Files
i-want-to-heal/src/components/PvpStadiumScreen.tsx
T
2026-07-02 21:43:04 -04:00

1414 lines
52 KiB
TypeScript

import { useCallback, useEffect, useMemo, useRef, useState, type Dispatch, type SetStateAction } from 'react'
import {
DEFAULT_GROUP_HEAL_TARGETS,
INITIAL_PARTY,
tankPressureTargets,
type CombatLogEntry,
type PartyMember,
type Spell,
} from '../game'
import { completeRoguelike, recordPvpMatch } from '../profile'
import type { CharacterProfile } from '../profile'
import type { GameMode } from '../gameRepository'
import { PartyMemberFrame } from './PartyFrames'
import { SpellBar } from './SpellBars'
import { barFillStyle } from './barStyles'
import { focusFirstControl, useGameAction, useInput, type InputAction } from '../input'
import { useDeadlineTimer, useRoundCountdown } from '../hooks/useCountdownTimer'
import { useSpellSlots } from '../hooks/useSpellSlots'
import { useSidedFloatingCombatText } from '../hooks/useFloatingCombatText'
import { usePartyTargeting } from '../hooks/usePartyTargeting'
import { useDualScreen, useDualScreenPublisher } from '../dualScreen'
import {
clamp,
createLogEntry,
effectiveMaxHealth,
toCombatSpell,
} from '../combat/rules'
import { createStackCounts, summarizeStackCounts, type StackCounts } from '../combat/stackCounts'
import {
hasSpellStack,
spellCooldownMultiplier,
spellExtraTargets,
spellPowerMultiplier,
spellResourceCost as modifiedSpellResourceCost,
} from '../combat/spellModifiers'
import { regenerateResource } from '../combat/combatTick'
import { advanceMemberTick } from '../combat/combatEngine'
import { buildStadiumDualScreenState } from '../combat/dualScreenPayloads'
import { applyPvpSpellCast } from '../combat/pvpSpellCasting'
import {
pruneExpiredCooldowns,
} from '../combat/spellCasting'
import {
appendCombatLog,
STADIUM_COMBAT_LOG_LIMIT,
} from '../combat/combatPresentation'
import {
buildSpellTargetPlan,
type SpellEffectProfile,
} from '../combat/spellEffects'
import { runCpuHealTurn, type CpuTurnBehavior } from '../combat/cpuAi'
import {
chooseStadiumCpuPurchases,
resolveStadiumRound,
stadiumShopPointsForOutcome,
type StadiumExperienceMode,
type StadiumRoundOutcome,
} from '../combat/stadiumLifecycle'
import {
createStadiumLiveMatchStart,
createStadiumMatchStart,
createStadiumStarterSide,
} from '../combat/stadiumMatchSetup'
import {
createEmptyRewardSummary,
mergeDungeonRewardSummary,
type RewardSummaryBase,
} from '../combat/rewardSummaries'
import { RewardXpSummary } from './RewardPanels'
import { ResultScreen } from './ResultScreen'
import {
publishPvpMatchState,
submitPvpUpgradeChoice,
type CpuDifficulty,
type PvpMatchSide,
type PvpMatchSnapshot,
} from '../pvpRoguelike'
import { startPvpQueueWithCpuFallback } from '../pvpQueueLifecycle'
import { usePvpLiveMatchSync } from '../pvpLiveLifecycle'
const TICK_MS = 700
const ROUND_START_SECONDS = 3
const SHOP_SECONDS = 60
const MAX_RESOURCE = 100
const RESOURCE_REGEN_PER_TICK = 0.8
type SlotKey = '1' | '2' | '3' | '4' | '5'
type StadiumBuffId =
| `slot${SlotKey}-extra-target`
| `slot${SlotKey}-cost-down`
| `slot${SlotKey}-cooldown-down`
| 'slot1-applies-renew'
| 'slot1-applies-shield'
| 'slot2-applies-shield'
| 'slot2-double-duration'
| 'slot3-applies-shield'
| 'slot3-applies-renew'
| 'slot4-applies-renew'
| 'slot5-applies-renew'
| 'slot5-applies-shield'
| 'fifth-cast-free'
| 'group-heal-boost'
| 'shield-boost'
type StadiumBuff = {
id: StadiumBuffId
name: string
description: string
category: SlotKey | 'misc'
cost: 1 | 2
}
type StadiumSideState = {
party: PartyMember[]
resource: number
cooldowns: Record<string, number>
buffs: StadiumBuffId[]
castsTowardFree: number
freeCastReady: boolean
survivalSeconds: number
dampeningPercent: number
roundIndex: number
roundWins: number
