Compare commits
| Author | SHA1 | Date | |
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679900e7f5 | ||
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ff64c6ddcc |
@@ -15,6 +15,9 @@
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- Controller navigation must not depend on touch, mouse, keyboard, or hidden developer-only shortcuts.
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- Focus state must always be visible and predictable when controller navigation is active.
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- Avoid interaction patterns that trap focus, lose focus, or require precise pointer input.
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- Controller navigation fixes must not break live combat bindings. When changing shared input routing, verify that combat-only actions still win during active combat: movement, ability casts, party targeting, pause, and overlay navigation must all work on AYN Thor controls.
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- `data-game-nav-active` and other custom navigation markers may coexist with live combat HUDs. Do not treat those markers as menu mode during active combat unless a pause/dialog/result overlay is visible.
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- Before considering any controller input change complete, test both states: no-overlay combat and menu/dialog navigation. No-overlay combat must include at least one successful ability cast from a controller binding and continuous analog movement on the AYN Thor control scheme.
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## Architecture Requirements
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@@ -34,6 +37,7 @@
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- IWT2 rendering can use a 2D canvas/game runtime, but renderer objects must not become the source of truth for saveable gameplay state.
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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.
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- IWT2 menus, dialogs, inventory, collection log, pause overlays, and game-select screen must still follow controller navigation requirements.
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- IWT2 combat must preserve AYN Thor face/shoulder button ability bindings even when party frames, HUD controls, or target rails use custom controller navigation state. Menu navigation priority must never swallow ability inputs while `data-combat-active="true"` and no overlay is open.
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- 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.
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- 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.
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- 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.
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+31
-3
@@ -54,12 +54,18 @@ code updates to be a Git pull plus app restart.
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Portainer is not required. Use TrueNAS **Apps > Discover > Install via YAML**.
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Repository:
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Repository URL:
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```text
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https://git.whoagland.com/phenom/i-want-to-heal.git
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```
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Local Gitea repository path on the same TrueNAS host:
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```text
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/mnt/.ix-apps/app_mounts/gitea/data/git/repositories/phenom/i-want-to-heal.git
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```
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TrueNAS paths:
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```text
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@@ -67,12 +73,15 @@ TrueNAS paths:
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/mnt/usbssds/apps/iwanttoheal/data
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```
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Create the app directory and clone the repo:
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Create the app directory and clone the repo. When Gitea is hosted on the same
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TrueNAS box, prefer the local repository path instead of HTTPS. This avoids
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Git-over-HTTPS TLS failures while downloading large pack files.
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```sh
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sudo mkdir -p /mnt/usbssds/apps/iwanttoheal
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cd /mnt/usbssds/apps/iwanttoheal
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sudo git clone https://git.whoagland.com/phenom/i-want-to-heal.git app
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sudo git config --global --add safe.directory /mnt/.ix-apps/app_mounts/gitea/data/git/repositories/phenom/i-want-to-heal.git
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sudo git clone /mnt/.ix-apps/app_mounts/gitea/data/git/repositories/phenom/i-want-to-heal.git app
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```
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Because the clone was run with `sudo`, give the normal TrueNAS user ownership:
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@@ -101,6 +110,25 @@ cd /mnt/usbssds/apps/iwanttoheal/app
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git pull
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```
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If setting up a different app hosted by the same Gitea instance, first find its
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bare repository path:
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```sh
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sudo find /mnt -type d -name "REPO-NAME.git" -prune -print 2>/dev/null
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```
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Then substitute that path in the `safe.directory` and `git clone` commands:
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```sh
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sudo git config --global --add safe.directory /mnt/.ix-apps/app_mounts/gitea/data/git/repositories/OWNER/REPO-NAME.git
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sudo git clone /mnt/.ix-apps/app_mounts/gitea/data/git/repositories/OWNER/REPO-NAME.git app
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sudo chown -R truenas_admin:truenas_admin app
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```
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`safe.directory` is a Git trust exception for the Gitea-owned bare repository.
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It is needed because Gitea's repository files are owned by the app/container
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user, not by `truenas_admin`.
