,6 @@ function IWantToHeal1App({
|| !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,
@@ -797,7 +794,7 @@ function IWantToHeal1App({
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`,
@@ -917,7 +914,6 @@ function IWantToHeal1App({
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' && (
@@ -1271,13 +1267,11 @@ function IWantToHeal1App({
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)
@@ -1310,16 +1304,13 @@ function IWantToHeal1App({
<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)
@@ -1334,7 +1325,6 @@ function IWantToHeal1App({
<button <button
className={`primary-button ${selectedMarathonMode ? 'selected-part' : ''} ${dungeonEntrySelected('marathon') ? 'game-selected' : ''}`} className={`primary-button ${selectedMarathonMode ? 'selected-part' : ''} ${dungeonEntrySelected('marathon') ? 'game-selected' : ''}`}
data-controller-nav="skip" data-controller-nav="skip"
disabled={difficultyLocked}
onClick={() => { onClick={() => {
setSelectedMarathonMode(true) setSelectedMarathonMode(true)
setCombatContentId(activity.id) setCombatContentId(activity.id)
@@ -1355,17 +1345,15 @@ function IWantToHeal1App({
<p className="eyebrow">Item Level</p> <p className="eyebrow">Item Level</p>
<h2>Tier</h2> <h2>Tier</h2>
</div> </div>
<small>{screen === 'raids' ? 'Raid' : 'Dungeon'} tiers unlock by level.</small> <small>{screen === 'raids' ? 'Raid' : 'Dungeon'} tiers are available at every level.</small>
</div> </div>
<div className="tier-grid"> <div className="tier-grid">
{tierOptions.map((difficulty, index) => { {tierOptions.map((difficulty, index) => {
const locked = profile.character.level < difficulty.unlockLevel
const selected = difficulty.droppedItemLevel === selectedDifficulty.droppedItemLevel const selected = difficulty.droppedItemLevel === selectedDifficulty.droppedItemLevel
return ( return (
<button <button
className={`${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)
@@ -1389,7 +1377,7 @@ function IWantToHeal1App({
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>
) )
})} })}
+171 -75
View File
@@ -15,6 +15,7 @@ import {
Iwt2CloudSaveScreen, Iwt2CloudSaveScreen,
Iwt2CustomizeCharacterScreen, Iwt2CustomizeCharacterScreen,
Iwt2DungeonsScreen, Iwt2DungeonsScreen,
Iwt2GearUpgradeScreen,
Iwt2HunterProfileScreen, Iwt2HunterProfileScreen,
Iwt2ModeScreen, Iwt2ModeScreen,
Iwt2RoguelikeScreen, Iwt2RoguelikeScreen,
@@ -27,6 +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,
@@ -48,12 +56,14 @@ 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[] bossIds: Iwt2BossId[]
@@ -72,16 +82,10 @@ 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',
}, },
{ {
@@ -102,6 +106,12 @@ 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',
@@ -114,6 +124,12 @@ 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',
@@ -122,17 +138,27 @@ 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 [pvpQueueMessage, setPvpQueueMessage] = useState('')
const [pvpQueueing, setPvpQueueing] = useState(false)
const cancelPvpQueueRef = useRef<(() => void) | null>(null) const cancelPvpQueueRef = useRef<(() => void) | null>(null)
useEffect(() => { useEffect(() => {
@@ -143,9 +169,16 @@ export function IWantToHeal2App({ onBackToGameSelect }: { onBackToGameSelect: ()
cancelPvpQueueRef.current?.() 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),
@@ -191,7 +224,8 @@ export function IWantToHeal2App({ onBackToGameSelect }: { onBackToGameSelect: ()
return ( return (
<BossArenaScreen <BossArenaScreen
bossId={selectedBossId} bossId={selectedBossId}
key={`arena-${selectedBossId}-${arenaModeLabel}`} difficulty={arenaDifficulty}
key={`arena-${selectedBossId}-${arenaModeLabel}-${arenaDifficulty.slug}`}
modeLabel={arenaModeLabel} modeLabel={arenaModeLabel}
save={save} save={save}
onBack={() => setScreen('menu')} onBack={() => setScreen('menu')}
@@ -224,6 +258,10 @@ export function IWantToHeal2App({ onBackToGameSelect }: { onBackToGameSelect: ()
}} }}
save={save} save={save}
onBack={() => setScreen('roguelike')} onBack={() => setScreen('roguelike')}
onPvpRequeue={() => {
setScreen('roguelike')
startIwt2RoguelikeRun()
}}
onSaveUpdated={setSave} onSaveUpdated={setSave}
/> />
) )
@@ -258,12 +296,17 @@ 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>
) )
@@ -276,20 +319,23 @@ 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={() => {
startIwt2RoguelikeRun() startIwt2RoguelikeRun()
}} }}
onVariantChange={(nextVariant) => { onVariantChange={(nextVariant) => {
cancelPvpQueueRef.current?.() cancelIwt2PvpQueue()
cancelPvpQueueRef.current = null
setPvpQueueMessage('')
setRoguelikeVariant(nextVariant) setRoguelikeVariant(nextVariant)
if (nextVariant === 'pve' && roguelikeContentType === 'stadium') { if (nextVariant === 'pve' && roguelikeContentType === 'stadium') {
setRoguelikeContentType('dungeon') setRoguelikeContentType('dungeon')
} }
}} }}
queueing={pvpQueueing}
queueMessage={pvpQueueMessage} queueMessage={pvpQueueMessage}
/> />
</main> </main>
@@ -301,13 +347,18 @@ 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>
) )
@@ -316,12 +367,29 @@ 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">
@@ -341,6 +409,7 @@ 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}
/> />
@@ -363,14 +432,11 @@ 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}. ${item.description}`}
data-controller-nav="skip" data-controller-nav="skip"
data-game-selected={selectedIndex === index ? 'true' : undefined} data-game-selected={selectedIndex === index ? 'true' : undefined}
key={`${item.screen}-${item.title}`} key={`${item.screen}-${item.title}`}
@@ -392,28 +458,33 @@ export function IWantToHeal2App({ onBackToGameSelect }: { onBackToGameSelect: ()
) )
function startIwt2RoguelikeRun() { function startIwt2RoguelikeRun() {
cancelPvpQueueRef.current?.() cancelIwt2PvpQueue()
cancelPvpQueueRef.current = null
setPvpQueueMessage('')
if (roguelikeVariant !== 'pvp') { if (roguelikeVariant !== 'pvp') {
beginIwt2RoguelikeArena(roguelikeVariant, roguelikeContentType) beginIwt2RoguelikeArena(roguelikeVariant, roguelikeContentType)
return return
} }
const startStage = 1 const startStage = 1
setPvpQueueing(true)
setPvpQueueMessage('Queuing for PvP...')
cancelPvpQueueRef.current = startPvpQueueWithCpuFallback<unknown>({ cancelPvpQueueRef.current = startPvpQueueWithCpuFallback<unknown>({
contentType: roguelikeContentType, contentType: roguelikeContentType,
startStage, startStage,
gameMode: getGameMode(), gameMode: getGameMode(),
liveMatchActive: () => false, liveMatchActive: () => false,
onSearching: setPvpQueueMessage, onSearching: (message) => {
setPvpQueueing(true)
setPvpQueueMessage(message)
},
onCpuMatch: (_difficulty, message) => { onCpuMatch: (_difficulty, message) => {
cancelPvpQueueRef.current = null cancelPvpQueueRef.current = null
setPvpQueueing(false)
setPvpQueueMessage(message) setPvpQueueMessage(message)
beginIwt2RoguelikeArena('pvp', roguelikeContentType) beginIwt2RoguelikeArena('pvp', roguelikeContentType)
}, },
onLiveMatch: (...liveMatchArgs) => { onLiveMatch: (...liveMatchArgs) => {
const message = liveMatchArgs[2] const message = liveMatchArgs[2]
cancelPvpQueueRef.current = null cancelPvpQueueRef.current = null
setPvpQueueing(false)
setPvpQueueMessage(message) setPvpQueueMessage(message)
beginIwt2RoguelikeArena('pvp', roguelikeContentType) beginIwt2RoguelikeArena('pvp', roguelikeContentType)
}, },
@@ -465,7 +536,14 @@ 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)
: [], : [],
@@ -533,23 +611,63 @@ 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>
) )
} }
@@ -558,63 +676,48 @@ 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 {
@@ -633,10 +736,3 @@ 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>
) )
+2
View File
@@ -13,6 +13,8 @@ export function BossHud({ boss, bosses }: { boss?: Iwt2BossEntityState, bosses?:
<div> <div>
<strong>{metadata.name}</strong> <strong>{metadata.name}</strong>
<small>{Math.ceil(entry.health)} / {entry.maxHealth} HP</small> <small>{Math.ceil(entry.health)} / {entry.maxHealth} HP</small>
{entry.maxArmor > 0 && <small>{Math.ceil(entry.armor)} / {entry.maxArmor} Armor</small>}
{entry.mechanicEnergyMax > 0 && <small>{Math.ceil(entry.mechanicEnergy)} / {entry.mechanicEnergyMax} Static</small>}
</div> </div>
<small className="iwt2-boss-phase">{entry.attackPhase}</small> <small className="iwt2-boss-phase">{entry.attackPhase}</small>
<ArenaBar className="boss" current={entry.health} max={entry.maxHealth} /> <ArenaBar className="boss" current={entry.health} max={entry.maxHealth} />
+3 -1
View File
@@ -40,7 +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
View File
@@ -0,0 +1,129 @@
import type { Iwt2BossId } from './bosses'
export const IWT2_BOSS_PET_DROP_RATE = 1 / 500
export type Iwt2BossCoinReward = {
id: string
name: string
rarity: 'common' | 'uncommon' | 'rare' | 'epic' | 'legendary'
itemLevel: number
glyph: string
}
export type Iwt2BossPetReward = {
id: string
name: string
}
type Iwt2CoinTier = {
idPrefix: string
namePrefix: string
rarity: Iwt2BossCoinReward['rarity']
itemLevel: number
glyph: string
}
const IWT2_COIN_TIERS: Record<string, Iwt2CoinTier> = {
initiate: { idPrefix: 'raw', namePrefix: 'Raw', rarity: 'common', itemLevel: 1, glyph: 'R' },
veteran: { idPrefix: 'green', namePrefix: 'Green', rarity: 'uncommon', itemLevel: 10, glyph: 'G' },
champion: { idPrefix: 'blue', namePrefix: 'Blue', rarity: 'rare', itemLevel: 15, glyph: 'B' },
mythic: { idPrefix: 'purple', namePrefix: 'Purple', rarity: 'epic', itemLevel: 20, glyph: 'P' },
ascendant: { idPrefix: 'orange', namePrefix: 'Orange', rarity: 'legendary', itemLevel: 25, glyph: 'O' },
'raid-normal': { idPrefix: 'green', namePrefix: 'Green', rarity: 'uncommon', itemLevel: 10, glyph: 'G' },
'raid-champion': { idPrefix: 'blue', namePrefix: 'Blue', rarity: 'rare', itemLevel: 15, glyph: 'B' },
'raid-mythic': { idPrefix: 'purple', namePrefix: 'Purple', rarity: 'epic', itemLevel: 20, glyph: 'P' },
'raid-ascendant': { idPrefix: 'orange', namePrefix: 'Orange', rarity: 'legendary', itemLevel: 25, glyph: 'O' },
}
const IWT2_BOSS_REWARD_DISPLAY_NAMES: Record<Iwt2BossId, string> = {
'barroth': 'Mirehorn',
'bulldrome': 'Bristlemaw',
'cinderback-ricochet': 'Cinderback Ricochet',
'crystal-bat-matriarch': 'Crystal Bat Matriarch',
'ember-mantis-duelist': 'Ember Mantis Duelist',
'great-jaggi': 'Packfang Alpha',
'hollowcrown-revenant': 'Hollowcrown Revenant',
'khezu': 'Palevolt Maw',
'obsidian-ram-golem': 'Obsidian Ram Golem',
'rathian': 'Verdant Wyrm',
'rimebastion': 'Rimebastion',
'sandglass-scorpion': 'Sandglass Scorpion',
'stormcoil-wyrm': 'Stormcoil Wyrm',
'tobi-kadachi': 'Stormtail',
'venom-orchid-hydra': 'Venom Orchid Hydra',
'yian-kut-ku': 'Emberquill',
}
export const IWT2_BOSS_COIN_DIFFICULTY_SLUGS = [
'initiate',
'veteran',
'champion',
'mythic',
'ascendant',
] as const
export const IWT2_LEGACY_BOSS_MATERIAL_REWARDS: Record<Iwt2BossId, { id: string, name: string }> = {
'barroth': { id: 'barroth-shell', name: 'Mirehorn Shell' },
'bulldrome': { id: 'raw-bulldrome-coin', name: 'Raw Bristlemaw Coin' },
'cinderback-ricochet': { id: 'cinderback-plate', name: 'Cinderback Plate' },
'crystal-bat-matriarch': { id: 'crystal-bat-fang', name: 'Crystal Bat Fang' },
'ember-mantis-duelist': { id: 'ember-mantis-blade', name: 'Ember Mantis Blade' },
'great-jaggi': { id: 'great-jaggi-hide', name: 'Packfang Alpha Hide' },
'hollowcrown-revenant': { id: 'hollowcrown-antler', name: 'Hollowcrown Antler' },
'khezu': { id: 'khezu-pearl', name: 'Palevolt Maw Pearl' },
'obsidian-ram-golem': { id: 'obsidian-ram-core', name: 'Obsidian Ram Core' },
'rathian': { id: 'rathian-scale', name: 'Verdant Wyrm Scale' },
'rimebastion': { id: 'rimebastion-core', name: 'Rimebastion Core' },
'sandglass-scorpion': { id: 'sandglass-stinger', name: 'Sandglass Stinger' },
'stormcoil-wyrm': { id: 'stormcoil-conductor', name: 'Stormcoil Conductor' },
'tobi-kadachi': { id: 'tobi-kadachi-pelt', name: 'Stormtail Pelt' },
'venom-orchid-hydra': { id: 'venom-orchid-pod', name: 'Venom Orchid Pod' },
'yian-kut-ku': { id: 'yian-kut-ku-scale', name: 'Emberquill Scale' },
}
const IWT2_BOSS_PET_REWARDS: Record<Iwt2BossId, Iwt2BossPetReward> = {
'barroth': { id: 'barroth-pet', name: 'Mirehorn Pet' },
'bulldrome': { id: 'bulldrome-pet', name: 'Bristlemaw Pet' },
'cinderback-ricochet': { id: 'cinderback-ricochet-pet', name: 'Cinderback Ricochet Pet' },
'crystal-bat-matriarch': { id: 'crystal-bat-matriarch-pet', name: 'Crystal Bat Matriarch Pet' },
'ember-mantis-duelist': { id: 'ember-mantis-duelist-pet', name: 'Ember Mantis Duelist Pet' },
'great-jaggi': { id: 'great-jaggi-pet', name: 'Packfang Alpha Pet' },
'hollowcrown-revenant': { id: 'hollowcrown-revenant-pet', name: 'Hollowcrown Revenant Pet' },
'khezu': { id: 'khezu-pet', name: 'Palevolt Maw Pet' },
'obsidian-ram-golem': { id: 'obsidian-ram-golem-pet', name: 'Obsidian Ram Golem Pet' },
'rathian': { id: 'rathian-pet', name: 'Verdant Wyrm Pet' },
'rimebastion': { id: 'rimebastion-pet', name: 'Rimebastion Pet' },
'sandglass-scorpion': { id: 'sandglass-scorpion-pet', name: 'Sandglass Scorpion Pet' },
'stormcoil-wyrm': { id: 'stormcoil-wyrm-pet', name: 'Stormcoil Wyrm Pet' },
'tobi-kadachi': { id: 'tobi-kadachi-pet', name: 'Stormtail Pet' },
'venom-orchid-hydra': { id: 'venom-orchid-hydra-pet', name: 'Venom Orchid Hydra Pet' },
'yian-kut-ku': { id: 'yian-kut-ku-pet', name: 'Emberquill Pet' },
}
export function iwt2BossCoinRewardFor(
bossId: Iwt2BossId,
difficultySlug = 'initiate',
): Iwt2BossCoinReward {
const tier = IWT2_COIN_TIERS[difficultySlug] ?? IWT2_COIN_TIERS.initiate
return {
id: `${tier.idPrefix}-${bossId}-coin`,
name: `${tier.namePrefix} ${formatBossNameForCoin(bossId)} Coin`,
rarity: tier.rarity,
itemLevel: tier.itemLevel,
glyph: tier.glyph,
}
}
export function iwt2BossCoinRewardsFor(bossId: Iwt2BossId): Iwt2BossCoinReward[] {
return IWT2_BOSS_COIN_DIFFICULTY_SLUGS.map((difficultySlug) => (
iwt2BossCoinRewardFor(bossId, difficultySlug)
))
}
export function iwt2BossPetRewardFor(bossId: Iwt2BossId): Iwt2BossPetReward {
return IWT2_BOSS_PET_REWARDS[bossId]
}
function formatBossNameForCoin(bossId: Iwt2BossId): string {
return IWT2_BOSS_REWARD_DISPLAY_NAMES[bossId]
}
+602 -22
View File
@@ -1,6 +1,22 @@
import { IWT2_BALANCE_OVERRIDES } from './balanceOverrides' 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: 400,
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,
@@ -119,10 +215,10 @@ 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,
@@ -130,21 +226,26 @@ const DEFAULT_YIAN_KUT_KU_BOSS_METADATA: Iwt2BossMetadata = {
birdFlightSpeed: 360, birdFlightSpeed: 360,
birdHealth: 58, birdHealth: 58,
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,
} }
+18 -4
View File
@@ -7,6 +7,8 @@ export type Iwt2ClassMetadata = {
name: string name: string
role: Iwt2PlayerClassRole role: Iwt2PlayerClassRole
icon: string icon: string
arenaSpriteUrl: string
uiIconUrl: string
color: string color: string
accentColor: string accentColor: string
maxHealth: number maxHealth: number
@@ -25,6 +27,8 @@ 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 +45,8 @@ 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 +63,8 @@ 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 +72,8 @@ 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 +81,8 @@ 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 +90,8 @@ 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 +99,8 @@ 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 +117,8 @@ 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',
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
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@@ -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
View File
@@ -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[]) {
+170
View File
@@ -0,0 +1,170 @@
import type { Iwt2BossEntityState } from '../sim'
export type BossRenderMotion = {
x: number
y: number
scaleX: number
scaleY: number
rotation: number
tint?: number
}
type BossMotionProfile = {
idleFrequency: number
idleBob: number
moveFrequency: number
moveBob: number
impactScale: number
}
const DEFAULT_PROFILE: BossMotionProfile = {
idleFrequency: 1.6,
idleBob: 2.1,
moveFrequency: 5.4,
moveBob: 3,
impactScale: 0.035,
}
const BOSS_PROFILES: Partial<Record<Iwt2BossEntityState['bossId'], BossMotionProfile>> = {
bulldrome: {
idleFrequency: 1.35,
idleBob: 2.3,
moveFrequency: 5.9,
moveBob: 3.2,
impactScale: 0.045,
},
'yian-kut-ku': {
idleFrequency: 2.2,
idleBob: 2.8,
moveFrequency: 6.4,
moveBob: 3.4,
impactScale: 0.032,
},
'obsidian-ram-golem': {
idleFrequency: 1.05,
idleBob: 1.6,
moveFrequency: 3.7,
moveBob: 2.5,
impactScale: 0.052,
},
}
const WARM_TINT = 0xffc88a
const IMPACT_TINT = 0xff9b5f
export function bossRenderMotion(entity: Iwt2BossEntityState, timeSeconds: number): BossRenderMotion {
const profile = BOSS_PROFILES[entity.bossId] ?? DEFAULT_PROFILE
const phase = String(entity.attackPhase)
const speed = Math.hypot(entity.velocity.x, entity.velocity.y)
const moving = speed > 8 || phase === 'relocating'
const facingX = entity.facing.x < -0.05 ? -1 : 1
const motion: BossRenderMotion = {
x: 0,
y: 0,
scaleX: 1,
scaleY: 1,
rotation: 0,
}
if (isActionPhase(phase, 'windup')) return windupMotion(motion, entity, phase, timeSeconds, facingX)
if (isBurstPhase(phase)) return burstMotion(motion, timeSeconds, facingX)
if (isActionPhase(phase, 'recover')) return recoverMotion(motion, profile, entity, timeSeconds)
if (moving) return movingMotion(motion, profile, entity, timeSeconds, facingX)
return idleMotion(motion, profile, timeSeconds)
}
function idleMotion(motion: BossRenderMotion, profile: BossMotionProfile, timeSeconds: number): BossRenderMotion {
const wave = Math.sin(timeSeconds * profile.idleFrequency * Math.PI * 2)
return {
...motion,
y: -Math.max(0, wave) * profile.idleBob,
scaleY: 1 + Math.max(0, wave) * 0.025,
scaleX: 1 - Math.max(0, wave) * 0.01,
}
}
function movingMotion(
motion: BossRenderMotion,
profile: BossMotionProfile,
entity: Iwt2BossEntityState,
timeSeconds: number,
facingX: number,
): BossRenderMotion {
const speedFactor = Math.min(1, Math.hypot(entity.velocity.x, entity.velocity.y) / 180)
const stride = Math.sin(timeSeconds * profile.moveFrequency * Math.PI * 2)
const lift = Math.abs(stride) * profile.moveBob
return {
...motion,
y: -lift,
scaleX: 1 + 0.012 * speedFactor,
scaleY: 1 - 0.009 * Math.abs(stride),
rotation: facingX * 0.025 * speedFactor,
}
}
function windupMotion(
motion: BossRenderMotion,
entity: Iwt2BossEntityState,
phase: string,
timeSeconds: number,
facingX: number,
): BossRenderMotion {
const pulse = 0.5 + Math.sin(timeSeconds * Math.PI * 9) * 0.5
const isSlam = phase.includes('slam') || phase.includes('quake') || phase.includes('shatter')
return {
...motion,
x: -facingX * (isSlam ? 1.5 : 3),
y: isSlam ? -2 : 2,
scaleX: 1.035,
scaleY: 0.965,
rotation: -facingX * 0.02,
tint: pulse > 0.45 || entity.phaseSecondsRemaining < 0.18 ? WARM_TINT : undefined,
}
}
function burstMotion(motion: BossRenderMotion, timeSeconds: number, facingX: number): BossRenderMotion {
const shake = Math.sin(timeSeconds * Math.PI * 38) * 1.8
return {
...motion,
x: facingX * 3 + shake,
y: Math.cos(timeSeconds * Math.PI * 42) * 1.2,
scaleX: 1.045,
scaleY: 0.96,
rotation: facingX * 0.018,
tint: WARM_TINT,
}
}
function recoverMotion(
motion: BossRenderMotion,
profile: BossMotionProfile,
entity: Iwt2BossEntityState,
timeSeconds: number,
): BossRenderMotion {
const settle = Math.max(0, Math.min(1, entity.phaseSecondsRemaining / 0.45))