roundStatus: 'playing' | 'shop' | 'won' | 'lost'
lastRoundOutcome?: StadiumRoundOutcome
shopReady: boolean
}
type LivePvpMatch = {
id: string
side: PvpMatchSide
opponentSide: PvpMatchSide
opponentName: string
opponentClassName: string
}
const CPU_BEHAVIOR: Record<CpuDifficulty, CpuTurnBehavior> = {
1: { actionEveryTicks: 4, mistakeChance: 0.35, directHealThreshold: 0.54, groupHealThreshold: 0.5, hotThreshold: 0.6, shieldThreshold: 0.48 },
2: { actionEveryTicks: 3, mistakeChance: 0.24, directHealThreshold: 0.6, groupHealThreshold: 0.56, hotThreshold: 0.66, shieldThreshold: 0.54 },
3: { actionEveryTicks: 3, mistakeChance: 0.16, directHealThreshold: 0.66, groupHealThreshold: 0.62, hotThreshold: 0.72, shieldThreshold: 0.6 },
4: { actionEveryTicks: 2, mistakeChance: 0.08, directHealThreshold: 0.72, groupHealThreshold: 0.68, hotThreshold: 0.78, shieldThreshold: 0.66 },
5: { actionEveryTicks: 2, mistakeChance: 0.03, directHealThreshold: 0.78, groupHealThreshold: 0.74, hotThreshold: 0.84, shieldThreshold: 0.72 },
}
function formatTime(seconds: number) {
const total = Math.max(0, Math.floor(seconds))
const minutes = Math.floor(total / 60)
const remaining = total % 60
return `${minutes}:${String(remaining).padStart(2, '0')}`
}
function slotLabel(slot: SlotKey, spells: Spell[]) {
const spell = spells.find((candidate) => candidate.key === slot)
return spell ? `${spell.name} (Slot ${slot})` : `Slot ${slot}`
}
function slotSpellName(slot: SlotKey, spells: Spell[], fallback: string) {
return spells.find((candidate) => candidate.key === slot)?.name ?? fallback
}
function buildStadiumBuffs(spells: Spell[]): StadiumBuff[] {
const directName = slotSpellName('1', spells, 'Mend')
const sustainName = slotSpellName('2', spells, 'Renew')
const groupName = slotSpellName('3', spells, 'Radiance')
const shieldName = slotSpellName('4', spells, 'Sun Ward')
const cleanseName = slotSpellName('5', spells, 'Purify')
const slotBuffs = (['1', '2', '3', '4', '5'] as SlotKey[]).flatMap((slot) => {
const label = slotLabel(slot, spells)
const baseBuffs: StadiumBuff[] = [
{
id: `slot${slot}-extra-target` as StadiumBuffId,
name: '+1 target',
description: `${label} affects 1 additional ally when possible.`,
category: slot,
cost: 2,
},
{
id: `slot${slot}-cost-down` as StadiumBuffId,
name: '-25% cost',
description: `${label} costs 25% less mana.`,
category: slot,
cost: 1,
},
{
id: `slot${slot}-cooldown-down` as StadiumBuffId,
name: '-25% cooldown',
description: `${label} recharges 25% faster.`,
category: slot,
cost: 1,
},
]
const specialBuffs: Partial<Record<SlotKey, StadiumBuff[]>> = {
1: [
{
id: 'slot1-applies-renew',
name: `Applies ${sustainName}`,
description: `${directName} also applies ${sustainName} to the target.`,
category: slot,
cost: 2,
},
{
id: 'slot1-applies-shield',
name: `Applies ${shieldName}`,
description: `${directName} also applies a ${shieldName} barrier to the target.`,
category: slot,
cost: 2,
},
],
2: [
{
id: 'slot2-applies-shield',
name: `Applies ${shieldName}`,
description: `${sustainName} also applies a ${shieldName} barrier to the target.`,
category: slot,
cost: 2,
},
{
id: 'slot2-double-duration',
name: 'Double Duration',
description: `${sustainName} lasts twice as long or gains extra charges.`,
category: slot,
cost: 2,
},
],
3: [
{
id: 'slot3-applies-shield',
name: `Applies 50% ${shieldName}`,
description: `${groupName} applies a ${shieldName} barrier at 50% strength to affected targets.`,
category: slot,
cost: 2,
},
{
id: 'slot3-applies-renew',
name: `Applies ${sustainName}`,
description: `${groupName} applies ${sustainName} to affected targets.`,
category: slot,
cost: 2,
},
],
4: [
{
id: 'slot4-applies-renew',
name: `Applies ${sustainName}`,
description: `${shieldName} also applies ${sustainName} to the target.`,
