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7588995c83
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220418c4c6
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@ -1,20 +0,0 @@
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package game
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import "fmt"
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// Prefixes embed grouping hints for the client adventure log (no DB migration).
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// Stripped for human-readable display outside structured UIs.
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const (
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AdventureLogEncounterPrefix = "__AH_ENC__"
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AdventureLogBattlePrefix = "__AH_BAT__"
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)
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// FormatEncounterLogLine is logged once when combat starts (before battle detail lines).
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func FormatEncounterLogLine(enemyName string) string {
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return AdventureLogEncounterPrefix + fmt.Sprintf("You encounter %s.", enemyName)
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}
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// FormatBattleLogLine wraps a single combat narration line (hit, dodge, block, stun, debuff).
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func FormatBattleLogLine(msg string) string {
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return AdventureLogBattlePrefix + msg
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}
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@ -1,61 +0,0 @@
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package game
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import (
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"io"
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"log/slog"
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"testing"
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"time"
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"github.com/denisovdennis/autohero/internal/model"
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)
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func TestResolveCombat_MatchesEngineOutcome(t *testing.T) {
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baseHero := &model.Hero{
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ID: 1,
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Level: 5,
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MaxHP: 320,
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HP: 320,
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Attack: 25,
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Defense: 8,
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Speed: 1.0,
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Strength: 10,
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Constitution: 12,
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Agility: 8,
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Luck: 5,
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Potions: 0,
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State: model.StateWalking,
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}
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tmpl := model.EnemyTemplates[model.EnemyWolf]
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enemy := ScaleEnemyTemplate(tmpl, baseHero.Level)
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logger := slog.New(slog.NewTextHandler(io.Discard, nil))
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eventCh := make(chan model.CombatEvent, 8)
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engine := NewEngine(100*time.Millisecond, eventCh, logger)
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heroEngine := *baseHero
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enemyEngine := enemy
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engine.StartCombat(&heroEngine, &enemyEngine)
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now := time.Now()
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for i := 0; i < 20000; i++ {
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now = now.Add(100 * time.Millisecond)
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engine.processCombatTick(now)
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if _, ok := engine.GetCombat(heroEngine.ID); !ok {
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break
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}
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}
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heroResolve := *baseHero
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enemyResolve := enemy
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survived := ResolveCombatToEnd(&heroResolve, &enemyResolve, time.Now(), CombatSimOptions{
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TickRate: 100 * time.Millisecond,
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})
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engineSurvived := heroEngine.HP > 0
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if survived != engineSurvived {
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t.Fatalf("survival mismatch: resolve=%v engine=%v", survived, engineSurvived)
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}
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// Final HP can differ: engine applies debuff ticks for all combats before the attack queue each tick,
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// while ResolveCombatToEnd interleaves tick vs attacks on one timeline. Survival is the parity signal.
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}
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@ -1,121 +0,0 @@
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package game
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import (
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"math/rand"
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"time"
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"github.com/denisovdennis/autohero/internal/model"
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"github.com/denisovdennis/autohero/internal/tuning"
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)
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const (
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offlineAutoPotionChance = 0.02
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offlineAutoPotionHPThresh = 0.40
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)
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// CombatSimOptions configures the shared combat resolution loop.
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type CombatSimOptions struct {
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// TickRate matches the engine combat tick cadence (used for periodic effects).
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TickRate time.Duration
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// AutoUsePotion decides whether to consume a potion after damage ticks/attacks.
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// It should return true when a potion was used.
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AutoUsePotion func(hero *model.Hero, now time.Time) bool
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}
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// ResolveCombatToEnd runs a combat loop using the same mechanics as the online engine.
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// It mutates hero and enemy until one side dies, returning whether the hero survived.