const impactPulse = Math.abs(Math.sin(timeSeconds * Math.PI * 11)) * settle
const pop = profile.impactScale * impactPulse
return {
...motion,
y: -2 * impactPulse,
scaleX: 1 + pop,
scaleY: 1 + pop * 0.45,
tint: impactPulse > 0.45 ? IMPACT_TINT : undefined,
}
}
function isActionPhase(phase: string, suffix: string): boolean {
return phase.toLowerCase().includes(suffix)
}
function isBurstPhase(phase: string): boolean {
const normalized = phase.toLowerCase()
return (
normalized.includes('charging')
|| normalized.includes('swooping')
|| normalized.includes('burrowing')
|| normalized.includes('ricocheting')
|| normalized.includes('flying')
)
}
@@ -1,8 +1,10 @@
import Phaser from 'phaser' import 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 type { import type {
Iwt2ArenaEvent,
Iwt2ArenaIndicator, Iwt2ArenaIndicator,
Iwt2ArenaState, Iwt2ArenaState,
Iwt2BossEntityState, Iwt2BossEntityState,
@@ -20,13 +22,27 @@ type SceneDeps = {
} }
type DrawableEntity = Iwt2PartyEntityState | Iwt2BossEntityState | Iwt2HostileAddState type DrawableEntity = Iwt2PartyEntityState | Iwt2BossEntityState | Iwt2HostileAddState
type FloatingCombatTextAnchor = {
kind: DrawableEntity['kind']
position: Iwt2Vec2
radius: number
}
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 projectileSprites = new Map<string, Phaser.GameObjects.Image>()
private floatingCombatTexts = new Map<number, Phaser.GameObjects.Text>()
private castGlowEffects = new Set<Phaser.GameObjects.Graphics>()
private lastEntityAnchors = new Map<string, FloatingCombatTextAnchor>()
private lastFloatingEventId = 0
private lastStateTime = 0
private lastHudPublish = 0 private lastHudPublish = 0
constructor(deps: SceneDeps) { constructor(deps: SceneDeps) {
@@ -34,11 +50,27 @@ 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)
}
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())
} }
@@ -53,6 +85,7 @@ export class BulldromeArenaScene extends Phaser.Scene {
this.drawTelegraphs(state) this.drawTelegraphs(state)
this.drawEntities(state) this.drawEntities(state)
this.drawProjectiles(state) this.drawProjectiles(state)
this.drawFloatingCombatTexts(state)
this.lastHudPublish += 1 this.lastHudPublish += 1
} }
@@ -80,22 +113,30 @@ 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.bosses] 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 +155,40 @@ 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) if (this.textures.exists(classArenaSpriteKey(entity.classId))) {
graphics.strokeCircle(entity.position.x, entity.position.y, entity.radius) drawPartyUnderlay(graphics, entity, color, alpha)
this.drawPartySprite(entity, alpha)
} else {
graphics.fillStyle(Number.parseInt(color.slice(1), 16), alpha)
graphics.fillCircle(entity.position.x, entity.position.y, entity.radius)
graphics.strokeCircle(entity.position.x, entity.position.y, entity.radius)
}
} }
this.drawLabel(entity) if (shouldDrawLabel(entity)) this.drawLabel(entity)
this.drawHealthBar(graphics, entity) this.drawHealthBar(graphics, entity)
} }
for (const [id, sprite] of this.bossSprites) {
if (!liveBossIds.has(id)) {
sprite.destroy()
this.bossSprites.delete(id)
}
}
for (const [id, sprite] of this.partySprites) {
if (!livePartyIds.has(id)) {
sprite.destroy()
this.partySprites.delete(id)
}
}
for (const [id, label] of this.labels) { 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 +197,89 @@ 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 drawPartySprite(entity: Iwt2PartyEntityState, alpha: number) {
const key = classArenaSpriteKey(entity.classId)
let sprite = this.partySprites.get(entity.id)
if (!sprite) {
sprite = this.add.image(entity.position.x, entity.position.y, key).setOrigin(0.5, 0.66).setDepth(40)
this.partySprites.set(entity.id, sprite)
}
const displayHeight = entity.radius * 4.55
sprite
.setTexture(key)
.setPosition(entity.position.x, entity.position.y + entity.radius * 0.18)
.setDisplaySize(displayHeight * (sprite.width / Math.max(1, sprite.height)), displayHeight)
.setFlipX(entity.facing.x < -0.05)
.setAlpha(alpha)
} }
private drawLabel(entity: DrawableEntity) { 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 +290,15 @@ 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 +309,109 @@ 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 ? '+' : ''}${value}`, {
align: 'center',
color: isHeal ? '#73f2a6' : '#ffd25f',
fontFamily: 'ui-monospace, Consolas, monospace',
fontSize: anchor.kind === 'boss' ? '24px' : '19px',
fontStyle: '900',
stroke: '#050608',
strokeThickness: 5,
}).setOrigin(0.5).setDepth(75)
this.floatingCombatTexts.set(event.id, text)
this.tweens.add({
targets: text,
alpha: 0,
y: y - (anchor.kind === 'boss' ? 48 : 34),
scale: anchor.kind === 'boss' ? 1.18 : 1.08,
duration: 850,
ease: 'Cubic.easeOut',
onComplete: () => {
text.destroy()
this.floatingCombatTexts.delete(event.id)
},
})
}
private spawnHealerCastGlow(state: Iwt2ArenaState) {
const healer = state.party.find((member) => member.id === 'player-healer' && member.health > 0)
if (!healer) return
const staffHead = staffHeadPosition(healer)
const glow = this.add.graphics().setDepth(65)
glow.setPosition(staffHead.x, staffHead.y)
glow.fillStyle(0x9fffe0, 0.28)
glow.fillCircle(0, 0, healer.radius * 1.2)
glow.lineStyle(3, 0xf8f5a6, 0.9)
glow.strokeCircle(0, 0, healer.radius * 0.9)
glow.lineStyle(2, 0xb7f7cf, 0.7)
glow.strokeCircle(0, 0, healer.radius * 1.45)
this.castGlowEffects.add(glow)
this.tweens.add({
targets: glow,
alpha: 0,
scale: 1.55,
duration: 360,
ease: 'Cubic.easeOut',
onComplete: () => {
glow.destroy()
this.castGlowEffects.delete(glow)
},
})
} }
} }
@@ -197,11 +432,108 @@ function entityIcon(entity: DrawableEntity): string {
return IWT2_CLASS_METADATA[entity.classId].icon return IWT2_CLASS_METADATA[entity.classId].icon
} }
function bossSpriteKey(bossId: Iwt2BossId): string {
return `iwt2-boss-${bossId}`
}
function classArenaSpriteKey(classId: Iwt2PlayerClassId): string {
return `iwt2-class-${classId}`
}
function projectileSpriteKey(projectileKind: 'arrow' | 'fireball' | 'magic'): string {
return projectileKind === 'arrow' ? 'iwt2-projectile-arrow' : 'iwt2-projectile-fireball'
}
function projectileDisplaySize(projectileKind: 'arrow' | 'fireball' | 'magic', radius: number): { width: number; height: number } {
if (projectileKind === 'arrow') {
return { width: radius * 11, height: radius * 1.9 }
}
return { width: radius * 5.4, height: radius * 3.15 }
}
function shouldDrawLabel(entity: DrawableEntity): boolean {
if (entity.kind === 'hostileAdd') return true
return entity.kind === 'party' && (entity.status.stunnedSeconds > 0 || entity.status.knockedDownSeconds > 0)
}
function shouldSpawnFloatingCombatText(event: Iwt2ArenaEvent): boolean {
return (event.type === 'partyHealed' || event.type === 'bossDamaged')
&& event.value !== undefined
&& event.value > 0
&& event.targetId !== undefined
}
function entityAnchors(state: Iwt2ArenaState): Map<string, FloatingCombatTextAnchor> {
const anchors = new Map<string, FloatingCombatTextAnchor>()
for (const entity of [...state.party, ...state.hostileAdds, ...state.bosses]) {
anchors.set(entity.id, {
kind: entity.kind,
position: { ...entity.position },
radius: entity.radius,
})
}
return anchors
}
function floatingTextYOffset(anchor: FloatingCombatTextAnchor): number {
if (anchor.kind === 'boss') return anchor.radius * 1.45
if (anchor.kind === 'hostileAdd') return anchor.radius * 1.8
return anchor.radius * 2.85
}
function staffHeadPosition(entity: Iwt2PartyEntityState): Iwt2Vec2 {
const facingSign = entity.facing.x < -0.05 ? -1 : 1
return {
x: entity.position.x + facingSign * entity.radius * 1.45,
y: entity.position.y - entity.radius * 2.15,
}
}
function drawPartyUnderlay(
graphics: Phaser.GameObjects.Graphics,
entity: Iwt2PartyEntityState,
color: string,
alpha: number,
) {
const colorValue = Number.parseInt(color.slice(1), 16)
graphics.fillStyle(0x050608, 0.38 * alpha)
graphics.fillEllipse(entity.position.x, entity.position.y + entity.radius * 0.8, entity.radius * 2.25, entity.radius * 0.72)
graphics.lineStyle(entity.aiRole === 'player' ? 3 : 2, colorValue, 0.58 * alpha)
graphics.strokeCircle(entity.position.x, entity.position.y, entity.radius)
}
function drawBossUnderlay(
graphics: Phaser.GameObjects.Graphics,
entity: Iwt2BossEntityState,
color: string,
alpha: number,
) {
const colorValue = Number.parseInt(color.slice(1), 16)
graphics.fillStyle(0x050608, 0.42 * alpha)
graphics.fillEllipse(entity.position.x, entity.position.y + entity.radius * 0.68, entity.radius * 2.45, entity.radius * 0.74)
graphics.lineStyle(2, colorValue, 0.45 * alpha)
graphics.strokeCircle(entity.position.x, entity.position.y, entity.radius)
}
function drawBossFallback(
graphics: Phaser.GameObjects.Graphics,
entity: Iwt2BossEntityState,
color: string,
alpha: number,
) {
graphics.fillStyle(Number.parseInt(color.slice(1), 16), alpha)
graphics.lineStyle(2, 0xfff0b8, 1)
graphics.fillEllipse(entity.position.x, entity.position.y, entity.radius * 2.4, entity.radius * 1.75)
graphics.strokeEllipse(entity.position.x, entity.position.y, entity.radius * 2.4, entity.radius * 1.75)
}
function drawHazard(graphics: Phaser.GameObjects.Graphics, hazard: Iwt2GroundHazardState) { 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 +569,55 @@ 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
+347 -31
View File
@@ -1,16 +1,43 @@
import { asIwt2HealerId, type Iwt2HealerId } from '../content/healerAbilities' import { asIwt2HealerId, type Iwt2HealerId } from '../content/healerAbilities'
import { coinDropQuantity } from '../../../shared/rewardRules.mjs'
import { requestGameApiJson } from '../../../gameRepository'
import {
IWT2_BOSS_PET_DROP_RATE,
IWT2_LEGACY_BOSS_MATERIAL_REWARDS,
iwt2BossCoinRewardFor,
iwt2BossPetRewardFor,
} from '../content/bossRewards'
import type { Iwt2BossId } from '../content/bosses'
import {
createDefaultIwt2GearProgress,
IWT2_GEAR_SLOTS,
iwt2GearUpgradeCosts,
iwt2InfusionCosts,
isIwt2InfusionUnlocked,
type Iwt2GearLevel,
type Iwt2GearProgress,
type Iwt2GearSlotId,
} from '../content/gear'
import {
IWT2_INFUSION_ABILITIES,
iwt2InfusionAbilitiesForClass,
type Iwt2InfusionAbilityId,
} from '../content/infusionAbilities'
import { IWT2_PARTY_ORDER, type Iwt2PlayerClassId } from '../content/classes'
export type Iwt2InventoryItem = { export type Iwt2InventoryItem = {
id: string id: string
name: string name: string
quantity: number quantity: number
rarity: 'common' | 'uncommon' | 'rare' | 'epic' | 'legendary' rarity: 'common' | 'uncommon' | 'rare' | 'epic' | 'legendary'
itemLevel: number
} }
export type Iwt2ArmorPaletteId = 'guild_green' | 'sun_gold' | 'ember_red' | 'moon_blue' export type Iwt2ArmorPaletteId = 'guild_green' | 'sun_gold' | 'ember_red' | 'moon_blue'
export type Iwt2CollectionLog = { export type Iwt2CollectionLog = {
bossKills: Record<string, number> bossKills: Record<string, number>
bossPets: Record<string, number>
dropsFound: Record<string, number> dropsFound: Record<string, number>
} }
@@ -27,22 +54,54 @@ export type Iwt2CloudSlot = {
character: Iwt2Character character: Iwt2Character
inventory: Iwt2InventoryItem[] inventory: Iwt2InventoryItem[]
collectionLog: Iwt2CollectionLog collectionLog: Iwt2CollectionLog
gearProgress: Iwt2GearProgress
}
export type Iwt2BossPetAward = {
bossId: Iwt2BossId
petId: string
petName: string
quantity: number
duplicate: boolean
quantityAfter: number
}
export type Iwt2BossDropAward = {
bossId: Iwt2BossId
dropId: string
dropName: string
rarity: Iwt2InventoryItem['rarity']
itemLevel: number
quantity: number
duplicate: boolean
quantityAfter: number
}
export type Iwt2BossKillReward = {
save: Iwt2Save
dropAwarded: Iwt2BossDropAward
petAwarded: Iwt2BossPetAward | null
} }
export type Iwt2Save = { export type Iwt2Save = {
version: 1 version: 2
updatedAt: number updatedAt: number
character: Iwt2Character character: Iwt2Character
inventory: Iwt2InventoryItem[] inventory: Iwt2InventoryItem[]
collectionLog: Iwt2CollectionLog collectionLog: Iwt2CollectionLog
gearProgress: Iwt2GearProgress
cloudSlot?: Iwt2CloudSlot cloudSlot?: Iwt2CloudSlot
} }
export type Iwt2OnlineSaveResult = {
save: Iwt2Save | null
}
const IWT2_SAVE_KEY = 'i-want-to-heal-2:save:v1' const IWT2_SAVE_KEY = 'i-want-to-heal-2:save:v1'
export function createDefaultIwt2Save(): Iwt2Save { export function createDefaultIwt2Save(): Iwt2Save {
return { return {
version: 1, version: 2,
updatedAt: Date.now(), updatedAt: Date.now(),
character: { character: {
name: 'Healer', name: 'Healer',
@@ -54,17 +113,19 @@ export function createDefaultIwt2Save(): Iwt2Save {
inventory: [], inventory: [],
collectionLog: { collectionLog: {
bossKills: {}, bossKills: {},
bossPets: {},
dropsFound: {}, dropsFound: {},
}, },
gearProgress: createDefaultIwt2GearProgress(),
} }
} }
function normalizeSave(value: unknown): Iwt2Save { function normalizeSave(value: unknown): Iwt2Save {
if (!value || typeof value !== 'object') return createDefaultIwt2Save() if (!value || typeof value !== 'object') return createDefaultIwt2Save()
const candidate = value as Partial<Iwt2Save> const candidate = value as Partial<Omit<Iwt2Save, 'version'>> & { version?: number }
if (candidate.version !== 1) return createDefaultIwt2Save() if (candidate.version !== 1 && candidate.version !== 2) return createDefaultIwt2Save()
return { return {
version: 1, version: 2,
updatedAt: typeof candidate.updatedAt === 'number' ? candidate.updatedAt : Date.now(), updatedAt: typeof candidate.updatedAt === 'number' ? candidate.updatedAt : Date.now(),
character: { character: {
name: candidate.character?.name || 'Healer', name: candidate.character?.name || 'Healer',
@@ -73,11 +134,13 @@ function normalizeSave(value: unknown): Iwt2Save {
healerStyle: asIwt2HealerId(candidate.character?.healerStyle), healerStyle: asIwt2HealerId(candidate.character?.healerStyle),
armorPalette: asIwt2ArmorPaletteId(candidate.character?.armorPalette), armorPalette: asIwt2ArmorPaletteId(candidate.character?.armorPalette),
}, },
inventory: Array.isArray(candidate.inventory) ? candidate.inventory : [], inventory: normalizeInventory(candidate.inventory),
collectionLog: { collectionLog: {
bossKills: candidate.collectionLog?.bossKills ?? {}, bossKills: candidate.collectionLog?.bossKills ?? {},
dropsFound: candidate.collectionLog?.dropsFound ?? {}, bossPets: candidate.collectionLog?.bossPets ?? {},
dropsFound: normalizeDropsFound(candidate.collectionLog?.dropsFound),
}, },
gearProgress: normalizeGearProgress(candidate.gearProgress),
cloudSlot: normalizeCloudSlot(candidate.cloudSlot), cloudSlot: normalizeCloudSlot(candidate.cloudSlot),
} }
} }
@@ -90,6 +153,24 @@ export function loadIwt2Save(): Iwt2Save {
} }
} }
export async function loadIwt2OnlineSave(): Promise<Iwt2OnlineSaveResult> {
const result = await requestGameApiJson<{ save: unknown | null }>('/api/iwt2/sync-save')
return {
save: result.save ? normalizeSave(result.save) : null,
}
}
export async function writeIwt2OnlineSave(save: Iwt2Save): Promise<Iwt2OnlineSaveResult> {
const result = await requestGameApiJson<{ save: unknown | null }>('/api/iwt2/sync-save', {
method: 'PUT',
headers: { 'Content-Type': 'application/json' },
body: JSON.stringify({ save }),
})
return {
save: result.save ? normalizeSave(result.save) : normalizeSave(save),
}
}
export function writeIwt2Save(save: Iwt2Save) { export function writeIwt2Save(save: Iwt2Save) {
window.localStorage.setItem(IWT2_SAVE_KEY, JSON.stringify({ window.localStorage.setItem(IWT2_SAVE_KEY, JSON.stringify({
...save, ...save,
@@ -97,37 +178,177 @@ export function writeIwt2Save(save: Iwt2Save) {
})) }))
} }
export function recordIwt2BossKill(save: Iwt2Save, bossId: string): Iwt2Save { export function recordIwt2BossKill(
const drop = bossDropFor(bossId) save: Iwt2Save,
return { bossId: Iwt2BossId,
options?: { difficultySlug?: string, experienceMultiplier?: number },
): Iwt2Save {
return recordIwt2BossKillReward(save, bossId, options).save
}
export function recordIwt2BossKillReward(
save: Iwt2Save,
bossId: Iwt2BossId,
options?: { difficultySlug?: string, experienceMultiplier?: number },
): Iwt2BossKillReward {
const drop = iwt2BossCoinRewardFor(bossId, options?.difficultySlug)
const pet = iwt2BossPetRewardFor(bossId)
const awardedPet = Math.random() < IWT2_BOSS_PET_DROP_RATE
const previousPetQuantity = save.collectionLog.bossPets[pet.id] ?? 0
const experienceReward = Math.round(125 * Math.max(0, options?.experienceMultiplier ?? 1))
const quantity = coinDropQuantity()
const inventoryResult = addInventoryItem(save.inventory, {
id: drop.id,
itemLevel: drop.itemLevel,
name: drop.name,
quantity,
rarity: drop.rarity,
})
const updatedSave: Iwt2Save = {
...save, ...save,
updatedAt: Date.now(), updatedAt: Date.now(),
character: { character: {
...save.character, ...save.character,
experience: save.character.experience + 125, experience: save.character.experience + experienceReward,
level: Math.max(save.character.level, 1 + Math.floor((save.character.experience + 125) / 500)), level: Math.max(save.character.level, 1 + Math.floor((save.character.experience + experienceReward) / 500)),
}, },
inventory: [ inventory: inventoryResult.inventory,
...save.inventory,
{
id: `${drop.id}-${Date.now()}`,
name: drop.name,
quantity: 1,
rarity: 'common',
},
],
collectionLog: { collectionLog: {
...save.collectionLog, ...save.collectionLog,
bossKills: { bossKills: {
...save.collectionLog.bossKills, ...save.collectionLog.bossKills,
[bossId]: (save.collectionLog.bossKills[bossId] ?? 0) + 1, [bossId]: (save.collectionLog.bossKills[bossId] ?? 0) + 1,
}, },
bossPets: awardedPet
? {
...save.collectionLog.bossPets,
[pet.id]: (save.collectionLog.bossPets[pet.id] ?? 0) + 1,
}
: save.collectionLog.bossPets,
dropsFound: { dropsFound: {
...save.collectionLog.dropsFound, ...save.collectionLog.dropsFound,
[drop.id]: (save.collectionLog.dropsFound[drop.id] ?? 0) + 1, [drop.id]: (save.collectionLog.dropsFound[drop.id] ?? 0) + quantity,
}, },
}, },
} }
return {
save: updatedSave,
dropAwarded: {
bossId,
dropId: drop.id,
dropName: drop.name,
duplicate: inventoryResult.duplicate,
itemLevel: drop.itemLevel,
quantity,
quantityAfter: inventoryResult.quantityAfter,
rarity: drop.rarity,
},
petAwarded: awardedPet
? {
bossId,
duplicate: previousPetQuantity > 0,
petId: pet.id,
petName: pet.name,
quantity: 1,
quantityAfter: previousPetQuantity + 1,
}
: null,
}
}
export function upgradeIwt2GearSlot(
save: Iwt2Save,
classId: Iwt2PlayerClassId,
slotId: Iwt2GearSlotId,
): Iwt2Save {
const classProgress = save.gearProgress[classId]
const slot = classProgress.slots[slotId]
if (slot.level >= 5) throw new Error('Gear slot already at +5.')
const costs = iwt2GearUpgradeCosts(classId, slotId, slot.level)
const inventory = spendInventoryCosts(save.inventory, costs)
return {
...save,
updatedAt: Date.now(),
inventory,
gearProgress: {
...save.gearProgress,
[classId]: {
...classProgress,
slots: {
...classProgress.slots,
[slotId]: {
level: (slot.level + 1) as Iwt2GearLevel,
},
},
},
},
}
}
export function setIwt2InfusionAbility(
save: Iwt2Save,
classId: Iwt2PlayerClassId,
slotId: Iwt2GearSlotId,
abilityId: Iwt2InfusionAbilityId,
): Iwt2Save {
const classProgress = save.gearProgress[classId]
const ability = IWT2_INFUSION_ABILITIES[abilityId]
if (!ability || ability.classId !== classId) throw new Error('Ability is not available for this class.')
if (!isIwt2InfusionUnlocked(classProgress)) throw new Error('Upgrade any gear slot to +5 first.')
if (classProgress.slots[slotId].level < 5) throw new Error('Select a +5 gear slot to anchor the infusion cost.')
