614 lines
19 KiB
TypeScript
614 lines
19 KiB
TypeScript
/* eslint-disable react-refresh/only-export-components */
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import {
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createContext,
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useCallback,
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useContext,
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useEffect,
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useMemo,
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useRef,
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useState,
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type ReactNode,
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} from 'react'
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import type { CombatLogEntry, PartyMember, Spell } from './game'
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import {
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getNativeDisplays,
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hasNativeDualScreenBridge,
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openNativeTopDisplay,
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} from './nativeDualScreen'
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import {
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dispatchExternalGameAction,
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type ControllerIconStyle,
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type InputAction,
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} from './input'
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import { ControllerBindingLabel } from './components/ControllerIcons'
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const STORAGE_KEY = 'ashen-halls-dual-screen-enabled'
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const SNAPSHOT_KEY = 'ashen-halls-dual-screen-snapshot'
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const STARTUP_CHOICE_KEY = 'ashen-halls-dual-screen-startup-choice'
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const CHANNEL_NAME = 'ashen-halls-dual-screen'
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export type DualScreenCombatState = {
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difficultyName: string
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dungeonName: string
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contentName: string
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encounterName: string
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encounterDescription: string
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encounterHealth: number
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encounterMaxHealth: number
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encounterIsBoss: boolean
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encounterIndex: number
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encounterCount: number
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party: PartyMember[]
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partySize: number
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selectedId: string
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log: CombatLogEntry[]
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status: 'playing' | 'won' | 'lost' | 'part-complete' | 'upgrade-choice'
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resource: number
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maxResource: number
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resourceName: string
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playerIsAlive: boolean
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spells: Array<(Spell & { slotIndex: number; remaining: number }) | null>
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activeDevice: 'pc' | 'controller'
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bindings: Record<InputAction, string>
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controllerIconStyle: ControllerIconStyle
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directPartyTargeting: boolean
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paused: boolean
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targetGroup: 0 | 1 | 2
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}
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export type DualScreenWorkshopState = {
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mode: 'class' | 'equipment' | 'crafting' | 'talents'
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title: string
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subtitle: string
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summary?: string
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items: Array<{
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glyph?: string
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title: string
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meta?: string
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detail?: string
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status?: string
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}>
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}
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type DualScreenMessage =
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| { type: 'combat-state'; state: DualScreenCombatState }
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| { type: 'workshop-state'; state: DualScreenWorkshopState }
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| { type: 'companion-ready' }
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| { type: 'companion-heartbeat' }
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| { type: 'control-action'; action: InputAction }
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| { type: 'combat-ended' }
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| { type: 'workshop-ended' }
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type DualScreenContextValue = {
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enabled: boolean
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connected: boolean
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setEnabled: (enabled: boolean) => void
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openTopDisplay: () => Promise<boolean>
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}
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const DualScreenContext = createContext<DualScreenContextValue | null>(null)
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function createChannel() {
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return typeof BroadcastChannel === 'undefined'
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? null
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: new BroadcastChannel(CHANNEL_NAME)
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}
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function saveSnapshot(state: DualScreenCombatState) {
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try {
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localStorage.setItem(SNAPSHOT_KEY, JSON.stringify({
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savedAt: Date.now(),
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state,
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}))
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} catch {
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// Live BroadcastChannel updates still work if storage is unavailable.
