1721 lines
70 KiB
TypeScript
1721 lines
70 KiB
TypeScript
import { useCallback, useEffect, useMemo, useRef, useState, type Dispatch, type SetStateAction } from 'react'
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import {
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DEFAULT_GROUP_HEAL_TARGETS,
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INITIAL_PARTY,
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groupHealTargets,
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tankPressureTargets,
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type CombatLogEntry,
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type PartyMember,
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type Spell,
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} from '../game'
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import { completeRoguelike, type DungeonReward } from '../profile'
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import type { Ability, CharacterProfile } from '../profile'
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import type { GameMode } from '../gameRepository'
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import { ControllerBindingLabel } from './ControllerIcons'
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import { focusFirstControl, useGameAction, useInput, type InputAction } from '../input'
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import { useDualScreen, useDualScreenPublisher, type DualScreenCombatState } from '../dualScreen'
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import {
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cancelPvpQueue,
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checkPvpQueue,
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joinPvpQueue,
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publishPvpMatchState,
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randomCpuDifficulty,
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requestPvpRematch,
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submitPvpUpgradeChoice,
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type CpuDifficulty,
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type PvpMatchSide,
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type PvpMatchSnapshot,
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type PvpRematchResponse,
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} from '../pvpRoguelike'
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const TICK_MS = 700
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const ROUND_START_SECONDS = 3
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const SHOP_SECONDS = 60
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const WIN_ROUNDS = 3
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const MAX_RESOURCE = 100
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const RESOURCE_REGEN_PER_TICK = 0.8
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type SlotKey = '1' | '2' | '3' | '4' | '5'
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type StadiumBuffId =
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| `slot${SlotKey}-extra-target`
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| `slot${SlotKey}-cost-down`
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| `slot${SlotKey}-cooldown-down`
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| 'slot1-applies-renew'
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| 'slot1-applies-shield'
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| 'slot2-applies-shield'
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| 'slot2-double-duration'
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| 'slot3-applies-shield'
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| 'slot3-applies-renew'
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| 'slot4-applies-renew'
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| 'slot5-applies-renew'
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| 'slot5-applies-shield'
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| 'fifth-cast-free'
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| 'group-heal-boost'
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| 'shield-boost'
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type StadiumBuff = {
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id: StadiumBuffId
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name: string
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description: string
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category: SlotKey | 'misc'
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cost: 1 | 2
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}
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type StadiumSideState = {
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party: PartyMember[]
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resource: number
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cooldowns: Record<string, number>
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buffs: StadiumBuffId[]
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castsTowardFree: number
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freeCastReady: boolean
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survivalSeconds: number
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dampeningPercent: number
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roundIndex: number
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roundWins: number
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roundStatus: 'playing' | 'shop' | 'won' | 'lost'
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lastRoundOutcome?: 'win' | 'loss' | 'tie'
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shopReady: boolean
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}
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type FloatingCombatText = {
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id: number
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memberId: string
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side: 'player' | 'cpu'
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value: number
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}
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type LivePvpMatch = {
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id: string
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side: PvpMatchSide
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opponentSide: PvpMatchSide
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opponentName: string
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opponentClassName: string
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}
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type RewardSummary = {
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experienceGained: number
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previousLevel: number | null
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newLevel: number | null
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levelsGained: number
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talentPointsGained: number
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unlockedAbilities: DungeonReward['unlockedAbilities']
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}
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const CPU_BEHAVIOR: Record<CpuDifficulty, {
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actionEveryTicks: number
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mistakeChance: number
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directHealThreshold: number
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groupHealThreshold: number
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hotThreshold: number
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shieldThreshold: number
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}> = {
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1: { actionEveryTicks: 4, mistakeChance: 0.35, directHealThreshold: 0.54, groupHealThreshold: 0.5, hotThreshold: 0.6, shieldThreshold: 0.48 },
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2: { actionEveryTicks: 3, mistakeChance: 0.24, directHealThreshold: 0.6, groupHealThreshold: 0.56, hotThreshold: 0.66, shieldThreshold: 0.54 },
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3: { actionEveryTicks: 3, mistakeChance: 0.16, directHealThreshold: 0.66, groupHealThreshold: 0.62, hotThreshold: 0.72, shieldThreshold: 0.6 },
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4: { actionEveryTicks: 2, mistakeChance: 0.08, directHealThreshold: 0.72, groupHealThreshold: 0.68, hotThreshold: 0.78, shieldThreshold: 0.66 },
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5: { actionEveryTicks: 2, mistakeChance: 0.03, directHealThreshold: 0.78, groupHealThreshold: 0.74, hotThreshold: 0.84, shieldThreshold: 0.72 },
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}
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function clamp(value: number, min: number, max: number) {
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return Math.min(max, Math.max(min, value))
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}
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function formatTime(seconds: number) {
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const total = Math.max(0, Math.floor(seconds))
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const minutes = Math.floor(total / 60)
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const remaining = total % 60
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return `${minutes}:${String(remaining).padStart(2, '0')}`
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}
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function createLogEntry(nextLogId: { current: number }, text: string, tone: CombatLogEntry['tone']) {
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return { id: nextLogId.current++, text, tone }
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}
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function effectiveMaxHealth(member: PartyMember) {
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return Math.max(1, Math.round(member.maxHealth * (member.maxHealthPenaltyTicks && member.maxHealthPenaltyTicks > 0 ? 0.75 : 1)))
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}
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function buffStacks(items: StadiumBuffId[], id: StadiumBuffId) {
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return items.filter((item) => item === id).length
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}
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function slotLabel(slot: SlotKey, spells: Spell[]) {
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const spell = spells.find((candidate) => candidate.key === slot)
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return spell ? `${spell.name} (Slot ${slot})` : `Slot ${slot}`
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}
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function slotSpellName(slot: SlotKey, spells: Spell[], fallback: string) {
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return spells.find((candidate) => candidate.key === slot)?.name ?? fallback
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}
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function buildStadiumBuffs(spells: Spell[]): StadiumBuff[] {
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const directName = slotSpellName('1', spells, 'Mend')
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const sustainName = slotSpellName('2', spells, 'Renew')
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const groupName = slotSpellName('3', spells, 'Radiance')
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const shieldName = slotSpellName('4', spells, 'Sun Ward')
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const cleanseName = slotSpellName('5', spells, 'Purify')
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const slotBuffs = (['1', '2', '3', '4', '5'] as SlotKey[]).flatMap((slot) => {
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const label = slotLabel(slot, spells)
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const baseBuffs: StadiumBuff[] = [
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{
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id: `slot${slot}-extra-target` as StadiumBuffId,
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name: '+1 target',
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description: `${label} affects 1 additional ally when possible.`,
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category: slot,
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cost: 2,
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},
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{
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id: `slot${slot}-cost-down` as StadiumBuffId,
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name: '-25% cost',
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description: `${label} costs 25% less mana.`,
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category: slot,
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cost: 1,
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},
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{
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id: `slot${slot}-cooldown-down` as StadiumBuffId,
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name: '-25% cooldown',
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description: `${label} recharges 25% faster.`,
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category: slot,
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cost: 1,
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},
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]
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const specialBuffs: Partial<Record<SlotKey, StadiumBuff[]>> = {
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1: [
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{
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id: 'slot1-applies-renew',
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name: `Applies ${sustainName}`,
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description: `${directName} also applies ${sustainName} to the target.`,
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category: slot,
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cost: 2,
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},
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{
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id: 'slot1-applies-shield',
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name: `Applies ${shieldName}`,
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description: `${directName} also applies a ${shieldName} barrier to the target.`,
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category: slot,
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cost: 2,
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},
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],
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2: [
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{
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id: 'slot2-applies-shield',
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name: `Applies ${shieldName}`,
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description: `${sustainName} also applies a ${shieldName} barrier to the target.`,
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category: slot,
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cost: 2,
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},
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{
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id: 'slot2-double-duration',
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name: 'Double Duration',
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description: `${sustainName} lasts twice as long or gains extra charges.`,
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category: slot,
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cost: 2,
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},
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],
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3: [
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{
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id: 'slot3-applies-shield',
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name: `Applies 50% ${shieldName}`,
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description: `${groupName} applies a ${shieldName} barrier at 50% strength to affected targets.`,
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category: slot,
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cost: 2,
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},
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{
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id: 'slot3-applies-renew',
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name: `Applies ${sustainName}`,
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description: `${groupName} applies ${sustainName} to affected targets.`,
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category: slot,
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cost: 2,
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},
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],
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4: [
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{
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id: 'slot4-applies-renew',
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name: `Applies ${sustainName}`,
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description: `${shieldName} also applies ${sustainName} to the target.`,
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category: slot,
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cost: 2,
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},
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],
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5: [
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{
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id: 'slot5-applies-renew',
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name: `Applies ${sustainName}`,
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description: `${cleanseName} also applies ${sustainName} to the target.`,
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category: slot,
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cost: 2,
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},
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{
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id: 'slot5-applies-shield',
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name: `Applies ${shieldName}`,
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description: `${cleanseName} also applies a ${shieldName} barrier to the target.`,
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category: slot,
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cost: 2,
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},
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],
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}
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return [...baseBuffs, ...(specialBuffs[slot] ?? [])]
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})
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return [
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...slotBuffs,
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{
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id: 'fifth-cast-free',
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name: 'Stored Momentum',
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description: 'After 5 spell casts, your next cast is free.',
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category: 'misc',
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cost: 1,
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},
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{
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id: 'group-heal-boost',
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name: 'Wide Radiance',
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description: 'Party healing is 25% stronger.',
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category: 'misc',
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cost: 1,
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},
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{
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id: 'shield-boost',
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name: 'Dense Shields',
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description: 'Shield absorbs are 25% stronger.',
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category: 'misc',
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cost: 1,
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},
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]
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}
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function summarizeStacks(items: StadiumBuffId[], catalog: StadiumBuff[]) {
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const counts = new Map<StadiumBuffId, number>()
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items.forEach((item) => counts.set(item, (counts.get(item) ?? 0) + 1))
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const summary = Array.from(counts.entries())
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.map(([id, count]) => {
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const label = catalog.find((choice) => choice.id === id)?.name ?? id
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return count > 1 ? `${label} x${count}` : label
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})
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.join(', ')
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return summary || 'none'
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}
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function cooldownMultiplier(spell: Spell, buffs: StadiumBuffId[]) {
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return 0.75 ** buffStacks(buffs, `slot${spell.key as SlotKey}-cooldown-down` as StadiumBuffId)
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}
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function spellResourceCost(spell: Spell, buffs: StadiumBuffId[], freeCastReady: boolean) {
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if (freeCastReady && buffStacks(buffs, 'fifth-cast-free') > 0) return 0
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return Math.ceil(spell.cost * (0.75 ** buffStacks(buffs, `slot${spell.key as SlotKey}-cost-down` as StadiumBuffId)))
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}
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function toCombatSpell(ability: Ability, key: string): Spell {
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const kinds: Record<string, Spell['kind']> = {
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direct_heal: 'direct',
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direct_hot: 'direct',
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heal_over_time: 'hot',
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bounce_heal: 'bounce_heal',
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party_heal: 'group',
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party_hot: 'group',
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party_absorb: 'group',
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absorb: 'shield',
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damage_reduction: 'damage_reduction',
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cleanse: 'cleanse',
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}
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return {
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id: String(ability.id),
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key,
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name: ability.name,
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description: ability.description,
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cost: ability.cost,
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cooldown: ability.cooldown,
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power: ability.power,
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glyph: ability.glyph,
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kind: kinds[ability.spellType] ?? 'direct',
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effectType: ability.spellType,
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}
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}
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function resetParty(partyTemplate: PartyMember[]) {
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return partyTemplate.map((member) => ({
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...member,
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health: member.maxHealth,
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shield: 0,
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hotTicks: 0,
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hotEffects: undefined,
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debuff: undefined,
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debuffTicks: undefined,
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poisonStacks: undefined,
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maxHealthPenaltyTicks: undefined,
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healingReductionTicks: undefined,
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damageReductionTicks: undefined,
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bounceHeals: undefined,
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}))
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}
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function starterSide(partyTemplate: PartyMember[], roundIndex: number, buffs: StadiumBuffId[] = [], roundWins = 0): StadiumSideState {
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return {
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party: resetParty(partyTemplate),
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resource: MAX_RESOURCE,
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cooldowns: {},
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buffs,
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castsTowardFree: 0,
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freeCastReady: false,
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survivalSeconds: 0,
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dampeningPercent: 0,
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roundIndex,
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roundWins,
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roundStatus: 'playing',
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shopReady: false,
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}
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}
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function createEmptyRewardSummary(): RewardSummary {
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return {
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experienceGained: 0,
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previousLevel: null,
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newLevel: null,
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levelsGained: 0,
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talentPointsGained: 0,
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unlockedAbilities: [],
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}
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}
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export function PvpStadiumScreen({
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profile,
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gameMode,
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onExit,
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onProfileUpdated,
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}: {
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profile: CharacterProfile
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gameMode: GameMode
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onExit: () => void
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onProfileUpdated: (profile: CharacterProfile) => void
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}) {
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const gameClass = profile.classes.find((candidate) => candidate.id === profile.character.classId)!