if (classProgress.infusionAbilityId === abilityId) return save
const inventory = spendInventoryCosts(save.inventory, iwt2InfusionCosts(classId, slotId, abilityId))
return {
...save,
updatedAt: Date.now(),
inventory,
gearProgress: {
...save.gearProgress,
[classId]: {
...classProgress,
infusionAbilityId: abilityId,
},
},
}
}
export function canAffordIwt2Costs(save: Iwt2Save, costs: Array<{ itemId: string, quantity: number }>): boolean {
return costs.every((cost) => inventoryQuantity(save.inventory, cost.itemId) >= cost.quantity)
}
export function inventoryQuantity(inventory: Iwt2InventoryItem[], itemId: string): number {
return inventory.find((item) => item.id === itemId)?.quantity ?? 0
}
function addInventoryItem(
inventory: Iwt2InventoryItem[],
item: Iwt2InventoryItem,
): { inventory: Iwt2InventoryItem[], duplicate: boolean, quantityAfter: number } {
const nextInventory = inventory.map((candidate) => ({ ...candidate }))
const existing = nextInventory.find((candidate) => candidate.id === item.id)
if (existing) {
existing.quantity += item.quantity
return { inventory: nextInventory, duplicate: true, quantityAfter: existing.quantity }
}
nextInventory.push({ ...item })
return { inventory: nextInventory, duplicate: false, quantityAfter: item.quantity }
}
function spendInventoryCosts(
inventory: Iwt2InventoryItem[],
costs: Array<{ itemId: string, itemName: string, quantity: number }>,
): Iwt2InventoryItem[] {
for (const cost of costs) {
if (inventoryQuantity(inventory, cost.itemId) < cost.quantity) {
throw new Error(`Need ${cost.quantity} ${cost.itemName}.`)
}
}
return inventory.flatMap((item) => {
const cost = costs.find((candidate) => candidate.itemId === item.id)
if (!cost) return [{ ...item }]
const quantity = item.quantity - cost.quantity
return quantity > 0 ? [{ ...item, quantity }] : []
})
} }
export function updateIwt2CharacterSettings( export function updateIwt2CharacterSettings(
@@ -157,8 +378,10 @@ export function snapshotIwt2CloudSlot(save: Iwt2Save): Iwt2Save {
inventory: save.inventory.map((item) => ({ ...item })), inventory: save.inventory.map((item) => ({ ...item })),
collectionLog: { collectionLog: {
bossKills: { ...save.collectionLog.bossKills }, bossKills: { ...save.collectionLog.bossKills },
bossPets: { ...save.collectionLog.bossPets },
dropsFound: { ...save.collectionLog.dropsFound }, dropsFound: { ...save.collectionLog.dropsFound },
}, },
gearProgress: cloneGearProgress(save.gearProgress),
}, },
} }
} }
@@ -172,18 +395,13 @@ export function restoreIwt2CloudSlot(save: Iwt2Save): Iwt2Save {
inventory: save.cloudSlot.inventory.map((item) => ({ ...item })), inventory: save.cloudSlot.inventory.map((item) => ({ ...item })),
collectionLog: { collectionLog: {
bossKills: { ...save.cloudSlot.collectionLog.bossKills }, bossKills: { ...save.cloudSlot.collectionLog.bossKills },
bossPets: { ...save.cloudSlot.collectionLog.bossPets },
dropsFound: { ...save.cloudSlot.collectionLog.dropsFound }, dropsFound: { ...save.cloudSlot.collectionLog.dropsFound },
}, },
gearProgress: cloneGearProgress(save.cloudSlot.gearProgress),
} }
} }
function bossDropFor(bossId: string): { id: string, name: string } {
if (bossId === 'yian-kut-ku') return { id: 'yian-kut-ku-scale', name: 'Yian Kut Ku Scale' }
if (bossId === 'great-jaggi') return { id: 'great-jaggi-hide', name: 'Great Jaggi Hide' }
if (bossId === 'khezu') return { id: 'khezu-pearl', name: 'Khezu Pearl' }
return { id: 'raw-bulldrome-coin', name: 'Raw Bulldrome Coin' }
}
function asIwt2ArmorPaletteId(value: unknown): Iwt2ArmorPaletteId { function asIwt2ArmorPaletteId(value: unknown): Iwt2ArmorPaletteId {
return value === 'sun_gold' return value === 'sun_gold'
|| value === 'ember_red' || value === 'ember_red'
@@ -211,10 +429,108 @@ function normalizeCloudSlot(value: unknown): Iwt2CloudSlot | undefined {
healerStyle: asIwt2HealerId(candidate.character.healerStyle), healerStyle: asIwt2HealerId(candidate.character.healerStyle),
armorPalette: asIwt2ArmorPaletteId(candidate.character.armorPalette), armorPalette: asIwt2ArmorPaletteId(candidate.character.armorPalette),
}, },
inventory: Array.isArray(candidate.inventory) ? candidate.inventory : [], inventory: normalizeInventory(candidate.inventory),
collectionLog: { collectionLog: {
bossKills: candidate.collectionLog.bossKills ?? {}, bossKills: candidate.collectionLog.bossKills ?? {},
dropsFound: candidate.collectionLog.dropsFound ?? {}, bossPets: candidate.collectionLog.bossPets ?? {},
dropsFound: normalizeDropsFound(candidate.collectionLog.dropsFound),
}, },
gearProgress: normalizeGearProgress(candidate.gearProgress),
} }
} }
function normalizeGearProgress(value: unknown): Iwt2GearProgress {
const defaults = createDefaultIwt2GearProgress()
if (!value || typeof value !== 'object') return defaults
const candidate = value as Partial<Record<Iwt2PlayerClassId, unknown>>
const next = createDefaultIwt2GearProgress()
for (const classId of IWT2_PARTY_ORDER) {
const rawClassProgress = candidate[classId]
if (!rawClassProgress || typeof rawClassProgress !== 'object') continue
const classProgress = rawClassProgress as {
slots?: Partial<Record<Iwt2GearSlotId, { level?: unknown }>>
infusionAbilityId?: unknown
}
for (const slotId of IWT2_GEAR_SLOTS) {
next[classId].slots[slotId] = {
level: asGearLevel(classProgress.slots?.[slotId]?.level),
}
}
const infusionAbilityId = classProgress.infusionAbilityId
next[classId].infusionAbilityId = iwt2InfusionAbilitiesForClass(classId).some((ability) => ability.id === infusionAbilityId)
&& isIwt2InfusionUnlocked(next[classId])
? infusionAbilityId as Iwt2InfusionAbilityId
: null
}
return next
}
function cloneGearProgress(progress: Iwt2GearProgress): Iwt2GearProgress {
return normalizeGearProgress(progress)
}
function asGearLevel(value: unknown): Iwt2GearLevel {
const level = Math.max(0, Math.min(5, Math.floor(Number(value) || 0)))
return level as Iwt2GearLevel
}
function normalizeInventory(value: unknown): Iwt2InventoryItem[] {
if (!Array.isArray(value)) return []
const byId = new Map<string, Iwt2InventoryItem>()
for (const rawItem of value) {
if (!rawItem || typeof rawItem !== 'object') continue
const item = rawItem as Partial<Iwt2InventoryItem>
if (!item.id || !item.name) continue
const bossId = legacyBossIdForDropId(item.id)
const normalizedItem = bossId
? iwt2BossCoinRewardFor(bossId, 'initiate')
: {
id: item.id,
itemLevel: Math.max(1, Math.floor(item.itemLevel ?? 1)),
name: item.name,
rarity: asItemRarity(item.rarity),
}
const quantity = Math.max(1, Math.floor(item.quantity ?? 1))
const existing = byId.get(normalizedItem.id)
if (existing) {
existing.quantity += quantity
} else {
byId.set(normalizedItem.id, {
id: normalizedItem.id,
itemLevel: normalizedItem.itemLevel,
name: normalizedItem.name,
quantity,
rarity: normalizedItem.rarity,
})
}
}
return [...byId.values()]
}
function normalizeDropsFound(value: unknown): Record<string, number> {
if (!value || typeof value !== 'object') return {}
const next: Record<string, number> = {}
for (const [rawId, rawQuantity] of Object.entries(value as Record<string, unknown>)) {
const bossId = legacyBossIdForDropId(rawId)
const id = bossId ? iwt2BossCoinRewardFor(bossId, 'initiate').id : rawId
const quantity = Math.max(0, Math.floor(Number(rawQuantity) || 0))
if (quantity > 0) next[id] = (next[id] ?? 0) + quantity
}
return next
}
function legacyBossIdForDropId(dropId: string): Iwt2BossId | undefined {
return (Object.entries(IWT2_LEGACY_BOSS_MATERIAL_REWARDS) as Array<[Iwt2BossId, { id: string }]>)
.find(([, legacy]) => dropId === legacy.id || dropId.startsWith(`${legacy.id}-`))
?.[0]
}
function asItemRarity(value: unknown): Iwt2InventoryItem['rarity'] {
return value === 'uncommon'
|| value === 'rare'
|| value === 'epic'
|| value === 'legendary'
|| value === 'common'
? value
: 'common'
}
+316 -27
View File
@@ -16,7 +16,9 @@ import type { Iwt2EntityId } from '../sim'
import { castIwt2HealerAbility } from '../sim' import { castIwt2HealerAbility } from '../sim'
import { PhaserArena } from '../render/PhaserArena' import { PhaserArena } from '../render/PhaserArena'
import { import {
recordIwt2BossKill, recordIwt2BossKillReward,
type Iwt2BossDropAward,
type Iwt2BossPetAward,
type Iwt2Save, type Iwt2Save,
} from '../save/iwt2Repository' } from '../save/iwt2Repository'
import { AbilityBar } from '../components/AbilityBar' import { AbilityBar } from '../components/AbilityBar'
@@ -24,7 +26,8 @@ import { BossHud } from '../components/BossHud'
import { PartyFrames } from '../components/PartyFrames' import { PartyFrames } from '../components/PartyFrames'
import { IWT2_CLASS_METADATA } from '../content/classes' import { IWT2_CLASS_METADATA } from '../content/classes'
import { IWT2_ABILITY_ACTIONS, IWT2_TARGET_ACTIONS } from '../content/controls' import { IWT2_ABILITY_ACTIONS, IWT2_TARGET_ACTIONS } from '../content/controls'
import { abilitiesForHealer, type Iwt2HealerAbility } from '../content/healerAbilities' import type { Iwt2Difficulty } from '../content/difficulties'
import { abilitiesForHealer, type Iwt2HealerAbility, type Iwt2TriggeredAbilityEffect } from '../content/healerAbilities'
import { IWT2_BOSS_METADATA, type Iwt2BossId } from '../content/bosses' import { IWT2_BOSS_METADATA, type Iwt2BossId } from '../content/bosses'
import type { import type {
Iwt2RoguelikeContentType, Iwt2RoguelikeContentType,
@@ -32,25 +35,44 @@ import type {
Iwt2RoguelikeSelfBuffId, Iwt2RoguelikeSelfBuffId,
Iwt2RoguelikeVariant, Iwt2RoguelikeVariant,
} from '../content/roguelike' } from '../content/roguelike'
import {
createRoguelikePressureState,
roguelikeIncomingDamageScale,
} from '../sim/roguelikePressure'
import { applyIwt2PveGearStats, applyIwt2PveGearToHealerAbilities } from '../sim/equipmentStats'
import {
IWT2_AEGIS_SCRIPT_DAMAGE_REDUCTION_BUFF_ID,
IWT2_BARKSKIN_HOT_BONUS_BUFF_ID,
IWT2_SUN_WARD_DAMAGE_REDUCTION_BUFF_ID,
} from '../content/roguelike'
type ArenaStatus = 'playing' | 'paused' | 'victory' | 'defeat' type ArenaStatus = 'playing' | 'paused' | 'victory' | 'defeat'
type OverlayAction = 'primary' | 'menu' type OverlayAction = 'primary' | 'requeue' | 'menu'
type OverlayNavEntry = { type OverlayNavEntry = {
action: OverlayAction action: OverlayAction
row: number row: number
} }
const OVERLAY_NAV_ENTRIES: OverlayNavEntry[] = [ const DEFAULT_OVERLAY_NAV_ENTRIES: OverlayNavEntry[] = [
{ action: 'primary', row: 0 }, { action: 'primary', row: 0 },
{ action: 'menu', row: 1 }, { action: 'menu', row: 1 },
] ]
const PVP_RESULT_OVERLAY_NAV_ENTRIES: OverlayNavEntry[] = [
{ action: 'primary', row: 0 },
{ action: 'requeue', row: 1 },
{ action: 'menu', row: 2 },
]
const EMPTY_ROGUELIKE_BUFFS: Iwt2RoguelikeSelfBuffId[] = []
const IWT2_PVP_BOSS_HEALTH_MULTIPLIER = 0.7
type BossArenaScreenProps = { type BossArenaScreenProps = {
bossId: Iwt2BossId bossId: Iwt2BossId
bossIds?: Iwt2BossId[] bossIds?: Iwt2BossId[]
difficulty?: Iwt2Difficulty
modeLabel?: string modeLabel?: string
save: Iwt2Save save: Iwt2Save
onBack: () => void onBack: () => void
onPvpRequeue?: () => void
onSaveUpdated: (save: Iwt2Save) => void onSaveUpdated: (save: Iwt2Save) => void
roguelikeRun?: { roguelikeRun?: {
buffs: Iwt2RoguelikeSelfBuffId[] buffs: Iwt2RoguelikeSelfBuffId[]
@@ -62,18 +84,50 @@ type BossArenaScreenProps = {
} }
} }
export function BossArenaScreen({ bossId, bossIds, modeLabel, save, onBack, onSaveUpdated, roguelikeRun }: BossArenaScreenProps) { export function BossArenaScreen({ bossId, bossIds, difficulty, modeLabel, save, onBack, onPvpRequeue, onSaveUpdated, roguelikeRun }: BossArenaScreenProps) {
const bossMetadata = IWT2_BOSS_METADATA[bossId] const bossMetadata = IWT2_BOSS_METADATA[bossId]
const pvpRoguelike = roguelikeRun?.variant === 'pvp' const pvpRoguelike = roguelikeRun?.variant === 'pvp'
const pveGearActive = roguelikeRun?.variant !== 'pvp'
const bossHealthScale = roguelikeRun ? roguelikeBossHealthScale(roguelikeRun.stage) : 1 const bossHealthScale = roguelikeRun ? roguelikeBossHealthScale(roguelikeRun.stage) : 1
const [arenaState, setArenaState] = useState<Iwt2ArenaState>(() => createInitialIwt2ArenaState(bossId, bossIds, bossHealthScale)) const difficultyHealthScale = difficulty?.healthMultiplier ?? 1
const difficultyDamageScale = difficulty?.damageMultiplier ?? 1
const roguelikeStage = roguelikeRun?.stage
const roguelikeContentType = roguelikeRun?.contentType
const roguelikeBuffs = roguelikeRun?.buffs ?? EMPTY_ROGUELIKE_BUFFS
const roguelikeDamageScale = roguelikeRun
? roguelikeIncomingDamageScale(roguelikeRun.stage, roguelikeRun.contentType)
: 1
const experienceMultiplier = difficulty?.experienceMultiplier ?? 1
const difficultySlug = difficulty?.slug ?? 'initiate'
const pvpBossHealthScale = pvpRoguelike ? IWT2_PVP_BOSS_HEALTH_MULTIPLIER : 1
const combinedBossHealthScale = bossHealthScale * difficultyHealthScale * pvpBossHealthScale
const combinedDamageScale = difficultyDamageScale * roguelikeDamageScale
const [arenaState, setArenaState] = useState<Iwt2ArenaState>(() => createArenaState(
bossId,
bossIds,
combinedBossHealthScale,
combinedDamageScale,
roguelikeBuffs,
createPressureState(roguelikeStage, roguelikeContentType),
pveGearActive ? save.gearProgress : undefined,
))
const [opponentArenaState, setOpponentArenaState] = useState<Iwt2ArenaState | null>(() => ( const [opponentArenaState, setOpponentArenaState] = useState<Iwt2ArenaState | null>(() => (
pvpRoguelike ? createInitialIwt2ArenaState(bossId, bossIds, bossHealthScale) : null pvpRoguelike
? createInitialIwt2ArenaState(
bossId,
bossIds,
combinedBossHealthScale,
combinedDamageScale,
createPressureState(roguelikeStage, roguelikeContentType),
)
: null
)) ))
const [abilityCooldowns, setAbilityCooldowns] = useState<Record<string, number>>({}) const [abilityCooldowns, setAbilityCooldowns] = useState<Record<string, number>>({})
const [status, setStatus] = useState<ArenaStatus>('playing') const [status, setStatus] = useState<ArenaStatus>('playing')
const [selectedOverlayAction, setSelectedOverlayAction] = useState<OverlayAction>('primary') const [selectedOverlayAction, setSelectedOverlayAction] = useState<OverlayAction>('primary')
const [selectedPartyId, setSelectedPartyId] = useState<Iwt2EntityId>('player-healer') const [selectedPartyId, setSelectedPartyId] = useState<Iwt2EntityId>('player-healer')
const [dropAwards, setDropAwards] = useState<Iwt2BossDropAward[]>([])
const [petAwards, setPetAwards] = useState<Iwt2BossPetAward[]>([])
const stateRef = useRef(arenaState) const stateRef = useRef(arenaState)
const opponentStateRef = useRef<Iwt2ArenaState | null>(opponentArenaState) const opponentStateRef = useRef<Iwt2ArenaState | null>(opponentArenaState)
const statusRef = useRef(status) const statusRef = useRef(status)
@@ -119,8 +173,25 @@ export function BossArenaScreen({ bossId, bossIds, modeLabel, save, onBack, onSa
}, [save]) }, [save])
const resetArena = useCallback(() => { const resetArena = useCallback(() => {
const next = createInitialIwt2ArenaState(bossId, bossIds, bossHealthScale) const pressureState = createPressureState(roguelikeStage, roguelikeContentType)
const nextOpponentState = pvpRoguelike ? createInitialIwt2ArenaState(bossId, bossIds, bossHealthScale) : null const next = createArenaState(
bossId,
bossIds,
combinedBossHealthScale,
combinedDamageScale,
roguelikeBuffs,
pressureState,
pveGearActive ? save.gearProgress : undefined,
)
const nextOpponentState = pvpRoguelike
? createInitialIwt2ArenaState(
bossId,
bossIds,
combinedBossHealthScale,
combinedDamageScale,
pressureState,
)
: null
recordedKillIdsRef.current = new Set() recordedKillIdsRef.current = new Set()
abilityCooldownsRef.current = {} abilityCooldownsRef.current = {}
lastHudSignatureRef.current = arenaHudSignature(next) lastHudSignatureRef.current = arenaHudSignature(next)
@@ -129,9 +200,11 @@ export function BossArenaScreen({ bossId, bossIds, modeLabel, save, onBack, onSa
setArenaState(next) setArenaState(next)
setOpponentArenaState(nextOpponentState) setOpponentArenaState(nextOpponentState)
setAbilityCooldowns({}) setAbilityCooldowns({})
setDropAwards([])
setPetAwards([])
setSelectedOverlayAction('primary') setSelectedOverlayAction('primary')
setStatus('playing') setStatus('playing')
}, [bossHealthScale, bossId, bossIds, pvpRoguelike]) }, [bossId, bossIds, combinedBossHealthScale, combinedDamageScale, pveGearActive, pvpRoguelike, roguelikeBuffs, roguelikeContentType, roguelikeStage, save.gearProgress])
const showOverlay = useCallback((nextStatus: Exclude<ArenaStatus, 'playing'>) => { const showOverlay = useCallback((nextStatus: Exclude<ArenaStatus, 'playing'>) => {
setSelectedOverlayAction('primary') setSelectedOverlayAction('primary')
@@ -139,12 +212,21 @@ export function BossArenaScreen({ bossId, bossIds, modeLabel, save, onBack, onSa
}, []) }, [])
const abilities = useMemo( const abilities = useMemo(
() => applyRoguelikeModifiers( () => {
abilitiesForHealer(save.character.healerStyle), const baseAbilities = abilitiesForHealer(
roguelikeRun?.buffs ?? [], save.character.healerStyle,
roguelikeRun?.debuffs ?? [], pveGearActive ? save.gearProgress.healer.infusionAbilityId : null,
), )
[roguelikeRun?.buffs, roguelikeRun?.debuffs, save.character.healerStyle], const gearAbilities = pveGearActive
? applyIwt2PveGearToHealerAbilities(baseAbilities, save.gearProgress)
: baseAbilities
return applyRoguelikeModifiers(
gearAbilities,
roguelikeRun?.buffs ?? [],
roguelikeRun?.debuffs ?? [],
)
},
[pveGearActive, roguelikeRun?.buffs, roguelikeRun?.debuffs, save.character.healerStyle, save.gearProgress],
) )
const castAbility = useCallback((ability: Iwt2HealerAbility) => { const castAbility = useCallback((ability: Iwt2HealerAbility) => {
@@ -166,8 +248,9 @@ export function BossArenaScreen({ bossId, bossIds, modeLabel, save, onBack, onSa
const moveOverlaySelection = useCallback((action: string) => { const moveOverlaySelection = useCallback((action: string) => {
setSelectedOverlayAction((current) => { setSelectedOverlayAction((current) => {
const active = OVERLAY_NAV_ENTRIES.find((entry) => entry.action === current) ?? OVERLAY_NAV_ENTRIES[0] const entries = overlayNavEntriesFor(statusRef.current, pvpRoguelike)
const candidates = OVERLAY_NAV_ENTRIES.filter((entry) => { const active = entries.find((entry) => entry.action === current) ?? entries[0]
const candidates = entries.filter((entry) => {
if (entry.action === current) return false if (entry.action === current) return false
if (action === 'navigateUp') return entry.row < active.row if (action === 'navigateUp') return entry.row < active.row
if (action === 'navigateDown') return entry.row > active.row if (action === 'navigateDown') return entry.row > active.row
@@ -177,9 +260,13 @@ export function BossArenaScreen({ bossId, bossIds, modeLabel, save, onBack, onSa
candidates.sort((a, b) => Math.abs(a.row - active.row) - Math.abs(b.row - active.row)) candidates.sort((a, b) => Math.abs(a.row - active.row) - Math.abs(b.row - active.row))
return candidates[0]?.action ?? current return candidates[0]?.action ?? current
}) })
}, []) }, [pvpRoguelike])
const activateOverlayAction = useCallback((overlayAction = selectedOverlayActionRef.current) => { const activateOverlayAction = useCallback((overlayAction = selectedOverlayActionRef.current) => {
if (overlayAction === 'requeue') {
onPvpRequeue?.()
return
}
if (overlayAction === 'menu') { if (overlayAction === 'menu') {
onBack() onBack()
return return
@@ -193,7 +280,7 @@ export function BossArenaScreen({ bossId, bossIds, modeLabel, save, onBack, onSa
return return
} }
resetArena() resetArena()
}, [onBack, resetArena, roguelikeRun]) }, [onBack, onPvpRequeue, resetArena, roguelikeRun])
useGameAction((action, device) => { useGameAction((action, device) => {
if (device === 'controller' && statusRef.current !== 'playing') { if (device === 'controller' && statusRef.current !== 'playing') {
@@ -271,17 +358,33 @@ export function BossArenaScreen({ bossId, bossIds, modeLabel, save, onBack, onSa
if (newlyDefeatedBosses.length > 0) { if (newlyDefeatedBosses.length > 0) {
const nextRecordedIds = new Set(recordedKillIdsRef.current) const nextRecordedIds = new Set(recordedKillIdsRef.current)
let updatedSave = saveRef.current let updatedSave = saveRef.current
const newDropAwards: Iwt2BossDropAward[] = []
const newPetAwards: Iwt2BossPetAward[] = []
for (const defeatedBoss of newlyDefeatedBosses) { for (const defeatedBoss of newlyDefeatedBosses) {
nextRecordedIds.add(defeatedBoss.bossId) nextRecordedIds.add(defeatedBoss.bossId)
updatedSave = recordIwt2BossKill(updatedSave, defeatedBoss.bossId) const reward = recordIwt2BossKillReward(updatedSave, defeatedBoss.bossId, {
difficultySlug,
experienceMultiplier,
})
updatedSave = reward.save
newDropAwards.push(reward.dropAwarded)
if (reward.petAwarded) newPetAwards.push(reward.petAwarded)
} }
recordedKillIdsRef.current = nextRecordedIds recordedKillIdsRef.current = nextRecordedIds
saveRef.current = updatedSave saveRef.current = updatedSave
if (newDropAwards.length > 0) setDropAwards((current) => [...current, ...newDropAwards])
if (newPetAwards.length > 0) setPetAwards((current) => [...current, ...newPetAwards])
onSaveUpdated(updatedSave) onSaveUpdated(updatedSave)
} }
if (next.bosses.every((boss) => boss.health <= 0)) { if (next.bosses.every((boss) => boss.health <= 0)) {
showOverlay('victory') if (pvpRoguelike && roguelikeRun) {
statusRef.current = 'victory'
setStatus('victory')
roguelikeRun.onVictory()
} else {
showOverlay('victory')
}
} else if (next.party.every((member) => member.health <= 0)) { } else if (next.party.every((member) => member.health <= 0)) {
showOverlay('defeat') showOverlay('defeat')
} }
@@ -299,7 +402,7 @@ export function BossArenaScreen({ bossId, bossIds, modeLabel, save, onBack, onSa
setAbilityCooldowns(abilityCooldownsRef.current) setAbilityCooldowns(abilityCooldownsRef.current)
} }
return next return next
}, [onSaveUpdated, pvpRoguelike, showOverlay]) }, [difficultySlug, experienceMultiplier, onSaveUpdated, pvpRoguelike, roguelikeRun, showOverlay])
const targetBindings = directPartyTargeting const targetBindings = directPartyTargeting
? IWT2_TARGET_ACTIONS.map((action) => activeBindings[action] ?? null) ? IWT2_TARGET_ACTIONS.map((action) => activeBindings[action] ?? null)
@@ -308,11 +411,14 @@ export function BossArenaScreen({ bossId, bossIds, modeLabel, save, onBack, onSa
const alivePartyCount = arenaState.party.filter((member) => member.health > 0).length const alivePartyCount = arenaState.party.filter((member) => member.health > 0).length
const totalPartyDamage = arenaState.party.reduce((total, member) => total + member.damageDone, 0) const totalPartyDamage = arenaState.party.reduce((total, member) => total + member.damageDone, 0)