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}
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}
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function loadRecentSnapshot() {
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try {
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const snapshot = JSON.parse(localStorage.getItem(SNAPSHOT_KEY) ?? 'null') as {
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savedAt: number
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state: DualScreenCombatState
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} | null
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if (!snapshot || Date.now() - snapshot.savedAt > 15000) return null
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return snapshot.state
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} catch {
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return null
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}
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}
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export function DualScreenProvider({ children }: { children: ReactNode }) {
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const [enabled, setEnabledState] = useState(
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() => localStorage.getItem(STORAGE_KEY) === 'true',
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)
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const [connected, setConnected] = useState(false)
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const heartbeatRef = useRef(0)
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const setEnabled = useCallback((nextEnabled: boolean) => {
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localStorage.setItem(STORAGE_KEY, String(nextEnabled))
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setEnabledState(nextEnabled)
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if (!nextEnabled) setConnected(false)
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}, [])
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const openTopDisplay = useCallback(async () => {
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setEnabled(true)
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if (hasNativeDualScreenBridge()) {
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try {
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await openNativeTopDisplay()
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return true
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} catch {
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return false
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}
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}
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const url = new URL(window.location.href)
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url.searchParams.set('display', 'bottom')
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const companion = window.open(
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url.toString(),
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'ashen-halls-top-display',
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'popup=yes,width=1280,height=720',
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)
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companion?.focus()
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return Boolean(companion)
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}, [setEnabled])
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useEffect(() => {
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const channel = createChannel()
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if (!channel) return
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channel.onmessage = (event: MessageEvent<DualScreenMessage>) => {
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if (
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event.data.type !== 'companion-ready'
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&& event.data.type !== 'companion-heartbeat'
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) return
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heartbeatRef.current = Date.now()
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setConnected(true)
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}
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const timer = window.setInterval(() => {
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if (Date.now() - heartbeatRef.current > 3500) setConnected(false)
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}, 1000)
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return () => {
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window.clearInterval(timer)
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channel.close()
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}
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}, [])
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const value = useMemo(
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() => ({ enabled, connected, setEnabled, openTopDisplay }),
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[connected, enabled, openTopDisplay, setEnabled],
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)
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return (
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<DualScreenContext.Provider value={value}>
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{children}
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</DualScreenContext.Provider>
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)
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}
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export function useDualScreen() {
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const context = useContext(DualScreenContext)
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if (!context) throw new Error('useDualScreen must be used inside DualScreenProvider')
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return context
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}
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export function DualScreenStartupPrompt() {
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const { openTopDisplay, setEnabled } = useDualScreen()
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const [visible, setVisible] = useState(false)
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const [displayCount, setDisplayCount] = useState<number | null>(null)
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const [message, setMessage] = useState('')
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const autoOpenedRef = useRef(false)
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useEffect(() => {
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if (!hasNativeDualScreenBridge()) return
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if (new URLSearchParams(window.location.search).has('display')) return
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const choice = localStorage.getItem(STARTUP_CHOICE_KEY)
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if (choice === 'yes') {
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if (autoOpenedRef.current) return
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autoOpenedRef.current = true
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openTopDisplay().catch(() => {
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// Settings can still launch the display manually if Android rejects startup launch.
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})
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return
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}
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if (choice === 'no') return
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getNativeDisplays()
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.then((result) => setDisplayCount(result.displays.length))
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.catch(() => setDisplayCount(null))
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.finally(() => setVisible(true))
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}, [openTopDisplay])
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async function enableDualScreen() {
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localStorage.setItem(STARTUP_CHOICE_KEY, 'yes')
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setMessage('Opening second display...')
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const opened = await openTopDisplay()
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if (opened) {
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setVisible(false)
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return
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}
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setMessage('No second display found. Check Thor display mode, then try again.')
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}
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function skipDualScreen() {
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localStorage.setItem(STARTUP_CHOICE_KEY, 'no')
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setEnabled(false)
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setVisible(false)
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}
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if (!visible) return null
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return (
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<div className="dual-startup-prompt" role="dialog" aria-modal="true">
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<section>
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<p className="eyebrow">Display Setup</p>
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<h2>Use Dual-Screen Mode?</h2>
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<p>
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Choose yes on AYN Thor. The game opens the combat view on the upper
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display and keeps controls on the lower display.