category: slot,
cost: 2,
},
],
5: [
{
id: 'slot5-applies-renew',
name: `Applies ${sustainName}`,
description: `${cleanseName} also applies ${sustainName} to the target.`,
category: slot,
cost: 2,
},
{
id: 'slot5-applies-shield',
name: `Applies ${shieldName}`,
description: `${cleanseName} also applies a ${shieldName} barrier to the target.`,
category: slot,
cost: 2,
},
],
}
return [...baseBuffs, ...(specialBuffs[slot] ?? [])]
})
return [
...slotBuffs,
{
id: 'fifth-cast-free',
name: 'Stored Momentum',
description: 'After 5 spell casts, your next cast is free.',
category: 'misc',
cost: 1,
},
{
id: 'group-heal-boost',
name: 'Wide Radiance',
description: 'Party healing is 25% stronger.',
category: 'misc',
cost: 1,
},
{
id: 'shield-boost',
name: 'Dense Shields',
description: 'Shield absorbs are 25% stronger.',
category: 'misc',
cost: 1,
},
]
}
function summarizeStacks(items: StadiumBuffId[], catalog: StadiumBuff[]) {
return summarizeStackCounts(createStackCounts(items), catalog, 'none')
}
function cooldownMultiplier(spell: Spell, buffs: StackCounts<StadiumBuffId>) {
return spellCooldownMultiplier(spell, {
stacks: buffs,
id: (slot) => `slot${slot as SlotKey}-cooldown-down` as StadiumBuffId,
})
}
function spellResourceCost(spell: Spell, buffs: StackCounts<StadiumBuffId>, freeCastReady: boolean) {
return modifiedSpellResourceCost({
spell,
costDown: {
stacks: buffs,
id: (slot) => `slot${slot as SlotKey}-cost-down` as StadiumBuffId,
},
freeCastReady,
freeCast: {
stacks: buffs,
id: 'fifth-cast-free',
},
})
}
export function PvpStadiumScreen({
profile,
gameMode,
onExit,
onProfileUpdated,
}: {
profile: CharacterProfile
gameMode: GameMode
onExit: () => void
onProfileUpdated: (profile: CharacterProfile) => void
}) {
const gameClass = profile.classes.find((candidate) => candidate.id === profile.character.classId)!
const starterSpells = useMemo(() => gameClass.spells
.filter((spell) => spell.unlockLevel === 1)
.slice(0, 5)
.map((spell, index) => toCombatSpell(spell, String(index + 1))), [gameClass.spells])
const buffCatalog = useMemo(() => buildStadiumBuffs(starterSpells), [starterSpells])
const partyTemplate = useMemo(
() => INITIAL_PARTY.map((member) => ({
...member,
name: member.id === 'mira' ? profile.character.name : member.name,
})),
[profile.character.name],
)
const cpuPartyTemplate = useMemo(
() => INITIAL_PARTY.map((member) => ({
...member,
name: member.id === 'mira' ? 'CPU Healer' : member.name,
})),
[],
)
const rewardDungeon = profile.dungeons.find((candidate) => candidate.contentType === 'dungeon') ?? profile.dungeons[0]
const rewardDifficulty = rewardDungeon.difficulties[0]
const [status, setStatus] = useState<'queueing' | 'round-countdown' | 'playing' | 'shop' | 'won' | 'lost'>('queueing')
const [playerSide, setPlayerSide] = useState<StadiumSideState>(() => createStadiumStarterSide<StadiumBuffId>({
partyTemplate,
maxResource: MAX_RESOURCE,
roundIndex: 1,
}))
const [cpuSide, setCpuSide] = useState<StadiumSideState>(() => createStadiumStarterSide<StadiumBuffId>({
partyTemplate: cpuPartyTemplate,
maxResource: MAX_RESOURCE,
roundIndex: 1,
}))
const [selectedId, setSelectedId] = useState(partyTemplate[0].id)
const [roundIndex, setRoundIndex] = useState(1)
const [roundWins, setRoundWins] = useState({ player: 0, opponent: 0 })
const [shopPoints, setShopPoints] = useState(0)
const [shopReady, setShopReady] = useState(false)
const [shopCategory, setShopCategory] = useState<SlotKey | 'misc'>('1')
const [elapsedTicks, setElapsedTicks] = useState(0)
const [cpuDifficulty, setCpuDifficulty] = useState<CpuDifficulty | null>(null)
const [liveMatch, setLiveMatch] = useState<LivePvpMatch | null>(null)
const [queueMessage, setQueueMessage] = useState('Searching Stadium queue...')