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const starterSpells = useMemo(() => gameClass.spells
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.filter((spell) => spell.unlockLevel === 1)
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.slice(0, 5)
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.map((spell, index) => toCombatSpell(spell, String(index + 1))), [gameClass.spells])
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const buffCatalog = useMemo(() => buildStadiumBuffs(starterSpells), [starterSpells])
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const partyTemplate = useMemo(
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() => INITIAL_PARTY.map((member) => ({
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...member,
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name: member.id === 'mira' ? profile.character.name : member.name,
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})),
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[profile.character.name],
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)
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const cpuPartyTemplate = useMemo(
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() => INITIAL_PARTY.map((member) => ({
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...member,
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name: member.id === 'mira' ? 'CPU Healer' : member.name,
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})),
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[],
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)
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const rewardDungeon = profile.dungeons.find((candidate) => candidate.contentType === 'dungeon') ?? profile.dungeons[0]
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const rewardDifficulty = rewardDungeon.difficulties[0]
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const [status, setStatus] = useState<'queueing' | 'round-countdown' | 'playing' | 'shop' | 'won' | 'lost'>('queueing')
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const [playerSide, setPlayerSide] = useState<StadiumSideState>(() => starterSide(partyTemplate, 1))
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const [cpuSide, setCpuSide] = useState<StadiumSideState>(() => starterSide(cpuPartyTemplate, 1))
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const [selectedId, setSelectedId] = useState(partyTemplate[0].id)
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const [roundIndex, setRoundIndex] = useState(1)
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const [roundWins, setRoundWins] = useState({ player: 0, opponent: 0 })
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const [shopPoints, setShopPoints] = useState(0)
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const [shopReady, setShopReady] = useState(false)
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const [shopTimeLeft, setShopTimeLeft] = useState(SHOP_SECONDS)
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const [shopCategory, setShopCategory] = useState<SlotKey | 'misc'>('1')
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const [roundCountdown, setRoundCountdown] = useState(ROUND_START_SECONDS)
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const [elapsedTicks, setElapsedTicks] = useState(0)
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const [cpuDifficulty, setCpuDifficulty] = useState<CpuDifficulty | null>(null)
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const [liveMatch, setLiveMatch] = useState<LivePvpMatch | null>(null)
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const [queueMessage, setQueueMessage] = useState('Searching Stadium queue...')
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const [rematchRequested, setRematchRequested] = useState(false)
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const [rematchMessage, setRematchMessage] = useState('')
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const [paused, setPaused] = useState(false)
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const [log, setLog] = useState<CombatLogEntry[]>([{ id: 1, text: 'Queueing Stadium opponent...', tone: 'system' }])
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const [floatingTexts, setFloatingTexts] = useState<FloatingCombatText[]>([])
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const [rewardSummary, setRewardSummary] = useState<RewardSummary>(() => createEmptyRewardSummary())
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const [rewardError, setRewardError] = useState('')
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const [showEndLog, setShowEndLog] = useState(false)
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const selectedIdRef = useRef(partyTemplate[0].id)
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const playerRef = useRef(playerSide)
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const cpuRef = useRef(cpuSide)
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const liveMatchRef = useRef<LivePvpMatch | null>(null)
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const nextLogId = useRef(2)
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const nextFloatingTextId = useRef(1)
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const roundCountdownTimerRef = useRef<number | null>(null)
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const shopEndsAtRef = useRef(0)
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const submittedShopRef = useRef(false)
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const awardedXpRef = useRef(new Set<string>())
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const queuedMatchRef = useRef(false)
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const roundResolvedRef = useRef(false)
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const loggedOpponentRoundRef = useRef('')
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const {
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bindings,
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controllerIconStyle,
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directPartyTargeting,
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lastDevice,
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} = useInput()
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const { enabled: dualScreenEnabled } = useDualScreen()
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const opponentLabel = liveMatch ? liveMatch.opponentName : `CPU ${cpuDifficulty ?? 1}`
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const playerAlive = playerSide.party.some((member) => member.health > 0)
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const partyColumns = 3
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const setSelectedTargetId = useCallback((id: string) => {
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selectedIdRef.current = id
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setSelectedId(id)
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}, [])
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const addLog = useCallback((text: string, tone: CombatLogEntry['tone']) => {
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setLog((current) => [createLogEntry(nextLogId, text, tone), ...current].slice(0, 70))
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}, [])
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const addFloatingHeal = useCallback((side: 'player' | 'cpu', memberId: string, value: number) => {
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if (value <= 0) return
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const id = nextFloatingTextId.current++
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setFloatingTexts((current) => [...current, { id, side, memberId, value }])
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window.setTimeout(() => {
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setFloatingTexts((current) => current.filter((entry) => entry.id !== id))
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}, 900)
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}, [])
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const clearRoundCountdown = useCallback(() => {
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if (roundCountdownTimerRef.current === null) return
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window.clearInterval(roundCountdownTimerRef.current)
|
|
roundCountdownTimerRef.current = null
|
|
}, [])
|
|
|
|
const beginRoundCountdown = useCallback(() => {
|
|
clearRoundCountdown()
|
|
roundResolvedRef.current = false
|
|
setRoundCountdown(ROUND_START_SECONDS)
|
|
setStatus('round-countdown')
|
|
const startedAt = Date.now()
|
|
roundCountdownTimerRef.current = window.setInterval(() => {
|
|
const remaining = Math.max(0, ROUND_START_SECONDS - (Date.now() - startedAt) / 1000)
|
|
setRoundCountdown(remaining)
|
|
if (remaining > 0) return
|
|
clearRoundCountdown()
|
|
setStatus((current) => current === 'round-countdown' ? 'playing' : current)
|
|
}, 100)
|
|
}, [clearRoundCountdown])
|
|
|
|
useEffect(() => () => clearRoundCountdown(), [clearRoundCountdown])
|
|
|
|
const awardXp = useCallback((key: string, mode: 'pvp-stadium-round-win-quarter-level' | 'pvp-stadium-round-loss-tenth-level' | 'pvp-stadium-match-half-level') => {
|
|
if (awardedXpRef.current.has(key)) return
|
|
awardedXpRef.current.add(key)
|
|
completeRoguelike(rewardDungeon.id, rewardDifficulty.id, 0, 0, Math.max(1, Math.floor(playerRef.current.survivalSeconds || 1)), {
|
|
bossesCleared: 0,
|
|
fightsCleared: 1,
|
|
experienceMode: mode,
|
|
})
|
|
.then((result) => {
|
|
setRewardSummary((current) => {
|
|
const unlockedById = new Map(current.unlockedAbilities.map((ability) => [ability.id, ability]))
|
|
result.unlockedAbilities.forEach((ability) => unlockedById.set(ability.id, ability))
|
|
return {
|
|
experienceGained: current.experienceGained + result.experienceGained,
|
|
previousLevel: current.previousLevel ?? result.previousLevel,
|
|
newLevel: result.newLevel,
|
|
levelsGained: current.levelsGained + result.levelsGained,
|
|
talentPointsGained: current.talentPointsGained + result.talentPointsGained,
|
|
unlockedAbilities: Array.from(unlockedById.values()),
|
|
}
|
|
})
|
|
onProfileUpdated(result.profile)
|
|
if (result.experienceGained > 0) addLog(`+${result.experienceGained} XP awarded.`, 'loot')
|
|
})
|
|
.catch((reason: unknown) => {
|
|
setRewardError(reason instanceof Error ? reason.message : 'Unable to award Stadium XP.')