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func ResolveCombatToEnd(hero *model.Hero, enemy *model.Enemy, start time.Time, opts CombatSimOptions) bool {
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if hero == nil || enemy == nil {
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return false
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}
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tickRate := opts.TickRate
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if tickRate <= 0 {
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tickRate = 100 * time.Millisecond
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}
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now := start
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heroNext := now.Add(attackInterval(hero.EffectiveSpeed()))
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enemyNext := now.Add(attackInterval(enemy.Speed))
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nextTick := now.Add(tickRate)
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lastTickAt := now
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var regenRemainder float64
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step := 0
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const maxSteps = 200000
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for step < maxSteps {
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step++
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next := heroNext
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if enemyNext.Before(next) {
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next = enemyNext
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}
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if nextTick.Before(next) {
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next = nextTick
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}
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now = next
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if now.Equal(nextTick) {
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tickDur := now.Sub(lastTickAt)
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if tickDur > 0 {
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ProcessDebuffDamage(hero, tickDur, now)
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ProcessEnemyRegen(enemy, tickDur, ®enRemainder)
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ProcessSummonDamage(hero, enemy, start, lastTickAt, now)
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lastTickAt = now
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if CheckDeath(hero, now) {
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hero.HP = 0
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return false
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}
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}
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nextTick = nextTick.Add(tickRate)
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continue
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}
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if !heroNext.After(enemyNext) && now.Equal(heroNext) {
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ProcessAttack(hero, enemy, now)
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if !enemy.IsAlive() {
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return true
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}
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heroNext = now.Add(attackInterval(hero.EffectiveSpeed()))
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continue
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}
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if now.Equal(enemyNext) {
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ProcessEnemyAttack(hero, enemy, now)
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if CheckDeath(hero, now) {
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hero.HP = 0
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return false
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}
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if opts.AutoUsePotion != nil {
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_ = opts.AutoUsePotion(hero, now)
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}
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enemyNext = now.Add(attackInterval(enemy.Speed))
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}
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}
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return hero.HP > 0 && enemy.IsAlive() == false
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}
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// OfflineAutoPotionHook is a low-probability offline-only potion usage policy.
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func OfflineAutoPotionHook(hero *model.Hero, now time.Time) bool {
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if hero == nil || hero.Potions <= 0 || hero.HP <= 0 {
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return false
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}
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hpThresh := int(float64(hero.MaxHP) * offlineAutoPotionHPThresh)
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if hero.HP >= hpThresh {
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return false
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}
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if rand.Float64() >= offlineAutoPotionChance {
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return false
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}
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hero.Potions--
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healAmount := int(float64(hero.MaxHP) * tuning.Get().PotionHealPercent)
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if healAmount < 1 {
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healAmount = 1
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}
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hero.HP += healAmount
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if hero.HP > hero.MaxHP {
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hero.HP = hero.MaxHP
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}
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return true
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}
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@ -1,290 +0,0 @@
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package game
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import (
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"context"
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"errors"
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"fmt"
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"log/slog"
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"time"
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"github.com/denisovdennis/autohero/internal/model"
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"github.com/denisovdennis/autohero/internal/storage"
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)
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type GearStore interface {
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CreateItem(ctx context.Context, item *model.GearItem) error
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DeleteGearItem(ctx context.Context, itemID int64) error
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AddToInventory(ctx context.Context, heroID int64, itemID int64) error
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EquipItem(ctx context.Context, heroID int64, slot model.EquipmentSlot, itemID int64) error
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}
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type QuestProgressor interface {
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IncrementQuestProgress(ctx context.Context, heroID int64, questType string, enemyType string, amount int) error
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IncrementCollectItemProgress(ctx context.Context, heroID int64, enemyType string) error
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}
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type AchievementChecker interface {
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CheckAndUnlock(ctx context.Context, hero *model.Hero) ([]model.Achievement, error)
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}
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type TaskProgressor interface {
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EnsureHeroTasks(ctx context.Context, heroID int64, now time.Time) error
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IncrementTaskProgress(ctx context.Context, heroID int64, taskType string, amount int) error
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}
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// VictoryRewardDeps provides optional services for applying rewards.
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type VictoryRewardDeps struct {
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GearStore GearStore
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QuestProgressor QuestProgressor
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AchievementCheck AchievementChecker
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TaskProgressor TaskProgressor
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LogWriter func(heroID int64, msg string)
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LootRecorder func(entry model.LootHistory)
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InTown func(ctx context.Context, posX, posY float64) bool
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Logger *slog.Logger
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}
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// ApplyVictoryRewards is the single source of truth for post-kill rewards.