const [paused, setPaused] = useState(false)
const [log, setLog] = useState<CombatLogEntry[]>([{ id: 1, text: 'Queueing Stadium opponent...', tone: 'system' }])
const {
playerFloatingTextsByMember,
cpuFloatingTextsByMember,
dualScreenFloatingTexts,
addFloatingText,
clearFloatingTexts,
} = useSidedFloatingCombatText()
const [rewardSummary, setRewardSummary] = useState<RewardSummaryBase>(() => createEmptyRewardSummary())
const [rewardError, setRewardError] = useState('')
const [showEndLog, setShowEndLog] = useState(false)
const selectedIdRef = useRef(partyTemplate[0].id)
const playerRef = useRef(playerSide)
const cpuRef = useRef(cpuSide)
const liveMatchRef = useRef<LivePvpMatch | null>(null)
const nextLogId = useRef(2)
const submittedShopRef = useRef(false)
const awardedXpRef = useRef(new Set<string>())
const matchStatsRecordedRef = useRef(false)
const queuedMatchRef = useRef(false)
const roundResolvedRef = useRef(false)
const loggedOpponentRoundRef = useRef('')
const {
bindings,
controllerIconStyle,
directPartyTargeting,
lastDevice,
} = useInput()
const { enabled: dualScreenEnabled } = useDualScreen()
const activeBindings = bindings[lastDevice]
const opponentLabel = liveMatch ? liveMatch.opponentName : `CPU ${cpuDifficulty ?? 1}`
const playerAlive = playerSide.party.some((member) => member.health > 0)
const playerBuffCounts = useMemo(() => createStackCounts(playerSide.buffs), [playerSide.buffs])
const playerSpellSlotCost = useCallback(
(spell: Spell) => spellResourceCost(spell, playerBuffCounts, playerSide.freeCastReady),
[playerBuffCounts, playerSide.freeCastReady],
)
const playerSpellSlots = useSpellSlots({
spells: starterSpells,
cooldowns: playerSide.cooldowns,
active: status === 'playing' && !paused,
cost: playerSpellSlotCost,
})
const opponentBuffSummary = useMemo(
() => summarizeStacks(cpuSide.buffs, buffCatalog),
[buffCatalog, cpuSide.buffs],
)
const playerBuffSummary = useMemo(
() => summarizeStacks(playerSide.buffs, buffCatalog),
[buffCatalog, playerSide.buffs],
)
const opponentDebuffSummary = useMemo(
() => `Dampening ${playerSide.dampeningPercent}%`,
[playerSide.dampeningPercent],
)
const partyColumns = 3
const setSelectedTargetId = useCallback((id: string) => {
selectedIdRef.current = id
setSelectedId(id)
}, [])
const addLog = useCallback((text: string, tone: CombatLogEntry['tone']) => {
setLog((current) => appendCombatLog(current, createLogEntry(nextLogId, text, tone), STADIUM_COMBAT_LOG_LIMIT))
}, [])
const addFloatingHeal = useCallback((side: 'player' | 'cpu', memberId: string, value: number) => {
addFloatingText({ side, memberId, value })
}, [addFloatingText])
const {
timeLeft: roundCountdown,
start: startRoundCountdown,
clear: clearRoundCountdown,
} = useRoundCountdown({
seconds: ROUND_START_SECONDS,
active: status === 'round-countdown',
onComplete: () => {
setStatus((current) => current === 'round-countdown' ? 'playing' : current)
},
})
const {
timeLeft: shopTimeLeft,
start: startShopTimer,
reset: resetShopTimer,
} = useDeadlineTimer({
initialSeconds: SHOP_SECONDS,
active: status === 'shop' && !shopReady,
intervalMs: 200,
onExpire: () => finishShop(),
})
const beginRoundCountdown = useCallback(() => {
clearRoundCountdown()
roundResolvedRef.current = false
startRoundCountdown()
setStatus('round-countdown')
}, [clearRoundCountdown, startRoundCountdown])
const awardXp = useCallback((key: string, mode: StadiumExperienceMode) => {
if (awardedXpRef.current.has(key)) return
awardedXpRef.current.add(key)
completeRoguelike(rewardDungeon.id, rewardDifficulty.id, 0, 0, Math.max(1, Math.floor(playerRef.current.survivalSeconds || 1)), {
bossesCleared: 0,
fightsCleared: 1,
experienceMode: mode,
})
.then((result) => {
setRewardSummary((current) => mergeDungeonRewardSummary(current, result))
onProfileUpdated(result.profile)
if (result.experienceGained > 0) addLog(`+${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 setup = createStadiumLiveMatchStart<StadiumBuffId>({
match,
side,
partyTemplate,
opponentPartyTemplate: cpuPartyTemplate,
maxResource: MAX_RESOURCE,
message,
})
playerRef.current = setup.playerSide
cpuRef.current = setup.opponentSide
liveMatchRef.current = setup.liveMatch
queuedMatchRef.current = true
nextLogId.current = 2
awardedXpRef.current = new Set()
matchStatsRecordedRef.current = false
roundResolvedRef.current = false
setPlayerSide(setup.playerSide)
setCpuSide(setup.opponentSide)
setRoundIndex(setup.defaults.roundIndex)
setRoundWins(setup.defaults.roundWins)
setSelectedTargetId(partyTemplate[0].id)
setElapsedTicks(setup.defaults.elapsedTicks)