|
|
})
|
|
}, [addLog, onProfileUpdated, rewardDifficulty.id, rewardDungeon.id])
|
|
|
|
const startLiveMatch = useCallback((match: PvpMatchSnapshot<StadiumSideState>, side: PvpMatchSide, message?: string) => {
|
|
const opponentSide: PvpMatchSide = side === 'a' ? 'b' : 'a'
|
|
const opponent = match.players[opponentSide]
|
|
const basePlayer = starterSide(partyTemplate, 1)
|
|
const baseOpponent = starterSide(
|
|
cpuPartyTemplate.map((member) => ({
|
|
...member,
|
|
name: member.id === 'mira' ? opponent.characterName : member.name,
|
|
})),
|
|
1,
|
|
)
|
|
const nextLiveMatch = {
|
|
id: match.id,
|
|
side,
|
|
opponentSide,
|
|
opponentName: opponent.characterName,
|
|
opponentClassName: opponent.className,
|
|
}
|
|
playerRef.current = basePlayer
|
|
cpuRef.current = baseOpponent
|
|
liveMatchRef.current = nextLiveMatch
|
|
queuedMatchRef.current = true
|
|
nextLogId.current = 2
|
|
awardedXpRef.current = new Set()
|
|
roundResolvedRef.current = false
|
|
setPlayerSide(basePlayer)
|
|
setCpuSide(baseOpponent)
|
|
setRoundIndex(1)
|
|
setRoundWins({ player: 0, opponent: 0 })
|
|
setSelectedTargetId(partyTemplate[0].id)
|
|
setElapsedTicks(0)
|
|
setShopPoints(0)
|
|
setShopReady(false)
|
|
setCpuDifficulty(null)
|
|
setLiveMatch(nextLiveMatch)
|
|
setPaused(false)
|
|
setRewardSummary(createEmptyRewardSummary())
|
|
setRewardError('')
|
|
setShowEndLog(false)
|
|
setFloatingTexts([])
|
|
setRematchRequested(false)
|
|
setRematchMessage('')
|
|
loggedOpponentRoundRef.current = ''
|
|
const text = message ?? `${opponent.characterName} found. Stadium begins.`
|
|
setQueueMessage(text)
|
|
setLog([{ id: 1, text, tone: 'system' }])
|
|
beginRoundCountdown()
|
|
}, [beginRoundCountdown, cpuPartyTemplate, partyTemplate, setSelectedTargetId])
|
|
|
|
const startMatch = useCallback(() => {
|
|
clearRoundCountdown()
|
|
const basePlayer = starterSide(partyTemplate, 1)
|
|
const baseCpu = starterSide(cpuPartyTemplate, 1)
|
|
playerRef.current = basePlayer
|
|
cpuRef.current = baseCpu
|
|
liveMatchRef.current = null
|
|
queuedMatchRef.current = true
|
|
nextLogId.current = 2
|
|
awardedXpRef.current = new Set()
|
|
roundResolvedRef.current = false
|
|
setPlayerSide(basePlayer)
|
|
setCpuSide(baseCpu)
|
|
setRoundIndex(1)
|
|
setRoundWins({ player: 0, opponent: 0 })
|
|
setSelectedTargetId(partyTemplate[0].id)
|
|
setElapsedTicks(0)
|
|
setStatus('queueing')
|
|
setShopPoints(0)
|
|
setShopReady(false)
|
|
setCpuDifficulty(null)
|
|
setLiveMatch(null)
|
|
setPaused(false)
|
|
setRewardSummary(createEmptyRewardSummary())
|
|
setRewardError('')
|
|
setShowEndLog(false)
|
|
setFloatingTexts([])
|
|
setRematchRequested(false)
|
|
setRematchMessage('')
|
|
loggedOpponentRoundRef.current = ''
|
|
const beginCpuMatch = (randomCpu: CpuDifficulty, message: string) => {
|
|
setCpuDifficulty(randomCpu)
|
|
setQueueMessage(message)
|
|
setLog([{ id: 1, text: message, tone: 'system' }])
|
|
beginRoundCountdown()
|
|
}
|
|
if (gameMode === 'offline') {
|
|
const randomCpu = randomCpuDifficulty()
|
|
const timer = window.setTimeout(() => {
|
|
beginCpuMatch(randomCpu, `Offline mode. CPU ${randomCpu} enters Stadium.`)
|
|
}, 500)
|
|
return () => window.clearTimeout(timer)
|
|
}
|
|
let cancelled = false
|
|
let ticketId = ''
|
|
let pollTimer: number | undefined
|
|
setQueueMessage('Searching Stadium queue for 5s.')
|
|
setLog([{ id: 1, text: 'Searching Stadium queue for 5s.', tone: 'system' }])
|
|
const beginLiveMatch = (match: PvpMatchSnapshot<StadiumSideState>, side: PvpMatchSide) => {
|
|
if (cancelled) return
|
|
const opponentSide: PvpMatchSide = side === 'a' ? 'b' : 'a'
|
|
const opponent = match.players[opponentSide]
|
|
startLiveMatch(match, side, `${opponent.characterName} found. Stadium begins.`)
|
|
}
|
|
const fallbackTimer = window.setTimeout(() => {
|
|
if (cancelled || liveMatchRef.current) return
|
|
cancelled = true
|
|
if (ticketId) cancelPvpQueue(ticketId).catch(() => undefined)
|
|
const randomCpu = randomCpuDifficulty()
|
|
beginCpuMatch(randomCpu, `No Stadium player found after 5s. CPU ${randomCpu} steps in.`)
|
|
}, 5000)
|
|
const pollQueue = () => {
|
|
if (!ticketId || cancelled) return
|
|
checkPvpQueue<StadiumSideState>(ticketId)
|
|
.then((result) => {
|
|
if (cancelled) return
|
|
if (result.status === 'matched' && result.match && result.side) {
|
|
window.clearTimeout(fallbackTimer)
|
|
if (pollTimer) window.clearTimeout(pollTimer)
|
|
beginLiveMatch(result.match, result.side)
|
|
return
|
|
}
|
|
pollTimer = window.setTimeout(pollQueue, 500)
|
|
})
|
|
.catch(() => {
|
|
if (!cancelled) pollTimer = window.setTimeout(pollQueue, 700)
|
|
})
|
|
}
|
|
joinPvpQueue<StadiumSideState>('stadium', 1)
|
|
.then((result) => {
|
|
if (cancelled) return
|
|
ticketId = result.ticketId
|
|
if (result.status === 'matched' && result.match && result.side) {
|
|
window.clearTimeout(fallbackTimer)
|
|
beginLiveMatch(result.match, result.side)
|
|
return
|
|
}
|
|
pollTimer = window.setTimeout(pollQueue, 500)
|
|
})
|
|
.catch(() => {
|
|
if (cancelled) return
|
|
window.clearTimeout(fallbackTimer)
|
|
cancelled = true
|
|
const randomCpu = randomCpuDifficulty()
|
|
beginCpuMatch(randomCpu, `PvP server unavailable. CPU ${randomCpu} steps in.`)
|
|
})
|
|
return () => {
|
|
cancelled = true
|
|
window.clearTimeout(fallbackTimer)
|
|
if (pollTimer) window.clearTimeout(pollTimer)
|
|
if (ticketId && !liveMatchRef.current) cancelPvpQueue(ticketId).catch(() => undefined)
|
|
}
|
|
}, [beginRoundCountdown, clearRoundCountdown, cpuPartyTemplate, gameMode, partyTemplate, setSelectedTargetId, startLiveMatch])
|
|
|
|
useEffect(() => startMatch(), [startMatch])
|
|
|
|
const applySpell = useCallback((
|
|
current: StadiumSideState,
|
|
setCurrent: Dispatch<SetStateAction<StadiumSideState>>,
|
|
sideName: 'player' | 'cpu',
|
|
spell: Spell,
|
|
targetId: string,
|
|
) => {
|
|
const effectiveCost = spellResourceCost(spell, current.buffs, current.freeCastReady)
|
|
if (current.resource < effectiveCost || (current.cooldowns[spell.id] ?? 0) > 0) return false
|
|
const target = current.party.find((member) => member.id === targetId && member.health > 0)
|
|
if (!target) return false
|
|
const dampenMultiplier = Math.max(0, 1 - current.dampeningPercent / 100)
|
|
const livingTargets = current.party.filter((member) => member.health > 0)
|
|
const extraTarget = (blockedIds: string[]) => livingTargets
|
|
.filter((member) => !blockedIds.includes(member.id))
|
|
.sort((left, right) => (left.health / left.maxHealth) - (right.health / right.maxHealth))[0]
|
|
const directTargets = new Set<string>(spell.kind === 'direct' || spell.kind === 'cleanse' ? [targetId] : [])
|
|
const hotTargets = new Set<string>(spell.kind === 'hot' || spell.kind === 'bounce_heal' ? [targetId] : [])
|
|
const shieldTargets = new Set<string>(spell.kind === 'shield' ? [targetId] : [])
|
|
const damageReductionTargets = new Set<string>(spell.kind === 'damage_reduction' ? [targetId] : [])
|
|
const extraTargets = buffStacks(current.buffs, `slot${spell.key as SlotKey}-extra-target` as StadiumBuffId)
|
|
const groupTargets = new Set(
|
|
spell.kind === 'group'
|
|
? groupHealTargets(current.party, DEFAULT_GROUP_HEAL_TARGETS + extraTargets).map((member) => member.id)
|
|
: [],
|
|
)
|
|
const renewDuration = buffStacks(current.buffs, 'slot2-double-duration') > 0 && spell.key === '2' ? 10 : 5
|
|
const shieldEffect = starterSpells.find((candidate) => candidate.kind === 'shield')
|
|
const shieldPower = (sourcePower: number, strength = 1) => Math.round(
|
|
sourcePower
|
|
* strength
|
|