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// It awards XP, generates loot (gold guaranteed via GenerateLoot), processes equipment drops,
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// runs the level-up loop, updates stats, and triggers optional meta-progress hooks.
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func ApplyVictoryRewards(hero *model.Hero, enemy *model.Enemy, now time.Time, deps VictoryRewardDeps) []model.LootDrop {
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if hero == nil || enemy == nil {
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return nil
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}
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oldLevel := hero.Level
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hero.XP += enemy.XPReward
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levelsGained := 0
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for hero.LevelUp() {
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levelsGained++
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}
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hero.State = model.StateWalking
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luckMult := LuckMultiplier(hero, now)
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drops := model.GenerateLoot(enemy.Type, luckMult)
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inTown := false
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if deps.InTown != nil {
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ctxTown, cancel := context.WithTimeout(context.Background(), 2*time.Second)
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inTown = deps.InTown(ctxTown, hero.PositionX, hero.PositionY)
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cancel()
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}
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var goldGained int64
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for i := range drops {
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drop := &drops[i]
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switch drop.ItemType {
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case "gold":
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hero.Gold += drop.GoldAmount
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goldGained += drop.GoldAmount
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|
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case "potion":
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hero.Potions++
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|
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default:
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slot := model.EquipmentSlot(drop.ItemType)
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family := model.PickGearFamily(slot)
|
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if family != nil {
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ilvl := model.RollIlvl(enemy.MinLevel, enemy.IsElite)
|
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item := model.NewGearItem(family, ilvl, drop.Rarity)
|
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|
||||
if deps.GearStore != nil {
|
||||
ctx, cancel := context.WithTimeout(context.Background(), 2*time.Second)
|
||||
if err := deps.GearStore.CreateItem(ctx, item); err != nil {
|
||||
cancel()
|
||||
if deps.Logger != nil {
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deps.Logger.Warn("failed to create gear item", "slot", slot, "error", err)
|
||||
}
|
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if inTown {
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sellPrice := model.AutoSellPrice(drop.Rarity)