setShopPoints(setup.defaults.shopPoints)
setShopReady(setup.defaults.shopReady)
resetShopTimer(SHOP_SECONDS)
setCpuDifficulty(null)
setLiveMatch(setup.liveMatch)
setPaused(setup.defaults.paused)
setRewardSummary(createEmptyRewardSummary())
setRewardError(setup.defaults.rewardError)
setShowEndLog(setup.defaults.showEndLog)
clearFloatingTexts()
loggedOpponentRoundRef.current = ''
setQueueMessage(setup.logText)
setLog([{ id: 1, text: setup.logText, tone: 'system' }])
beginRoundCountdown()
}, [beginRoundCountdown, clearFloatingTexts, cpuPartyTemplate, partyTemplate, resetShopTimer, setSelectedTargetId])
const startMatch = useCallback(() => {
clearRoundCountdown()
const setup = createStadiumMatchStart<StadiumBuffId>({
partyTemplate,
opponentPartyTemplate: cpuPartyTemplate,
maxResource: MAX_RESOURCE,
})
playerRef.current = setup.playerSide
cpuRef.current = setup.opponentSide
liveMatchRef.current = null
queuedMatchRef.current = true
nextLogId.current = 2
awardedXpRef.current = new Set()
matchStatsRecordedRef.current = false
roundResolvedRef.current = false
setPlayerSide(setup.playerSide)
setCpuSide(setup.opponentSide)
setRoundIndex(setup.defaults.roundIndex)
setRoundWins(setup.defaults.roundWins)
setSelectedTargetId(partyTemplate[0].id)
setElapsedTicks(setup.defaults.elapsedTicks)
setStatus('queueing')
setShopPoints(setup.defaults.shopPoints)
setShopReady(setup.defaults.shopReady)
resetShopTimer(SHOP_SECONDS)
setCpuDifficulty(null)
setLiveMatch(null)
setPaused(setup.defaults.paused)
setRewardSummary(createEmptyRewardSummary())
setRewardError(setup.defaults.rewardError)
setShowEndLog(setup.defaults.showEndLog)
clearFloatingTexts()
loggedOpponentRoundRef.current = ''
const beginCpuMatch = (randomCpu: CpuDifficulty, message: string) => {
setCpuDifficulty(randomCpu)
setQueueMessage(message)
setLog([{ id: 1, text: message, tone: 'system' }])
beginRoundCountdown()
}
return startPvpQueueWithCpuFallback<StadiumSideState>({
contentType: 'stadium',
startStage: 1,
gameMode,
liveMatchActive: () => Boolean(liveMatchRef.current),
onSearching: (message) => {
setQueueMessage(message)
setLog([{ id: 1, text: message, tone: 'system' }])
},
onCpuMatch: beginCpuMatch,
onLiveMatch: (match, side, message) => startLiveMatch(match, side, message),
messages: {
offline: (difficulty) => `Offline mode. CPU ${difficulty} enters Stadium.`,
searching: 'Searching Stadium queue for 5s.',
notFound: (difficulty) => `No Stadium player found after 5s. CPU ${difficulty} steps in.`,
unavailable: (difficulty) => `PvP server unavailable. CPU ${difficulty} steps in.`,
liveFound: (match, side) => {
const opponentSide: PvpMatchSide = side === 'a' ? 'b' : 'a'
return `${match.players[opponentSide].characterName} found. Stadium begins.`
},
},
})
}, [beginRoundCountdown, clearFloatingTexts, clearRoundCountdown, cpuPartyTemplate, gameMode, partyTemplate, resetShopTimer, setSelectedTargetId, startLiveMatch])
useEffect(() => {
const frame = window.requestAnimationFrame(() => startMatch())
return () => window.cancelAnimationFrame(frame)
}, [startMatch])
const applySpell = useCallback((
current: StadiumSideState,
setCurrent: Dispatch<SetStateAction<StadiumSideState>>,
sideName: 'player' | 'cpu',
spell: Spell,
targetId: string,
) => {
const buffCounts = createStackCounts(current.buffs)
const effectiveCost = spellResourceCost(spell, buffCounts, current.freeCastReady)
const dampenMultiplier = Math.max(0, 1 - current.dampeningPercent / 100)
const hasBuff = (id: StadiumBuffId) => hasSpellStack({ stacks: buffCounts, id })
const extraTargets = spellExtraTargets(spell, {
stacks: buffCounts,
id: (slot) => `slot${slot as SlotKey}-extra-target` as StadiumBuffId,
})
const renewDuration = hasBuff('slot2-double-duration') && spell.key === '2' ? 10 : 5
const shieldEffect = starterSpells.find((candidate) => candidate.kind === 'shield')
const shieldPower = (sourcePower: number, strength = 1) => Math.round(
sourcePower
* strength
* spellPowerMultiplier({ stacks: buffCounts, id: 'shield-boost' })
* dampenMultiplier,
)
const appliesRenew = spell.effectType === 'direct_hot'
|| (spell.key === '1' && hasBuff('slot1-applies-renew'))
|| (spell.key === '4' && hasBuff('slot4-applies-renew'))
|| (spell.key === '5' && hasBuff('slot5-applies-renew'))
const appliesShield = (spell.key === '1' && hasBuff('slot1-applies-shield'))
|| (spell.key === '2' && hasBuff('slot2-applies-shield'))
|| (spell.key === '5' && hasBuff('slot5-applies-shield'))
const {
directTargets,
hotTargets,
shieldTargets,
damageReductionTargets,
groupTargets,
} = buildSpellTargetPlan({