* (1.25 ** buffStacks(current.buffs, 'shield-boost'))
|
|
* dampenMultiplier,
|
|
)
|
|
if (spell.effectType === 'direct_hot') hotTargets.add(targetId)
|
|
if (spell.key === '1' && buffStacks(current.buffs, 'slot1-applies-renew') > 0) hotTargets.add(targetId)
|
|
if (spell.key === '1' && buffStacks(current.buffs, 'slot1-applies-shield') > 0) shieldTargets.add(targetId)
|
|
if (spell.key === '2' && buffStacks(current.buffs, 'slot2-applies-shield') > 0) shieldTargets.add(targetId)
|
|
if (spell.key === '4' && buffStacks(current.buffs, 'slot4-applies-renew') > 0) hotTargets.add(targetId)
|
|
if (spell.key === '5' && buffStacks(current.buffs, 'slot5-applies-renew') > 0) hotTargets.add(targetId)
|
|
if (spell.key === '5' && buffStacks(current.buffs, 'slot5-applies-shield') > 0) shieldTargets.add(targetId)
|
|
for (let index = 0; index < extraTargets; index += 1) {
|
|
if (spell.kind === 'group') break
|
|
if (spell.kind === 'hot' || spell.kind === 'bounce_heal') {
|
|
const extra = extraTarget([...hotTargets])
|
|
if (extra) hotTargets.add(extra.id)
|
|
continue
|
|
}
|
|
if (spell.kind === 'shield') {
|
|
const extra = extraTarget([...shieldTargets])
|
|
if (extra) shieldTargets.add(extra.id)
|
|
continue
|
|
}
|
|
if (spell.kind === 'damage_reduction') {
|
|
const extra = extraTarget([...damageReductionTargets])
|
|
if (extra) damageReductionTargets.add(extra.id)
|
|
continue
|
|
}
|
|
const extra = extraTarget([...directTargets])
|
|
if (extra) directTargets.add(extra.id)
|
|
}
|
|
if (spell.effectType === 'direct_hot') directTargets.forEach((id) => hotTargets.add(id))
|
|
const nextParty = current.party.map((member) => {
|
|
if (member.health <= 0) return member
|
|
if (spell.kind === 'group') {
|
|
if (!groupTargets.has(member.id)) return member
|
|
const isGroupAbsorb = spell.effectType === 'party_absorb'
|
|
const isGroupHot = spell.effectType === 'party_hot'
|
|
const boost = isGroupAbsorb ? buffStacks(current.buffs, 'shield-boost') : buffStacks(current.buffs, 'group-heal-boost')
|
|
const power = Math.round(spell.power * (1.25 ** boost) * dampenMultiplier)
|
|
const nextHealth = isGroupAbsorb || isGroupHot ? member.health : clamp(member.health + power, 0, effectiveMaxHealth(member))
|
|
if (nextHealth > member.health) addFloatingHeal(sideName, member.id, nextHealth - member.health)
|
|
const appliesShield = isGroupAbsorb || buffStacks(current.buffs, 'slot3-applies-shield') > 0
|
|
const appliesHot = isGroupHot || buffStacks(current.buffs, 'slot3-applies-renew') > 0
|
|
return {
|
|
...member,
|
|
health: nextHealth,
|
|
shield: appliesShield
|
|
? Math.max(member.shield, isGroupAbsorb ? power : shieldPower(shieldEffect?.power ?? spell.power, 0.5))
|
|
: member.shield,
|
|
hotTicks: appliesHot ? Math.max(member.hotTicks, 5) : member.hotTicks,
|
|
}
|
|
}
|
|
if (
|
|
!directTargets.has(member.id)
|
|
&& !hotTargets.has(member.id)
|
|
&& !shieldTargets.has(member.id)
|
|
&& !damageReductionTargets.has(member.id)
|
|
) return member
|
|
if (spell.kind === 'shield') {
|
|
return {
|
|
...member,
|
|
shield: Math.max(member.shield, shieldPower(spell.power)),
|
|
hotTicks: hotTargets.has(member.id) ? Math.max(member.hotTicks, 5) : member.hotTicks,
|
|
}
|
|
}
|
|
if (spell.kind === 'damage_reduction') {
|
|
return {
|
|
...member,
|
|
damageReductionTicks: Math.max(member.damageReductionTicks ?? 0, 12),
|
|
hotTicks: hotTargets.has(member.id) ? Math.max(member.hotTicks, 5) : member.hotTicks,
|
|
}
|
|
}
|
|
if (spell.kind === 'cleanse') {
|
|
const power = Math.round(spell.power * dampenMultiplier)
|
|
const nextHealth = clamp(member.health + power, 0, effectiveMaxHealth(member))
|
|
addFloatingHeal(sideName, member.id, Math.max(0, nextHealth - member.health))
|
|
return {
|
|
...member,
|
|
health: nextHealth,
|
|
debuff: undefined,
|
|
debuffTicks: undefined,
|
|
poisonStacks: undefined,
|
|
maxHealthPenaltyTicks: undefined,
|
|
healingReductionTicks: undefined,
|
|
shield: shieldTargets.has(member.id)
|
|
? Math.max(member.shield, shieldPower(shieldEffect?.power ?? spell.power))
|
|
: member.shield,
|
|
hotTicks: hotTargets.has(member.id) ? Math.max(member.hotTicks, 5) : member.hotTicks,
|
|
}
|
|
}
|
|
const power = directTargets.has(member.id) ? Math.round(spell.power * dampenMultiplier) : 0
|
|
const nextHealth = clamp(member.health + power, 0, effectiveMaxHealth(member))
|
|
if (nextHealth > member.health) addFloatingHeal(sideName, member.id, nextHealth - member.health)
|
|
return {
|
|
...member,
|
|
health: nextHealth,
|
|
shield: shieldTargets.has(member.id)
|
|
? Math.max(member.shield, shieldPower(shieldEffect?.power ?? spell.power))
|
|
: member.shield,
|
|
hotTicks: hotTargets.has(member.id) ? Math.max(member.hotTicks, renewDuration) : member.hotTicks,
|
|
}
|
|
})
|
|
const freeBuff = buffStacks(current.buffs, 'fifth-cast-free') > 0
|
|
const wasFree = effectiveCost === 0 && current.freeCastReady
|
|
const nextCasts = freeBuff ? (wasFree ? 0 : current.castsTowardFree + 1) : current.castsTowardFree
|
|
const nextState = {
|
|
...current,
|
|
party: nextParty,
|
|
resource: current.resource - effectiveCost,
|
|
cooldowns: {
|
|
...current.cooldowns,
|
|
[spell.id]: spell.cooldown * cooldownMultiplier(spell, current.buffs),
|
|
},
|
|
castsTowardFree: freeBuff && nextCasts >= 5 ? 0 : nextCasts,
|
|
freeCastReady: freeBuff && nextCasts >= 5,
|
|
}
|
|
setCurrent(nextState)
|
|
return true
|
|
}, [addFloatingHeal, starterSpells])
|
|
|
|
const castPlayerSpell = useCallback((spell: Spell) => {
|
|
if (status !== 'playing' || !playerAlive) return
|
|
const targetId = selectedIdRef.current
|
|
const succeeded = applySpell(playerRef.current, (value) => {
|
|
const next = typeof value === 'function' ? value(playerRef.current) : value
|
|
playerRef.current = next
|
|
setPlayerSide(next)
|
|
}, 'player', spell, targetId)
|
|
if (succeeded) addLog(`${spell.name} cast on ${playerRef.current.party.find((member) => member.id === targetId)?.name ?? 'target'}.`, 'heal')
|
|
}, [addLog, applySpell, playerAlive, status])
|
|
|
|
const selectRelativeTarget = useCallback((direction: -1 | 1) => {
|
|
const living = playerRef.current.party.filter((member) => member.health > 0)
|
|
if (living.length === 0) return
|
|
const currentIndex = living.findIndex((member) => member.id === selectedIdRef.current)
|
|
const nextIndex = currentIndex < 0
|
|
? 0
|
|
: (currentIndex + direction + living.length) % living.length
|
|
setSelectedTargetId(living[nextIndex].id)
|
|
}, [setSelectedTargetId])
|
|
|
|
const selectDirectionalTarget = useCallback((action: InputAction) => {
|
|
const currentIndex = playerRef.current.party.findIndex((member) => member.id === selectedIdRef.current)
|
|
if (currentIndex < 0) {
|
|
const firstLiving = playerRef.current.party.find((member) => member.health > 0)
|
|
if (firstLiving) setSelectedTargetId(firstLiving.id)
|
|
return
|
|
}
|
|
const currentRow = Math.floor(currentIndex / partyColumns)
|
|
const currentColumn = currentIndex % partyColumns
|
|
const candidates = playerRef.current.party
|
|
.map((member, index) => ({
|
|
member,
|
|
index,
|
|
row: Math.floor(index / partyColumns),
|
|
column: index % partyColumns,
|
|
}))
|
|
.filter(({ member, index, row, column }) => {
|
|
if (member.health <= 0 || index === currentIndex) return false
|
|
if (action === 'navigateLeft') return row === currentRow && column < currentColumn
|
|
if (action === 'navigateRight') return row === currentRow && column > currentColumn
|
|
if (action === 'navigateUp') return row < currentRow
|
|
return row > currentRow
|
|
})
|
|
.sort((a, b) => {
|
|