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</p>
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{displayCount !== null && (
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<small>{displayCount} Android display{displayCount === 1 ? '' : 's'} detected.</small>
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)}
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{message && <small>{message}</small>}
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<div>
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<button onClick={enableDualScreen} type="button">Yes, Enable</button>
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<button onClick={skipDualScreen} type="button">No</button>
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</div>
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</section>
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</div>
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)
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}
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export function useDualScreenPublisher(
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state: DualScreenCombatState,
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enabled: boolean,
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) {
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const stateRef = useRef(state)
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useEffect(() => {
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stateRef.current = state
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}, [state])
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useEffect(() => {
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if (!enabled) return
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const channel = createChannel()
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if (!channel) return
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const publish = () => channel.postMessage({
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type: 'combat-state',
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state: stateRef.current,
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} satisfies DualScreenMessage)
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channel.onmessage = (event: MessageEvent<DualScreenMessage>) => {
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if (event.data.type === 'companion-ready') publish()
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if (event.data.type === 'control-action') {
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dispatchExternalGameAction(event.data.action, 'controller')
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}
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}
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publish()
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return () => {
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channel.postMessage({ type: 'combat-ended' } satisfies DualScreenMessage)
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channel.close()
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}
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}, [enabled])
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useEffect(() => {
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if (!enabled) return
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saveSnapshot(state)
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const channel = createChannel()
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channel?.postMessage({ type: 'combat-state', state } satisfies DualScreenMessage)
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channel?.close()
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}, [enabled, state])
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}
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export function useDualScreenWorkshopPublisher(
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state: DualScreenWorkshopState | null,
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enabled: boolean,
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) {
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const stateRef = useRef(state)
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useEffect(() => {
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stateRef.current = state
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}, [state])
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useEffect(() => {
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if (!enabled || !state) return
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const channel = createChannel()
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if (!channel) return
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const publish = () => {
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if (stateRef.current) {
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channel.postMessage({
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type: 'workshop-state',
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state: stateRef.current,
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} satisfies DualScreenMessage)
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}
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}
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channel.onmessage = (event: MessageEvent<DualScreenMessage>) => {
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if (event.data.type === 'companion-ready') publish()
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}
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publish()
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return () => {
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channel.postMessage({ type: 'workshop-ended' } satisfies DualScreenMessage)
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channel.close()
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}
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}, [enabled, state])
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useEffect(() => {
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if (!enabled || !state) return
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const channel = createChannel()
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channel?.postMessage({ type: 'workshop-state', state } satisfies DualScreenMessage)
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channel?.close()
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}, [enabled, state])
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}
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export function DualScreenBottomDisplay() {
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const [state, setState] = useState<DualScreenCombatState | null>(loadRecentSnapshot)
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const [workshopState, setWorkshopState] = useState<DualScreenWorkshopState | null>(null)
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useEffect(() => {
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const channel = createChannel()
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if (!channel) return
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const announce = () => channel.postMessage({ type: 'companion-ready' } satisfies DualScreenMessage)
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channel.onmessage = (event: MessageEvent<DualScreenMessage>) => {
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if (event.data.type === 'combat-state') {
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setState(event.data.state)
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setWorkshopState(null)
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}
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if (event.data.type === 'workshop-state') {
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setWorkshopState(event.data.state)
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setState(null)
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}
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if (event.data.type === 'combat-ended') setState(null)
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if (event.data.type === 'workshop-ended') setWorkshopState(null)