party: current.party,
spell,
targetId,
extraTargets,
directTarget: spell.kind === 'direct' || spell.kind === 'cleanse',
hotTarget: spell.kind === 'hot' || spell.kind === 'bounce_heal' || appliesRenew,
shieldTarget: spell.kind === 'shield' || appliesShield,
damageReductionTarget: spell.kind === 'damage_reduction',
groupTargetCount: DEFAULT_GROUP_HEAL_TARGETS + extraTargets,
extraTargetMode: {
hot: 'hot',
bounce_heal: 'hot',
shield: 'shield',
damage_reduction: 'damageReduction',
},
})
if (spell.effectType === 'direct_hot') directTargets.forEach((id) => hotTargets.add(id))
const groupHealBoost = spellPowerMultiplier({ stacks: buffCounts, id: 'group-heal-boost' })
const spellEffectProfile: SpellEffectProfile = {
modeName: 'stadium',
heal: (member, power) => clamp(member.health + power, 0, effectiveMaxHealth(member)),
healingMultiplier: () => 1,
power: {
direct: (source) => Math.round(source.power * dampenMultiplier),
cleanse: (source) => Math.round(source.power * dampenMultiplier),
groupHeal: (source) => Math.round(source.power * groupHealBoost * dampenMultiplier),
groupAbsorb: (source) => shieldPower(source.power),
shield: shieldPower,
},
hot: {
mode: 'ticks',
defaultTicks: renewDuration,
groupTicks: 5,
radianceTicks: 5,
merge: 'max',
groupMerge: 'max',
},
effects: {
renewSpell: undefined,
shieldSpell: shieldEffect,
groupAbsorbOnly: (source) => source.effectType === 'party_absorb',
groupHotOnly: (source) => source.effectType === 'party_hot',
groupAppliesShield: (source) => source.effectType === 'party_absorb'
|| hasBuff('slot3-applies-shield'),
groupAppliesHot: (source) => source.effectType === 'party_hot'
|| hasBuff('slot3-applies-renew'),
shieldAppliesHot: () => false,
hotSpellForDirect: (source) => source,
},
ratios: {
groupShield: 0.5,
directShield: 1,
},
damageReductionTicks: 12,
floatingHeals: {
group: true,
direct: true,
cleanse: true,
},
bounceHeals: false,
}
return applyPvpSpellCast({
current,
spell,
targetId,
resourceCost: effectiveCost,
targetPlan: {
directTargets,
hotTargets,
shieldTargets,
damageReductionTargets,
groupTargets,
},
profile: spellEffectProfile,
setCurrent,
emitFloatingHeal: (memberId, value) => addFloatingHeal(sideName, memberId, value),
cooldownMultiplier: cooldownMultiplier(spell, buffCounts),
freeCast: {
enabled: hasBuff('fifth-cast-free'),
wasReady: effectiveCost === 0 && current.freeCastReady,
},
})
}, [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 getTargetParty = useCallback(() => playerRef.current.party, [])
const {
selectRelativeTarget,
selectDirectionalTarget,
selectDirectTarget,
} = usePartyTargeting({
getParty: getTargetParty,
selectedIdRef,
setSelectedTargetId,
columns: partyColumns,
livingOnly: true,
})
const cpuTakeTurn = useCallback(() => {
if (!cpuDifficulty || status !== 'playing') return
const behavior = CPU_BEHAVIOR[cpuDifficulty]
runCpuHealTurn({
side: cpuRef.current,
elapsedTicks,
spells: starterSpells,
behavior,
preferSlots: true,
applySpell: (side, spell, targetId) => {
applySpell(side, (value) => {
const next = typeof value === 'function' ? value(cpuRef.current) : value
cpuRef.current = next
setCpuSide(next)
}, 'cpu', spell, targetId)
},
})
}, [applySpell, cpuDifficulty, elapsedTicks, starterSpells, status])
const advanceBoss = useCallback((side: StadiumSideState) => {
if (side.roundStatus !== 'playing') return side
const party = side.party
const nextSurvival = side.survivalSeconds + TICK_MS / 1000
const dampeningPercent = Math.floor(nextSurvival / 5)
const dampenMultiplier = Math.max(0, 1 - dampeningPercent / 100)
const hotHealing = Math.round(6 * dampenMultiplier)
const living = 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(party).targets.map((member) => member.id))
const pulse = elapsedTicks > 0 && elapsedTicks % 5 === 0
const spike = elapsedTicks > 0 && elapsedTicks % 8 === 0
const nextParty = 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 result = advanceMemberTick({
member,
party,
damage,
hotHealing,
hotTicks: 'ticks',
applyDebuff: spike && member.id === spikeTarget.id
? { label: 'Marked', ticks: 4 }
: undefined,
decrementDamageReduction: true,
damageReductionRounding: 'ceil',
})
return {
...result.member,
damageReductionTicks: result.member.damageReductionTicks || undefined,
debuffTicks: result.member.debuffTicks || undefined,
}
})
return {
...side,
party: nextParty,
resource: regenerateResource(side.resource, RESOURCE_REGEN_PER_TICK, MAX_RESOURCE),
cooldowns: pruneExpiredCooldowns(side.cooldowns),
survivalSeconds: nextSurvival,
dampeningPercent,
}
}, [elapsedTicks])