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hero.Gold += sellPrice
|
||||
goldGained += sellPrice
|
||||
drop.GoldAmount = sellPrice
|
||||
} else {
|
||||
drop.GoldAmount = 0
|
||||
}
|
||||
goto recordLoot
|
||||
}
|
||||
cancel()
|
||||
}
|
||||
|
||||
drop.ItemID = item.ID
|
||||
drop.ItemName = item.Name
|
||||
|
||||
hero.EnsureGearMap()
|
||||
prev := hero.Gear[item.Slot]
|
||||
if TryAutoEquipInMemory(hero, item, now) {
|
||||
if deps.GearStore != nil && item.ID != 0 {
|
||||
ctx, cancel := context.WithTimeout(context.Background(), 2*time.Second)
|
||||
err := deps.GearStore.EquipItem(ctx, hero.ID, item.Slot, item.ID)
|
||||
cancel()
|
||||
if err != nil {
|
||||
if prev == nil {
|
||||
delete(hero.Gear, item.Slot)
|
||||
} else {
|
||||
hero.Gear[item.Slot] = prev
|
||||
}
|
||||
hero.RefreshDerivedCombatStats(now)
|
||||
if deps.Logger != nil {
|
||||
if errors.Is(err, storage.ErrInventoryFull) {
|
||||
deps.Logger.Warn("persist gear equip skipped: inventory full (free a slot to swap)",
|
||||
"hero_id", hero.ID, "slot", item.Slot)
|
||||
} else {
|
||||
deps.Logger.Warn("failed to persist gear equip",
|
||||
"hero_id", hero.ID, "slot", item.Slot, "error", err)
|
||||
}
|
||||
}
|
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goto recordLoot
|
||||
}
|
||||
}
|
||||
if deps.LogWriter != nil {
|
||||
deps.LogWriter(hero.ID, fmt.Sprintf("Equipped new %s: %s", slot, item.Name))
|
||||
}
|
||||
if prev != nil && prev.ID != item.ID {
|
||||
hero.EnsureInventorySlice()
|
||||
hero.Inventory = append(hero.Inventory, prev)
|
||||
}
|
||||
goto recordLoot
|
||||
}
|
||||
|
||||
hero.EnsureInventorySlice()
|
||||
if len(hero.Inventory) >= model.MaxInventorySlots {
|
||||
if deps.GearStore != nil && item.ID != 0 {
|
||||
ctxDel, cancelDel := context.WithTimeout(context.Background(), 2*time.Second)
|
||||
if err := deps.GearStore.DeleteGearItem(ctxDel, item.ID); err != nil && deps.Logger != nil {
|
||||
deps.Logger.Warn("failed to delete gear (inventory full)", "gear_id", item.ID, "error", err)
|
||||
}
|
||||
cancelDel()
|
||||
}
|
||||
drop.ItemID = 0
|
||||
drop.ItemName = ""
|
||||
drop.GoldAmount = 0
|
||||
if deps.LogWriter != nil {
|
||||
deps.LogWriter(hero.ID, fmt.Sprintf("Inventory full — dropped %s (%s)", item.Name, item.Rarity))
|
||||
}
|
||||
} else {
|
||||
if deps.GearStore != nil {
|
||||
ctxInv, cancelInv := context.WithTimeout(context.Background(), 2*time.Second)
|
||||
err := deps.GearStore.AddToInventory(ctxInv, hero.ID, item.ID)
|
||||
cancelInv()
|
||||
if err != nil {
|
||||
if deps.Logger != nil {
|
||||
deps.Logger.Warn("failed to stash gear", "hero_id", hero.ID, "gear_id", item.ID, "error", err)
|
||||
}
|
||||
ctxDel, cancelDel := context.WithTimeout(context.Background(), 2*time.Second)
|
||||
if deps.GearStore != nil && item.ID != 0 {
|
||||
_ = deps.GearStore.DeleteGearItem(ctxDel, item.ID)
|
||||
}
|
||||
cancelDel()
|
||||
drop.ItemID = 0
|
||||
drop.ItemName = ""
|
||||
drop.GoldAmount = 0
|
||||
} else {
|
||||
hero.Inventory = append(hero.Inventory, item)
|
||||
drop.GoldAmount = 0
|
||||
}
|
||||
} else {
|
||||
hero.Inventory = append(hero.Inventory, item)
|
||||
drop.GoldAmount = 0
|
||||
}
|
||||
}
|
||||
} else if inTown {
|
||||
sellPrice := model.AutoSellPrice(drop.Rarity)
|
||||
hero.Gold += sellPrice
|
||||
goldGained += sellPrice
|
||||
drop.GoldAmount = sellPrice
|
||||
}
|
||||
}
|
||||
|
||||
recordLoot:
|
||||
if deps.LootRecorder != nil {
|
||||
entry := model.LootHistory{
|
||||
HeroID: hero.ID,
|
||||
EnemyType: string(enemy.Type),
|
||||
ItemType: drop.ItemType,
|
||||
ItemID: drop.ItemID,
|
||||
Rarity: drop.Rarity,
|
||||
GoldAmount: drop.GoldAmount,
|
||||
CreatedAt: now,
|