const defeatedBossCount = arenaState.bosses.filter((boss) => boss.health <= 0).length const defeatedBossCount = arenaState.bosses.filter((boss) => boss.health <= 0).length
const victoryExperience = Math.round(arenaState.bosses.length * 125 * experienceMultiplier)
const bossTitle = formatBossEncounterTitle(arenaState.bosses) const bossTitle = formatBossEncounterTitle(arenaState.bosses)
const overlayPrimaryLabel = status === 'paused' const overlayPrimaryLabel = status === 'paused'
? 'Resume' ? 'Resume'
: status === 'victory' && roguelikeRun : status === 'victory' && roguelikeRun
? 'Choose Upgrade' ? 'Choose Upgrade'
: pvpRoguelike && status !== 'playing'
? 'Rematch'
: 'Restart' : 'Restart'
const overlayTitle = status === 'victory' const overlayTitle = status === 'victory'
? `${bossTitle} Down` ? `${bossTitle} Down`
@@ -457,9 +563,18 @@ export function BossArenaScreen({ bossId, bossIds, modeLabel, save, onBack, onSa
</div> </div>
{status === 'victory' && ( {status === 'victory' && (
<div className="iwt2-result-reward"> <div className="iwt2-result-reward">
<span>+{arenaState.bosses.length * 125} XP</span> <span>+{victoryExperience} XP</span>
<span>{arenaState.bosses.length} carves</span>
<span>Log +{arenaState.bosses.length}</span> <span>Log +{arenaState.bosses.length}</span>
{dropAwards.map((award) => (
<span key={`${award.dropId}:${award.quantityAfter}`}>
{award.dropName}{award.quantity > 1 ? ` x${award.quantity}` : ''}
</span>
))}
{petAwards.map((award) => (
<span key={`${award.petId}:${award.quantityAfter}`}>
{award.petName}{award.duplicate ? ` x${award.quantityAfter}` : ''}
</span>
))}
</div> </div>
)} )}
<div className="iwt2-overlay-actions"> <div className="iwt2-overlay-actions">
@@ -467,14 +582,27 @@ export function BossArenaScreen({ bossId, bossIds, modeLabel, save, onBack, onSa
className={`iwt2-result-button is-primary ${selectedOverlayAction === 'primary' ? 'game-selected' : ''}`} className={`iwt2-result-button is-primary ${selectedOverlayAction === 'primary' ? 'game-selected' : ''}`}
data-game-selected={selectedOverlayAction === 'primary' ? 'true' : undefined} data-game-selected={selectedOverlayAction === 'primary' ? 'true' : undefined}
onClick={() => activateOverlayAction('primary')} onClick={() => activateOverlayAction('primary')}
onPointerDown={() => setSelectedOverlayAction('primary')}
type="button" type="button"
> >
{overlayPrimaryLabel} {overlayPrimaryLabel}
</button> </button>
{pvpRoguelike && (
<button
className={`iwt2-result-button is-secondary ${selectedOverlayAction === 'requeue' ? 'game-selected' : ''}`}
data-game-selected={selectedOverlayAction === 'requeue' ? 'true' : undefined}
onClick={() => activateOverlayAction('requeue')}
onPointerDown={() => setSelectedOverlayAction('requeue')}
type="button"
>
Requeue
</button>
)}
<button <button
className={`iwt2-result-button is-secondary ${selectedOverlayAction === 'menu' ? 'game-selected' : ''}`} className={`iwt2-result-button is-secondary ${selectedOverlayAction === 'menu' ? 'game-selected' : ''}`}
data-game-selected={selectedOverlayAction === 'menu' ? 'true' : undefined} data-game-selected={selectedOverlayAction === 'menu' ? 'true' : undefined}
onClick={() => activateOverlayAction('menu')} onClick={() => activateOverlayAction('menu')}
onPointerDown={() => setSelectedOverlayAction('menu')}
type="button" type="button"
> >
Menu Menu
@@ -507,7 +635,12 @@ function formatArenaTime(seconds: number): string {
} }
function roguelikeBossHealthScale(stage: number): number { function roguelikeBossHealthScale(stage: number): number {
return 0.5 + Math.max(0, stage - 1) * 0.1 return 1 + Math.max(0, stage - 1) * 0.1
}
function overlayNavEntriesFor(status: ArenaStatus, pvpRoguelike: boolean): OverlayNavEntry[] {
if (pvpRoguelike && (status === 'victory' || status === 'defeat')) return PVP_RESULT_OVERLAY_NAV_ENTRIES
return DEFAULT_OVERLAY_NAV_ENTRIES
} }
function arenaHudSignature(state: Iwt2ArenaState): string { function arenaHudSignature(state: Iwt2ArenaState): string {
@@ -555,12 +688,66 @@ function tickCooldowns(cooldowns: Record<string, number>, dt: number) {
return changed ? next : cooldowns return changed ? next : cooldowns
} }
function createArenaState(
bossId: Iwt2BossId,
bossIds: Iwt2BossId[] | undefined,
bossHealthScale: number,
partyDamageTakenScale: number,
buffs: Iwt2RoguelikeSelfBuffId[],
roguelikePressure: ReturnType<typeof createPressureState>,
gearProgress?: Iwt2Save['gearProgress'],
): Iwt2ArenaState {
const baseState = createInitialIwt2ArenaState(
bossId,
bossIds,
bossHealthScale,
partyDamageTakenScale,
roguelikePressure,
)
const state = gearProgress ? applyIwt2PveGearStats(baseState, gearProgress) : baseState
const shieldedDamageTakenMultiplier = shieldedDamageTakenMultiplierForBuffs(buffs)
const shieldedHotHealingMultiplier = buffs.includes(IWT2_BARKSKIN_HOT_BONUS_BUFF_ID) ? 1.25 : undefined
if (shieldedDamageTakenMultiplier === undefined && shieldedHotHealingMultiplier === undefined) return state
return {
...state,
party: state.party.map((member) => ({
...member,
shieldedDamageTakenMultiplier,
shieldedHotHealingMultiplier,
})),
}
}
function createPressureState(
stage: number | undefined,
contentType: Iwt2RoguelikeContentType | undefined,
) {
return stage && contentType ? createRoguelikePressureState(stage, contentType) : undefined
}
function shieldedDamageTakenMultiplierForBuffs(buffs: Iwt2RoguelikeSelfBuffId[]) {
const multipliers: number[] = []
if (buffs.includes(IWT2_SUN_WARD_DAMAGE_REDUCTION_BUFF_ID)) multipliers.push(0.5)
if (buffs.includes(IWT2_AEGIS_SCRIPT_DAMAGE_REDUCTION_BUFF_ID)) multipliers.push(0.7)
return multipliers.length > 0 ? Math.min(...multipliers) : undefined
}
function applyRoguelikeModifiers( function applyRoguelikeModifiers(
abilities: Iwt2HealerAbility[], abilities: Iwt2HealerAbility[],
buffs: Iwt2RoguelikeSelfBuffId[], buffs: Iwt2RoguelikeSelfBuffId[],
debuffs: Iwt2RoguelikeOpponentDebuffId[], debuffs: Iwt2RoguelikeOpponentDebuffId[],
): Iwt2HealerAbility[] { ): Iwt2HealerAbility[] {
if (buffs.length === 0 && debuffs.length === 0) return abilities if (buffs.length === 0 && debuffs.length === 0) return abilities
const abilityById = new Map(abilities.map((ability) => [ability.id, ability]))
const renewEffect = triggeredEffectFromAbility(abilityById.get('dawnweaver-renew'))
const sunWardEffect = triggeredEffectFromAbility(abilityById.get('dawnweaver-sun-ward'))
const halfSunWardEffect = triggeredEffectFromAbility(abilityById.get('dawnweaver-sun-ward'), 0.5)
const seedOfLifeEffect = triggeredEffectFromAbility(abilityById.get('lifebinder-seed-of-life'))
const barkskinEffect = triggeredEffectFromAbility(abilityById.get('lifebinder-barkskin'))
const halfBarkskinEffect = triggeredEffectFromAbility(abilityById.get('lifebinder-barkskin'), 0.5)
const mendingRuneEffect = triggeredEffectFromAbility(abilityById.get('runesage-mending-rune'))
const aegisScriptEffect = triggeredEffectFromAbility(abilityById.get('runesage-aegis-script'))
const halfAegisScriptEffect = triggeredEffectFromAbility(abilityById.get('runesage-aegis-script'), 0.5)
return abilities.map((ability) => { return abilities.map((ability) => {
const slot = String(ability.slot) const slot = String(ability.slot)
const costDown = countStacks(buffs, `slot${slot}-cost-down`) const costDown = countStacks(buffs, `slot${slot}-cost-down`)
@@ -568,16 +755,118 @@ function applyRoguelikeModifiers(
const cooldownDown = countStacks(buffs, `slot${slot}-cooldown-down`) const cooldownDown = countStacks(buffs, `slot${slot}-cooldown-down`)
const cooldownUp = countStacks(debuffs, `opp-slot${slot}-cooldown-up`) const cooldownUp = countStacks(debuffs, `opp-slot${slot}-cooldown-up`)
const extraTargets = countStacks(buffs, `slot${slot}-extra-target`) const extraTargets = countStacks(buffs, `slot${slot}-extra-target`)
if (costDown === 0 && costUp === 0 && cooldownDown === 0 && cooldownUp === 0 && extraTargets === 0) return ability const triggeredEffects = iwt2TriggeredEffectsForAbility({
ability,
aegisScriptEffect,
barkskinEffect,
buffs,
halfAegisScriptEffect,
halfBarkskinEffect,
halfSunWardEffect,
mendingRuneEffect,
renewEffect,
seedOfLifeEffect,
sunWardEffect,
})
if (costDown === 0 && costUp === 0 && cooldownDown === 0 && cooldownUp === 0 && extraTargets === 0 && triggeredEffects.length === 0) return ability
return { return {
...ability, ...ability,
cooldownSeconds: roundModifier(ability.cooldownSeconds * 0.75 ** cooldownDown * 1.25 ** cooldownUp), cooldownSeconds: roundModifier(ability.cooldownSeconds * 0.75 ** cooldownDown * 1.25 ** cooldownUp),
extraTargets: (ability.extraTargets ?? 0) + extraTargets, extraTargets: (ability.extraTargets ?? 0) + extraTargets,
manaCost: Math.max(1, Math.ceil(ability.manaCost * 0.75 ** costDown * 1.25 ** costUp)), manaCost: Math.max(1, Math.ceil(ability.manaCost * 0.75 ** costDown * 1.25 ** costUp)),
triggeredEffects: triggeredEffects.length > 0 ? triggeredEffects : ability.triggeredEffects,
} }
}) })
} }
function iwt2TriggeredEffectsForAbility({
ability,
aegisScriptEffect,
barkskinEffect,
buffs,
halfAegisScriptEffect,
halfBarkskinEffect,
halfSunWardEffect,
mendingRuneEffect,
renewEffect,
seedOfLifeEffect,
sunWardEffect,
}: {
ability: Iwt2HealerAbility
aegisScriptEffect: Iwt2TriggeredAbilityEffect | undefined
barkskinEffect: Iwt2TriggeredAbilityEffect | undefined
buffs: Iwt2RoguelikeSelfBuffId[]
halfAegisScriptEffect: Iwt2TriggeredAbilityEffect | undefined
halfBarkskinEffect: Iwt2TriggeredAbilityEffect | undefined
halfSunWardEffect: Iwt2TriggeredAbilityEffect | undefined
mendingRuneEffect: Iwt2TriggeredAbilityEffect | undefined
renewEffect: Iwt2TriggeredAbilityEffect | undefined
seedOfLifeEffect: Iwt2TriggeredAbilityEffect | undefined
sunWardEffect: Iwt2TriggeredAbilityEffect | undefined
}): Iwt2TriggeredAbilityEffect[] {
const effects = [...ability.triggeredEffects ?? []]
const addEffect = (effect: Iwt2TriggeredAbilityEffect | undefined) => {
if (effect && !effects.some((existing) => existing.id === effect.id && existing.power === effect.power)) {
effects.push(effect)
}
}
if (ability.id === 'dawnweaver-mend') {
if (buffs.includes('dawnweaver-mend-applies-renew')) addEffect(renewEffect)
if (buffs.includes('dawnweaver-mend-applies-sun-ward')) addEffect(sunWardEffect)
} else if (ability.id === 'dawnweaver-renew') {
if (buffs.includes('dawnweaver-renew-applies-sun-ward')) addEffect(sunWardEffect)
} else if (ability.id === 'dawnweaver-radiance') {
if (buffs.includes('dawnweaver-radiance-applies-renew')) addEffect(renewEffect)
if (buffs.includes('dawnweaver-radiance-applies-sun-ward')) addEffect(halfSunWardEffect)
} else if (ability.id === 'dawnweaver-sun-ward') {
if (buffs.includes('dawnweaver-sun-ward-applies-renew')) addEffect(renewEffect)
} else if (ability.id === 'dawnweaver-purify') {
if (buffs.includes('dawnweaver-purify-applies-renew')) addEffect(renewEffect)
if (buffs.includes('dawnweaver-purify-applies-sun-ward')) addEffect(sunWardEffect)
} else if (ability.id === 'lifebinder-verdant-touch') {
if (buffs.includes('lifebinder-verdant-touch-applies-seed-of-life')) addEffect(seedOfLifeEffect)
if (buffs.includes('lifebinder-verdant-touch-applies-barkskin')) addEffect(halfBarkskinEffect)
} else if (ability.id === 'lifebinder-seed-of-life') {
if (buffs.includes('lifebinder-seed-of-life-applies-barkskin')) addEffect(barkskinEffect)
} else if (ability.id === 'lifebinder-wild-growth') {
if (buffs.includes('lifebinder-wild-growth-applies-seed-of-life')) addEffect(seedOfLifeEffect)
if (buffs.includes('lifebinder-wild-growth-applies-barkskin')) addEffect(halfBarkskinEffect)
} else if (ability.id === 'lifebinder-barkskin') {
if (buffs.includes('lifebinder-barkskin-applies-seed-of-life')) addEffect(seedOfLifeEffect)
} else if (ability.id === 'lifebinder-purging-sap') {
if (buffs.includes('lifebinder-purging-sap-applies-seed-of-life')) addEffect(seedOfLifeEffect)
if (buffs.includes('lifebinder-purging-sap-applies-barkskin')) addEffect(barkskinEffect)
} else if (ability.id === 'runesage-etched-mend') {
if (buffs.includes('runesage-etched-mend-applies-mending-rune')) addEffect(mendingRuneEffect)
if (buffs.includes('runesage-etched-mend-applies-aegis-script')) addEffect(halfAegisScriptEffect)
} else if (ability.id === 'runesage-mending-rune') {
if (buffs.includes('runesage-mending-rune-applies-aegis-script')) addEffect(aegisScriptEffect)
} else if (ability.id === 'runesage-concordance') {
if (buffs.includes('runesage-concordance-applies-mending-rune')) addEffect(mendingRuneEffect)
if (buffs.includes('runesage-concordance-applies-aegis-script')) addEffect(halfAegisScriptEffect)
} else if (ability.id === 'runesage-aegis-script') {
if (buffs.includes('runesage-aegis-script-applies-mending-rune')) addEffect(mendingRuneEffect)
} else if (ability.id === 'runesage-unravel') {
if (buffs.includes('runesage-unravel-applies-mending-rune')) addEffect(mendingRuneEffect)
if (buffs.includes('runesage-unravel-applies-aegis-script')) addEffect(aegisScriptEffect)
}
return effects
}
function triggeredEffectFromAbility(
ability: Iwt2HealerAbility | undefined,
strength = 1,
): Iwt2TriggeredAbilityEffect | undefined {
if (!ability) return undefined
return {
effectType: ability.effectType,
id: ability.id,
kind: ability.kind,
name: ability.name,
power: Math.max(1, Math.round(ability.power * strength)),
}
}
function countStacks(items: readonly string[], id: string) { function countStacks(items: readonly string[], id: string) {
return items.filter((item) => item === id).length return items.filter((item) => item === id).length
} }
File diff suppressed because it is too large Load Diff
+235 -25
View File
@@ -13,7 +13,9 @@ import type {
Iwt2PartyEntityId, Iwt2PartyEntityId,
Iwt2PartyEntityState, Iwt2PartyEntityState,
Iwt2ProjectileEntityState, Iwt2ProjectileEntityState,
Iwt2RoguelikePressureState,
Iwt2StatusState, Iwt2StatusState,
Iwt2Vec2,
} from './types' } from './types'
import type { Iwt2PlayerClassId } from '../content/classes' import type { Iwt2PlayerClassId } from '../content/classes'
import { tickBoss } from './bossAi' import { tickBoss } from './bossAi'
@@ -21,7 +23,9 @@ import { separateCircles } from './collision'
import { canPartyMemberHitTarget, tickPartyMember } from './partyAi' import { canPartyMemberHitTarget, tickPartyMember } from './partyAi'
import { addFirePuddle, createHazardIndicators, tickGroundHazards } from './hazards' import { addFirePuddle, createHazardIndicators, tickGroundHazards } from './hazards'
import { applyPartyDamageInShape } from './mechanics' import { applyPartyDamageInShape } from './mechanics'
import { tickRoguelikePressure } from './roguelikePressure'
import { import {
addVec2,
clampVec2ToArena, clampVec2ToArena,
distanceVec2, distanceVec2,
normalizeVec2, normalizeVec2,
@@ -35,7 +39,7 @@ const MAX_DT = 1 / 15
const MAX_EVENTS = 80 const MAX_EVENTS = 80
const HEALER_MANA_REGEN_PER_SECOND = 3 const HEALER_MANA_REGEN_PER_SECOND = 3
const BOSS_PROJECTILE_BOUNCE_COOLDOWN_SECONDS = 0.22 const BOSS_PROJECTILE_BOUNCE_COOLDOWN_SECONDS = 0.22
const IWT2_ARENA_BOSS_IDS: Iwt2BossId[] = ['bulldrome', 'yian-kut-ku', 'great-jaggi', 'khezu'] const IWT2_ARENA_BOSS_IDS = Object.keys(IWT2_BOSS_METADATA) as Iwt2BossId[]
type InitialPartyMember = { type InitialPartyMember = {
id: Iwt2PartyEntityId id: Iwt2PartyEntityId
@@ -60,6 +64,8 @@ export function createInitialIwt2ArenaState(
bossId: Iwt2BossId = 'bulldrome', bossId: Iwt2BossId = 'bulldrome',
bossIds?: Iwt2BossId[], bossIds?: Iwt2BossId[],
bossHealthScale = 1, bossHealthScale = 1,
partyDamageTakenScale = 1,
roguelikePressure?: Iwt2RoguelikePressureState,
): Iwt2ArenaState { ): Iwt2ArenaState {
const initialBossIds = bossIds?.length ? bossIds.slice(0, 2) : chooseInitialBossIds(bossId) const initialBossIds = bossIds?.length ? bossIds.slice(0, 2) : chooseInitialBossIds(bossId)
const bosses = initialBossIds.map((id, index) => createBossEntity(id, index, bossHealthScale)) const bosses = initialBossIds.map((id, index) => createBossEntity(id, index, bossHealthScale))
@@ -67,11 +73,12 @@ export function createInitialIwt2ArenaState(
schemaVersion: 1, schemaVersion: 1,
time: 0, time: 0,
bounds: { width: DEFAULT_ARENA_WIDTH, height: DEFAULT_ARENA_HEIGHT }, bounds: { width: DEFAULT_ARENA_WIDTH, height: DEFAULT_ARENA_HEIGHT },
party: INITIAL_PARTY.map(createPartyMember), party: INITIAL_PARTY.map((member) => createPartyMember(member, partyDamageTakenScale)),
projectiles: [], projectiles: [],
hostileAdds: [], hostileAdds: [],
hazards: [], hazards: [],
indicators: [], indicators: [],
roguelikePressure,
boss: bosses[0], boss: bosses[0],
bosses, bosses,
nextEventId: 1, nextEventId: 1,
@@ -102,6 +109,10 @@ function createBossEntity(bossId: Iwt2BossId, index: number, healthScale: number
radius: bossMetadata.radius, radius: bossMetadata.radius,
health: maxHealth, health: maxHealth,
maxHealth, maxHealth,
armor: bossMetadata.mudArmor ?? 0,
maxArmor: bossMetadata.mudArmor ?? 0,
mechanicEnergy: 0,
mechanicEnergyMax: bossMetadata.staticEnergyMax ?? 0,
meleeCooldownRemaining: 0.6 + index * 0.25, meleeCooldownRemaining: 0.6 + index * 0.25,
chargeCooldownRemaining: initialBossSpecialCooldown(bossId) + index * 0.7, chargeCooldownRemaining: initialBossSpecialCooldown(bossId) + index * 0.7,
chargeCount: 0, chargeCount: 0,
@@ -118,6 +129,8 @@ function createBossEntity(bossId: Iwt2BossId, index: number, healthScale: number
birdWaveThresholdsTriggered: [], birdWaveThresholdsTriggered: [],
mechanicLanes: [], mechanicLanes: [],
mechanicCircles: [], mechanicCircles: [],
mechanicArcs: [],
mechanicLinks: [],
} }
} }
@@ -132,12 +145,31 @@ function initialBossSpecialCooldown(bossId: Iwt2BossId): number {
if (bossId === 'bulldrome') return 2 if (bossId === 'bulldrome') return 2
if (bossId === 'great-jaggi') return 2.4 if (bossId === 'great-jaggi') return 2.4
if (bossId === 'khezu') return 3 if (bossId === 'khezu') return 3
if (bossId === 'rathian') return 2.2
if (bossId === 'barroth') return 2.1
if (bossId === 'tobi-kadachi') return 2.6
if (bossId === 'rimebastion') return 2.8
if (bossId === 'ember-mantis-duelist') return 1.4
if (bossId === 'cinderback-ricochet') return 2.5
if (bossId === 'obsidian-ram-golem') return 2.2
if (bossId === 'stormcoil-wyrm') return 2.6
if (bossId === 'venom-orchid-hydra') return 2.4
if (bossId === 'sandglass-scorpion') return 2.1
if (bossId === 'crystal-bat-matriarch') return 2.3
if (bossId === 'hollowcrown-revenant') return 1.8
return 0 return 0
} }
function initialBossSecondaryCooldown(bossId: Iwt2BossId): number { function initialBossSecondaryCooldown(bossId: Iwt2BossId): number {
if (bossId === 'yian-kut-ku') return 1.2 if (bossId === 'yian-kut-ku') return 1.2
if (bossId === 'khezu') return 1.6 if (bossId === 'khezu') return 1.6
if (bossId === 'rathian') return 3
if (bossId === 'tobi-kadachi') return 2.4
if (bossId === 'ember-mantis-duelist') return 3
if (bossId === 'stormcoil-wyrm') return 3.1
if (bossId === 'venom-orchid-hydra') return 2.8
if (bossId === 'sandglass-scorpion') return 3.2
if (bossId === 'crystal-bat-matriarch') return 2.9
return 0 return 0
} }
@@ -157,12 +189,23 @@ export function tickIwt2Arena(state: Iwt2ArenaState, input: Iwt2ArenaInput, dt:
} }
const separatedState = { const separatedState = {
...baseState, ...baseState,
party: separatePartyFromBosses(baseState.party, baseState), party: separatePartyFromBosses(
separatePartyFromParty(separatePartyFromBosses(baseState.party, baseState), baseState),
baseState,
),
} }
const bossResult = tickBosses(separatedState, step) const bossResult = tickBosses(separatedState, step)
const postBossState = { ...separatedState, bosses: bossResult.bosses }
const postBossParty = separatePartyFromBosses(
separatePartyFromParty(
separatePartyFromBosses(bossResult.party, postBossState),
postBossState,
),
postBossState,
)
const projectileResult = advanceProjectiles( const projectileResult = advanceProjectiles(
[...separatedState.projectiles, ...(bossResult.projectiles ?? [])], [...separatedState.projectiles, ...(bossResult.projectiles ?? [])],
bossResult.party, postBossParty,
bossResult.bosses, bossResult.bosses,
bossResult.hostileAdds ?? separatedState.hostileAdds, bossResult.hostileAdds ?? separatedState.hostileAdds,
bossResult.hazards ?? separatedState.hazards, bossResult.hazards ?? separatedState.hazards,
@@ -178,17 +221,30 @@ export function tickIwt2Arena(state: Iwt2ArenaState, input: Iwt2ArenaInput, dt:
party: projectileResult.party, party: projectileResult.party,
time: separatedState.time, time: separatedState.time,
}) })
const pressureResult = tickRoguelikePressure({
party: hazardResult.party,
pressure: separatedState.roguelikePressure,
time: separatedState.time,
})
const damageResult = applyPartyAttacks( const damageResult = applyPartyAttacks(
hazardResult.party, pressureResult.party,
projectileResult.bosses, projectileResult.bosses,
projectileResult.hostileAdds, projectileResult.hostileAdds,
separatedState.time, separatedState.time,
projectileResult.nextProjectileId, projectileResult.nextProjectileId,
) )
const hotResult = tickPartyHotEffects(damageResult.party, step, separatedState.time) const hotResult = tickPartyHotEffects(damageResult.party, step, separatedState.time)
const finalParty = regeneratePartyMana(hotResult.party, step) const regeneratedParty = regeneratePartyMana(hotResult.party, step)
const finalCollisionState = { ...separatedState, bosses: damageResult.bosses }
const finalParty = separatePartyFromBosses(
separatePartyFromParty(
separatePartyFromBosses(regeneratedParty, finalCollisionState),
finalCollisionState,
),
finalCollisionState,
)
const nextEvents = assignEventIds( const nextEvents = assignEventIds(
[...bossResult.events, ...projectileResult.events, ...hazardResult.events, ...damageResult.events, ...hotResult.events], [...bossResult.events, ...projectileResult.events, ...hazardResult.events, ...pressureResult.events, ...damageResult.events, ...hotResult.events],
state.nextEventId, state.nextEventId,
) )
return { return {
@@ -196,6 +252,7 @@ export function tickIwt2Arena(state: Iwt2ArenaState, input: Iwt2ArenaInput, dt:
boss: getPrimaryBoss(damageResult.bosses), boss: getPrimaryBoss(damageResult.bosses),
bosses: damageResult.bosses, bosses: damageResult.bosses,
indicators: [...bossResult.indicators, ...createHazardIndicators(hazardResult.hazards)], indicators: [...bossResult.indicators, ...createHazardIndicators(hazardResult.hazards)],
roguelikePressure: pressureResult.pressure,
party: finalParty, party: finalParty,
hostileAdds: damageResult.hostileAdds, hostileAdds: damageResult.hostileAdds,