const beginShop = useCallback((outcome: StadiumRoundOutcome, nextWins: { player: number; opponent: number }) => {
const points = stadiumShopPointsForOutcome(outcome, 'player')
submittedShopRef.current = false
setShopPoints(points)
setShopReady(false)
startShopTimer()
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) {
const purchases = chooseStadiumCpuPurchases<StadiumBuffId, StadiumBuff>(
buffCatalog,
stadiumShopPointsForOutcome(outcome, 'opponent'),
)
setCpuSide((current) => {
const next = { ...current, buffs: [...current.buffs, ...purchases], roundStatus: 'shop' as const, roundWins: nextWins.opponent }
cpuRef.current = next
return next
})
}
}, [buffCatalog, startShopTimer])
const finishRound = useCallback((outcome: StadiumRoundOutcome) => {
if (status !== 'playing') return
if (roundResolvedRef.current) return
roundResolvedRef.current = true
const result = resolveStadiumRound({ outcome, roundIndex, wins: roundWins })
awardXp(result.roundExperience.key, result.roundExperience.mode)
addLog(result.log.text, result.log.tone)
if (result.status === 'won') {
setRoundWins(result.nextWins)
setStatus(result.status)
setPlayerSide((current) => {
const next = { ...current, roundStatus: result.playerRoundStatus, lastRoundOutcome: outcome, roundWins: result.nextWins.player }
playerRef.current = next
return next
})
if (result.matchExperience) awardXp(result.matchExperience.key, result.matchExperience.mode)
return
}
if (result.status === 'lost') {
setRoundWins(result.nextWins)
setStatus(result.status)
setPlayerSide((current) => {
const next = { ...current, roundStatus: result.playerRoundStatus, lastRoundOutcome: outcome, roundWins: result.nextWins.player }
playerRef.current = next
return next
})
return
}
beginShop(outcome, result.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])
useEffect(() => {
if (status !== 'won' && status !== 'lost') return
if (matchStatsRecordedRef.current) return
matchStatsRecordedRef.current = true
recordPvpMatch(status === 'won')
.then(onProfileUpdated)
.catch((reason: unknown) => {
addLog(
reason instanceof Error ? reason.message : 'Unable to record PvP match.',
'danger',
)
})
}, [addLog, onProfileUpdated, status])
const startNextRound = useCallback(() => {
const nextRound = roundIndex + 1
const nextPlayer = createStadiumStarterSide<StadiumBuffId>({
partyTemplate,
maxResource: MAX_RESOURCE,
roundIndex: nextRound,
buffs: playerRef.current.buffs,
roundWins: roundWins.player,
})
const nextCpu = createStadiumStarterSide<StadiumBuffId>({
partyTemplate: cpuPartyTemplate,
maxResource: MAX_RESOURCE,
roundIndex: nextRound,
buffs: cpuRef.current.buffs,
roundWins: 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])
const { rematchRequested, rematchMessage, handleRematch } = usePvpLiveMatchSync<StadiumSideState, LivePvpMatch>({
liveMatch,
syncEnabled: status !== 'queueing',
startLiveMatch,
getPayload: () => ({
state: playerRef.current,
status: status === 'shop' || status === 'won' || status === 'lost' ? status : 'playing',
stage: roundIndex,
encounterIndex: roundIndex,
encountersCleared: roundWins.player,
enemyHealth: 0,
alive: playerRef.current.party.some((member) => member.health > 0),
elapsedTicks,
}),
onSnapshot: (snapshot, currentLiveMatch) => {
const opponentState = snapshot.states[currentLiveMatch.opponentSide]
if (opponentState && opponentState.roundIndex >= roundIndex) {
cpuRef.current = opponentState
setCpuSide(opponentState)
}
const opponentStatus = snapshot.statuses[currentLiveMatch.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}-${opponentState.lastRoundOutcome}`
if (loggedOpponentRoundRef.current === key) return
loggedOpponentRoundRef.current = key
if (opponentState.lastRoundOutcome === 'loss') finishRound('win')
else if (opponentState.lastRoundOutcome === 'win') finishRound('loss')
else finishRound('tie')
}
if (
status === 'shop'
&& shopReady
&& (
(opponentState.roundIndex === roundIndex && opponentState.shopReady)
|| opponentState.roundIndex > roundIndex
)
) {
startNextRound()
}
},
})
const buyBuff = useCallback((buff: StadiumBuff) => {
if (status !== 'shop' || shopReady || shopPoints < buff.cost) return
let purchased = false
setShopPoints((points) => {
if (points < buff.cost) return points
purchased = true
return points - buff.cost
})
if (!purchased) return
setPlayerSide((current) => {
const next = { ...current, buffs: [...current.buffs, buff.id] }
playerRef.current = next
return next
})
addLog(`${buff.name} purchased.`, 'loot')
}, [addLog, shopPoints, shopReady, status])
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(() => buildStadiumDualScreenState({