||||
}
|
||||
deps.LootRecorder(entry)
|
||||
}
|
||||
}
|
||||
|
||||
if deps.LogWriter != nil {
|
||||
deps.LogWriter(hero.ID, fmt.Sprintf("Defeated %s, gained %d XP and %d gold", enemy.Name, enemy.XPReward, goldGained))
|
||||
for l := oldLevel + 1; l <= oldLevel+levelsGained; l++ {
|
||||
deps.LogWriter(hero.ID, fmt.Sprintf("Leveled up to %d!", l))
|
||||
}
|
||||
}
|
||||
|
||||
hero.TotalKills++
|
||||
hero.KillsSinceDeath++
|
||||
if enemy.IsElite {
|
||||
hero.EliteKills++
|
||||
}
|
||||
for _, drop := range drops {
|
||||
if drop.Rarity == model.RarityLegendary && drop.ItemType != "gold" {
|
||||
hero.LegendaryDrops++
|
||||
}
|
||||
}
|
||||
|
||||
if deps.QuestProgressor != nil {
|
||||
ctx, cancel := context.WithTimeout(context.Background(), 3*time.Second)
|
||||
if err := deps.QuestProgressor.IncrementQuestProgress(ctx, hero.ID, "kill_count", string(enemy.Type), 1); err != nil && deps.Logger != nil {
|
||||
deps.Logger.Warn("quest kill_count progress failed", "hero_id", hero.ID, "error", err)
|
||||
}
|
||||
if err := deps.QuestProgressor.IncrementCollectItemProgress(ctx, hero.ID, string(enemy.Type)); err != nil && deps.Logger != nil {
|
||||
deps.Logger.Warn("quest collect_item progress failed", "hero_id", hero.ID, "error", err)
|
||||
}
|
||||
cancel()
|
||||
}
|
||||
|
||||
if deps.AchievementCheck != nil {
|
||||
ctx, cancel := context.WithTimeout(context.Background(), 3*time.Second)
|
||||
newlyUnlocked, err := deps.AchievementCheck.CheckAndUnlock(ctx, hero)
|
||||
cancel()
|
||||
if err != nil {
|
||||
if deps.Logger != nil {
|
||||
deps.Logger.Warn("achievement check failed", "hero_id", hero.ID, "error", err)
|
||||
}
|
||||
} else if deps.LogWriter != nil {
|
||||
for _, a := range newlyUnlocked {
|
||||
switch a.RewardType {
|
||||
case "gold":
|
||||
hero.Gold += int64(a.RewardAmount)
|
||||
case "potion":
|
||||
hero.Potions += a.RewardAmount
|
||||
}
|
||||
deps.LogWriter(hero.ID, fmt.Sprintf("Achievement unlocked: %s! (+%d %s)", a.Title, a.RewardAmount, a.RewardType))
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if deps.TaskProgressor != nil {
|
||||
ctx, cancel := context.WithTimeout(context.Background(), 3*time.Second)
|
||||
if err := deps.TaskProgressor.EnsureHeroTasks(ctx, hero.ID, time.Now()); err != nil {
|
||||
if deps.Logger != nil {
|
||||
deps.Logger.Warn("task ensure failed", "hero_id", hero.ID, "error", err)
|
||||
}
|
||||
cancel()
|
||||
return drops
|
||||
}
|
||||
if err := deps.TaskProgressor.IncrementTaskProgress(ctx, hero.ID, "kill_count", 1); err != nil && deps.Logger != nil {
|
||||
deps.Logger.Warn("task kill_count progress failed", "hero_id", hero.ID, "error", err)
|
||||
}
|
||||
if enemy.IsElite {
|
||||
if err := deps.TaskProgressor.IncrementTaskProgress(ctx, hero.ID, "elite_kill", 1); err != nil && deps.Logger != nil {
|
||||
deps.Logger.Warn("task elite_kill progress failed", "hero_id", hero.ID, "error", err)
|
||||
}
|
||||
}
|
||||
if goldGained > 0 {
|
||||
if err := deps.TaskProgressor.IncrementTaskProgress(ctx, hero.ID, "collect_gold", int(goldGained)); err != nil && deps.Logger != nil {
|
||||
deps.Logger.Warn("task collect_gold progress failed", "hero_id", hero.ID, "error", err)
|
||||
}
|
||||
}
|
||||
cancel()
|
||||
}
|
||||
|
||||
return drops
|
||||
}
|
||||
@ -1,17 +0,0 @@
|
||||
package tuning
|
||||
|
||||
// Defaults for enemy→hero damage (runtime_config JSON keys: enemyCombatDamageScale, enemyCombatDamageRollMin, enemyCombatDamageRollMax).
|
||||
const (
|
||||
DefaultEnemyCombatDamageScale = 1.0
|
||||
DefaultEnemyCombatDamageRollMin = 0.8
|
||||
DefaultEnemyCombatDamageRollMax = 1.0
|
||||
)
|
||||
|
||||
// Enemy HP regen: fraction of MaxHP healed per second (runtime_config JSON keys below).