const horizontal = action === 'navigateLeft' || action === 'navigateRight'
|
|
const aPrimary = horizontal ? Math.abs(a.column - currentColumn) : Math.abs(a.row - currentRow)
|
|
const bPrimary = horizontal ? Math.abs(b.column - currentColumn) : Math.abs(b.row - currentRow)
|
|
const aSecondary = horizontal ? 0 : Math.abs(a.column - currentColumn)
|
|
const bSecondary = horizontal ? 0 : Math.abs(b.column - currentColumn)
|
|
return aPrimary - bPrimary || aSecondary - bSecondary
|
|
})
|
|
if (candidates[0]) setSelectedTargetId(candidates[0].member.id)
|
|
}, [partyColumns, setSelectedTargetId])
|
|
|
|
const selectDirectTarget = useCallback((slot: number) => {
|
|
const member = playerRef.current.party[slot]
|
|
if (member?.health > 0) setSelectedTargetId(member.id)
|
|
}, [setSelectedTargetId])
|
|
|
|
const cpuTakeTurn = useCallback(() => {
|
|
if (!cpuDifficulty || status !== 'playing') return
|
|
const behavior = CPU_BEHAVIOR[cpuDifficulty]
|
|
if (elapsedTicks % behavior.actionEveryTicks !== 0 || Math.random() < behavior.mistakeChance) return
|
|
const side = cpuRef.current
|
|
const living = side.party.filter((member) => member.health > 0)
|
|
if (living.length === 0) return
|
|
const lowest = [...living].sort((left, right) => (left.health / left.maxHealth) - (right.health / right.maxHealth))[0]
|
|
const averageHealth = living.reduce((total, member) => total + member.health / effectiveMaxHealth(member), 0) / Math.max(1, living.length)
|
|
const tank = living.find((member) => member.role === 'Tank')
|
|
const cleanseTarget = living.find((member) => member.debuff || (member.poisonStacks ?? 0) > 0)
|
|
const renewTarget = living.find((member) => member.hotTicks <= 1 && member.health / effectiveMaxHealth(member) < behavior.hotThreshold)
|
|
const shieldTarget = living.find((member) => member.role === 'Tank' && member.shield <= 5 && member.health / effectiveMaxHealth(member) < behavior.shieldThreshold)
|
|
const spellBySlot = (slot: SlotKey) => starterSpells.find((candidate) => candidate.key === slot)
|
|
const ordered: Array<{ spell: Spell | undefined; targetId: string | null }> = [
|
|
{ spell: cleanseTarget ? spellBySlot('5') : undefined, targetId: cleanseTarget?.id ?? null },
|
|
{ spell: averageHealth < behavior.groupHealThreshold ? spellBySlot('3') : undefined, targetId: lowest?.id ?? null },
|
|
{ spell: shieldTarget ? spellBySlot('4') : undefined, targetId: shieldTarget?.id ?? null },
|
|
{ spell: lowest.health / effectiveMaxHealth(lowest) < behavior.directHealThreshold ? spellBySlot('1') : undefined, targetId: lowest.id },
|
|
{ spell: renewTarget ? spellBySlot('2') : undefined, targetId: renewTarget?.id ?? null },
|
|
{ spell: tank ? spellBySlot('1') : undefined, targetId: tank?.id ?? null },
|
|
]
|
|
for (const action of ordered) {
|
|
if (!action.spell || !action.targetId) continue
|
|
const succeeded = applySpell(cpuRef.current, (value) => {
|
|
const next = typeof value === 'function' ? value(cpuRef.current) : value
|
|
cpuRef.current = next
|
|
setCpuSide(next)
|
|
}, 'cpu', action.spell, action.targetId)
|
|
if (succeeded) return
|
|
}
|
|
}, [applySpell, cpuDifficulty, elapsedTicks, starterSpells, status])
|
|
|
|
const advanceBoss = useCallback((side: StadiumSideState) => {
|
|
if (side.roundStatus !== 'playing') return side
|
|
const nextSurvival = side.survivalSeconds + TICK_MS / 1000
|
|
const dampeningPercent = Math.floor(nextSurvival / 5)
|
|
const dampenMultiplier = Math.max(0, 1 - dampeningPercent / 100)
|
|
const living = side.party.filter((member) => member.health > 0)
|
|
if (living.length === 0) return side
|
|
const spikeTarget = living[Math.floor(Math.random() * living.length)]
|
|
const tankIds = new Set(tankPressureTargets(side.party).targets.map((member) => member.id))
|
|
const pulse = elapsedTicks > 0 && elapsedTicks % 5 === 0
|
|
const spike = elapsedTicks > 0 && elapsedTicks % 8 === 0
|
|
const nextParty = side.party.map((member) => {
|
|
if (member.health <= 0) return member
|
|
let damage = tankIds.has(member.id) ? 8 : 0
|
|
if (pulse) damage += 9
|
|
if (spike && member.id === spikeTarget.id) damage += 22
|
|
const mitigatedDamage = member.damageReductionTicks && member.damageReductionTicks > 0
|
|
? Math.ceil(damage * 0.5)
|
|
: damage
|
|
const hotHealing = member.hotTicks > 0 ? Math.round(6 * dampenMultiplier) : 0
|
|
const absorbed = Math.min(member.shield, mitigatedDamage)
|
|
const nextHealth = clamp(member.health - mitigatedDamage + absorbed + hotHealing, 0, effectiveMaxHealth(member))
|
|
return {
|
|
...member,
|
|
health: nextHealth,
|
|
shield: Math.max(0, member.shield - mitigatedDamage),
|
|
hotTicks: Math.max(0, member.hotTicks - 1),
|
|
damageReductionTicks: member.damageReductionTicks ? Math.max(0, member.damageReductionTicks - 1) : undefined,
|
|
debuff: spike && member.id === spikeTarget.id ? 'Marked' : member.debuff,
|
|
debuffTicks: spike && member.id === spikeTarget.id ? 4 : member.debuffTicks ? Math.max(0, member.debuffTicks - 1) : undefined,
|
|
}
|
|
})
|
|
return {
|
|
...side,
|
|
party: nextParty,
|
|
resource: clamp(side.resource + RESOURCE_REGEN_PER_TICK, 0, MAX_RESOURCE),
|
|
cooldowns: Object.fromEntries(
|
|
Object.entries(side.cooldowns).map(([id, seconds]) => [id, Math.max(0, seconds - TICK_MS / 1000)]),
|
|
),
|
|
survivalSeconds: nextSurvival,
|
|
dampeningPercent,
|
|
}
|
|
}, [elapsedTicks])
|
|
|
|
const beginShop = useCallback((outcome: 'win' | 'loss' | 'tie', nextWins: { player: number; opponent: number }) => {
|
|
const points = outcome === 'loss' ? 4 : 3
|
|
shopEndsAtRef.current = Date.now() + SHOP_SECONDS * 1000
|
|
submittedShopRef.current = false
|
|
setShopPoints(points)
|
|
setShopReady(false)
|
|
setShopTimeLeft(SHOP_SECONDS)
|
|
setRoundWins(nextWins)
|
|
setStatus('shop')
|
|
setPlayerSide((current) => {
|
|
const next = { ...current, roundStatus: 'shop' as const, lastRoundOutcome: outcome, shopReady: false, roundWins: nextWins.player }
|
|
playerRef.current = next
|
|
return next
|
|
})
|
|
if (!liveMatchRef.current) {
|
|
let cpuPoints = outcome === 'win' ? 4 : 3
|
|
const purchases: StadiumBuffId[] = []
|
|
while (cpuPoints > 0) {
|
|
const affordable = buffCatalog.filter((buff) => buff.cost <= cpuPoints)
|
|
if (affordable.length === 0) break
|
|
const selected = affordable[Math.floor(Math.random() * affordable.length)]
|
|
purchases.push(selected.id)
|
|
cpuPoints -= selected.cost
|
|
}
|
|
setCpuSide((current) => {
|
|
const next = { ...current, buffs: [...current.buffs, ...purchases], roundStatus: 'shop' as const, roundWins: nextWins.opponent }
|
|
cpuRef.current = next
|
|
return next
|
|
})
|
|
}
|
|
}, [buffCatalog])
|
|
|
|
const finishRound = useCallback((outcome: 'win' | 'loss' | 'tie') => {
|
|
if (status !== 'playing') return
|
|
if (roundResolvedRef.current) return
|
|
roundResolvedRef.current = true
|
|
const key = `round-${roundIndex}-${outcome}`
|
|
if (outcome === 'win' || outcome === 'tie') {
|
|
awardXp(key, 'pvp-stadium-round-win-quarter-level')
|
|
} else {
|
|
awardXp(key, 'pvp-stadium-round-loss-tenth-level')
|
|
}
|
|
const nextWins = {
|
|
player: roundWins.player + (outcome === 'win' ? 1 : 0),
|
|
opponent: roundWins.opponent + (outcome === 'loss' ? 1 : 0),
|
|
}
|
|
addLog(
|
|
outcome === 'win'
|
|
? `Round ${roundIndex} won.`
|
|
: outcome === 'loss'
|
|
? `Round ${roundIndex} lost.`
|
|
: `Round ${roundIndex} tied.`,
|
|
outcome === 'loss' ? 'danger' : 'loot',
|
|
)
|
|
if (nextWins.player >= WIN_ROUNDS) {
|
|
setRoundWins(nextWins)
|
|
setStatus('won')
|
|
setPlayerSide((current) => {
|
|