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,
opponentEnemyHealth: 0,
opponentResource: cpuSide.resource,
opponentMaxResource: MAX_RESOURCE,
opponentResourceName: gameClass.resourceName,
opponentBuffSummary,
opponentDebuffSummary,
floatingTexts: dualScreenFloatingTexts,
partySize: playerSide.party.length,
selectedId,
status: status === 'queueing' || status === 'round-countdown' ? 'playing' : status === 'shop' ? 'upgrade-choice' : status,
resource: playerSide.resource,
maxResource: MAX_RESOURCE,
resourceName: gameClass.resourceName,
playerIsAlive: playerAlive,
spells: playerSpellSlots,
bindings: activeBindings,
controllerIconStyle,
directPartyTargeting,
paused,
stadium: {
dampeningPercent: playerSide.dampeningPercent,
roundIndex,
playerWins: roundWins.player,
opponentWins: roundWins.opponent,
survivalSeconds: playerSide.survivalSeconds,
opponentSurvivalSeconds: cpuSide.survivalSeconds,
},
}), [
activeBindings,
controllerIconStyle,
cpuDifficulty,
cpuSide.party,
cpuSide.resource,
cpuSide.survivalSeconds,
directPartyTargeting,
dualScreenFloatingTexts,
gameClass.resourceName,
liveMatch?.opponentClassName,
opponentBuffSummary,
opponentDebuffSummary,
opponentLabel,
paused,
playerAlive,
playerSide.dampeningPercent,
playerSide.party,
playerSide.resource,
playerSide.survivalSeconds,
roundIndex,
roundWins.opponent,
roundWins.player,
selectedId,
playerSpellSlots,
status,
])
useDualScreenPublisher(dualScreenState, dualScreenEnabled)
const visibleBuffs = useMemo(
() => buffCatalog.filter((buff) => buff.category === shopCategory),
[buffCatalog, 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 ? activeBindings[action] : null
return (
<PartyMemberFrame
baseClassName="dual-top-member"
controllerIconStyle={controllerIconStyle}
effectMode="compact"
floatingTexts={playerFloatingTextsByMember.get(member.id) ?? []}
key={member.id}
member={member}
onSelect={setSelectedTargetId}
selected={selectedId === member.id}
targetBinding={targetBinding}
/>
)
})}
</div>
</section>
<section className="dual-top-spell-strip">
{playerSpellSlots.map((spell, slotIndex) => {
if (!spell) return null
const remaining = spell.remaining
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 < spell.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={barFillStyle((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={barFillStyle((playerSide.resource / MAX_RESOURCE) * 100)} /></div>
</div>
</div>
<div className="party-grid pvp-party-grid">
{playerSide.party.map((member) => (
<PartyMemberFrame
deadClassName="down"
effectMode="compact"
floatingTexts={playerFloatingTextsByMember.get(member.id) ?? []}
key={member.id}
member={member}
onSelect={setSelectedTargetId}
selected={selectedId === member.id}
showHeaderHealth={false}
showHealthText
/>
))}
</div>
<p className="roguelike-upgrade-list">Buffs: {playerBuffSummary}</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={barFillStyle((cpuSide.resource / MAX_RESOURCE) * 100)} /></div>
</div>
</div>
<div className="party-grid pvp-party-grid">
{cpuSide.party.map((member) => (
<PartyMemberFrame
as="div"
deadClassName="down"
effectMode="compact"
floatingTexts={cpuFloatingTextsByMember.get(member.id) ?? []}
key={member.id}
member={member}
showHeaderHealth={false}
showHealthText
/>
))}
</div>
<p className="roguelike-upgrade-list">Buffs: {opponentBuffSummary}</p>
</section>
<SpellBar
bindings={activeBindings}
canCast={status === 'playing' && playerAlive}
className="pvp-bottom-spell-bar"
focusable={false}
iconStyle={controllerIconStyle}
onCast={castPlayerSpell}
resource={playerSide.resource}
resourceName={gameClass.resourceName}
spells={playerSpellSlots}
/>
</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: {playerBuffSummary}</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') && (
<ResultScreen
actions={[
{ label: 'Queue Next Match', onClick: () => startMatch() },
{ label: 'Back to Roguelike', onClick: onExit, className: 'secondary-result-button' },
]}
eyebrow={status === 'won' ? 'Victory' : 'Defeat'}
log={log}
onToggleLog={() => setShowEndLog((value) => !value)}
rematch={{
visible: Boolean(liveMatch),
requested: rematchRequested,
message: rematchMessage,
onRematch: handleRematch,
}}
showLog={showEndLog}
title={status === 'won' ? 'Stadium Won' : `${opponentLabel} Wins`}
>
<p>Final score {roundWins.player} - {roundWins.opponent}</p>
<div className="reward-summary">
<RewardXpSummary reward={rewardSummary} />
{rewardError && <p className="reward-error">{rewardError}</p>}
</div>
</ResultScreen>
)}
</section>
</main>
)
}