|
||||
// Loaded from DB via tuning.ReloadNow; use EffectiveEnemyRegen* when a positive DB value is required.
|
||||
const (
|
||||
DefaultEnemyRegenDefault = 0.02 // enemyRegenDefault
|
||||
DefaultEnemyRegenSkeletonKing = 0.04 // enemyRegenSkeletonKing
|
||||
DefaultEnemyRegenForestWarden = 0.05 // enemyRegenForestWarden
|
||||
DefaultEnemyRegenBattleLizard = 0.01 // enemyRegenBattleLizard
|
||||
)
|
||||
@ -1,28 +0,0 @@
|
||||
-- Seed buff_debuff_config.payload from model seedBuffMap / seedDebuffMap (backend/internal/model/buff_catalog.go).
|
||||
-- Durations are stored in milliseconds per BuffJSON / DebuffJSON.
|
||||
|
||||
UPDATE buff_debuff_config
|
||||
SET
|
||||
payload = '{
|
||||
"buffs": {
|
||||
"rush": {"name": "Rush", "durationMs": 300000, "magnitude": 0.5, "cooldownMs": 900000},
|
||||
"rage": {"name": "Rage", "durationMs": 180000, "magnitude": 1.0, "cooldownMs": 600000},
|
||||
"shield": {"name": "Shield", "durationMs": 300000, "magnitude": 0.5, "cooldownMs": 720000},
|
||||
"luck": {"name": "Luck", "durationMs": 1800000, "magnitude": 1.0, "cooldownMs": 7200000},
|
||||
"resurrection": {"name": "Resurrection", "durationMs": 600000, "magnitude": 0.5, "cooldownMs": 1800000},
|
||||
"heal": {"name": "Heal", "durationMs": 1000, "magnitude": 0.5, "cooldownMs": 300000},
|
||||
"power_potion": {"name": "Power Potion", "durationMs": 300000, "magnitude": 1.5, "cooldownMs": 1200000},
|
||||
"war_cry": {"name": "War Cry", "durationMs": 180000, "magnitude": 1.0, "cooldownMs": 600000}
|
||||
},
|
||||
"debuffs": {
|
||||
"poison": {"name": "Poison", "durationMs": 50000, "magnitude": 0.02},
|
||||
"freeze": {"name": "Freeze", "durationMs": 30000, "magnitude": 0.5},
|
||||
"burn": {"name": "Burn", "durationMs": 40000, "magnitude": 0.03},
|
||||
"stun": {"name": "Stun", "durationMs": 5000, "magnitude": 1.0},
|
||||
"slow": {"name": "Slow", "durationMs": 40000, "magnitude": 0.4},
|
||||
"weaken": {"name": "Weaken", "durationMs": 50000, "magnitude": 0.3},
|
||||
"ice_slow": {"name": "Ice Slow", "durationMs": 40000, "magnitude": 0.2}
|
||||
}
|
||||
}'::jsonb,
|
||||
updated_at = now()
|
||||
WHERE id = TRUE;
|
||||
@ -1,8 +0,0 @@
|
||||
-- Skeleton King regen: seed runtime_config so production DB overrides legacy 0.10; in-code default is tuning.DefaultEnemyRegenSkeletonKing.