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If Git fails with `chmod ... Operation not permitted`, do not use a media or SMB
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dataset for the repo. Git needs normal file locking and chmod behavior. Create or
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use a dedicated apps dataset and clone under `/mnt/usbssds/apps/...`.
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@@ -7,8 +7,8 @@ android {
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applicationId "com.warren.iwanttoheal"
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minSdkVersion rootProject.ext.minSdkVersion
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targetSdkVersion rootProject.ext.targetSdkVersion
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versionCode 112
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versionName "1.1.31"
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versionCode 114
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versionName "1.1.33"
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testInstrumentationRunner "androidx.test.runner.AndroidJUnitRunner"
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aaptOptions {
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// Files and dirs to omit from the packaged assets dir, modified to accommodate modern web apps.
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@@ -104,6 +104,10 @@ npm run release:cli -- --release-only 1.1.26
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## Step 5: Update TrueNAS
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The TrueNAS app checkout should be cloned from the local Gitea bare repository
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path when Gitea runs on the same TrueNAS host. After that setup, normal updates
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still use `git pull`; the remote is local filesystem storage instead of HTTPS.
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```sh
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cd /mnt/usbssds/apps/iwanttoheal/app
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git pull
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+1
-1
@@ -748,7 +748,7 @@ export function InputProvider({ children }: { children: ReactNode }) {
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'navigateLeft',
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'navigateRight',
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] satisfies InputAction[]
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const dedicatedNavigationActive = hasDedicatedGameNavigation()
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const dedicatedNavigationActive = hasDedicatedGameNavigation() && (!combatActive || uiOverlay)
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const action = dedicatedNavigationActive
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? uiPriority.find((candidate) => bindingsRef.current.controller[candidate] === token)
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?? (DPAD_NAV_ACTIONS[token] && isDedicatedNavigationAction(DPAD_NAV_ACTIONS[token])
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@@ -47,9 +47,11 @@ import {
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type Iwt2RoguelikeVariant,
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} from './content/roguelike'
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import {
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createIwt2PveRoguelikeBossPair,
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createIwt2WeightedRoguelikeBossPair,
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createUniformIwt2RoguelikeBossPair,
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IWT2_PVE_ROGUELIKE_WEIGHTED_BOSS_PROGRESSION_ENABLED,
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IWT2_PVP_ROGUELIKE_WEIGHTED_BOSS_PROGRESSION_ENABLED,
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IWT2_PVP_STADIUM_WEIGHTED_BOSS_PROGRESSION_ENABLED,
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} from './content/roguelikeBossProgression'
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type Iwt2Screen =
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@@ -527,7 +529,7 @@ function createRoguelikeRun(
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contentType: Iwt2RoguelikeContentType,
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): Iwt2RoguelikeRunState {
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return {
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bossIds: createRoguelikeBossPair(variant, 1),
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bossIds: createRoguelikeBossPair(variant, contentType, 1),
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buffs: [],
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contentType,
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debuffs: [],
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@@ -595,15 +597,25 @@ function applyRoguelikeChoice(
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return {
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...run,
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...nextBase,
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bossIds: createRoguelikeBossPair(run.variant, run.stage + 1),
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bossIds: createRoguelikeBossPair(run.variant, run.contentType, run.stage + 1),
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...buildRoguelikeChoices(save, run.variant),
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stage: run.stage + 1,
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}
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}
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function createRoguelikeBossPair(variant: Iwt2RoguelikeVariant, stage: number): Iwt2BossId[] {
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if (variant === 'pve' && IWT2_PVE_ROGUELIKE_WEIGHTED_BOSS_PROGRESSION_ENABLED) {
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return createIwt2PveRoguelikeBossPair(stage)
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function createRoguelikeBossPair(
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variant: Iwt2RoguelikeVariant,
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contentType: Iwt2RoguelikeContentType,
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stage: number,
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): Iwt2BossId[] {
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const weightedProgressionEnabled = variant === 'pve'
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? IWT2_PVE_ROGUELIKE_WEIGHTED_BOSS_PROGRESSION_ENABLED
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: contentType === 'stadium'