hazards: hazardResult.hazards, hazards: hazardResult.hazards,
@@ -224,7 +281,10 @@ function tickPartyHotEffects(
let nextTickInSeconds = effect.nextTickInSeconds - dt let nextTickInSeconds = effect.nextTickInSeconds - dt
if (member.health > 0 && nextTickInSeconds <= 0) { if (member.health > 0 && nextTickInSeconds <= 0) {
const before = health const before = health
health = Math.min(member.maxHealth, health + effect.power) const healingMultiplier = member.shield > 0
? member.shieldedHotHealingMultiplier ?? 1
: 1
health = Math.min(member.maxHealth, health + effect.power * healingMultiplier)
const healed = health - before const healed = health - before
if (healed > 0) { if (healed > 0) {
events.push({ events.push({
@@ -264,8 +324,9 @@ function regeneratePartyMana(party: Iwt2PartyEntityState[], dt: number): Iwt2Par
}) })
} }
function createPartyMember(initial: InitialPartyMember): Iwt2PartyEntityState { function createPartyMember(initial: InitialPartyMember, damageTakenScale: number): Iwt2PartyEntityState {
const metadata = IWT2_CLASS_METADATA[initial.classId] const metadata = IWT2_CLASS_METADATA[initial.classId]
const safeDamageTakenScale = Number.isFinite(damageTakenScale) ? Math.max(0.01, damageTakenScale) : 1
return { return {
id: initial.id, id: initial.id,
kind: 'party', kind: 'party',
@@ -275,8 +336,16 @@ function createPartyMember(initial: InitialPartyMember): Iwt2PartyEntityState {
velocity: { x: 0, y: 0 }, velocity: { x: 0, y: 0 },
facing: { x: 1, y: 0 }, facing: { x: 1, y: 0 },
radius: metadata.radius, radius: metadata.radius,
moveSpeed: metadata.moveSpeed,
attackRange: metadata.attackRange,
attackDamage: metadata.attackDamage,
attackCooldown: metadata.attackCooldown,
castTime: metadata.castTime,
projectileSpeed: metadata.projectileSpeed,
health: metadata.maxHealth, health: metadata.maxHealth,
maxHealth: metadata.maxHealth, maxHealth: metadata.maxHealth,
damageTakenScale: safeDamageTakenScale,
stunTakenScale: 1,
shield: 0, shield: 0,
mana: initial.classId === 'healer' ? 100 : 0, mana: initial.classId === 'healer' ? 100 : 0,
maxMana: initial.classId === 'healer' ? 100 : 0, maxMana: initial.classId === 'healer' ? 100 : 0,
@@ -296,6 +365,7 @@ function createEmptyStatus(): Iwt2StatusState {
stunnedSeconds: 0, stunnedSeconds: 0,
knockedDownSeconds: 0, knockedDownSeconds: 0,
invulnerableSeconds: 0, invulnerableSeconds: 0,
slowedSeconds: 0,
} }
} }
@@ -340,9 +410,10 @@ function tickBosses(state: Iwt2ArenaState, dt: number) {
indicators.push(...result.indicators) indicators.push(...result.indicators)
} }
const separatedBosses = separateBosses(bosses, state)
return { return {
bosses, bosses: separatedBosses,
boss: getPrimaryBoss(bosses), boss: getPrimaryBoss(separatedBosses),
party: nextParty, party: nextParty,
hostileAdds: nextHostileAdds, hostileAdds: nextHostileAdds,
hazards: nextHazards, hazards: nextHazards,
@@ -355,22 +426,131 @@ function tickBosses(state: Iwt2ArenaState, dt: number) {
} }
} }
function separateBosses(bosses: Iwt2BossEntityState[], state: Iwt2ArenaState): Iwt2BossEntityState[] {
const next = bosses.map((boss) => ({ ...boss, position: { ...boss.position } }))
for (let pass = 0; pass < 3; pass += 1) {
for (let firstIndex = 0; firstIndex < next.length; firstIndex += 1) {
const first = next[firstIndex]
if (!first || first.health <= 0) continue
for (let secondIndex = firstIndex + 1; secondIndex < next.length; secondIndex += 1) {
const second = next[secondIndex]
if (!second || second.health <= 0) continue
const minDistance = first.radius + second.radius + 4
const distance = distanceVec2(first.position, second.position)
if (distance >= minDistance) continue
const fallback = {
x: first.position.x <= second.position.x ? -1 : 1,
y: first.position.y <= second.position.y ? -0.4 : 0.4,
}
const direction = distance <= 0.001 ? normalizeVec2(fallback) : normalizeVec2(subtractVec2(first.position, second.position))
const push = (minDistance - distance) * 0.55
const firstPosition = clampVec2ToArena(addVec2(first.position, scaleVec2(direction, push)), first.radius, state.bounds)
const secondPosition = clampVec2ToArena(addVec2(second.position, scaleVec2(direction, -push)), second.radius, state.bounds)
next[firstIndex] = {
...first,
position: firstPosition,
velocity: scaleVec2(subtractVec2(firstPosition, first.position), 30),
}
next[secondIndex] = {
...second,
position: secondPosition,
velocity: scaleVec2(subtractVec2(secondPosition, second.position), 30),
}
}
}
}
return next
}
function separatePartyFromBosses(party: Iwt2PartyEntityState[], state: Iwt2ArenaState): Iwt2PartyEntityState[] { function separatePartyFromBosses(party: Iwt2PartyEntityState[], state: Iwt2ArenaState): Iwt2PartyEntityState[] {
return party.map((member) => { return party.map((member) => {
if (member.health <= 0) return member if (member.health <= 0) return member
let position = member.position let position = member.position
for (const boss of state.bosses) { for (const boss of state.bosses) {
if (boss.health <= 0) continue if (boss.health <= 0) continue
position = separateCircles( const overlapBeforeSeparation = circleOverlapAmount({ position, radius: member.radius }, boss)
const separated = separateCircles(
{ position, radius: member.radius }, { position, radius: member.radius },
{ position: boss.position, radius: boss.radius }, { position: boss.position, radius: boss.radius },
state.bounds, state.bounds,
) )
const overlapAfterSeparation = circleOverlapAmount({ position: separated, radius: member.radius }, boss)
position = overlapBeforeSeparation > 0.25
&& (wallClearance(separated, member, state) <= 2 || overlapAfterSeparation > 0.25)
? separateFromBossTowardCenter(member, boss, state)
: separated
} }
return { ...member, position } return { ...member, position }
}) })
} }
function circleOverlapAmount(
moving: { position: Iwt2Vec2, radius: number },
fixed: { position: Iwt2Vec2, radius: number },
): number {
return Math.max(0, moving.radius + fixed.radius - distanceVec2(moving.position, fixed.position))
}
function separateFromBossTowardCenter(
member: Iwt2PartyEntityState,
boss: Iwt2BossEntityState,
state: Iwt2ArenaState,
): Iwt2Vec2 {
const center = { x: state.bounds.width * 0.5, y: state.bounds.height * 0.5 }
const direction = normalizeVec2(subtractVec2(center, boss.position))
const minDistance = boss.radius + member.radius + 3
return clampVec2ToArena(
addVec2(boss.position, scaleVec2(direction, minDistance)),
member.radius,
state.bounds,
)
}
function wallClearance(position: Iwt2Vec2, member: Iwt2PartyEntityState, state: Iwt2ArenaState): number {
return Math.min(
position.x - member.radius,
state.bounds.width - member.radius - position.x,
position.y - member.radius,
state.bounds.height - member.radius - position.y,
)
}
function separatePartyFromParty(party: Iwt2PartyEntityState[], state: Iwt2ArenaState): Iwt2PartyEntityState[] {
const next = party.map((member) => ({ ...member, position: { ...member.position } }))
for (let pass = 0; pass < 2; pass += 1) {
for (let firstIndex = 0; firstIndex < next.length; firstIndex += 1) {
const first = next[firstIndex]
if (!first || first.health <= 0) continue
for (let secondIndex = firstIndex + 1; secondIndex < next.length; secondIndex += 1) {
const second = next[secondIndex]
if (!second || second.health <= 0) continue
const minDistance = first.radius + second.radius + 2
const distance = distanceVec2(first.position, second.position)
if (distance >= minDistance) continue
const fallback = {
x: first.position.x <= second.position.x ? -1 : 1,
y: first.position.y <= second.position.y ? -0.35 : 0.35,
}
const direction = distance <= 0.001 ? normalizeVec2(fallback) : normalizeVec2(subtractVec2(first.position, second.position))
const push = (minDistance - distance) * 0.5
next[firstIndex] = {
...first,
position: clampVec2ToArena(addVec2(first.position, scaleVec2(direction, push)), first.radius, state.bounds),
}
next[secondIndex] = {
...second,
position: clampVec2ToArena(addVec2(second.position, scaleVec2(direction, -push)), second.radius, state.bounds),
}
}
}
}
return next
}
function advanceProjectiles( function advanceProjectiles(
projectiles: Iwt2ProjectileEntityState[], projectiles: Iwt2ProjectileEntityState[],
party: Iwt2PartyEntityState[], party: Iwt2PartyEntityState[],
@@ -461,9 +641,10 @@ function advanceProjectiles(
&& distanceVec2(nextPosition, boss.position) <= boss.radius + projectile.radius && distanceVec2(nextPosition, boss.position) <= boss.radius + projectile.radius
)) ))
if (hitBoss) { if (hitBoss) {
const damage = Math.min(projectile.damage, hitBoss.health) const damageResult = applyDamageToBoss(hitBoss, projectile.damage)
const damage = damageResult.healthDamage
nextBosses = nextBosses.map((boss) => boss.id === hitBoss.id nextBosses = nextBosses.map((boss) => boss.id === hitBoss.id
? { ...boss, health: Math.max(0, boss.health - damage) } ? damageResult.boss
: boss) : boss)
nextParty = addDamageDone(nextParty, projectile.sourceId, damage) nextParty = addDamageDone(nextParty, projectile.sourceId, damage)
events.push({ events.push({
@@ -474,7 +655,7 @@ function advanceProjectiles(
targetId: hitBoss.id, targetId: hitBoss.id,
value: damage, value: damage,
}) })
if (hitBoss.health - damage <= 0) { if (damageResult.boss.health <= 0) {
events.push({ events.push({
id: 0, id: 0,
time, time,
@@ -646,7 +827,7 @@ function applyPartyAttacks(
if (!target) return member if (!target) return member
if (!canPartyMemberHitTarget(member, target.position, target.radius)) return member if (!canPartyMemberHitTarget(member, target.position, target.radius)) return member
const metadata = IWT2_CLASS_METADATA[member.classId] const metadata = IWT2_CLASS_METADATA[member.classId]
if (metadata.projectileSpeed > 0) { if (member.projectileSpeed > 0) {
if (!member.attackReady) return member if (!member.attackReady) return member
const direction = normalizeVec2(subtractVec2(target.position, member.position)) const direction = normalizeVec2(subtractVec2(target.position, member.position))
projectiles.push({ projectiles.push({
@@ -654,29 +835,33 @@ function applyPartyAttacks(
sourceId: member.id, sourceId: member.id,
owner: 'party', owner: 'party',
classId: member.classId, classId: member.classId,
projectileKind: member.classId === 'mage' ? 'magic' : 'arrow', projectileKind: member.classId === 'mage' ? 'fireball' : 'arrow',
color: metadata.accentColor, color: metadata.accentColor,
position: { position: {
x: member.position.x + direction.x * (member.radius + 4), x: member.position.x + direction.x * (member.radius + 4),
y: member.position.y + direction.y * (member.radius + 4), y: member.position.y + direction.y * (member.radius + 4),
}, },
velocity: scaleVec2(direction, metadata.projectileSpeed), velocity: scaleVec2(direction, member.projectileSpeed),
radius: member.classId === 'mage' ? 7 : 4, radius: member.classId === 'mage' ? 7 : 4,
damage: metadata.attackDamage, damage: member.attackDamage,
remainingSeconds: 1.2, remainingSeconds: 1.2,
}) })
projectileId += 1 projectileId += 1
return { return {
...member, ...member,
attackCooldownRemaining: metadata.attackCooldown, attackCooldownRemaining: member.attackCooldown,
attackReady: false, attackReady: false,
} }
} }
if (member.attackCooldownRemaining > 0) return member if (member.attackCooldownRemaining > 0) return member
const damage = Math.min(metadata.attackDamage, target.health) let damage = Math.min(member.attackDamage, target.health)
let defeated = target.health - damage <= 0
if (target.kind === 'boss') { if (target.kind === 'boss') {
const damageResult = applyDamageToBoss(target, member.attackDamage)
damage = damageResult.healthDamage
defeated = damageResult.boss.health <= 0
nextBosses = nextBosses.map((boss) => boss.id === target.id nextBosses = nextBosses.map((boss) => boss.id === target.id
? { ...boss, health: Math.max(0, boss.health - damage) } ? damageResult.boss
: boss) : boss)
} else { } else {
nextHostileAdds = nextHostileAdds.map((add) => add.id === target.id nextHostileAdds = nextHostileAdds.map((add) => add.id === target.id
@@ -691,7 +876,7 @@ function applyPartyAttacks(
targetId: target.id, targetId: target.id,
value: damage, value: damage,
}) })
if (target.health - damage <= 0) { if (defeated) {
events.push({ events.push({
id: 0, id: 0,
time, time,
@@ -702,13 +887,13 @@ function applyPartyAttacks(
return { return {
...member, ...member,
damageDone: member.damageDone + damage, damageDone: member.damageDone + damage,
attackCooldownRemaining: metadata.attackCooldown, attackCooldownRemaining: member.attackCooldown,
} }
} }
return { return {
...member, ...member,
damageDone: member.damageDone + damage, damageDone: member.damageDone + damage,
attackCooldownRemaining: metadata.attackCooldown, attackCooldownRemaining: member.attackCooldown,
} }
}) })
return { return {
@@ -754,6 +939,31 @@ function addDamageDone(
: member) : member)
} }
function applyDamageToBoss(
boss: Iwt2BossEntityState,
rawDamage: number,
): { boss: Iwt2BossEntityState, healthDamage: number } {
if (rawDamage <= 0 || boss.health <= 0) return { boss, healthDamage: 0 }
if (boss.armor <= 0) {
const healthDamage = Math.min(rawDamage, boss.health)
return {
boss: { ...boss, health: Math.max(0, boss.health - healthDamage) },
healthDamage,
}
}
const armorDamage = Math.min(boss.armor, rawDamage * 0.75)
const healthDamage = Math.min(boss.health, rawDamage - armorDamage * 0.6)
return {
boss: {
...boss,
armor: Math.max(0, boss.armor - armorDamage),
health: Math.max(0, boss.health - healthDamage),
},
healthDamage,
}
}
function assignEventIds(events: Iwt2ArenaEvent[], firstId: number): Iwt2ArenaEvent[] { function assignEventIds(events: Iwt2ArenaEvent[], firstId: number): Iwt2ArenaEvent[] {
return events.map((event, index) => ({ ...event, id: firstId + index })) return events.map((event, index) => ({ ...event, id: firstId + index }))
} }
+4 -1
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@@ -11,6 +11,7 @@ import type {
Iwt2BossEntityState, Iwt2BossEntityState,
Iwt2HostileAddState, Iwt2HostileAddState,
Iwt2PartyEntityState, Iwt2PartyEntityState,
Iwt2RoguelikePressureState,
} from './types' } from './types'
export type Iwt2ArenaEntityKind = 'player' | 'party' | 'boss' | 'projectile' | 'hostileAdd' export type Iwt2ArenaEntityKind = 'player' | 'party' | 'boss' | 'projectile' | 'hostileAdd'
@@ -58,8 +59,10 @@ export function createInitialIwt2ArenaState(
bossId?: Iwt2BossId, bossId?: Iwt2BossId,
bossIds?: Iwt2BossId[], bossIds?: Iwt2BossId[],
bossHealthScale?: number, bossHealthScale?: number,
partyDamageTakenScale?: number,
roguelikePressure?: Iwt2RoguelikePressureState,
): Iwt2ArenaState { ): Iwt2ArenaState {
return decorateArenaState(createCoreIwt2ArenaState(bossId, bossIds, bossHealthScale)) return decorateArenaState(createCoreIwt2ArenaState(bossId, bossIds, bossHealthScale, partyDamageTakenScale, roguelikePressure))
} }
export function tickIwt2Arena(state: Iwt2ArenaState, input: Iwt2ArenaInput, dt: number): Iwt2ArenaState { export function tickIwt2Arena(state: Iwt2ArenaState, input: Iwt2ArenaInput, dt: number): Iwt2ArenaState {
+271
View File
@@ -0,0 +1,271 @@
import { BARROTH_BOSS_METADATA } from '../content/bosses'
import type { Iwt2BossTickResult } from './bossAi'
import type {
Iwt2ArenaEvent,
Iwt2ArenaIndicator,
Iwt2ArenaState,
Iwt2BossEntityState,
Iwt2GroundHazardState,
Iwt2PartyEntityState,
Iwt2Vec2,
} from './types'
import { addMudPuddle } from './hazards'
import {
applyPartyDamageInShape,
createConeIndicator,
indicatorPhaseFromAttack,
} from './mechanics'
import {
addVec2,
clampVec2ToArena,
distanceVec2,
moveToward,
scaleVec2,
subtractVec2,
withFallbackFacing,
} from './vector'
export function tickBarroth(state: Iwt2ArenaState, dt: number): Iwt2BossTickResult {
const events: Iwt2ArenaEvent[] = []
let party = state.party
let hazards = state.hazards
let nextHazardId = state.nextHazardId
let boss = {
...state.boss,
meleeCooldownRemaining: Math.max(0, state.boss.meleeCooldownRemaining - dt),
chargeCooldownRemaining: Math.max(0, state.boss.chargeCooldownRemaining - dt),
phaseSecondsRemaining: Math.max(0, state.boss.phaseSecondsRemaining - dt),
velocity: { x: 0, y: 0 },
}
boss = {
...boss,
wallContactSeconds: isBossNearWall(boss, state)
? boss.wallContactSeconds + dt
: Math.max(0, boss.wallContactSeconds - dt * 2),
}
const target = getBossTarget(party)
if (boss.health <= 0 || !target) {
return withBarrothIndicators({ boss, party, hazards, events, nextHazardId })
}
if (boss.attackPhase === 'mudSprayWindup') {
boss = {
...boss,
facing: withFallbackFacing(subtractVec2(target.position, boss.position), boss.facing),
}
if (boss.phaseSecondsRemaining <= 0) {
const result = applyMudSpray(party, boss, state.time + dt)
const mudResult = addMudSprayPuddles(hazards, boss, nextHazardId, state.time + dt, state.bounds)
party = result.party
hazards = mudResult.hazards
nextHazardId = mudResult.nextHazardId
events.push(...result.events)
boss = {
...boss,
attackPhase: 'mudSprayRecover',
phaseSecondsRemaining: 0.46,
}
}
return withBarrothIndicators({ boss, party, hazards, events, nextHazardId })
}
if (boss.attackPhase === 'mudSprayRecover') {
if (boss.phaseSecondsRemaining <= 0) {
boss = {
...boss,
attackPhase: 'idle',
phaseSecondsRemaining: 0,
}
}
return withBarrothIndicators({ boss, party, hazards, events, nextHazardId })
}
if (boss.wallContactSeconds >= 0.65) {
const speed = BARROTH_BOSS_METADATA.moveSpeed * (boss.armor > 0 ? 1.18 : 1.4)
boss = moveBossTowardCenter(boss, state, speed, dt)
return withBarrothIndicators({ boss, party, hazards, events, nextHazardId })
}
if (boss.chargeCooldownRemaining <= 0) {
boss = {
...boss,
attackPhase: 'mudSprayWindup',
chargeCooldownRemaining: BARROTH_BOSS_METADATA.mudSprayCooldown!,
phaseSecondsRemaining: BARROTH_BOSS_METADATA.mudSprayWindup!,
velocity: { x: 0, y: 0 },
}
return withBarrothIndicators({ boss, party, hazards, events, nextHazardId })
}
const meleeResult = maybeApplyMelee(party, boss, target, state.time + dt)
party = meleeResult.party
events.push(...meleeResult.events)
boss = meleeResult.boss
if (events.length > 0) return withBarrothIndicators({ boss, party, hazards, events, nextHazardId })
const speed = BARROTH_BOSS_METADATA.moveSpeed * (boss.armor > 0 ? 0.9 : 1.08)
const nextPosition = clampVec2ToArena(
moveToward(boss.position, target.position, speed * dt),
boss.radius,
state.bounds,
)
boss = {
...boss,
position: nextPosition,
velocity: scaleVec2(subtractVec2(nextPosition, boss.position), dt > 0 ? 1 / dt : 0),
facing: withFallbackFacing(subtractVec2(target.position, nextPosition), boss.facing),
}
return withBarrothIndicators({ boss, party, hazards, events, nextHazardId })
}
function moveBossTowardCenter(
boss: Iwt2BossEntityState,
state: Iwt2ArenaState,
speed: number,
dt: number,
): Iwt2BossEntityState {
const center = arenaCenter(state)
const nextPosition = clampVec2ToArena(moveToward(boss.position, center, speed * dt), boss.radius, state.bounds)
return {
...boss,
position: nextPosition,
velocity: scaleVec2(subtractVec2(nextPosition, boss.position), dt > 0 ? 1 / dt : 0),
facing: withFallbackFacing(subtractVec2(center, nextPosition), boss.facing),
wallContactSeconds: isBossNearWall({ ...boss, position: nextPosition }, state) ? boss.wallContactSeconds : 0,
}
}
function arenaCenter(state: Iwt2ArenaState): Iwt2Vec2 {
return {
x: state.bounds.width * 0.5,
y: state.bounds.height * 0.5,
}
}
function isBossNearWall(boss: Iwt2BossEntityState, state: Iwt2ArenaState): boolean {
const margin = boss.radius + 58
return (
boss.position.x <= margin
|| boss.position.x >= state.bounds.width - margin
|| boss.position.y <= margin
|| boss.position.y >= state.bounds.height - margin
)
}
function applyMudSpray(
party: Iwt2PartyEntityState[],
boss: Iwt2BossEntityState,
time: number,
): { party: Iwt2PartyEntityState[], events: Iwt2ArenaEvent[] } {
const result = applyPartyDamageInShape(party, {
kind: 'cone',
angleRadians: BARROTH_BOSS_METADATA.mudSprayAngleRadians!,
direction: boss.facing,
origin: boss.position,
range: BARROTH_BOSS_METADATA.mudSprayRange!,
}, {
damage: BARROTH_BOSS_METADATA.mudSprayDamage!,
knockdownSeconds: 0,
sourceId: boss.id,
stunSeconds: BARROTH_BOSS_METADATA.mudSprayStunSeconds!,
time,
})
return { party: result.party, events: result.events }
}
function addMudSprayPuddles(
hazards: Iwt2GroundHazardState[],
boss: Iwt2BossEntityState,
nextHazardId: number,
time: number,
bounds: Iwt2ArenaState['bounds'],
): { hazards: Iwt2GroundHazardState[], nextHazardId: number } {
let nextHazards = hazards
let nextId = nextHazardId
const offsets = [-0.34, 0, 0.34]
for (let index = 0; index < offsets.length; index += 1) {
const point = clampVec2ToArena(
conePoint(boss.position, boss.facing, BARROTH_BOSS_METADATA.mudSprayRange! * (0.46 + index * 0.17), offsets[index]),
BARROTH_BOSS_METADATA.mudPuddleRadius!,
bounds,
)
const puddle = addMudPuddle({
duration: BARROTH_BOSS_METADATA.mudPuddleSeconds!,
hazards: nextHazards,
nextHazardId: nextId,
position: point,
radius: BARROTH_BOSS_METADATA.mudPuddleRadius!,
sourceId: boss.id,
time,
})
nextHazards = puddle.hazards
nextId = puddle.nextHazardId
}
return { hazards: nextHazards, nextHazardId: nextId }
}
function conePoint(origin: Iwt2Vec2, direction: Iwt2Vec2, distance: number, angleOffset: number): Iwt2Vec2 {
const base = Math.atan2(direction.y, direction.x) + angleOffset
return addVec2(origin, {
x: Math.cos(base) * distance,
y: Math.sin(base) * distance,
})
}
function getBossTarget(party: Iwt2PartyEntityState[]): Iwt2PartyEntityState | undefined {
const livingTank = party.find((member) => member.classId === 'paladin' && member.health > 0)
if (livingTank) return livingTank
return party.find((member) => member.health > 0)
}
function maybeApplyMelee(
party: Iwt2PartyEntityState[],
boss: Iwt2BossEntityState,
target: Iwt2PartyEntityState,
time: number,
): { boss: Iwt2BossEntityState, party: Iwt2PartyEntityState[], events: Iwt2ArenaEvent[] } {
if (boss.meleeCooldownRemaining > 0) return { boss, party, events: [] }
if (distanceVec2(boss.position, target.position) > BARROTH_BOSS_METADATA.meleeRange + target.radius) {
return { boss, party, events: [] }
}
const result = applyPartyDamageInShape(party, {
kind: 'circle',
position: boss.position,
radius: BARROTH_BOSS_METADATA.meleeRange,
}, {
damage: BARROTH_BOSS_METADATA.meleeDamage,
sourceId: boss.id,
time,
})
return {
boss: { ...boss, meleeCooldownRemaining: BARROTH_BOSS_METADATA.meleeCooldown },
party: result.party,
events: result.events,
}
}
function withBarrothIndicators(result: Omit<Iwt2BossTickResult, 'indicators'>): Iwt2BossTickResult {
return {
...result,