const next = { ...current, roundStatus: 'won' as const, lastRoundOutcome: outcome, roundWins: nextWins.player }
|
|
playerRef.current = next
|
|
return next
|
|
})
|
|
awardXp('match-win', 'pvp-stadium-match-half-level')
|
|
return
|
|
}
|
|
if (nextWins.opponent >= WIN_ROUNDS) {
|
|
setRoundWins(nextWins)
|
|
setStatus('lost')
|
|
setPlayerSide((current) => {
|
|
const next = { ...current, roundStatus: 'lost' as const, lastRoundOutcome: outcome, roundWins: nextWins.player }
|
|
playerRef.current = next
|
|
return next
|
|
})
|
|
return
|
|
}
|
|
beginShop(outcome, nextWins)
|
|
}, [addLog, awardXp, beginShop, roundIndex, roundWins, status])
|
|
|
|
useEffect(() => {
|
|
if (status !== 'playing' || paused) return
|
|
const timer = window.setInterval(() => {
|
|
setElapsedTicks((value) => value + 1)
|
|
if (!liveMatchRef.current) cpuTakeTurn()
|
|
const nextPlayer = advanceBoss(playerRef.current)
|
|
const nextCpu = liveMatchRef.current ? cpuRef.current : advanceBoss(cpuRef.current)
|
|
playerRef.current = nextPlayer
|
|
cpuRef.current = nextCpu
|
|
setPlayerSide(nextPlayer)
|
|
setCpuSide(nextCpu)
|
|
const nextPlayerAlive = nextPlayer.party.some((member) => member.health > 0)
|
|
const nextCpuAlive = nextCpu.party.some((member) => member.health > 0)
|
|
if (!nextPlayerAlive && (!liveMatchRef.current && !nextCpuAlive)) finishRound('tie')
|
|
else if (!nextPlayerAlive) finishRound('loss')
|
|
else if (!liveMatchRef.current && !nextCpuAlive) finishRound('win')
|
|
}, TICK_MS)
|
|
return () => window.clearInterval(timer)
|
|
}, [advanceBoss, cpuTakeTurn, finishRound, paused, status])
|
|
|
|
const startNextRound = useCallback(() => {
|
|
const nextRound = roundIndex + 1
|
|
const nextPlayer = starterSide(partyTemplate, nextRound, playerRef.current.buffs, roundWins.player)
|
|
const nextCpu = starterSide(cpuPartyTemplate, nextRound, cpuRef.current.buffs, roundWins.opponent)
|
|
playerRef.current = nextPlayer
|
|
cpuRef.current = nextCpu
|
|
roundResolvedRef.current = false
|
|
loggedOpponentRoundRef.current = ''
|
|
setRoundIndex(nextRound)
|
|
setPlayerSide(nextPlayer)
|
|
setCpuSide(nextCpu)
|
|
setSelectedTargetId(partyTemplate[0].id)
|
|
setElapsedTicks(0)
|
|
setShopReady(false)
|
|
setShopPoints(0)
|
|
addLog(`Round ${nextRound} starts. HP and mana restored.`, 'system')
|
|
if (liveMatchRef.current) {
|
|
publishPvpMatchState<StadiumSideState>(liveMatchRef.current.id, {
|
|
state: nextPlayer,
|
|
status: 'playing',
|
|
stage: nextRound,
|
|
encounterIndex: nextRound,
|
|
encountersCleared: roundWins.player,
|
|
enemyHealth: 0,
|
|
alive: true,
|
|
elapsedTicks: 0,
|
|
}).catch(() => undefined)
|
|
}
|
|
beginRoundCountdown()
|
|
}, [addLog, beginRoundCountdown, cpuPartyTemplate, partyTemplate, roundIndex, roundWins.opponent, roundWins.player, setSelectedTargetId])
|
|
|
|
const finishShop = useCallback(() => {
|
|
if (shopReady || status !== 'shop') return
|
|
setShopReady(true)
|
|
submittedShopRef.current = true
|
|
setPlayerSide((current) => {
|
|
const next = { ...current, shopReady: true }
|
|
playerRef.current = next
|
|
return next
|
|
})
|
|
if (liveMatchRef.current) {
|
|
submitPvpUpgradeChoice(liveMatchRef.current.id, {
|
|
encounterIndex: roundIndex,
|
|
buffId: 'stadium-shop',
|
|
debuffId: '',
|
|
purchases: playerRef.current.buffs,
|
|
shopReady: true,
|
|
}).catch(() => undefined)
|
|
return
|
|
}
|
|
startNextRound()
|
|
}, [roundIndex, shopReady, startNextRound, status])
|
|
|
|
useEffect(() => {
|
|
if (status !== 'shop' || shopReady) return
|
|
const updateTimer = () => {
|
|
const remaining = Math.max(0, (shopEndsAtRef.current - Date.now()) / 1000)
|
|
setShopTimeLeft(remaining)
|
|
if (remaining <= 0) finishShop()
|
|
}
|
|
updateTimer()
|
|
const timer = window.setInterval(updateTimer, 200)
|
|
return () => window.clearInterval(timer)
|
|
}, [finishShop, shopReady, status])
|
|
|
|
useEffect(() => {
|
|
if (!liveMatch || status === 'queueing') return
|
|
let stopped = false
|
|
const syncMatch = () => {
|
|
publishPvpMatchState<StadiumSideState>(liveMatch.id, {
|
|
state: playerRef.current,
|
|
status: status === 'round-countdown' ? 'playing' : status,
|
|
stage: roundIndex,
|
|
encounterIndex: roundIndex,
|
|
encountersCleared: roundWins.player,
|
|
enemyHealth: 0,
|
|
alive: playerRef.current.party.some((member) => member.health > 0),
|
|
elapsedTicks,
|
|
})
|
|
.then((snapshot) => {
|
|
if (stopped) return
|
|
const opponentState = snapshot.states[liveMatch.opponentSide]
|
|
if (opponentState && opponentState.roundIndex >= roundIndex) {
|
|
cpuRef.current = opponentState
|
|
setCpuSide(opponentState)
|
|
}
|
|
const opponentStatus = snapshot.statuses[liveMatch.opponentSide]
|
|
if (opponentStatus === 'won' && status !== 'won' && status !== 'lost') setStatus('lost')
|
|
if (opponentStatus === 'lost' && status !== 'won' && status !== 'lost') setStatus('won')
|
|
if (!opponentState) return
|
|
if (opponentState.roundIndex < roundIndex) return
|
|
if (status === 'playing' && opponentState.roundIndex === roundIndex && opponentState.roundStatus === 'shop' && opponentState.lastRoundOutcome) {
|
|
const key = `${roundIndex}-${opponentState.lastRoundOutcome}`
|
|
if (loggedOpponentRoundRef.current === key) return
|
|
loggedOpponentRoundRef.current = key
|
|
if (opponentState.lastRoundOutcome === 'loss') finishRound('win')
|
|
else if (opponentState.lastRoundOutcome === 'win') finishRound('loss')
|
|
else finishRound('tie')
|
|
}
|
|
if (
|
|
status === 'shop'
|
|
&& shopReady
|
|
&& (
|
|
(opponentState.roundIndex === roundIndex && opponentState.shopReady)
|
|
|| opponentState.roundIndex > roundIndex
|
|
)
|
|
) {
|
|
startNextRound()
|
|
}
|
|
})
|
|
.catch(() => undefined)
|
|
}
|
|
syncMatch()
|
|
const timer = window.setInterval(syncMatch, 700)
|
|
return () => {
|
|
stopped = true
|
|
window.clearInterval(timer)
|
|
}
|
|
}, [elapsedTicks, finishRound, liveMatch, roundIndex, roundWins.player, shopReady, startNextRound, status])
|
|
|
|
const buyBuff = useCallback((buff: StadiumBuff) => {
|
|
if (status !== 'shop' || shopReady || shopPoints < buff.cost) return
|
|
let purchased = false
|
|
setShopPoints((points) => {
|
|
if (points < buff.cost) return points
|
|
purchased = true
|
|
return points - buff.cost
|
|
})
|
|
if (!purchased) return
|
|
setPlayerSide((current) => {
|
|
const next = { ...current, buffs: [...current.buffs, buff.id] }
|
|
playerRef.current = next
|
|
return next
|
|
})
|
|
addLog(`${buff.name} purchased.`, 'loot')
|
|
}, [addLog, shopPoints, shopReady, status])
|
|
|
|
const handleRematch = useCallback(() => {
|
|
if (!liveMatch || rematchRequested) return
|
|
let cancelled = false
|
|
let attempts = 0
|
|
setRematchRequested(true)
|
|
setRematchMessage(`Waiting for ${liveMatch.opponentName} to rematch...`)
|
|
const handleResponse = (result: PvpRematchResponse<StadiumSideState>) => {
|
|
if (cancelled) return
|
|
if (result.status === 'matched' && result.match && result.side) {
|
|
startLiveMatch(result.match, result.side, `Rematch against ${liveMatch.opponentName} begins.`)
|
|
return
|
|
}
|
|
attempts += 1
|
|
if (attempts >= 180) {
|
|
setRematchRequested(false)
|
|
setRematchMessage('Rematch expired.')
|
|
return
|
|
}
|
|
window.setTimeout(pollRematch, 700)
|
|
}
|
|
const pollRematch = () => {
|
|
requestPvpRematch<StadiumSideState>(liveMatch.id)
|
|
.then(handleResponse)
|
|
.catch((reason: unknown) => {
|
|
if (cancelled) return
|
|
attempts += 1
|
|
if (attempts >= 10) {
|
|
setRematchRequested(false)
|
|
setRematchMessage(reason instanceof Error ? reason.message : 'Unable to request rematch.')