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? IWT2_PVP_STADIUM_WEIGHTED_BOSS_PROGRESSION_ENABLED
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: IWT2_PVP_ROGUELIKE_WEIGHTED_BOSS_PROGRESSION_ENABLED
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if (weightedProgressionEnabled) {
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return createIwt2WeightedRoguelikeBossPair(stage)
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}
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return createUniformIwt2RoguelikeBossPair()
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}
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@@ -0,0 +1,34 @@
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import { IWT2_PARTY_ORDER } from './classes'
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import {
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IWT2_GEAR_SLOTS,
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type Iwt2GearLevel,
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type Iwt2GearProgress,
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} from './gear'
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export type Iwt2PvpGearNormalizationConfig = {
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enabled: boolean
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gearLevel: Iwt2GearLevel
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}
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export const IWT2_PVP_GEAR_NORMALIZATION: Iwt2PvpGearNormalizationConfig = {
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enabled: true,
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gearLevel: 5,
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}
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export function createIwt2PvpNormalizedGearProgress(
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config = IWT2_PVP_GEAR_NORMALIZATION,
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): Iwt2GearProgress | undefined {
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if (!config.enabled) return undefined
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return Object.fromEntries(
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IWT2_PARTY_ORDER.map((classId) => [
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classId,
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{
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slots: Object.fromEntries(
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IWT2_GEAR_SLOTS.map((slotId) => [slotId, { level: config.gearLevel }]),
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),
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infusionAbilityId: null,
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},
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]),
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) as Iwt2GearProgress
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}
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@@ -1,6 +1,8 @@
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import { IWT2_BOSS_METADATA, type Iwt2BossId } from './bosses'
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export const IWT2_PVE_ROGUELIKE_WEIGHTED_BOSS_PROGRESSION_ENABLED = true
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export const IWT2_PVP_ROGUELIKE_WEIGHTED_BOSS_PROGRESSION_ENABLED = true
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export const IWT2_PVP_STADIUM_WEIGHTED_BOSS_PROGRESSION_ENABLED = true
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type Iwt2RoguelikeBossTier = 'early' | 'mid' | 'late'
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@@ -43,6 +45,13 @@ const IWT2_ROGUELIKE_BOSS_TIER_BY_ID: Record<Iwt2BossId, Iwt2RoguelikeBossTier>
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export function createIwt2PveRoguelikeBossPair(
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stage: number,
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random: () => number = Math.random,
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): Iwt2BossId[] {
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return createIwt2WeightedRoguelikeBossPair(stage, random)
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}
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export function createIwt2WeightedRoguelikeBossPair(
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stage: number,
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random: () => number = Math.random,
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): Iwt2BossId[] {
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const choices: Iwt2BossId[] = []
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const maxThreat = maxThreatForStage(stage)
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@@ -45,6 +45,7 @@ import {
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IWT2_BARKSKIN_HOT_BONUS_BUFF_ID,
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IWT2_SUN_WARD_DAMAGE_REDUCTION_BUFF_ID,
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} from '../content/roguelike'
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import { createIwt2PvpNormalizedGearProgress } from '../content/pvpGearNormalization'
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type ArenaStatus = 'playing' | 'paused' | 'victory' | 'defeat'
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type OverlayAction = 'primary' | 'requeue' | 'menu'
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@@ -92,7 +93,12 @@ type BossArenaScreenProps = {
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export function BossArenaScreen({ bossId, bossIds, difficulty, modeLabel, save, onBack, onMainMenu, onPvpRequeue, onSaveUpdated, roguelikeRun }: BossArenaScreenProps) {
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const bossMetadata = IWT2_BOSS_METADATA[bossId]
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const pvpRoguelike = roguelikeRun?.variant === 'pvp'
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const pveGearActive = roguelikeRun?.variant !== 'pvp'
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const pvpNormalizedGearProgress = useMemo(() => createIwt2PvpNormalizedGearProgress(), [])
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const activeGearProgress = pvpRoguelike
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? pvpNormalizedGearProgress
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: roguelikeRun?.variant !== 'pvp'
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? save.gearProgress
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: undefined
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const bossHealthScale = roguelikeRun ? roguelikeBossHealthScale(roguelikeRun.stage) : 1