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}
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announce()
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const timer = window.setInterval(() => {
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channel.postMessage({ type: 'companion-heartbeat' } satisfies DualScreenMessage)
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}, 1500)
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return () => {
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window.clearInterval(timer)
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channel.close()
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}
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}, [])
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function sendAction(action: InputAction) {
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const channel = createChannel()
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channel?.postMessage({ type: 'control-action', action } satisfies DualScreenMessage)
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channel?.close()
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}
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if (!state && workshopState) {
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return (
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<main className="dual-bottom-display workshop-bottom-display">
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<header className="dual-controls-header">
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<div>
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<p className="eyebrow">{workshopState.mode}</p>
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<h1>{workshopState.title}</h1>
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</div>
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<div className="dual-controls-progress">
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<span>{workshopState.subtitle}</span>
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</div>
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</header>
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{workshopState.summary && (
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<section className="workshop-bottom-summary">
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{workshopState.summary}
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</section>
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)}
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<section className="workshop-bottom-grid">
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{workshopState.items.map((item, index) => (
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<article key={`${item.title}-${index}`}>
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{item.glyph && <span>{item.glyph}</span>}
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<div>
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<strong>{item.title}</strong>
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{item.meta && <small>{item.meta}</small>}
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{item.detail && <p>{item.detail}</p>}
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</div>
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{item.status && <i>{item.status}</i>}
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</article>
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))}
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</section>
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</main>
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)
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}
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if (!state) {
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return (
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<main className="dual-bottom-display dual-bottom-waiting">
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<section>
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<p className="eyebrow">Dual-Screen HUD</p>
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<h1>Waiting for Combat</h1>
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<p>Choose a dungeon or raid on the upper screen.</p>
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</section>
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</main>
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)
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}
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return (
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<main className="dual-bottom-display">
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<header className="dual-controls-header">
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<div>
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<p className="eyebrow">{state.difficultyName} {state.contentName}</p>
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<h1>{state.dungeonName}</h1>
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</div>
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<div className="dual-controls-progress">
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<span>Encounter {state.encounterIndex + 1}/{state.encounterCount}</span>
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</div>
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</header>
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<section className="dual-controls-resource">
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<div>
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<p className="eyebrow">Active Target</p>
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<strong>
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{state.party.find((member) => member.id === state.selectedId)?.name ?? 'No Target'}
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</strong>
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</div>
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<div className="dual-controls-mana">
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<span>{state.resourceName} {Math.floor(state.resource)} / {state.maxResource}</span>
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<div className="bar mana-bar">
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<span style={{ width: `${(state.resource / state.maxResource) * 100}%` }} />
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</div>
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</div>
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</section>
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<div className={`dual-controls-targets ${state.directPartyTargeting ? 'direct' : ''}`}>
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{state.directPartyTargeting ? (
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<>
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{([1, 2, 3, 4, 5, 6] as const).map((slot) => {
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const action = `targetParty${slot}` as InputAction
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const memberIndex = slot - 1 + (state.partySize > 6 ? state.targetGroup * 6 : 0)
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return (
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<button onClick={() => sendAction(action)} type="button" key={action}>
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<ControllerBindingLabel
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binding={state.bindings[action]}
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iconStyle={state.controllerIconStyle}
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/>{' '}
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{state.party[memberIndex]?.name ?? `Party ${slot}`}
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</button>
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)
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})}
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{state.partySize > 6 && (
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<button onClick={() => sendAction('toggleTargetGroup')} type="button">