|
|
return
|
|
}
|
|
window.setTimeout(pollRematch, 900)
|
|
})
|
|
}
|
|
pollRematch()
|
|
return () => {
|
|
cancelled = true
|
|
}
|
|
}, [liveMatch, rematchRequested, startLiveMatch])
|
|
|
|
useEffect(() => {
|
|
if (status !== 'shop') return
|
|
window.requestAnimationFrame(() => focusFirstControl())
|
|
}, [status])
|
|
|
|
useEffect(() => {
|
|
if (!paused) return
|
|
window.requestAnimationFrame(() => focusFirstControl())
|
|
}, [paused])
|
|
|
|
useGameAction((action) => {
|
|
if (action === 'pause' || action === 'back') {
|
|
if (status === 'playing') setPaused((value) => !value)
|
|
return
|
|
}
|
|
if (paused || status !== 'playing') return
|
|
if (action.startsWith('navigate')) {
|
|
selectDirectionalTarget(action)
|
|
return
|
|
}
|
|
if (action === 'previousTarget') {
|
|
selectRelativeTarget(-1)
|
|
return
|
|
}
|
|
if (action === 'nextTarget') {
|
|
selectRelativeTarget(1)
|
|
return
|
|
}
|
|
if (action.startsWith('targetParty')) {
|
|
selectDirectTarget(Number(action.slice('targetParty'.length)) - 1)
|
|
return
|
|
}
|
|
if (action.startsWith('ability')) {
|
|
const spell = starterSpells.find((candidate) => candidate.key === action.slice('ability'.length))
|
|
if (spell) castPlayerSpell(spell)
|
|
}
|
|
})
|
|
|
|
const dualScreenState = useMemo<DualScreenCombatState>(() => ({
|
|
difficultyName: 'Equalized iLvl 10',
|
|
dungeonName: 'Stadium',
|
|
contentName: 'Stadium',
|
|
encounterName: 'Iron Arbiter',
|
|
encounterDescription: 'Survive escalating arena pressure.',
|
|
encounterHealth: 0,
|
|
encounterMaxHealth: 1,
|
|
encounterIsBoss: true,
|
|
encounterIndex: roundIndex - 1,
|
|
encounterCount: 5,
|
|
party: playerSide.party,
|
|
opponentName: opponentLabel,
|
|
opponentClassName: liveMatch?.opponentClassName ?? (cpuDifficulty ? `CPU ${cpuDifficulty}` : 'CPU'),
|
|
opponentParty: cpuSide.party,
|
|
opponentResource: cpuSide.resource,
|
|
opponentEnemyHealth: 0,
|
|
opponentBuffSummary: summarizeStacks(cpuSide.buffs, buffCatalog),
|
|
opponentDebuffSummary: `Dampening ${playerSide.dampeningPercent}%`,
|
|
floatingTexts: floatingTexts
|
|
.filter((entry) => entry.side === 'player')
|
|
.map(({ id, memberId, value }) => ({ id, memberId, value })),
|
|
partySize: playerSide.party.length,
|
|
selectedId,
|
|
log,
|
|
status: status === 'queueing' || status === 'round-countdown' ? 'playing' : status === 'shop' ? 'upgrade-choice' : status,
|
|
resource: playerSide.resource,
|
|
maxResource: MAX_RESOURCE,
|
|
resourceName: gameClass.resourceName,
|
|
playerIsAlive: playerAlive,
|
|
spells: starterSpells.map((spell, slotIndex) => ({
|
|
...spell,
|
|
cost: spellResourceCost(spell, playerSide.buffs, playerSide.freeCastReady),
|
|
slotIndex,
|
|
remaining: playerSide.cooldowns[spell.id] ?? 0,
|
|
})),
|
|
activeDevice: lastDevice,
|
|
bindings: bindings[lastDevice],
|
|
controllerIconStyle,
|
|
directPartyTargeting,
|
|
paused,
|
|
targetGroup: 0,
|
|
speedMultiplier: 1,
|
|
stadium: {
|
|
dampeningPercent: playerSide.dampeningPercent,
|
|
roundIndex,
|
|
playerWins: roundWins.player,
|
|
opponentWins: roundWins.opponent,
|
|
survivalSeconds: playerSide.survivalSeconds,
|
|
opponentSurvivalSeconds: cpuSide.survivalSeconds,
|
|
},
|
|
}), [
|
|
bindings,
|
|
buffCatalog,
|
|
controllerIconStyle,
|
|
cpuDifficulty,
|
|
cpuSide.buffs,
|
|
cpuSide.party,
|
|
cpuSide.resource,
|
|
cpuSide.survivalSeconds,
|
|
directPartyTargeting,
|
|
floatingTexts,
|
|
gameClass.resourceName,
|
|
lastDevice,
|
|
liveMatch?.opponentClassName,
|
|
log,
|
|
opponentLabel,
|
|
paused,
|
|
playerAlive,
|
|
playerSide.buffs,
|
|
playerSide.cooldowns,
|
|
playerSide.dampeningPercent,
|
|
playerSide.freeCastReady,
|
|
playerSide.party,
|
|
playerSide.resource,
|
|
playerSide.survivalSeconds,
|
|
roundIndex,
|
|
roundWins.opponent,
|
|
roundWins.player,
|
|
selectedId,
|
|
starterSpells,
|
|
status,
|
|
])
|
|
useDualScreenPublisher(dualScreenState, dualScreenEnabled)
|
|
|
|
const visibleBuffs = buffCatalog.filter((buff) => buff.category === shopCategory)
|
|
const categoryLabel = shopCategory === 'misc' ? 'Miscellaneous' : slotLabel(shopCategory, starterSpells)
|
|
|
|
return (
|
|
<main className={`game-shell ${dualScreenEnabled ? 'dual-top-game-shell' : ''}`} data-combat-active={status === 'playing' && !paused ? 'true' : 'false'}>
|
|
<section className="content-screen stadium-screen">
|
|
{status === 'queueing' && (
|
|
<div className="placeholder-panel">
|
|
<div className="placeholder-runes">P V P</div>
|
|
<p>{queueMessage}</p>
|
|
</div>
|
|
)}
|
|
|
|
{dualScreenEnabled && status !== 'queueing' && (
|
|
<div className="dual-top-main stadium-dual-top">
|
|
<header className="stadium-header">
|
|
<div>
|
|
<p className="eyebrow">Stadium</p>
|
|
<h2>Round {roundIndex} / Best of 5</h2>
|
|
</div>
|
|
<strong>{roundWins.player} - {roundWins.opponent}</strong>
|
|
<div>
|
|
<p>Dampening {playerSide.dampeningPercent}%</p>
|
|
<small>Survival {formatTime(playerSide.survivalSeconds)} | Equalized iLvl 10</small>
|
|
</div>
|
|
</header>
|
|
|
|
<section className="stadium-pressure-panel">
|
|
<strong>Iron Arbiter</strong>
|
|
<span>No boss health | Next pulse in {Math.max(0, 5 - (elapsedTicks % 5) * (TICK_MS / 1000)).toFixed(1)}s</span>
|
|
</section>
|
|
|
|
<section className="dual-top-party">
|
|
<div className="dual-top-party-grid">
|
|
{playerSide.party.map((member, index) => {
|
|
const action = `targetParty${index + 1}` as InputAction
|
|
const targetBinding = directPartyTargeting ? bindings[lastDevice][action] : null
|
|
return (
|
|
<button
|
|
className={`dual-top-member ${selectedId === member.id ? 'selected' : ''} ${member.health <= 0 ? 'dead' : ''}`}
|
|
data-party-member-id={member.id}
|
|
key={member.id}
|
|
onClick={() => setSelectedTargetId(member.id)}
|
|
type="button"
|
|
>
|
|
<div className="member-header">
|
|
<span className={`role role-${member.role.toLowerCase()}`}>{member.role[0]}</span>
|
|
<strong>{member.name}</strong>
|
|
<small>{Math.ceil(member.health)} / {effectiveMaxHealth(member)}</small>
|
|
</div>
|
|
<div className="bar member-health">
|
|
<span style={{ width: `${(member.health / effectiveMaxHealth(member)) * 100}%` }} />
|
|
{member.shield > 0 && <i style={{ width: `${(member.shield / effectiveMaxHealth(member)) * 100}%` }} />}
|
|
</div>
|
|
<div className="floating-combat-texts" aria-hidden="true">
|
|
{floatingTexts
|
|
.filter((entry) => entry.side === 'player' && entry.memberId === member.id)
|
|
.map((entry) => <span className="floating-heal" key={entry.id}>+{entry.value}</span>)}
|
|
</div>
|
|
{targetBinding && (
|
|
<div className="member-target-key">
|
|
<ControllerBindingLabel
|
|
binding={targetBinding}
|
|
iconStyle={controllerIconStyle}
|
|
/>
|
|
</div>
|
|
)}
|
|
<div className="member-effects">
|
|
{member.hotTicks > 0 && <span className="buff">Renew</span>}
|
|
{member.shield > 0 && <span className="buff">Shield {Math.ceil(member.shield)}</span>}
|
|
{member.debuff && <span className="debuff">{member.debuff}</span>}
|
|
</div>
|
|
</button>
|
|
)
|
|
})}
|
|
</div>
|
|
</section>
|
|
|
|
<section className="dual-top-spell-strip">
|
|
{starterSpells.map((spell, slotIndex) => {
|
|
const remaining = playerSide.cooldowns[spell.id] ?? 0
|
|
const cost = spellResourceCost(spell, playerSide.buffs, playerSide.freeCastReady)
|
|
const percent = remaining > 0
|
|
? Math.min(100, (remaining / Math.max(1, spell.cooldown)) * 100)
|
|
: 0
|
|
return (
|
|
<button
|
|
className="dual-top-spell"
|
|
disabled={status !== 'playing' || !playerAlive || remaining > 0 || playerSide.resource < cost || paused}
|
|
key={spell.id}
|
|
onClick={() => castPlayerSpell(spell)}
|
|
type="button"
|
|
>
|
|
<span className={`spell-icon spell-${spell.kind}`}>{spell.glyph}</span>
|
|
{remaining > 0 && <i style={{ height: `${percent}%` }} />}
|
|
{remaining > 0 && <small>{remaining.toFixed(0)}</small>}
|
|
<span className="sr-only">{slotIndex + 1}. {spell.name}</span>
|
|
</button>
|
|
)
|
|
})}
|
|
<div className="dual-top-resource">
|
|
<strong>{gameClass.resourceName} {Math.floor(playerSide.resource)} / {MAX_RESOURCE}</strong>
|
|
<div className="bar mana-bar">
|
|
<span style={{ width: `${(playerSide.resource / MAX_RESOURCE) * 100}%` }} />
|
|
</div>
|
|
</div>
|
|
</section>
|
|
</div>
|
|
)}
|
|
|
|
{!dualScreenEnabled && status !== 'queueing' && (
|
|
<div className="stadium-board">
|
|
<header className="stadium-header">
|
|
<div>
|
|
<p className="eyebrow">Stadium</p>
|
|
<h2>Round {roundIndex} / Best of 5</h2>
|
|
</div>
|
|
<strong>{roundWins.player} - {roundWins.opponent}</strong>
|
|
<div>
|
|
<p>Dampening {playerSide.dampeningPercent}%</p>
|
|
<small>Survival {formatTime(playerSide.survivalSeconds)} | Equalized iLvl 10</small>
|
|
</div>
|
|
</header>
|
|
|
|
<section className="stadium-pressure-panel">
|
|
<strong>Iron Arbiter</strong>
|
|