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const difficultyHealthScale = difficulty?.healthMultiplier ?? 1
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const difficultyDamageScale = difficulty?.damageMultiplier ?? 1
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@@ -115,17 +121,19 @@ export function BossArenaScreen({ bossId, bossIds, difficulty, modeLabel, save,
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combinedDamageScale,
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roguelikeBuffs,
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createPressureState(roguelikeStage, roguelikeContentType),
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pveGearActive ? save.gearProgress : undefined,
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activeGearProgress,
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arenaBounds,
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))
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const [opponentArenaState, setOpponentArenaState] = useState<Iwt2ArenaState | null>(() => (
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pvpRoguelike
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? createInitialIwt2ArenaState(
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? createArenaState(
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bossId,
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bossIds,
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combinedBossHealthScale,
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combinedDamageScale,
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EMPTY_ROGUELIKE_BUFFS,
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createPressureState(roguelikeStage, roguelikeContentType),
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activeGearProgress,
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arenaBounds,
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)
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: null
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@@ -189,16 +197,18 @@ export function BossArenaScreen({ bossId, bossIds, difficulty, modeLabel, save,
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combinedDamageScale,
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roguelikeBuffs,
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pressureState,
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pveGearActive ? save.gearProgress : undefined,
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activeGearProgress,
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arenaBounds,
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)
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const nextOpponentState = pvpRoguelike
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? createInitialIwt2ArenaState(
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? createArenaState(
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bossId,
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bossIds,
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combinedBossHealthScale,
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combinedDamageScale,
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EMPTY_ROGUELIKE_BUFFS,
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pressureState,
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activeGearProgress,
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arenaBounds,
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)
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: null
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@@ -214,7 +224,7 @@ export function BossArenaScreen({ bossId, bossIds, difficulty, modeLabel, save,
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setPetAwards([])
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setSelectedOverlayAction('primary')
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setStatus('playing')
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}, [arenaBounds, bossId, bossIds, combinedBossHealthScale, combinedDamageScale, pveGearActive, pvpRoguelike, roguelikeBuffs, roguelikeContentType, roguelikeStage, save.gearProgress])
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}, [activeGearProgress, arenaBounds, bossId, bossIds, combinedBossHealthScale, combinedDamageScale, pvpRoguelike, roguelikeBuffs, roguelikeContentType, roguelikeStage])
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const showOverlay = useCallback((nextStatus: Exclude<ArenaStatus, 'playing'>) => {
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setSelectedOverlayAction('primary')
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@@ -231,10 +241,10 @@ export function BossArenaScreen({ bossId, bossIds, difficulty, modeLabel, save,
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() => {
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const baseAbilities = abilitiesForHealer(
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save.character.healerStyle,
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pveGearActive ? save.gearProgress.healer.infusionAbilityId : null,
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activeGearProgress?.healer.infusionAbilityId ?? null,
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)
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const gearAbilities = pveGearActive
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? applyIwt2PveGearToHealerAbilities(baseAbilities, save.gearProgress)
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const gearAbilities = activeGearProgress
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? applyIwt2PveGearToHealerAbilities(baseAbilities, activeGearProgress)
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: baseAbilities
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return applyRoguelikeModifiers(
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gearAbilities,
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@@ -242,7 +252,7 @@ export function BossArenaScreen({ bossId, bossIds, difficulty, modeLabel, save,
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roguelikeRun?.debuffs ?? [],
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)
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},
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[pveGearActive, roguelikeRun?.buffs, roguelikeRun?.debuffs, save.character.healerStyle, save.gearProgress],
|
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[activeGearProgress, roguelikeRun?.buffs, roguelikeRun?.debuffs, save.character.healerStyle],
|
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)
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const castAbility = useCallback((ability: Iwt2HealerAbility) => {
|
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Reference in New Issue
Block a user