indicators: createBarrothIndicators(result.boss),
}
}
function createBarrothIndicators(boss: Iwt2BossEntityState): Iwt2ArenaIndicator[] {
if (boss.attackPhase !== 'mudSprayWindup' && boss.attackPhase !== 'mudSprayRecover') return []
return [createConeIndicator({
angleRadians: BARROTH_BOSS_METADATA.mudSprayAngleRadians!,
color: '#b38a52',
direction: boss.facing,
id: `${boss.id}:mud-spray`,
mechanicId: 'barroth-mud-spray',
origin: boss.position,
phase: indicatorPhaseFromAttack(
boss.attackPhase === 'mudSprayWindup',
boss.attackPhase === 'mudSprayRecover',
),
range: BARROTH_BOSS_METADATA.mudSprayRange!,
sourceId: boss.id,
})]
}
+33 -3
View File
@@ -13,8 +13,21 @@ import type {
} from './types' } from './types'
import { tickGreatJaggi } from './greatJaggiAi' import { tickGreatJaggi } from './greatJaggiAi'
import { tickKhezu } from './khezuAi' import { tickKhezu } from './khezuAi'
import { tickBarroth } from './barrothAi'
import { tickCinderbackRicochet } from './cinderbackAi'
import { tickCrystalBatMatriarch } from './crystalBatMatriarchAi'
import { tickEmberMantisDuelist } from './emberMantisAi'
import { tickHollowcrownRevenant } from './hollowcrownRevenantAi'
import { tickObsidianRamGolem } from './obsidianRamGolemAi'
import { tickRathian } from './rathianAi'
import { tickRimebastion } from './rimebastionAi'
import { tickSandglassScorpion } from './sandglassScorpionAi'
import { tickStormcoilWyrm } from './stormcoilWyrmAi'
import { tickTobiKadachi } from './tobiKadachiAi'
import { tickVenomOrchidHydra } from './venomOrchidHydraAi'
import { tickYianKutKu } from './yianKutKuAi' import { tickYianKutKu } from './yianKutKuAi'
import { import {
applyPartyDamageToMember,
applyPartyDamageInShape, applyPartyDamageInShape,
createArenaEvent, createArenaEvent,
createCircleIndicator, createCircleIndicator,
@@ -48,6 +61,18 @@ export function tickBoss(state: Iwt2ArenaState, dt: number): Iwt2BossTickResult
if (state.boss.bossId === 'yian-kut-ku') return tickYianKutKu(state, dt) if (state.boss.bossId === 'yian-kut-ku') return tickYianKutKu(state, dt)
if (state.boss.bossId === 'great-jaggi') return tickGreatJaggi(state, dt) if (state.boss.bossId === 'great-jaggi') return tickGreatJaggi(state, dt)
if (state.boss.bossId === 'khezu') return tickKhezu(state, dt) if (state.boss.bossId === 'khezu') return tickKhezu(state, dt)
if (state.boss.bossId === 'rathian') return tickRathian(state, dt)
if (state.boss.bossId === 'barroth') return tickBarroth(state, dt)
if (state.boss.bossId === 'tobi-kadachi') return tickTobiKadachi(state, dt)
if (state.boss.bossId === 'rimebastion') return tickRimebastion(state, dt)
if (state.boss.bossId === 'ember-mantis-duelist') return tickEmberMantisDuelist(state, dt)
if (state.boss.bossId === 'cinderback-ricochet') return tickCinderbackRicochet(state, dt)
if (state.boss.bossId === 'obsidian-ram-golem') return tickObsidianRamGolem(state, dt)
if (state.boss.bossId === 'stormcoil-wyrm') return tickStormcoilWyrm(state, dt)
if (state.boss.bossId === 'venom-orchid-hydra') return tickVenomOrchidHydra(state, dt)
if (state.boss.bossId === 'sandglass-scorpion') return tickSandglassScorpion(state, dt)
if (state.boss.bossId === 'crystal-bat-matriarch') return tickCrystalBatMatriarch(state, dt)
if (state.boss.bossId === 'hollowcrown-revenant') return tickHollowcrownRevenant(state, dt)
return tickBulldrome(state, dt) return tickBulldrome(state, dt)
} }
@@ -257,14 +282,19 @@ function maybeApplyMelee(
if (distanceVec2(boss.position, target.position) > BULLDROME_BOSS_METADATA.meleeRange + target.radius) { if (distanceVec2(boss.position, target.position) > BULLDROME_BOSS_METADATA.meleeRange + target.radius) {
return { boss, party, events: [] } return { boss, party, events: [] }
} }
let appliedDamage = 0
let nextTargetHealth = target.health
const nextParty = party.map((member) => { const nextParty = party.map((member) => {
if (member.id !== target.id) return member if (member.id !== target.id) return member
return { ...member, health: Math.max(0, member.health - BULLDROME_BOSS_METADATA.meleeDamage) } const result = applyPartyDamageToMember(member, BULLDROME_BOSS_METADATA.meleeDamage)
appliedDamage = result.damage
nextTargetHealth = result.member.health
return result.member
}) })
const events = [ const events = [
createArenaEvent(firstEventId, time, 'partyDamaged', boss.id, target.id, BULLDROME_BOSS_METADATA.meleeDamage), createArenaEvent(firstEventId, time, 'partyDamaged', boss.id, target.id, appliedDamage),
] ]
if (target.health > 0 && target.health - BULLDROME_BOSS_METADATA.meleeDamage <= 0) { if (target.health > 0 && nextTargetHealth <= 0) {
events.push(createArenaEvent(firstEventId + 1, time, 'entityDefeated', boss.id, target.id)) events.push(createArenaEvent(firstEventId + 1, time, 'entityDefeated', boss.id, target.id))
} }
return { return {
+605
View File
@@ -0,0 +1,605 @@
import type { Iwt2BossTickResult } from './bossAi'
import type {
Iwt2ArenaEvent,
Iwt2ArenaIndicator,
Iwt2ArenaState,
Iwt2BossEntityState,
Iwt2EntityId,
Iwt2GroundHazardState,
Iwt2PartyEntityState,
Iwt2Vec2,
} from './types'
import { addFirePuddle } from './hazards'
import {
applyPartyDamageInShape,
createArenaEvent,
createCircleIndicator,
createLaneIndicator,
indicatorPhaseFromAttack,
} from './mechanics'
import {
addVec2,
clampVec2ToArena,
distanceVec2,
normalizeVec2,
scaleVec2,
subtractVec2,
withFallbackFacing,
} from './vector'
const CINDERBACK_PHASE = {
armorSlamRecover: 'cinderbackArmorSlamRecover',
armorSlamWindup: 'cinderbackArmorSlamWindup',
ricochetWindup: 'cinderbackRicochetWindup',
ricocheting: 'cinderbackRicocheting',
} as const
type CinderbackPhase = typeof CINDERBACK_PHASE[keyof typeof CINDERBACK_PHASE]
const CINDERBACK_TUNING = {
armorSlamDamage: 44,
armorSlamRadius: 118,
armorSlamRecover: 1.05,
armorSlamStunSeconds: 0.7,
armorSlamWindup: 0.62,
centerDisengageSpeed: 152,
firePuddleDamage: 15,
firePuddleRadius: 34,
firePuddleSeconds: 6.4,
lavaTrailInterval: 0.26,
meleeCooldown: 1.12,
meleeDamage: 11,
meleeRange: 58,
moveSpeed: 104,
ricochetCooldown: 7.2,
ricochetDamage: 40,
ricochetDuration: 3.1,
ricochetMaxBounces: 4,
ricochetSpeed: 470,
ricochetStunSeconds: 0.42,
ricochetWidth: 46,
ricochetWindup: 0.72,
wallContactLimit: 0.48,
wallMargin: 64,
}
export function tickCinderbackRicochet(state: Iwt2ArenaState, dt: number): Iwt2BossTickResult {
const events: Iwt2ArenaEvent[] = []
let hazards = state.hazards
let nextHazardId = state.nextHazardId
let party = state.party
const incomingPhase = cinderbackPhase(state.boss)
let boss = {
...state.boss,
chargeCooldownRemaining: Math.max(0, state.boss.chargeCooldownRemaining - dt),
fireballCooldownRemaining: Math.max(0, state.boss.fireballCooldownRemaining - dt),
meleeCooldownRemaining: Math.max(0, state.boss.meleeCooldownRemaining - dt),
phaseSecondsRemaining: Math.max(0, state.boss.phaseSecondsRemaining - dt),
velocity: { x: 0, y: 0 },
}
boss = {
...boss,
wallContactSeconds: incomingPhase === CINDERBACK_PHASE.ricocheting
|| incomingPhase === CINDERBACK_PHASE.armorSlamWindup
|| incomingPhase === CINDERBACK_PHASE.armorSlamRecover
? 0
: isBossNearWall(boss, state)
? boss.wallContactSeconds + dt
: Math.max(0, boss.wallContactSeconds - dt * 2),
}
const target = getBossTarget(party)
if (boss.health <= 0 || !target) {
return withCinderbackIndicators({ boss, party, hazards, events, nextHazardId })
}
const phase = cinderbackPhase(boss)
if (phase === CINDERBACK_PHASE.ricochetWindup) {
boss = {
...boss,
facing: withFallbackFacing(subtractVec2(boss.chargeEnd, boss.position), boss.facing),
velocity: { x: 0, y: 0 },
}
if (boss.phaseSecondsRemaining <= 0) {
const facing = wallSafeRollDirection(boss, target.position, state)
boss = {
...boss,
attackPhase: asBossPhase(CINDERBACK_PHASE.ricocheting),
chargeEnd: nextWallImpact(boss.position, facing, boss.radius, state),
chargeHitEntityIds: [],
chargeStart: { ...boss.position },
facing,
fireballCooldownRemaining: 0,
mechanicEnergy: 0,
phaseSecondsRemaining: CINDERBACK_TUNING.ricochetDuration,
}
}
return withCinderbackIndicators({ boss, party, hazards, events, nextHazardId })
}
if (phase === CINDERBACK_PHASE.ricocheting) {
const roll = moveRicochet(boss, state, dt)
const hitResult = applyRicochetHits(party, boss, boss.position, roll.position, state.time + dt)
party = hitResult.party
events.push(...hitResult.events)
const trailResult = maybeAddLavaTrail({
boss,
hazards,
nextHazardId,
position: roll.position,
time: state.time + dt,
})
hazards = trailResult.hazards
nextHazardId = trailResult.nextHazardId
const bounceCount = boss.mechanicEnergy + roll.bounces
const wallContactSeconds = roll.bounces > 0 || roll.cornerBounce
? 0
: isBossNearWall({ ...boss, position: roll.position }, state)
? boss.wallContactSeconds + dt
: Math.max(0, boss.wallContactSeconds - dt * 2)
boss = {
...boss,
chargeEnd: nextWallImpact(roll.position, roll.facing, boss.radius, state),
chargeHitEntityIds: hitResult.hitEntityIds,
chargeStart: { ...roll.position },
facing: roll.facing,
fireballCooldownRemaining: trailResult.nextTrailInSeconds,
mechanicEnergy: bounceCount,
position: roll.position,
velocity: roll.velocity,
wallContactSeconds,
}
if (
boss.phaseSecondsRemaining <= 0
|| bounceCount >= CINDERBACK_TUNING.ricochetMaxBounces
|| wallContactSeconds >= CINDERBACK_TUNING.wallContactLimit
|| roll.cornerBounce
) {
boss = beginArmorSlam(boss, state)
}
return withCinderbackIndicators({ boss, party, hazards, events, nextHazardId })
}
if (phase === CINDERBACK_PHASE.armorSlamWindup) {
boss = { ...boss, velocity: { x: 0, y: 0 } }
if (boss.phaseSecondsRemaining <= 0) {
const slamResult = applyArmorSlam(party, boss, state.time + dt)
const puddleResult = addArmorSlamPuddles({
boss,
hazards,
nextHazardId,
state,
time: state.time + dt,
})
party = slamResult.party
hazards = puddleResult.hazards
nextHazardId = puddleResult.nextHazardId
events.push(...slamResult.events)
boss = {
...boss,
attackPhase: asBossPhase(CINDERBACK_PHASE.armorSlamRecover),
mechanicEnergy: 0,
phaseSecondsRemaining: CINDERBACK_TUNING.armorSlamRecover,
}
}
return withCinderbackIndicators({ boss, party, hazards, events, nextHazardId })
}
if (phase === CINDERBACK_PHASE.armorSlamRecover) {
boss = { ...boss, velocity: { x: 0, y: 0 } }
if (boss.phaseSecondsRemaining <= 0) {
boss = {
...boss,
attackPhase: 'idle',
chargeCooldownRemaining: Math.max(boss.chargeCooldownRemaining, 1.4),
phaseSecondsRemaining: 0,
}
}
return withCinderbackIndicators({ boss, party, hazards, events, nextHazardId })
}
if (boss.wallContactSeconds >= 0.68) {
boss = moveBossTowardCenter(boss, state, CINDERBACK_TUNING.centerDisengageSpeed, dt)
return withCinderbackIndicators({ boss, party, hazards, events, nextHazardId })
}
if (boss.chargeCooldownRemaining <= 0) {
const facing = wallSafeRollDirection(boss, target.position, state)
boss = {
...boss,
attackPhase: asBossPhase(CINDERBACK_PHASE.ricochetWindup),
chargeCooldownRemaining: CINDERBACK_TUNING.ricochetCooldown,
chargeEnd: nextWallImpact(boss.position, facing, boss.radius, state),
chargeHitEntityIds: [],
chargeStart: { ...boss.position },
facing,
phaseSecondsRemaining: CINDERBACK_TUNING.ricochetWindup,
velocity: { x: 0, y: 0 },
}
events.push(createArenaEvent(0, state.time + dt, 'bossChargeStart', boss.id, target.id))
return withCinderbackIndicators({ boss, party, hazards, events, nextHazardId })
}
const meleeResult = maybeApplyMelee(party, boss, target, state.time + dt)
party = meleeResult.party
events.push(...meleeResult.events)
boss = meleeResult.boss
if (events.length > 0) return withCinderbackIndicators({ boss, party, hazards, events, nextHazardId })
const nextPosition = clampVec2ToArena(
moveTowardKeepingDistance(boss.position, target.position, CINDERBACK_TUNING.moveSpeed * dt),
boss.radius,
state.bounds,
)
boss = {
...boss,
facing: withFallbackFacing(subtractVec2(target.position, nextPosition), boss.facing),
position: nextPosition,
velocity: scaleVec2(subtractVec2(nextPosition, boss.position), dt > 0 ? 1 / dt : 0),
}
return withCinderbackIndicators({ boss, party, hazards, events, nextHazardId })
}
function beginArmorSlam(boss: Iwt2BossEntityState, state: Iwt2ArenaState): Iwt2BossEntityState {
const position = clampVec2ToArena(disengageFromWall(boss.position, boss.radius, state), boss.radius, state.bounds)
return {
...boss,
attackPhase: asBossPhase(CINDERBACK_PHASE.armorSlamWindup),
chargeEnd: { ...position },
chargeStart: { ...position },
mechanicEnergy: 0,
phaseSecondsRemaining: CINDERBACK_TUNING.armorSlamWindup,
position,
velocity: { x: 0, y: 0 },
wallContactSeconds: 0,
}
}
function moveRicochet(
boss: Iwt2BossEntityState,
state: Iwt2ArenaState,
dt: number,
): { bounces: number, cornerBounce: boolean, facing: Iwt2Vec2, position: Iwt2Vec2, velocity: Iwt2Vec2 } {
const minX = boss.radius
const maxX = state.bounds.width - boss.radius
const minY = boss.radius
const maxY = state.bounds.height - boss.radius
let facing = withFallbackFacing(boss.facing, { x: 1, y: 0 })
let position = addVec2(boss.position, scaleVec2(facing, CINDERBACK_TUNING.ricochetSpeed * dt))
let xBounce = false
let yBounce = false
if (position.x < minX) {
position = { ...position, x: minX + (minX - position.x) }
facing = { ...facing, x: Math.abs(facing.x) }
xBounce = true
} else if (position.x > maxX) {
position = { ...position, x: maxX - (position.x - maxX) }
facing = { ...facing, x: -Math.abs(facing.x) }
xBounce = true
}
if (position.y < minY) {
position = { ...position, y: minY + (minY - position.y) }
facing = { ...facing, y: Math.abs(facing.y) }
yBounce = true
} else if (position.y > maxY) {
position = { ...position, y: maxY - (position.y - maxY) }
facing = { ...facing, y: -Math.abs(facing.y) }
yBounce = true
}
position = clampVec2ToArena(position, boss.radius, state.bounds)
const cornerBounce = xBounce && yBounce
if (cornerBounce) {
facing = withFallbackFacing(subtractVec2(arenaCenter(state), position), facing)
position = disengageFromWall(position, boss.radius, state)
}
facing = normalizeVec2(facing)
return {
bounces: Number(xBounce) + Number(yBounce),
cornerBounce,
facing,
position,
velocity: scaleVec2(subtractVec2(position, boss.position), dt > 0 ? 1 / dt : 0),
}
}
function maybeAddLavaTrail({
boss,
hazards,
nextHazardId,
position,
time,
}: {
boss: Iwt2BossEntityState
hazards: Iwt2GroundHazardState[]
nextHazardId: number
position: Iwt2Vec2
time: number
}): { hazards: Iwt2GroundHazardState[], nextHazardId: number, nextTrailInSeconds: number } {
if (boss.fireballCooldownRemaining > 0) {
return { hazards, nextHazardId, nextTrailInSeconds: boss.fireballCooldownRemaining }
}
const result = addFirePuddle({
damage: CINDERBACK_TUNING.firePuddleDamage,
duration: CINDERBACK_TUNING.firePuddleSeconds,
hazards,
nextHazardId,
position,
radius: CINDERBACK_TUNING.firePuddleRadius,
sourceId: boss.id,
time,
})
return {
hazards: result.hazards,
nextHazardId: result.nextHazardId,
nextTrailInSeconds: CINDERBACK_TUNING.lavaTrailInterval,
}
}
function addArmorSlamPuddles({
boss,
hazards,
nextHazardId,
state,
time,
}: {
boss: Iwt2BossEntityState
hazards: Iwt2GroundHazardState[]
nextHazardId: number
state: Iwt2ArenaState
time: number
}): { hazards: Iwt2GroundHazardState[], nextHazardId: number } {
let nextHazards = hazards
let nextId = nextHazardId
const angles = [0, (Math.PI * 2) / 3, (Math.PI * 4) / 3]
for (const angle of angles) {
const position = clampVec2ToArena({
x: boss.position.x + Math.cos(angle) * CINDERBACK_TUNING.armorSlamRadius * 0.72,
y: boss.position.y + Math.sin(angle) * CINDERBACK_TUNING.armorSlamRadius * 0.72,
}, CINDERBACK_TUNING.firePuddleRadius, state.bounds)
const result = addFirePuddle({
damage: CINDERBACK_TUNING.firePuddleDamage,
duration: CINDERBACK_TUNING.firePuddleSeconds,
hazards: nextHazards,
nextHazardId: nextId,
position,
radius: CINDERBACK_TUNING.firePuddleRadius,
sourceId: boss.id,
time,
})
nextHazards = result.hazards
nextId = result.nextHazardId
}
return { hazards: nextHazards, nextHazardId: nextId }
}
function applyRicochetHits(
party: Iwt2PartyEntityState[],
boss: Iwt2BossEntityState,
start: Iwt2Vec2,
end: Iwt2Vec2,
time: number,
): { party: Iwt2PartyEntityState[], hitEntityIds: Iwt2EntityId[], events: Iwt2ArenaEvent[] } {
const result = applyPartyDamageInShape(party, {
end,
kind: 'lane',
start,
width: CINDERBACK_TUNING.ricochetWidth,
}, {
damage: CINDERBACK_TUNING.ricochetDamage,
damageEventType: 'bossChargeHit',
excludedEntityIds: boss.chargeHitEntityIds,
knockdownSeconds: CINDERBACK_TUNING.ricochetStunSeconds,
sourceId: boss.id,
stunSeconds: CINDERBACK_TUNING.ricochetStunSeconds,
time,
})
return {
...result,
hitEntityIds: [...boss.chargeHitEntityIds, ...result.hitEntityIds],
}
}
function applyArmorSlam(
party: Iwt2PartyEntityState[],
boss: Iwt2BossEntityState,
time: number,
): { party: Iwt2PartyEntityState[], events: Iwt2ArenaEvent[] } {
const result = applyPartyDamageInShape(party, {
kind: 'circle',
position: boss.position,
radius: CINDERBACK_TUNING.armorSlamRadius,
}, {
damage: CINDERBACK_TUNING.armorSlamDamage,
knockdownSeconds: CINDERBACK_TUNING.armorSlamStunSeconds,
sourceId: boss.id,
stunSeconds: CINDERBACK_TUNING.armorSlamStunSeconds,
time,
})
return {
party: result.party,
events: [
createArenaEvent(0, time, 'bossSlam', boss.id, undefined, CINDERBACK_TUNING.armorSlamRadius),
...result.events,
],
}
}
function maybeApplyMelee(
party: Iwt2PartyEntityState[],
boss: Iwt2BossEntityState,
target: Iwt2PartyEntityState,
time: number,
): { boss: Iwt2BossEntityState, party: Iwt2PartyEntityState[], events: Iwt2ArenaEvent[] } {
if (boss.meleeCooldownRemaining > 0) return { boss, party, events: [] }
if (distanceVec2(boss.position, target.position) > CINDERBACK_TUNING.meleeRange + target.radius) {
return { boss, party, events: [] }
}
const result = applyPartyDamageInShape(party, {
kind: 'circle',
position: boss.position,
radius: CINDERBACK_TUNING.meleeRange,
}, {
damage: CINDERBACK_TUNING.meleeDamage,
sourceId: boss.id,
time,
})
return {
boss: { ...boss, meleeCooldownRemaining: CINDERBACK_TUNING.meleeCooldown, velocity: { x: 0, y: 0 } },
events: result.events,
party: result.party,
}
}
function moveBossTowardCenter(
boss: Iwt2BossEntityState,
state: Iwt2ArenaState,
speed: number,
dt: number,
): Iwt2BossEntityState {
const center = arenaCenter(state)
const nextPosition = clampVec2ToArena(
moveTowardKeepingDistance(boss.position, center, speed * dt),
boss.radius,
state.bounds,
)
return {
...boss,
facing: withFallbackFacing(subtractVec2(center, nextPosition), boss.facing),
position: nextPosition,
velocity: scaleVec2(subtractVec2(nextPosition, boss.position), dt > 0 ? 1 / dt : 0),
wallContactSeconds: 0,
}
}
function moveTowardKeepingDistance(current: Iwt2Vec2, target: Iwt2Vec2, maxDistance: number): Iwt2Vec2 {
const offset = subtractVec2(target, current)
const distance = Math.hypot(offset.x, offset.y)
if (distance <= maxDistance || distance <= 0.0001) return { ...target }
return addVec2(current, scaleVec2(offset, maxDistance / distance))
}
function nextWallImpact(
position: Iwt2Vec2,
direction: Iwt2Vec2,
radius: number,
state: Iwt2ArenaState,
): Iwt2Vec2 {
const facing = withFallbackFacing(direction, { x: 1, y: 0 })
const times: number[] = []
if (Math.abs(facing.x) > 0.0001) {
times.push(((facing.x > 0 ? state.bounds.width - radius : radius) - position.x) / facing.x)
}
if (Math.abs(facing.y) > 0.0001) {
times.push(((facing.y > 0 ? state.bounds.height - radius : radius) - position.y) / facing.y)
}
const impactDistance = Math.max(0, Math.min(...times.filter((value) => value > 0)))
return clampVec2ToArena(addVec2(position, scaleVec2(facing, impactDistance)), radius, state.bounds)
}
function wallSafeRollDirection(
boss: Iwt2BossEntityState,
targetPosition: Iwt2Vec2,
state: Iwt2ArenaState,
): Iwt2Vec2 {
if (!isBossNearWall(boss, state)) return withFallbackFacing(subtractVec2(targetPosition, boss.position), boss.facing)
const centerBias = normalizeVec2(subtractVec2(arenaCenter(state), boss.position))
const targetBias = normalizeVec2(subtractVec2(targetPosition, boss.position))
return withFallbackFacing(addVec2(scaleVec2(centerBias, 1.25), scaleVec2(targetBias, 0.55)), centerBias)
}
function isBossNearWall(boss: Iwt2BossEntityState, state: Iwt2ArenaState): boolean {
const margin = boss.radius + CINDERBACK_TUNING.wallMargin
return (
boss.position.x <= margin
|| boss.position.x >= state.bounds.width - margin
|| boss.position.y <= margin
|| boss.position.y >= state.bounds.height - margin
)
}
function disengageFromWall(position: Iwt2Vec2, radius: number, state: Iwt2ArenaState): Iwt2Vec2 {
const center = arenaCenter(state)
const margin = radius + CINDERBACK_TUNING.wallMargin * 0.55
const clamped = {
x: Math.min(state.bounds.width - margin, Math.max(margin, position.x)),
y: Math.min(state.bounds.height - margin, Math.max(margin, position.y)),
}
if (clamped.x !== position.x || clamped.y !== position.y) return clamped
return addVec2(position, scaleVec2(normalizeVec2(subtractVec2(center, position)), 18))
}
function arenaCenter(state: Iwt2ArenaState): Iwt2Vec2 {
return {
x: state.bounds.width * 0.5,
y: state.bounds.height * 0.5,
}
}
function getBossTarget(party: Iwt2PartyEntityState[]): Iwt2PartyEntityState | undefined {
const livingTank = party.find((member) => member.classId === 'paladin' && member.health > 0)
if (livingTank) return livingTank
return party.find((member) => member.health > 0)
}
function withCinderbackIndicators(result: Omit<Iwt2BossTickResult, 'indicators'>): Iwt2BossTickResult {
return {
...result,
indicators: createCinderbackIndicators(result.boss),
}
}
function createCinderbackIndicators(boss: Iwt2BossEntityState): Iwt2ArenaIndicator[] {
const indicators: Iwt2ArenaIndicator[] = []
const phase = cinderbackPhase(boss)
if (
phase === CINDERBACK_PHASE.ricochetWindup
|| phase === CINDERBACK_PHASE.ricocheting
) {
indicators.push(createLaneIndicator({
color: phase === CINDERBACK_PHASE.ricocheting ? '#ff6a2a' : '#ffd166',
end: boss.chargeEnd,
id: `${boss.id}:cinderback-ricochet-lane`,
mechanicId: 'cinderback-ricochet',
phase: indicatorPhaseFromAttack(
phase === CINDERBACK_PHASE.ricochetWindup,
phase === CINDERBACK_PHASE.ricocheting,
),
sourceId: boss.id,
start: boss.chargeStart,
width: CINDERBACK_TUNING.ricochetWidth,
}))
}
if (
phase === CINDERBACK_PHASE.armorSlamWindup
|| phase === CINDERBACK_PHASE.armorSlamRecover
) {
indicators.push(createCircleIndicator({
color: '#ff7a2f',
id: `${boss.id}:cinderback-armor-slam`,
mechanicId: 'cinderback-armor-slam',
phase: indicatorPhaseFromAttack(
phase === CINDERBACK_PHASE.armorSlamWindup,
phase === CINDERBACK_PHASE.armorSlamRecover,
),
position: boss.position,
radius: CINDERBACK_TUNING.armorSlamRadius,
sourceId: boss.id,
}))