|
||||
UPDATE runtime_config
|
||||
SET
|
||||
payload = payload || '{
|
||||
"enemyRegenSkeletonKing": 0.04
|
||||
}'::jsonb,
|
||||
updated_at = now()
|
||||
WHERE id = TRUE;
|
||||
@ -1,22 +0,0 @@
|
||||
/** Must match backend `internal/game/adventure_log_markers.go` */
|
||||
export const AH_ENC_PREFIX = '__AH_ENC__';
|
||||
export const AH_BAT_PREFIX = '__AH_BAT__';
|
||||
|
||||
export type ParsedAdventureLine =
|
||||
| { type: 'encounter'; title: string }
|
||||
| { type: 'battle'; text: string }
|
||||
| { type: 'plain'; text: string };
|
||||
|
||||
export function parseAdventureLogLine(raw: string): ParsedAdventureLine {
|
||||
if (raw.startsWith(AH_ENC_PREFIX)) {
|
||||
return { type: 'encounter', title: raw.slice(AH_ENC_PREFIX.length) };
|
||||
}
|
||||
if (raw.startsWith(AH_BAT_PREFIX)) {
|
||||
return { type: 'battle', text: raw.slice(AH_BAT_PREFIX.length) };
|
||||
}
|
||||
return { type: 'plain', text: raw };
|
||||
}
|
||||
|
||||
export function shouldSuppressThoughtBubble(raw: string): boolean {
|
||||
return raw.startsWith(AH_ENC_PREFIX) || raw.startsWith(AH_BAT_PREFIX);
|
||||
}
|
||||
@ -1,82 +0,0 @@
|
||||
import { useEffect, useRef, type CSSProperties } from 'react';
|
||||
import { useT } from '../i18n';
|
||||
|
||||
const MAX_VISIBLE_LINES = 5;
|
||||
|
||||
const panelBase: CSSProperties = {
|
||||
position: 'absolute',
|
||||
top: '26%',
|
||||
zIndex: 50,
|
||||
maxWidth: 200,
|
||||
padding: '8px 10px',
|
||||
borderRadius: 8,
|
||||
backgroundColor: 'rgba(8, 10, 18, 0.82)',
|
||||
border: '1px solid rgba(255, 255, 255, 0.1)',
|
||||
boxShadow: '0 4px 16px rgba(0,0,0,0.45)',
|
||||
pointerEvents: 'none',
|
||||
};
|
||||
|
||||
const titleStyle: CSSProperties = {
|
||||
fontSize: 10,
|
||||
fontWeight: 700,
|
||||
letterSpacing: 0.6,
|
||||
textTransform: 'uppercase',
|
||||
color: 'rgba(180, 195, 220, 0.85)',
|
||||
marginBottom: 4,
|
||||
};
|
||||
|
||||
const scrollStyle: CSSProperties = {
|
||||
maxHeight: `${MAX_VISIBLE_LINES * 18}px`,
|
||||
overflowY: 'auto',
|
||||
fontSize: 11,
|
||||
lineHeight: 1.45,
|
||||
color: '#c8c8d0',
|
||||
scrollbarWidth: 'thin',
|
||||
};
|
||||
|
||||
const lineStyle: CSSProperties = {
|
||||
margin: 0,
|
||||
padding: 0,
|
||||
wordBreak: 'break-word',
|
||||
};
|
||||
|
||||
interface CombatLogPanelProps {
|
||||
lines: string[];
|
||||
/** Dock panel on this side; floating damage stays near center / opposite side. */
|
||||
anchor: 'left' | 'right';
|
||||
visible: boolean;
|
||||
}
|
||||
|
||||
export function CombatLogPanel({ lines, anchor, visible }: CombatLogPanelProps) {
|
||||
const tr = useT();
|
||||
const scrollRef = useRef<HTMLDivElement>(null);
|
||||
|
||||
useEffect(() => {
|
||||
const el = scrollRef.current;
|
||||
if (el) {
|
||||
el.scrollTop = el.scrollHeight;
|
||||
}
|
||||
}, [lines]);
|
||||
|
||||
if (!visible || lines.length === 0) {
|
||||
return null;
|
||||
}
|
||||
|
||||
const pos: CSSProperties =
|
||||
anchor === 'left'
|
||||
? { left: 10, right: 'auto' }
|
||||
: { right: 10, left: 'auto' };
|
||||
|
||||
return (
|
||||
<div style={{ ...panelBase, ...pos }}>
|
||||
<div style={titleStyle}>{tr.combatLogTitle}</div>
|
||||
<div ref={scrollRef} style={scrollStyle}>
|
||||
{lines.map((line, i) => (
|
||||
<p key={`${i}-${line.slice(0, 24)}`} style={lineStyle}>
|
||||
{line}
|
||||
</p>
|
||||
))}
|
||||
</div>
|
||||
</div>
|
||||
);
|
||||
}
|
||||
Loading…
Reference in New Issue