<span>No boss health | Next pulse in {Math.max(0, 5 - (elapsedTicks % 5) * (TICK_MS / 1000)).toFixed(1)}s</span>
|
|
</section>
|
|
|
|
<section className="combat-panel stadium-side">
|
|
<div className="encounter-header">
|
|
<div>
|
|
<p className="eyebrow">You</p>
|
|
<h2>{profile.character.name}</h2>
|
|
</div>
|
|
<div className="pvp-resource-wrap">
|
|
<span>{gameClass.resourceName} {Math.floor(playerSide.resource)} / {MAX_RESOURCE}</span>
|
|
<div className="bar mana-bar"><span style={{ width: `${(playerSide.resource / MAX_RESOURCE) * 100}%` }} /></div>
|
|
</div>
|
|
</div>
|
|
<div className="party-grid pvp-party-grid">
|
|
{playerSide.party.map((member) => (
|
|
<button className={`party-member ${selectedId === member.id ? 'selected' : ''} ${member.health <= 0 ? 'down' : ''}`} key={member.id} onClick={() => setSelectedTargetId(member.id)} type="button">
|
|
<div className="member-header">
|
|
<span className={`role role-${member.role.toLowerCase()}`}>{member.role[0]}</span>
|
|
<strong>{member.name}</strong>
|
|
</div>
|
|
<div className="bar member-health">
|
|
<span style={{ width: `${(member.health / effectiveMaxHealth(member)) * 100}%` }} />
|
|
{member.shield > 0 && <i style={{ width: `${(member.shield / effectiveMaxHealth(member)) * 100}%` }} />}
|
|
<em className="health-text">{Math.floor(member.health)} / {effectiveMaxHealth(member)}</em>
|
|
</div>
|
|
<div className="floating-combat-texts" aria-hidden="true">
|
|
{floatingTexts
|
|
.filter((entry) => entry.side === 'player' && entry.memberId === member.id)
|
|
.map((entry) => <span className="floating-heal" key={entry.id}>+{entry.value}</span>)}
|
|
</div>
|
|
<div className="member-effects">
|
|
{member.hotTicks > 0 && <span className="buff">Renew</span>}
|
|
{member.shield > 0 && <span className="buff">Shield {Math.ceil(member.shield)}</span>}
|
|
{member.debuff && <span className="debuff">{member.debuff}</span>}
|
|
</div>
|
|
</button>
|
|
))}
|
|
</div>
|
|
<p className="roguelike-upgrade-list">Buffs: {summarizeStacks(playerSide.buffs, buffCatalog)}</p>
|
|
</section>
|
|
|
|
<section className="combat-panel stadium-side">
|
|
<div className="encounter-header">
|
|
<div>
|
|
<p className="eyebrow">Opponent</p>
|
|
<h2>{opponentLabel}</h2>
|
|
<small>Survival {formatTime(cpuSide.survivalSeconds)}</small>
|
|
</div>
|
|
<div className="pvp-resource-wrap">
|
|
<span>{gameClass.resourceName} {Math.floor(cpuSide.resource)} / {MAX_RESOURCE}</span>
|
|
<div className="bar mana-bar"><span style={{ width: `${(cpuSide.resource / MAX_RESOURCE) * 100}%` }} /></div>
|
|
</div>
|
|
</div>
|
|
<div className="party-grid pvp-party-grid">
|
|
{cpuSide.party.map((member) => (
|
|
<div className={`party-member ${member.health <= 0 ? 'down' : ''}`} key={member.id}>
|
|
<div className="member-header">
|
|
<span className={`role role-${member.role.toLowerCase()}`}>{member.role[0]}</span>
|
|
<strong>{member.name}</strong>
|
|
</div>
|
|
<div className="bar member-health">
|
|
<span style={{ width: `${(member.health / effectiveMaxHealth(member)) * 100}%` }} />
|
|
{member.shield > 0 && <i style={{ width: `${(member.shield / effectiveMaxHealth(member)) * 100}%` }} />}
|
|
<em className="health-text">{Math.floor(member.health)} / {effectiveMaxHealth(member)}</em>
|
|
</div>
|
|
<div className="member-effects">
|
|
{member.hotTicks > 0 && <span className="buff">Renew</span>}
|
|
{member.shield > 0 && <span className="buff">Shield {Math.ceil(member.shield)}</span>}
|
|
{member.debuff && <span className="debuff">{member.debuff}</span>}
|
|
</div>
|
|
</div>
|
|
))}
|
|
</div>
|
|
<p className="roguelike-upgrade-list">Buffs: {summarizeStacks(cpuSide.buffs, buffCatalog)}</p>
|
|
</section>
|
|
|
|
<section className="pvp-bottom-spell-bar" aria-label="Player abilities">
|
|
{starterSpells.map((spell) => {
|
|
const remaining = playerSide.cooldowns[spell.id] ?? 0
|
|
const cost = spellResourceCost(spell, playerSide.buffs, playerSide.freeCastReady)
|
|
return (
|
|
<button
|
|
className="spell"
|
|
disabled={status !== 'playing' || !playerAlive || remaining > 0 || playerSide.resource < cost}
|
|
key={spell.id}
|
|
onClick={() => castPlayerSpell(spell)}
|
|
type="button"
|
|
>
|
|
<kbd>
|
|
<ControllerBindingLabel
|
|
binding={bindings[lastDevice][`ability${Number(spell.key)}` as InputAction]}
|
|
compact
|
|
iconStyle={controllerIconStyle}
|
|
/>
|
|
</kbd>
|
|
<span className={`spell-icon spell-${spell.kind}`}>{spell.glyph}</span>
|
|
<strong>{spell.name}</strong>
|
|
<small>{cost} {gameClass.resourceName}</small>
|
|
{remaining > 0 && <i>{remaining.toFixed(1)}</i>}
|
|
</button>
|
|
)
|
|
})}
|
|
</section>
|
|
</div>
|
|
)}
|
|
|
|
{status === 'round-countdown' && (
|
|
<div className="pvp-round-countdown">
|
|
<div>
|
|
<p className="eyebrow">Round Starts</p>
|
|
<h2>{Math.max(1, Math.ceil(roundCountdown))}</h2>
|
|
</div>
|
|
</div>
|
|
)}
|
|
|
|
{status === 'shop' && (
|
|
<div className="result-screen">
|
|
<div className="stadium-shop-dialog">
|
|
<div className="pvp-upgrade-header">
|
|
<div>
|
|
<p className="eyebrow">Stadium Buy Round</p>
|
|
<h2>Round {roundIndex} Complete</h2>
|
|
</div>
|
|
<strong>{shopTimeLeft.toFixed(0)}s</strong>
|
|
</div>
|
|
<div className="stadium-shop-summary">
|
|
<span>Points: {shopPoints}</span>
|
|
<span>Score: {roundWins.player} - {roundWins.opponent}</span>
|
|
{shopReady && <span>Waiting for opponent...</span>}
|
|
</div>
|
|
<div className="stadium-shop-layout">
|
|
<nav className="stadium-shop-tabs">
|
|
{(['1', '2', '3', '4', '5'] as SlotKey[]).map((slot) => (
|
|
<button className={shopCategory === slot ? 'active' : ''} key={slot} onClick={() => setShopCategory(slot)} type="button">
|
|
{slotLabel(slot, starterSpells)}
|
|
</button>
|
|
))}
|
|
<button className={shopCategory === 'misc' ? 'active' : ''} onClick={() => setShopCategory('misc')} type="button">
|
|
Miscellaneous
|
|
</button>
|
|
</nav>
|
|
<section>
|
|
<h3>{categoryLabel} Buffs</h3>
|
|
<div className="stadium-shop-grid">
|
|
{visibleBuffs.map((buff) => (
|
|
<button disabled={shopReady || shopPoints < buff.cost} key={buff.id} onClick={() => buyBuff(buff)} type="button">
|
|
<strong>[{buff.cost}] {buff.name}</strong>
|
|
<small>{buff.description}</small>
|
|
</button>
|
|
))}
|
|
</div>
|
|
<p>Active: {summarizeStacks(playerSide.buffs, buffCatalog)}</p>
|
|
</section>
|
|
</div>
|
|
<button className="secondary-result-button" disabled={shopReady} onClick={finishShop} type="button">
|
|
{shopReady ? 'Finished' : 'Finished Buying'}
|
|
</button>
|
|
</div>
|
|
</div>
|
|
)}
|
|
|
|
{paused && (
|
|
<div className="pause-screen">
|
|
<div>
|
|
<p className="eyebrow">Paused</p>
|
|
<h2>Stadium</h2>
|
|
<button onClick={() => setPaused(false)} type="button">Resume</button>
|
|
<button className="secondary-result-button" onClick={onExit} type="button">Leave</button>
|
|
</div>
|
|
</div>
|
|
)}
|
|
|
|
{(status === 'won' || status === 'lost') && (
|
|
<div className="result-screen">
|
|
<div>
|
|
<p className="eyebrow">{status === 'won' ? 'Victory' : 'Defeat'}</p>
|
|
<h2>{status === 'won' ? 'Stadium Won' : `${opponentLabel} Wins`}</h2>
|
|
<p>Final score {roundWins.player} - {roundWins.opponent}</p>
|
|
<div className="reward-summary">
|
|
<p>+{rewardSummary.experienceGained} XP</p>
|
|
{rewardError && <p className="reward-error">{rewardError}</p>}
|
|
{rewardSummary.levelsGained > 0 && rewardSummary.previousLevel !== null && rewardSummary.newLevel !== null && (
|
|
<p className="level-gain">
|
|
Level {rewardSummary.previousLevel} to {rewardSummary.newLevel}
|
|
<small>+{rewardSummary.talentPointsGained} talent point{rewardSummary.talentPointsGained === 1 ? '' : 's'}</small>
|
|
</p>
|
|
)}
|
|
{rewardSummary.unlockedAbilities.map((ability) => (
|
|
<p className="ability-unlock" key={ability.id}>
|
|
<span>{ability.glyph}</span>
|
|
Ability Unlocked: {ability.name}
|
|
</p>
|
|
))}
|
|
</div>
|
|
{log.length > 0 && (
|
|
<>
|
|
<button className="secondary-result-button" onClick={() => setShowEndLog((value) => !value)} type="button">
|
|
{showEndLog ? 'Hide Combat Log' : 'View Combat Log'}
|
|
</button>
|
|
{showEndLog && (
|
|
<div className="result-log">
|
|
{log.slice().reverse().map((entry) => (
|
|
<div className={`log-entry ${entry.tone}`} key={entry.id}>{entry.text}</div>
|
|
))}
|
|
</div>
|
|
)}
|
|
</>
|
|
)}
|
|
{liveMatch && (
|
|
<>
|
|
<button disabled={rematchRequested} onClick={handleRematch} type="button">
|
|
{rematchRequested ? 'Waiting for Rematch' : 'Rematch'}
|
|
</button>
|
|
{rematchMessage && <p>{rematchMessage}</p>}
|
|
</>
|
|
)}
|
|
<button onClick={() => startMatch()} type="button">Queue Next Match</button>
|
|
<button className="secondary-result-button" onClick={onExit} type="button">Back to Roguelike</button>
|
|
</div>
|
|
</div>
|
|
)}
|
|
</section>
|
|
</main>
|
|
)
|
|
}
|