}
return indicators
}
function cinderbackPhase(boss: Iwt2BossEntityState): string {
return boss.attackPhase as string
}
function asBossPhase(phase: CinderbackPhase): Iwt2BossEntityState['attackPhase'] {
return phase as unknown as Iwt2BossEntityState['attackPhase']
}
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import type { Iwt2BossTickResult } from './bossAi'
import type {
Iwt2ArenaEvent,
Iwt2ArenaIndicator,
Iwt2ArenaState,
Iwt2BossEntityState,
Iwt2EntityId,
Iwt2MechanicCircleState,
Iwt2MechanicLaneState,
Iwt2PartyEntityState,
Iwt2Vec2,
} from './types'
import {
applyPartyDamageInShape,
createCircleIndicator,
createDonutIndicator,
createLaneIndicator,
indicatorPhaseFromAttack,
} from './mechanics'
import {
addVec2,
clamp,
clampVec2ToArena,
distanceVec2,
normalizeVec2,
scaleVec2,
subtractVec2,
withFallbackFacing,
} from './vector'
const CRYSTAL_BAT_PHASE = {
shardRecover: 'crystalBatShardRecover',
shardWindup: 'crystalBatShardWindup',
sonicRecover: 'crystalBatSonicRecover',
sonicWindup: 'crystalBatSonicWindup',
swoopRecover: 'crystalBatSwoopRecover',
swoopWindup: 'crystalBatSwoopWindup',
swooping: 'crystalBatSwooping',
} as const
type CrystalBatPhase = typeof CRYSTAL_BAT_PHASE[keyof typeof CRYSTAL_BAT_PHASE]
const CRYSTAL_BAT_TUNING = {
clusterRadius: 84,
hoverDistance: 138,
meleeCooldown: 1.18,
meleeDamage: 10,
meleeRange: 54,
moveSpeed: 138,
relocateCooldownFloor: 1.2,
relocateSeconds: 1.25,
relocateSpeed: 184,
shardCooldown: 5.8,
shardDamage: 34,
shardLaneWidth: 30,
shardRecover: 0.58,
shardStunSeconds: 0.35,
shardWindup: 0.82,
sonicCooldown: 6.4,
sonicDamage: 30,
sonicRecover: 0.42,
sonicRingRadius: 58,
sonicStunSeconds: 0.32,
sonicWindup: 0.78,
swoopCooldown: 4.9,
swoopDamage: 42,
swoopLaneWidth: 44,
swoopRecover: 0.62,
swoopSpeed: 430,
swoopStunSeconds: 0.48,
swoopWindup: 0.56,
wallContactLimit: 0.7,
wallMargin: 62,
} as const
const SONIC_COLOR = '#d9b7ff'
const SHARD_COLOR = '#9de9ff'
const SWOOP_COLOR = '#f6d36b'
export function tickCrystalBatMatriarch(state: Iwt2ArenaState, dt: number): Iwt2BossTickResult {
const events: Iwt2ArenaEvent[] = []
let party = state.party
let boss = {
...state.boss,
chargeCooldownRemaining: Math.max(0, state.boss.chargeCooldownRemaining - dt),
fireballCooldownRemaining: Math.max(0, state.boss.fireballCooldownRemaining - dt),
meleeCooldownRemaining: Math.max(0, state.boss.meleeCooldownRemaining - dt),
phaseSecondsRemaining: Math.max(0, state.boss.phaseSecondsRemaining - dt),
velocity: { x: 0, y: 0 },
}
const activePhase = crystalBatPhase(boss)
boss = {
...boss,
wallContactSeconds: activePhase !== 'idle'
? 0
: isBossNearWall(boss, state)
? boss.wallContactSeconds + dt
: Math.max(0, boss.wallContactSeconds - dt * 2),
}
const target = getBossTarget(party)
if (boss.health <= 0 || !target) return withCrystalBatIndicators({ boss, events, party })
const phase = crystalBatPhase(boss)
if (phase === 'relocating') {
boss = moveBossTowardRelocationTarget(boss, state, target, dt)
if (boss.phaseSecondsRemaining <= 0 || distanceVec2(boss.position, boss.relocateTarget) <= 8) {
boss = {
...boss,
attackPhase: 'idle',
chargeCooldownRemaining: Math.max(boss.chargeCooldownRemaining, CRYSTAL_BAT_TUNING.relocateCooldownFloor),
mechanicCircles: [],
mechanicLanes: [],
phaseSecondsRemaining: 0,
velocity: { x: 0, y: 0 },
}
}
return withCrystalBatIndicators({ boss, events, party })
}
if (phase === CRYSTAL_BAT_PHASE.sonicWindup) {
boss = { ...boss, facing: withFallbackFacing(subtractVec2(target.position, boss.position), boss.facing) }
if (boss.phaseSecondsRemaining <= 0) {
const result = applySonicRings(party, boss, state.time + dt)
party = result.party
events.push(...result.events)
boss = {
...boss,
attackPhase: asBossPhase(CRYSTAL_BAT_PHASE.sonicRecover),
phaseSecondsRemaining: CRYSTAL_BAT_TUNING.sonicRecover,
}
}
return withCrystalBatIndicators({ boss, events, party })
}
if (phase === CRYSTAL_BAT_PHASE.sonicRecover) {
if (boss.phaseSecondsRemaining <= 0) {
boss = { ...boss, attackPhase: 'idle', mechanicCircles: [], phaseSecondsRemaining: 0 }
}
return withCrystalBatIndicators({ boss, events, party })
}
if (phase === CRYSTAL_BAT_PHASE.shardWindup) {
boss = { ...boss, facing: withFallbackFacing(subtractVec2(target.position, boss.position), boss.facing) }
if (boss.phaseSecondsRemaining <= 0) {
const result = applyShardLanes(party, boss, state.time + dt)
party = result.party
events.push(...result.events)
boss = {
...boss,
attackPhase: asBossPhase(CRYSTAL_BAT_PHASE.shardRecover),
phaseSecondsRemaining: CRYSTAL_BAT_TUNING.shardRecover,
}
}
return withCrystalBatIndicators({ boss, events, party })
}
if (phase === CRYSTAL_BAT_PHASE.shardRecover) {
if (boss.phaseSecondsRemaining <= 0) {
boss = { ...boss, attackPhase: 'idle', mechanicLanes: [], phaseSecondsRemaining: 0 }
}
return withCrystalBatIndicators({ boss, events, party })
}
if (phase === CRYSTAL_BAT_PHASE.swoopWindup) {
boss = { ...boss, facing: withFallbackFacing(subtractVec2(boss.chargeEnd, boss.position), boss.facing) }
if (boss.phaseSecondsRemaining <= 0) {
boss = {
...boss,
attackPhase: asBossPhase(CRYSTAL_BAT_PHASE.swooping),
chargeHitEntityIds: [],
}
}
return withCrystalBatIndicators({ boss, events, party })
}
if (phase === CRYSTAL_BAT_PHASE.swooping) {
const nextPosition = clampVec2ToArena(
moveTowardLimited(boss.position, boss.chargeEnd, CRYSTAL_BAT_TUNING.swoopSpeed * dt),
boss.radius,
state.bounds,
)
const hitResult = applySwoopHits(party, boss, boss.position, nextPosition, state.time + dt)
party = hitResult.party
events.push(...hitResult.events)
boss = {
...boss,
chargeHitEntityIds: hitResult.hitEntityIds,
facing: withFallbackFacing(subtractVec2(nextPosition, boss.position), boss.facing),
position: nextPosition,
velocity: scaleVec2(subtractVec2(nextPosition, boss.position), dt > 0 ? 1 / dt : 0),
wallContactSeconds: 0,
}
if (distanceVec2(nextPosition, boss.chargeEnd) <= 2) {
boss = {
...boss,
attackPhase: asBossPhase(CRYSTAL_BAT_PHASE.swoopRecover),
phaseSecondsRemaining: CRYSTAL_BAT_TUNING.swoopRecover,
velocity: { x: 0, y: 0 },
}
}
return withCrystalBatIndicators({ boss, events, party })
}
if (phase === CRYSTAL_BAT_PHASE.swoopRecover) {
if (boss.phaseSecondsRemaining <= 0) {
boss = { ...boss, attackPhase: 'idle', phaseSecondsRemaining: 0 }
}
return withCrystalBatIndicators({ boss, events, party })
}
const cluster = findBestCluster(party)
if (boss.wallContactSeconds >= CRYSTAL_BAT_TUNING.wallContactLimit) {
boss = beginRelocation(boss, state)
return withCrystalBatIndicators({ boss, events, party })
}
if (cluster.count >= 2 && boss.fireballCooldownRemaining <= 0) {
boss = beginSwoop(boss, cluster.center, state)
return withCrystalBatIndicators({ boss, events, party })
}
if (boss.chargeCooldownRemaining <= 0) {
boss = boss.chargeCount % 2 === 0
? beginSonicRings(boss, party, state)
: beginShardLanes(boss, party, state)
return withCrystalBatIndicators({ boss, events, party })
}
const meleeResult = maybeApplyMelee(party, boss, target, state.time + dt)
party = meleeResult.party
events.push(...meleeResult.events)
boss = meleeResult.boss
if (events.length > 0) return withCrystalBatIndicators({ boss, events, party })
boss = moveBossToHoverPoint(boss, state, target, dt)
return withCrystalBatIndicators({ boss, events, party })
}
function beginSonicRings(
boss: Iwt2BossEntityState,
party: Iwt2PartyEntityState[],
state: Iwt2ArenaState,
): Iwt2BossEntityState {
const circles = party
.filter((member) => member.health > 0)
.map((member) => ({
id: `crystal-sonic-${member.id}`,
position: clampVec2ToArena(member.position, CRYSTAL_BAT_TUNING.sonicRingRadius, state.bounds),
radius: CRYSTAL_BAT_TUNING.sonicRingRadius,
}))
return {
...boss,
attackPhase: asBossPhase(CRYSTAL_BAT_PHASE.sonicWindup),
chargeCooldownRemaining: CRYSTAL_BAT_TUNING.sonicCooldown,
chargeCount: boss.chargeCount + 1,
mechanicCircles: circles,
mechanicLanes: [],
phaseSecondsRemaining: CRYSTAL_BAT_TUNING.sonicWindup,
velocity: { x: 0, y: 0 },
}
}
function beginShardLanes(
boss: Iwt2BossEntityState,
party: Iwt2PartyEntityState[],
state: Iwt2ArenaState,
): Iwt2BossEntityState {
const lanes = createReflectedShardLanes(boss, party, state)
return {
...boss,
attackPhase: asBossPhase(CRYSTAL_BAT_PHASE.shardWindup),
chargeCooldownRemaining: CRYSTAL_BAT_TUNING.shardCooldown,
chargeCount: boss.chargeCount + 1,
mechanicCircles: [],
mechanicLanes: lanes,
phaseSecondsRemaining: CRYSTAL_BAT_TUNING.shardWindup,
velocity: { x: 0, y: 0 },
}
}
function beginSwoop(
boss: Iwt2BossEntityState,
targetPosition: Iwt2Vec2,
state: Iwt2ArenaState,
): Iwt2BossEntityState {
const facing = withFallbackFacing(subtractVec2(targetPosition, boss.position), boss.facing)
const end = clampVec2ToArena(addVec2(targetPosition, scaleVec2(facing, 170)), boss.radius, state.bounds)
return {
...boss,
attackPhase: asBossPhase(CRYSTAL_BAT_PHASE.swoopWindup),
chargeEnd: end,
chargeHitEntityIds: [],
chargeStart: { ...boss.position },
facing,
fireballCooldownRemaining: CRYSTAL_BAT_TUNING.swoopCooldown,
phaseSecondsRemaining: CRYSTAL_BAT_TUNING.swoopWindup,
velocity: { x: 0, y: 0 },
}
}
function beginRelocation(boss: Iwt2BossEntityState, state: Iwt2ArenaState): Iwt2BossEntityState {
return {
...boss,
attackPhase: 'relocating',
mechanicCircles: [],
mechanicLanes: [],
phaseSecondsRemaining: CRYSTAL_BAT_TUNING.relocateSeconds,
relocateTarget: relocationTarget(boss, state),
velocity: { x: 0, y: 0 },
}
}
function createReflectedShardLanes(
boss: Iwt2BossEntityState,
party: Iwt2PartyEntityState[],
state: Iwt2ArenaState,
): Iwt2MechanicLaneState[] {
const living = party.filter((member) => member.health > 0)
const cluster = findBestCluster(party)
const priorityTargets = [
cluster.center,
living.find((member) => member.aiRole === 'ranged')?.position ?? getBossTarget(party)?.position ?? arenaCenter(state),
]
const mirrors = mirrorPointsForPattern(boss, state)
const lanes: Iwt2MechanicLaneState[] = []
for (let index = 0; index < mirrors.length; index += 1) {
const mirror = mirrors[index]
const target = priorityTargets[index] ?? cluster.center
const reflectedDirection = withFallbackFacing(subtractVec2(target, mirror), boss.facing)
const reflectedEnd = clampVec2ToArena(
addVec2(mirror, scaleVec2(reflectedDirection, 380)),
CRYSTAL_BAT_TUNING.shardLaneWidth,
state.bounds,
)
lanes.push({
end: mirror,
id: `crystal-shard-${index}-in`,
start: boss.position,
width: CRYSTAL_BAT_TUNING.shardLaneWidth * 0.78,
})
lanes.push({
end: reflectedEnd,
id: `crystal-shard-${index}-out`,
start: mirror,
width: CRYSTAL_BAT_TUNING.shardLaneWidth,
})
}
return lanes
}
function mirrorPointsForPattern(boss: Iwt2BossEntityState, state: Iwt2ArenaState): Iwt2Vec2[] {
const center = arenaCenter(state)
const verticalFirst = boss.chargeCount % 4 < 2
if (verticalFirst) {
return [
{ x: clamp(center.x + 210, 80, state.bounds.width - 80), y: 42 },
{ x: clamp(center.x - 180, 80, state.bounds.width - 80), y: state.bounds.height - 42 },
]
}
return [
{ x: 44, y: clamp(center.y - 120, 74, state.bounds.height - 74) },
{ x: state.bounds.width - 44, y: clamp(center.y + 110, 74, state.bounds.height - 74) },
]
}
function applySonicRings(
party: Iwt2PartyEntityState[],
boss: Iwt2BossEntityState,
time: number,
): { party: Iwt2PartyEntityState[], events: Iwt2ArenaEvent[] } {
let nextParty = party
const events: Iwt2ArenaEvent[] = []
const hitEntityIds: Iwt2EntityId[] = []
for (const circle of boss.mechanicCircles) {
const ownerId = sonicRingOwnerId(circle)
const result = applyPartyDamageInShape(nextParty, {
kind: 'circle',
position: circle.position,
radius: circle.radius,
}, {
damage: CRYSTAL_BAT_TUNING.sonicDamage,
excludedEntityIds: ownerId ? [ownerId, ...hitEntityIds] : hitEntityIds,
knockdownSeconds: 0,
sourceId: boss.id,
stunSeconds: CRYSTAL_BAT_TUNING.sonicStunSeconds,
time,
})
nextParty = result.party
hitEntityIds.push(...result.hitEntityIds)
events.push(...result.events)
}
return { events, party: nextParty }
}
function applyShardLanes(
party: Iwt2PartyEntityState[],
boss: Iwt2BossEntityState,
time: number,
): { party: Iwt2PartyEntityState[], events: Iwt2ArenaEvent[] } {
let nextParty = party
const events: Iwt2ArenaEvent[] = []
const hitEntityIds: Iwt2EntityId[] = []
for (const lane of boss.mechanicLanes) {
const result = applyPartyDamageInShape(nextParty, {
end: lane.end,
kind: 'lane',
start: lane.start,
width: lane.width,
}, {
damage: CRYSTAL_BAT_TUNING.shardDamage,
excludedEntityIds: hitEntityIds,
knockdownSeconds: CRYSTAL_BAT_TUNING.shardStunSeconds,
sourceId: boss.id,
stunSeconds: CRYSTAL_BAT_TUNING.shardStunSeconds,
time,
})
nextParty = result.party
hitEntityIds.push(...result.hitEntityIds)
events.push(...result.events)
}
return { events, party: nextParty }
}
function applySwoopHits(
party: Iwt2PartyEntityState[],
boss: Iwt2BossEntityState,
start: Iwt2Vec2,
end: Iwt2Vec2,
time: number,
): { party: Iwt2PartyEntityState[], hitEntityIds: Iwt2EntityId[], events: Iwt2ArenaEvent[] } {
const result = applyPartyDamageInShape(party, {
end,
kind: 'lane',
start,
width: CRYSTAL_BAT_TUNING.swoopLaneWidth,
}, {
damage: CRYSTAL_BAT_TUNING.swoopDamage,
damageEventType: 'bossChargeHit',
excludedEntityIds: boss.chargeHitEntityIds,
knockdownSeconds: CRYSTAL_BAT_TUNING.swoopStunSeconds,
sourceId: boss.id,
stunSeconds: CRYSTAL_BAT_TUNING.swoopStunSeconds,
time,
})
return {
...result,
hitEntityIds: [...boss.chargeHitEntityIds, ...result.hitEntityIds],
}
}
function maybeApplyMelee(
party: Iwt2PartyEntityState[],
boss: Iwt2BossEntityState,
target: Iwt2PartyEntityState,
time: number,
): { boss: Iwt2BossEntityState, party: Iwt2PartyEntityState[], events: Iwt2ArenaEvent[] } {
if (boss.meleeCooldownRemaining > 0) return { boss, party, events: [] }
if (distanceVec2(boss.position, target.position) > CRYSTAL_BAT_TUNING.meleeRange + target.radius) {
return { boss, party, events: [] }
}
const result = applyPartyDamageInShape(party, {
kind: 'circle',
position: boss.position,
radius: CRYSTAL_BAT_TUNING.meleeRange,
}, {
damage: CRYSTAL_BAT_TUNING.meleeDamage,
sourceId: boss.id,
time,
})
return {
boss: { ...boss, meleeCooldownRemaining: CRYSTAL_BAT_TUNING.meleeCooldown },
events: result.events,
party: result.party,
}
}
function moveBossToHoverPoint(
boss: Iwt2BossEntityState,
state: Iwt2ArenaState,
target: Iwt2PartyEntityState,
dt: number,
): Iwt2BossEntityState {
const center = arenaCenter(state)
const targetNearWall = isPositionNearWall(target.position, target.radius + CRYSTAL_BAT_TUNING.wallMargin, state)
const awayFromTarget = withFallbackFacing(subtractVec2(center, target.position), { x: -1, y: 0 })
const desired = targetNearWall
? addVec2(target.position, scaleVec2(awayFromTarget, CRYSTAL_BAT_TUNING.hoverDistance))
: addVec2(target.position, scaleVec2(normalizeVec2(subtractVec2(boss.position, target.position)), CRYSTAL_BAT_TUNING.hoverDistance))
const nextPosition = clampVec2ToArena(
moveTowardLimited(boss.position, desired, CRYSTAL_BAT_TUNING.moveSpeed * dt),
boss.radius,
state.bounds,
)
return {
...boss,
facing: withFallbackFacing(subtractVec2(target.position, nextPosition), boss.facing),
position: nextPosition,
velocity: scaleVec2(subtractVec2(nextPosition, boss.position), dt > 0 ? 1 / dt : 0),
}
}
function moveBossTowardRelocationTarget(
boss: Iwt2BossEntityState,
state: Iwt2ArenaState,
target: Iwt2PartyEntityState,
dt: number,
): Iwt2BossEntityState {
const nextPosition = clampVec2ToArena(
moveTowardLimited(boss.position, boss.relocateTarget, CRYSTAL_BAT_TUNING.relocateSpeed * dt),
boss.radius,
state.bounds,
)
return {
...boss,
facing: withFallbackFacing(subtractVec2(target.position, nextPosition), boss.facing),
position: nextPosition,
velocity: scaleVec2(subtractVec2(nextPosition, boss.position), dt > 0 ? 1 / dt : 0),
wallContactSeconds: 0,
}
}
function moveTowardLimited(current: Iwt2Vec2, target: Iwt2Vec2, maxDistance: number): Iwt2Vec2 {
const offset = subtractVec2(target, current)
const distance = Math.hypot(offset.x, offset.y)
if (distance <= maxDistance || distance <= 0.0001) return { ...target }
return addVec2(current, scaleVec2(offset, maxDistance / distance))
}
function findBestCluster(party: Iwt2PartyEntityState[]): { center: Iwt2Vec2, count: number } {
const living = party.filter((member) => member.health > 0)
if (living.length <= 0) return { center: { x: 0, y: 0 }, count: 0 }
let bestMembers = [living[0]]
for (const member of living) {
const nearby = living.filter((other) => distanceVec2(member.position, other.position) <= CRYSTAL_BAT_TUNING.clusterRadius)
if (nearby.length > bestMembers.length) bestMembers = nearby
}
return { center: partyCenter(bestMembers), count: bestMembers.length }
}
function partyCenter(party: Iwt2PartyEntityState[]): Iwt2Vec2 {
if (party.length <= 0) return { x: 0, y: 0 }
const total = party.reduce((sum, member) => addVec2(sum, member.position), { x: 0, y: 0 })
return scaleVec2(total, 1 / party.length)
}
function relocationTarget(boss: Iwt2BossEntityState, state: Iwt2ArenaState): Iwt2Vec2 {
const center = arenaCenter(state)
const awayFromWall = normalizeVec2({
x: boss.position.x < state.bounds.width * 0.5 ? 1 : -1,
y: boss.position.y < state.bounds.height * 0.5 ? 1 : -1,
})
return clampVec2ToArena(addVec2(center, scaleVec2(awayFromWall, 88)), boss.radius, state.bounds)
}
function arenaCenter(state: Iwt2ArenaState): Iwt2Vec2 {
return {
x: state.bounds.width * 0.5,
y: state.bounds.height * 0.5,
}
}
function isBossNearWall(boss: Iwt2BossEntityState, state: Iwt2ArenaState): boolean {
return isPositionNearWall(boss.position, boss.radius + CRYSTAL_BAT_TUNING.wallMargin, state)
}
function isPositionNearWall(position: Iwt2Vec2, margin: number, state: Iwt2ArenaState): boolean {
return (
position.x <= margin
|| position.x >= state.bounds.width - margin
|| position.y <= margin
|| position.y >= state.bounds.height - margin
)
}
function getBossTarget(party: Iwt2PartyEntityState[]): Iwt2PartyEntityState | undefined {
const livingTank = party.find((member) => member.classId === 'paladin' && member.health > 0)
if (livingTank) return livingTank
return party.find((member) => member.health > 0)
}
function sonicRingOwnerId(circle: Iwt2MechanicCircleState): Iwt2EntityId | undefined {
const prefix = 'crystal-sonic-'
return circle.id.startsWith(prefix) ? circle.id.slice(prefix.length) : undefined
}
function withCrystalBatIndicators(result: Omit<Iwt2BossTickResult, 'indicators'>): Iwt2BossTickResult {
return {
...result,
indicators: createCrystalBatIndicators(result.boss),
}
}
function createCrystalBatIndicators(boss: Iwt2BossEntityState): Iwt2ArenaIndicator[] {
const phase = crystalBatPhase(boss)
const indicators: Iwt2ArenaIndicator[] = []
if (phase === CRYSTAL_BAT_PHASE.sonicWindup || phase === CRYSTAL_BAT_PHASE.sonicRecover) {
const indicatorPhase = indicatorPhaseFromAttack(
phase === CRYSTAL_BAT_PHASE.sonicWindup,
phase === CRYSTAL_BAT_PHASE.sonicRecover,
)
for (const circle of boss.mechanicCircles) {
indicators.push(createDonutIndicator({
color: SONIC_COLOR,
id: `${boss.id}:${circle.id}:ring`,
innerRadius: Math.max(12, circle.radius * 0.34),
mechanicId: 'crystal-bat-sonic-spacing-ring',
outerRadius: circle.radius,
phase: indicatorPhase,
position: circle.position,
sourceId: boss.id,
}))
indicators.push(createCircleIndicator({
color: SONIC_COLOR,
id: `${boss.id}:${circle.id}:center`,
mechanicId: 'crystal-bat-sonic-overlap-zone',
phase: indicatorPhase,
position: circle.position,
radius: circle.radius * 0.22,
sourceId: boss.id,
}))
}
}
if (phase === CRYSTAL_BAT_PHASE.shardWindup || phase === CRYSTAL_BAT_PHASE.shardRecover) {
const indicatorPhase = indicatorPhaseFromAttack(
phase === CRYSTAL_BAT_PHASE.shardWindup,
phase === CRYSTAL_BAT_PHASE.shardRecover,
)
for (const lane of boss.mechanicLanes) {
indicators.push(createLaneIndicator({
color: SHARD_COLOR,
end: lane.end,
id: `${boss.id}:${lane.id}`,
mechanicId: lane.id.endsWith('-out') ? 'crystal-bat-reflected-shard' : 'crystal-bat-mirror-shard',
phase: indicatorPhase,
sourceId: boss.id,
start: lane.start,
width: lane.width,
}))
}
}
if (
phase === CRYSTAL_BAT_PHASE.swoopWindup
|| phase === CRYSTAL_BAT_PHASE.swooping
|| phase === CRYSTAL_BAT_PHASE.swoopRecover
) {
indicators.push(createLaneIndicator({
color: SWOOP_COLOR,
end: boss.chargeEnd,
id: `${boss.id}:crystal-bat-swoop`,
mechanicId: 'crystal-bat-cluster-swoop',
phase: indicatorPhaseFromAttack(
phase === CRYSTAL_BAT_PHASE.swoopWindup,
phase === CRYSTAL_BAT_PHASE.swooping,
),
sourceId: boss.id,
start: boss.chargeStart,
width: CRYSTAL_BAT_TUNING.swoopLaneWidth,
}))
}
return indicators
}
function crystalBatPhase(boss: Iwt2BossEntityState): string {
return boss.attackPhase as string
}
function asBossPhase(phase: CrystalBatPhase): Iwt2BossEntityState['attackPhase'] {
return phase as unknown as Iwt2BossEntityState['attackPhase']
}
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import type { Iwt2BossTickResult } from './bossAi'
import type {
Iwt2ArenaEvent,
Iwt2ArenaIndicator,
Iwt2ArenaState,
Iwt2BossEntityState,
Iwt2MechanicLaneState,
Iwt2PartyEntityState,
Iwt2Vec2,
} from './types'
import {
applyPartyDamageInShape,
createLaneIndicator,
indicatorPhaseFromAttack,
} from './mechanics'
import {
addVec2,
clamp,
clampVec2ToArena,
distanceVec2,
moveToward,
normalizeVec2,
scaleVec2,
subtractVec2,
withFallbackFacing,
} from './vector'
type EmberMantisAttackPhase =
| Iwt2BossEntityState['attackPhase']
| 'bladeSidestep'
| 'lineSlashWindup'
| 'lineSlashRecover'
| 'crossSlashWindup'
| 'crossSlashRecover'
const EMBER_MANTIS = {
accentColor: '#ffb13b',
crossSlashCooldown: 7.5,
crossSlashDamage: 44,
crossSlashStunSeconds: 0.45,
crossSlashWindup: 0.82,
duelistRange: 118,
lineSlashCooldown: 3.4,
lineSlashDamage: 36,
lineSlashStunSeconds: 0.25,
lineSlashWindup: 0.48,
meleeCooldown: 0.8,
meleeDamage: 12,
meleeRange: 52,
moveSpeed: 168,
recoverSeconds: 0.38,
sidestepInterval: 1.9,
sidestepSeconds: 0.32,
sidestepSpeed: 330,
slashLaneWidth: 34,
wallMargin: 86,
}
export function tickEmberMantisDuelist(state: Iwt2ArenaState, dt: number): Iwt2BossTickResult {
const events: Iwt2ArenaEvent[] = []
let party = state.party
const incomingPhase = state.boss.attackPhase as EmberMantisAttackPhase
let boss = {
...state.boss,
chargeCooldownRemaining: Math.max(0, state.boss.chargeCooldownRemaining - dt),
fireballCooldownRemaining: Math.max(0, state.boss.fireballCooldownRemaining - dt),
mechanicEnergy: Math.min(EMBER_MANTIS.sidestepInterval, state.boss.mechanicEnergy + dt),
meleeCooldownRemaining: Math.max(0, state.boss.meleeCooldownRemaining - dt),
phaseSecondsRemaining: Math.max(0, state.boss.phaseSecondsRemaining - dt),
velocity: { x: 0, y: 0 },
wallContactSeconds: incomingPhase === 'idle' && isBossNearWall(state.boss, state)