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<ControllerBindingLabel
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binding={state.bindings.toggleTargetGroup}
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iconStyle={state.controllerIconStyle}
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/>{' '}
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Party Group {state.targetGroup + 1}/{Math.ceil(state.partySize / 6)}
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</button>
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)}
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</>
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) : (
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<>
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<button onClick={() => sendAction('previousTarget')} type="button">
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<ControllerBindingLabel
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binding={state.bindings.previousTarget}
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iconStyle={state.controllerIconStyle}
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/> Previous Target
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</button>
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<button onClick={() => sendAction('nextTarget')} type="button">
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Next Target <ControllerBindingLabel
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binding={state.bindings.nextTarget}
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iconStyle={state.controllerIconStyle}
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/>
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</button>
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</>
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)}
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</div>
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<section className="dual-controls-spells">
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{state.spells.map((spell, slotIndex) => {
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if (!spell) {
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return (
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<div className="spell empty-spell" key={`empty-${slotIndex}`}>
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<kbd>{slotIndex + 1}</kbd>
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<strong>Empty</strong>
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</div>
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)
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}
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const action = `ability${slotIndex + 1}` as InputAction
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return (
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<button
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className="spell"
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disabled={
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!state.playerIsAlive
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|| state.resource < spell.cost
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|| spell.remaining > 0
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|| state.status !== 'playing'
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|| state.paused
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}
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key={spell.id}
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onClick={() => sendAction(action)}
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type="button"
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>
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<kbd>
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<ControllerBindingLabel
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binding={state.bindings[action]}
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compact
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iconStyle={state.controllerIconStyle}
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/>
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</kbd>
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<span className={`spell-icon spell-${spell.kind}`}>{spell.glyph}</span>
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<strong>{spell.name}</strong>
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<small>{spell.cost} {state.resourceName}</small>
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{spell.remaining > 0 && <i>{spell.remaining.toFixed(1)}</i>}
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</button>
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)
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})}
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</section>
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</main>
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)
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}
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export function DualScreenTopCombat({
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state,
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onSelectTarget,
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}: {
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state: DualScreenCombatState
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onSelectTarget: (id: string) => void
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}) {
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const enemyPercent = Math.max(
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0,
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(state.encounterHealth / state.encounterMaxHealth) * 100,
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)
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|
|
|
return (
|
|
<div className="dual-top-main">
|
|
<section className="dual-top-enemy">
|
|
<div className="enemy-portrait" aria-hidden="true">
|
|
{state.encounterIsBoss ? 'B' : 'M'}
|
|
</div>
|
|
<div className="enemy-info">
|
|
<div className="bar-label">
|
|
<strong>{state.encounterName}</strong>
|
|
<span>{Math.ceil(state.encounterHealth)} / {state.encounterMaxHealth}</span>
|
|
</div>
|
|
<div className="bar enemy-health">
|
|
<span style={{ width: `${enemyPercent}%` }} />
|
|
</div>
|
|
<p>{state.encounterDescription}</p>
|
|
</div>
|
|
</section>
|
|
|
|
<section className="dual-top-party">
|
|
<div className={`dual-top-party-grid ${state.partySize > 6 ? 'raid' : ''}`}>
|
|
{state.party.map((member, index) => {
|
|
const partySlot = (index % 6) + 1
|
|
const targetAction = `targetParty${partySlot}` as InputAction
|
|
const groupStart = state.partySize > 6 ? state.targetGroup * 6 : 0
|
|
const inCurrentTargetGroup = index >= groupStart && index < groupStart + 6
|
|
const targetBinding = state.directPartyTargeting && inCurrentTargetGroup ? state.bindings[targetAction] : null
|
|
return (
|
|
<button
|
|
className={`dual-top-member ${state.selectedId === member.id ? 'selected' : ''} ${member.health <= 0 ? 'dead' : ''}`}
|
|
data-party-member-id={member.id}
|
|
key={member.id}
|
|
onClick={() => onSelectTarget(member.id)}
|
|
type="button"
|
|
>
|
|
<div className="member-header">
|
|
<span className={`role role-${member.role.toLowerCase()}`}>{member.role[0]}</span>
|
|
<strong>{member.name}</strong>
|
|
<small>{Math.ceil(member.health)} / {member.maxHealth}</small>
|
|
</div>
|
|
<div className="bar member-health">
|
|
<span style={{ width: `${(member.health / member.maxHealth) * 100}%` }} />
|
|
{member.shield > 0 && (
|
|
<i style={{ width: `${(member.shield / member.maxHealth) * 100}%` }} />
|
|
)}
|
|
<em className="health-text">{Math.ceil(member.health)} / {member.maxHealth}</em>
|
|
</div>
|
|
{state.directPartyTargeting && targetBinding && (
|
|
<div className="member-target-key">
|
|
<ControllerBindingLabel
|
|
binding={targetBinding}
|
|
iconStyle={state.controllerIconStyle}
|
|
/>
|
|
</div>
|
|
)}
|
|
<div className="member-effects">
|
|
{member.hotTicks > 0 && <span className="buff">Renew</span>}
|
|
{member.debuff && <span className="debuff">{member.debuff}</span>}
|
|
</div>
|
|
</button>
|
|
)
|
|
})}
|
|
</div>
|
|
</section>
|
|
|
|
</div>
|
|
)
|
|
}
|