? state.boss.wallContactSeconds + dt
: Math.max(0, state.boss.wallContactSeconds - dt * 2),
}
const target = getBossTarget(party)
if (boss.health <= 0 || !target) return withEmberMantisIndicators({ boss, party, events })
const phase = boss.attackPhase as EmberMantisAttackPhase
if (phase === 'bladeSidestep') {
boss = moveBossTowardRelocateTarget(boss, state, target, dt)
if (boss.phaseSecondsRemaining <= 0 || distanceVec2(boss.position, boss.relocateTarget) <= 6) {
boss = {
...boss,
attackPhase: asBossPhase('idle'),
mechanicEnergy: 0,
phaseSecondsRemaining: 0,
velocity: { x: 0, y: 0 },
}
}
return withEmberMantisIndicators({ boss, party, events })
}
if (phase === 'lineSlashWindup') {
boss = faceLaneTarget(boss)
if (boss.phaseSecondsRemaining <= 0) {
const result = applySlashLanes(
party,
boss,
EMBER_MANTIS.lineSlashDamage,
EMBER_MANTIS.lineSlashStunSeconds,
state.time + dt,
)
party = result.party
events.push(...result.events)
boss = {
...boss,
attackPhase: asBossPhase('lineSlashRecover'),
phaseSecondsRemaining: EMBER_MANTIS.recoverSeconds,
}
}
return withEmberMantisIndicators({ boss, party, events })
}
if (phase === 'crossSlashWindup') {
boss = faceLaneTarget(boss)
if (boss.phaseSecondsRemaining <= 0) {
const result = applySlashLanes(
party,
boss,
EMBER_MANTIS.crossSlashDamage,
EMBER_MANTIS.crossSlashStunSeconds,
state.time + dt,
)
party = result.party
events.push(...result.events)
boss = {
...boss,
attackPhase: asBossPhase('crossSlashRecover'),
phaseSecondsRemaining: EMBER_MANTIS.recoverSeconds + 0.12,
}
}
return withEmberMantisIndicators({ boss, party, events })
}
if (phase === 'lineSlashRecover' || phase === 'crossSlashRecover') {
if (boss.phaseSecondsRemaining <= 0) {
boss = {
...boss,
attackPhase: asBossPhase('idle'),
mechanicLanes: [],
phaseSecondsRemaining: 0,
}
}
return withEmberMantisIndicators({ boss, party, events })
}
if (boss.wallContactSeconds >= 0.58) {
boss = beginSidestep(boss, state, target, true)
return withEmberMantisIndicators({ boss, party, events })
}
if (boss.fireballCooldownRemaining <= 0) {
boss = {
...boss,
attackPhase: asBossPhase('crossSlashWindup'),
fireballCooldownRemaining: EMBER_MANTIS.crossSlashCooldown,
mechanicLanes: createCrossSlashLanes(state, boss, target),
phaseSecondsRemaining: EMBER_MANTIS.crossSlashWindup,
velocity: { x: 0, y: 0 },
}
return withEmberMantisIndicators({ boss, party, events })
}
if (boss.chargeCooldownRemaining <= 0) {
boss = {
...boss,
attackPhase: asBossPhase('lineSlashWindup'),
chargeCooldownRemaining: EMBER_MANTIS.lineSlashCooldown,
mechanicLanes: [createLineSlashLane(state, boss, target)],
phaseSecondsRemaining: EMBER_MANTIS.lineSlashWindup,
velocity: { x: 0, y: 0 },
}
return withEmberMantisIndicators({ boss, party, events })
}
if (boss.mechanicEnergy >= EMBER_MANTIS.sidestepInterval && distanceVec2(boss.position, target.position) <= 220) {
boss = beginSidestep(boss, state, target, false)
return withEmberMantisIndicators({ boss, party, events })
}
const meleeResult = maybeApplyMelee(party, boss, target, state.time + dt)
party = meleeResult.party
events.push(...meleeResult.events)
boss = meleeResult.boss
if (events.length > 0) return withEmberMantisIndicators({ boss, party, events })
boss = moveDuelist(boss, state, target, dt)
return withEmberMantisIndicators({ boss, party, events })
}
function asBossPhase(phase: EmberMantisAttackPhase): Iwt2BossEntityState['attackPhase'] {
return phase as Iwt2BossEntityState['attackPhase']
}
function beginSidestep(
boss: Iwt2BossEntityState,
state: Iwt2ArenaState,
target: Iwt2PartyEntityState,
forcedFromWall: boolean,
): Iwt2BossEntityState {
return {
...boss,
attackPhase: asBossPhase('bladeSidestep'),
mechanicEnergy: 0,
phaseSecondsRemaining: forcedFromWall ? EMBER_MANTIS.sidestepSeconds * 1.6 : EMBER_MANTIS.sidestepSeconds,
relocateTarget: chooseSidestepTarget(boss, state, target, forcedFromWall),
velocity: { x: 0, y: 0 },
}
}
function moveBossTowardRelocateTarget(
boss: Iwt2BossEntityState,
state: Iwt2ArenaState,
target: Iwt2PartyEntityState,
dt: number,
): Iwt2BossEntityState {
const nextPosition = clampVec2ToArena(
moveToward(boss.position, boss.relocateTarget, EMBER_MANTIS.sidestepSpeed * dt),
boss.radius,
state.bounds,
)
return {
...boss,
facing: withFallbackFacing(subtractVec2(target.position, nextPosition), boss.facing),
position: nextPosition,
velocity: scaleVec2(subtractVec2(nextPosition, boss.position), dt > 0 ? 1 / dt : 0),
wallContactSeconds: 0,
}
}
function moveDuelist(
boss: Iwt2BossEntityState,
state: Iwt2ArenaState,
target: Iwt2PartyEntityState,
dt: number,
): Iwt2BossEntityState {
const offset = subtractVec2(boss.position, target.position)
const distance = distanceVec2(boss.position, target.position)
const desiredDistance = distance < EMBER_MANTIS.duelistRange * 0.72
? EMBER_MANTIS.duelistRange
: EMBER_MANTIS.duelistRange * 0.82
const direction = distance < EMBER_MANTIS.duelistRange * 0.72
? withFallbackFacing(offset, boss.facing)
: withFallbackFacing(subtractVec2(target.position, boss.position), boss.facing)
const targetPosition = distance < desiredDistance
? addVec2(target.position, scaleVec2(direction, EMBER_MANTIS.duelistRange))
: target.position
const nextPosition = clampVec2ToArena(
moveToward(boss.position, targetPosition, EMBER_MANTIS.moveSpeed * dt),
boss.radius,
state.bounds,
)
return {
...boss,
facing: withFallbackFacing(subtractVec2(target.position, nextPosition), boss.facing),
position: nextPosition,
velocity: scaleVec2(subtractVec2(nextPosition, boss.position), dt > 0 ? 1 / dt : 0),
}
}
function chooseSidestepTarget(
boss: Iwt2BossEntityState,
state: Iwt2ArenaState,
target: Iwt2PartyEntityState,
forcedFromWall: boolean,
): Iwt2Vec2 {
if (forcedFromWall) {
return clampVec2ToArena(arenaCenter(state), boss.radius + EMBER_MANTIS.wallMargin * 0.35, state.bounds)
}
const towardTarget = withFallbackFacing(subtractVec2(target.position, boss.position), boss.facing)
const sideSign = boss.chargeCount % 2 === 0 ? 1 : -1
const lateral = { x: -towardTarget.y * sideSign, y: towardTarget.x * sideSign }
const center = arenaCenter(state)
const centerBias = normalizeVec2(subtractVec2(center, boss.position))
const sideWeight = forcedFromWall ? 0.35 : 1
const centerWeight = forcedFromWall ? 1.15 : 0.35
const direction = withFallbackFacing(addVec2(scaleVec2(lateral, sideWeight), scaleVec2(centerBias, centerWeight)), centerBias)
const distance = forcedFromWall ? 152 : 118
const rawTarget = addVec2(boss.position, scaleVec2(direction, distance))
return clampVec2ToArena(rawTarget, boss.radius + EMBER_MANTIS.wallMargin * 0.35, state.bounds)
}
function createLineSlashLane(
state: Iwt2ArenaState,
boss: Iwt2BossEntityState,
target: Iwt2PartyEntityState,
): Iwt2MechanicLaneState {
const direction = withFallbackFacing(subtractVec2(target.position, boss.position), boss.facing)
return createArenaLane('line-slash', target.position, direction, EMBER_MANTIS.slashLaneWidth, state)
}
function createCrossSlashLanes(
state: Iwt2ArenaState,
boss: Iwt2BossEntityState,
target: Iwt2PartyEntityState,
): Iwt2MechanicLaneState[] {
const center = targetClusterCenter(state.party, target.position)
const baseAngle = Math.atan2(target.position.y - boss.position.y, target.position.x - boss.position.x)
const angles = [baseAngle + Math.PI * 0.25, baseAngle - Math.PI * 0.25]
return angles.map((angle, index) => createArenaLane(
`cross-slash-${index}`,
center,
{ x: Math.cos(angle), y: Math.sin(angle) },
EMBER_MANTIS.slashLaneWidth,
state,
))
}
function createArenaLane(
id: string,
center: Iwt2Vec2,
direction: Iwt2Vec2,
width: number,
state: Iwt2ArenaState,
): Iwt2MechanicLaneState {
const normalized = withFallbackFacing(direction, { x: 1, y: 0 })
const halfLength = Math.hypot(state.bounds.width, state.bounds.height) * 0.62 + 48
return {
end: clampLanePoint(addVec2(center, scaleVec2(normalized, halfLength)), state),
id,
start: clampLanePoint(addVec2(center, scaleVec2(normalized, -halfLength)), state),
width,
}
}
function clampLanePoint(point: Iwt2Vec2, state: Iwt2ArenaState): Iwt2Vec2 {
return {
x: clamp(point.x, -24, state.bounds.width + 24),
y: clamp(point.y, -24, state.bounds.height + 24),
}
}
function targetClusterCenter(party: Iwt2PartyEntityState[], fallback: Iwt2Vec2): Iwt2Vec2 {
const living = party.filter((member) => member.health > 0)
if (living.length === 0) return fallback
const total = living.reduce((sum, member) => addVec2(sum, member.position), { x: 0, y: 0 })
return scaleVec2(total, 1 / living.length)
}
function applySlashLanes(
party: Iwt2PartyEntityState[],
boss: Iwt2BossEntityState,
damage: number,
stunSeconds: number,
time: number,
): { party: Iwt2PartyEntityState[], events: Iwt2ArenaEvent[] } {
let nextParty = party
const events: Iwt2ArenaEvent[] = []
const hitEntityIds: string[] = []
for (const lane of boss.mechanicLanes) {
const result = applyPartyDamageInShape(nextParty, {
kind: 'lane',
end: lane.end,
start: lane.start,
width: lane.width,
}, {
damage,
excludedEntityIds: hitEntityIds,
knockdownSeconds: 0,
sourceId: boss.id,
stunSeconds,
time,
})
nextParty = result.party
hitEntityIds.push(...result.hitEntityIds)
events.push(...result.events)
}
return { party: nextParty, events }
}
function faceLaneTarget(boss: Iwt2BossEntityState): Iwt2BossEntityState {
const lane = boss.mechanicLanes[0]
if (!lane) return boss
return {
...boss,
facing: withFallbackFacing(subtractVec2(lane.end, lane.start), boss.facing),
velocity: { x: 0, y: 0 },
}
}
function maybeApplyMelee(
party: Iwt2PartyEntityState[],
boss: Iwt2BossEntityState,
target: Iwt2PartyEntityState,
time: number,
): { boss: Iwt2BossEntityState, party: Iwt2PartyEntityState[], events: Iwt2ArenaEvent[] } {
if (boss.meleeCooldownRemaining > 0) return { boss, party, events: [] }
if (distanceVec2(boss.position, target.position) > EMBER_MANTIS.meleeRange + target.radius) {
return { boss, party, events: [] }
}
const result = applyPartyDamageInShape(party, {
kind: 'circle',
position: boss.position,
radius: EMBER_MANTIS.meleeRange,
}, {
damage: EMBER_MANTIS.meleeDamage,
sourceId: boss.id,
time,
})
return {
boss: { ...boss, meleeCooldownRemaining: EMBER_MANTIS.meleeCooldown },
events: result.events,
party: result.party,
}
}
function getBossTarget(party: Iwt2PartyEntityState[]): Iwt2PartyEntityState | undefined {
const livingTank = party.find((member) => member.classId === 'paladin' && member.health > 0)
if (livingTank) return livingTank
return party.find((member) => member.health > 0)
}
function isBossNearWall(boss: Iwt2BossEntityState, state: Iwt2ArenaState): boolean {
const margin = boss.radius + EMBER_MANTIS.wallMargin
return (
boss.position.x <= margin
|| boss.position.x >= state.bounds.width - margin
|| boss.position.y <= margin
|| boss.position.y >= state.bounds.height - margin
)
}
function arenaCenter(state: Iwt2ArenaState): Iwt2Vec2 {
return {
x: state.bounds.width * 0.5,
y: state.bounds.height * 0.5,
}
}
function withEmberMantisIndicators(result: Omit<Iwt2BossTickResult, 'indicators'>): Iwt2BossTickResult {
return {
...result,
indicators: createEmberMantisIndicators(result.boss),
}
}
function createEmberMantisIndicators(boss: Iwt2BossEntityState): Iwt2ArenaIndicator[] {
const phase = boss.attackPhase as EmberMantisAttackPhase
const isSlashPhase = phase === 'lineSlashWindup'
|| phase === 'lineSlashRecover'
|| phase === 'crossSlashWindup'
|| phase === 'crossSlashRecover'
if (!isSlashPhase) return []
const isWindup = phase === 'lineSlashWindup' || phase === 'crossSlashWindup'
const isRecover = phase === 'lineSlashRecover' || phase === 'crossSlashRecover'
return boss.mechanicLanes.map((lane) => createLaneIndicator({
color: isRecover ? '#ff6a2a' : EMBER_MANTIS.accentColor,
end: lane.end,
id: `${boss.id}:${lane.id}`,
mechanicId: phase === 'crossSlashWindup' || phase === 'crossSlashRecover'
? 'ember-mantis-cross-slash'
: 'ember-mantis-line-slash',
phase: indicatorPhaseFromAttack(isWindup, isRecover),
sourceId: boss.id,
start: lane.start,
width: lane.width,
}))
}
+77
View File
@@ -0,0 +1,77 @@
import type { Iwt2HealerAbility } from '../content/healerAbilities'
import {
IWT2_GEAR_SLOT_RECIPES,
IWT2_GEAR_SLOTS,
type Iwt2GearProgress,
} from '../content/gear'
import type { Iwt2ArenaState, Iwt2PartyEntityState } from './types'
import { applyIwt2InfusionLoadout } from './infusionLoadout'
const PER_LEVEL_OUTPUT = 0.04
const PER_LEVEL_HEALTH = 0.04
const PER_LEVEL_SPEED = 0.025
const PER_LEVEL_COOLDOWN = 0.03
const PER_LEVEL_PROJECTILE = 0.03
const PER_LEVEL_DAMAGE_TAKEN_REDUCTION = 0.03
const PER_LEVEL_STUN_REDUCTION = 0.08
export function applyIwt2PveGearStats<TState extends Pick<Iwt2ArenaState, 'party'>>(state: TState, gearProgress: Iwt2GearProgress): TState {
const party = state.party.map((member) => applyMemberGearStats(member, gearProgress))
return applyIwt2InfusionLoadout({
...state,
party,
}, gearProgress)
}
export function applyIwt2PveGearToHealerAbilities(
abilities: Iwt2HealerAbility[],
gearProgress: Iwt2GearProgress,
): Iwt2HealerAbility[] {
const healer = gearProgress.healer
const healingLevel = healer.slots.weapon.level
const cooldownLevel = healer.slots.helmet.level
if (healingLevel <= 0 && cooldownLevel <= 0) return abilities
return abilities.map((ability) => ({
...ability,
cooldownSeconds: roundOne(ability.cooldownSeconds * (1 - cooldownLevel * PER_LEVEL_COOLDOWN)),
power: Math.max(1, Math.round(ability.power * (1 + healingLevel * PER_LEVEL_OUTPUT))),
}))
}
function applyMemberGearStats(
member: Iwt2PartyEntityState,
gearProgress: Iwt2GearProgress,
): Iwt2PartyEntityState {
const classProgress = gearProgress[member.classId]
let next = { ...member }
for (const slotId of IWT2_GEAR_SLOTS) {
const level = classProgress.slots[slotId].level
if (level <= 0) continue
const statId = IWT2_GEAR_SLOT_RECIPES[member.classId][slotId].statId
if (statId === 'maxHealth') {
const maxHealth = Math.round(next.maxHealth * (1 + level * PER_LEVEL_HEALTH))
next = {
...next,
health: Math.min(maxHealth, Math.round(next.health * (maxHealth / next.maxHealth))),
maxHealth,
}
} else if (statId === 'moveSpeed') {
next = { ...next, moveSpeed: next.moveSpeed * (1 + level * PER_LEVEL_SPEED) }
} else if (statId === 'damage') {
next = { ...next, attackDamage: next.attackDamage * (1 + level * PER_LEVEL_OUTPUT) }
} else if (statId === 'attackCooldown') {
next = { ...next, attackCooldown: next.attackCooldown * (1 - level * PER_LEVEL_COOLDOWN) }
} else if (statId === 'projectileSpeed') {
next = { ...next, projectileSpeed: next.projectileSpeed * (1 + level * PER_LEVEL_PROJECTILE) }
} else if (statId === 'hazardDamageTaken') {
next = { ...next, damageTakenScale: next.damageTakenScale * (1 - level * PER_LEVEL_DAMAGE_TAKEN_REDUCTION) }
} else if (statId === 'stunResist') {
next = { ...next, stunTakenScale: Math.max(0, next.stunTakenScale * (1 - level * PER_LEVEL_STUN_REDUCTION)) }
}
}
return next
}
function roundOne(value: number): number {
return Math.max(0.1, Math.round(value * 10) / 10)
}
+166 -26
View File
@@ -15,6 +15,10 @@ const MAX_FIRE_PUDDLES = 8
const FIRE_PUDDLE_TICK_SECONDS = 0.55 const FIRE_PUDDLE_TICK_SECONDS = 0.55
const FIRE_PUDDLE_FADE_SECONDS = 0.8 const FIRE_PUDDLE_FADE_SECONDS = 0.8
const FIRE_PUDDLE_MERGE_DISTANCE = 28 const FIRE_PUDDLE_MERGE_DISTANCE = 28
const MAX_POISON_PUDDLES = 6
const MAX_MUD_PUDDLES = 7
const MUD_PUDDLE_TICK_SECONDS = 0.22
const MUD_SLOW_SECONDS = 0.5
export function addFirePuddle({ export function addFirePuddle({
damage, damage,
@@ -34,9 +38,115 @@ export function addFirePuddle({
radius: number radius: number
sourceId: Iwt2EntityId sourceId: Iwt2EntityId
time: number time: number
}): { hazards: Iwt2GroundHazardState[], nextHazardId: number } {
return addGroundPuddle({
damage,
duration,
fadeSeconds: FIRE_PUDDLE_FADE_SECONDS,
hazardKind: 'firePuddle',
hazards,
maxActive: MAX_FIRE_PUDDLES,
nextHazardId,
position,
radius,
sourceId,
time,
})
}
export function addPoisonPuddle({
damage,
duration,
hazards,
nextHazardId,
position,
radius,
sourceId,
time,
}: {
damage: number
duration: number
hazards: Iwt2GroundHazardState[]
nextHazardId: number
position: Iwt2Vec2
radius: number
sourceId: Iwt2EntityId
time: number
}): { hazards: Iwt2GroundHazardState[], nextHazardId: number } {
return addGroundPuddle({
damage,
duration,
fadeSeconds: 1,
hazardKind: 'poisonPuddle',
hazards,
maxActive: MAX_POISON_PUDDLES,
nextHazardId,
position,
radius,
sourceId,
time,
})
}
export function addMudPuddle({
duration,
hazards,
nextHazardId,
position,
radius,
sourceId,
time,
}: {
duration: number
hazards: Iwt2GroundHazardState[]
nextHazardId: number
position: Iwt2Vec2
radius: number
sourceId: Iwt2EntityId
time: number
}): { hazards: Iwt2GroundHazardState[], nextHazardId: number } {
return addGroundPuddle({
damage: 0,
duration,
fadeSeconds: 0.9,
hazardKind: 'mudPuddle',
hazards,
maxActive: MAX_MUD_PUDDLES,
nextHazardId,
position,
radius,
sourceId,
time,
})
}
function addGroundPuddle({
damage,
duration,
fadeSeconds,
hazardKind,
hazards,
maxActive,
nextHazardId,
position,
radius,
sourceId,
time,
}: {
damage: number
duration: number
fadeSeconds: number
hazardKind: Iwt2GroundHazardState['hazardKind']
hazards: Iwt2GroundHazardState[]
maxActive: number
nextHazardId: number
position: Iwt2Vec2
radius: number
sourceId: Iwt2EntityId
time: number
}): { hazards: Iwt2GroundHazardState[], nextHazardId: number } { }): { hazards: Iwt2GroundHazardState[], nextHazardId: number } {
const overlappingIndex = hazards.findIndex((hazard) => ( const overlappingIndex = hazards.findIndex((hazard) => (
hazard.hazardKind === 'firePuddle' hazard.hazardKind === hazardKind
&& hazard.remainingSeconds > hazard.fadeSeconds && hazard.remainingSeconds > hazard.fadeSeconds
&& Math.hypot(hazard.position.x - position.x, hazard.position.y - position.y) <= FIRE_PUDDLE_MERGE_DISTANCE && Math.hypot(hazard.position.x - position.x, hazard.position.y - position.y) <= FIRE_PUDDLE_MERGE_DISTANCE
)) ))
@@ -59,19 +169,19 @@ export function addFirePuddle({
} }
const nextHazard: Iwt2GroundHazardState = { const nextHazard: Iwt2GroundHazardState = {
id: `fire-puddle-${nextHazardId}`, id: `${hazardKind}-${nextHazardId}`,
kind: 'groundHazard', kind: 'groundHazard',
hazardKind: 'firePuddle', hazardKind,
sourceId, sourceId,
position: { ...position }, position: { ...position },
radius, radius,
damage, damage,
remainingSeconds: duration, remainingSeconds: duration,
fadeSeconds: FIRE_PUDDLE_FADE_SECONDS, fadeSeconds,
nextDamageAt: time + 0.12, nextDamageAt: time + 0.12,
} }
return { return {
hazards: capFirePuddles([...hazards, nextHazard]), hazards: capPuddles([...hazards, nextHazard], hazardKind, maxActive),
nextHazardId: nextHazardId + 1, nextHazardId: nextHazardId + 1,
} }
} }
@@ -101,22 +211,27 @@ export function tickGroundHazards({
let nextDamageAt = hazard.nextDamageAt let nextDamageAt = hazard.nextDamageAt
if (time >= hazard.nextDamageAt) { if (time >= hazard.nextDamageAt) {
const result = applyPartyDamageInShape( if (hazard.hazardKind === 'mudPuddle') {
nextParty, nextParty = applyMudSlow(nextParty, hazard)
{ nextDamageAt = time + MUD_PUDDLE_TICK_SECONDS
kind: 'circle', } else {
position: hazard.position, const result = applyPartyDamageInShape(
radius: hazard.radius, nextParty,
}, {
{ kind: 'circle',
damage: hazard.damage, position: hazard.position,
sourceId: hazard.sourceId, radius: hazard.radius,
time, },
}, {
) damage: hazard.damage,
nextParty = result.party sourceId: hazard.sourceId,
events.push(...result.events) time,
nextDamageAt = time + FIRE_PUDDLE_TICK_SECONDS },
)
nextParty = result.party
events.push(...result.events)
nextDamageAt = time + FIRE_PUDDLE_TICK_SECONDS
}
} }
nextHazards.push({ nextHazards.push({
@@ -135,9 +250,9 @@ export function tickGroundHazards({
export function createHazardIndicators(hazards: Iwt2GroundHazardState[]): Iwt2ArenaIndicator[] { export function createHazardIndicators(hazards: Iwt2GroundHazardState[]): Iwt2ArenaIndicator[] {
return hazards.map((hazard) => createCircleIndicator({ return hazards.map((hazard) => createCircleIndicator({
color: '#ff7a2f', color: hazardColor(hazard),
id: `${hazard.id}:indicator`, id: `${hazard.id}:indicator`,
mechanicId: 'fire-puddle', mechanicId: hazard.hazardKind,
phase: hazard.remainingSeconds <= hazard.fadeSeconds ? 'recover' : 'active', phase: hazard.remainingSeconds <= hazard.fadeSeconds ? 'recover' : 'active',
position: hazard.position, position: hazard.position,
radius: hazard.radius, radius: hazard.radius,
@@ -145,16 +260,41 @@ export function createHazardIndicators(hazards: Iwt2GroundHazardState[]): Iwt2Ar
})) }))
} }
function capFirePuddles(hazards: Iwt2GroundHazardState[]): Iwt2GroundHazardState[] { function applyMudSlow(party: Iwt2PartyEntityState[], hazard: Iwt2GroundHazardState): Iwt2PartyEntityState[] {
return party.map((member) => {
if (member.health <= 0) return member
const distance = Math.hypot(member.position.x - hazard.position.x, member.position.y - hazard.position.y)
if (distance > hazard.radius + member.radius) return member
return {
...member,
status: {
...member.status,
slowedSeconds: Math.max(member.status.slowedSeconds, MUD_SLOW_SECONDS),
},
}
})
}
function hazardColor(hazard: Iwt2GroundHazardState): string {
if (hazard.hazardKind === 'poisonPuddle') return '#7bd84f'
if (hazard.hazardKind === 'mudPuddle') return '#9a6a3a'
return '#ff7a2f'
}
function capPuddles(
hazards: Iwt2GroundHazardState[],
hazardKind: Iwt2GroundHazardState['hazardKind'],
maxActive: number,
): Iwt2GroundHazardState[] {
let activePuddles = 0 let activePuddles = 0
let oldestActivePuddleIndex = -1 let oldestActivePuddleIndex = -1
for (let index = 0; index < hazards.length; index += 1) { for (let index = 0; index < hazards.length; index += 1) {
const hazard = hazards[index] const hazard = hazards[index]
if (hazard.hazardKind !== 'firePuddle' || hazard.remainingSeconds <= hazard.fadeSeconds) continue if (hazard.hazardKind !== hazardKind || hazard.remainingSeconds <= hazard.fadeSeconds) continue
activePuddles += 1 activePuddles += 1
if (oldestActivePuddleIndex < 0) oldestActivePuddleIndex = index if (oldestActivePuddleIndex < 0) oldestActivePuddleIndex = index
} }
if (activePuddles <= MAX_FIRE_PUDDLES || oldestActivePuddleIndex < 0) return hazards if (activePuddles <= maxActive || oldestActivePuddleIndex < 0) return hazards
return hazards.map((hazard, index) => index === oldestActivePuddleIndex return hazards.map((hazard, index) => index === oldestActivePuddleIndex
? { ...hazard, remainingSeconds: Math.min(hazard.remainingSeconds, hazard.fadeSeconds) } ? { ...hazard, remainingSeconds: Math.min(hazard.remainingSeconds, hazard.fadeSeconds) }

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