feat(combat): play the round a beat at a time with attack and hit frames
The server resolves a whole round in one call, so both blows used to land at the same instant. The page now keeps its own view of the combat and plays the round back: the swing animates, the monster's HP and log line land, then after a beat the monster strikes and the player recoils. Both animations are six-frame sprite sheets driven by steps(6), which is why the phase durations mirror the stylesheet. The status row reflows on the stage's own width via a container query — the side rails can squeeze it narrow while the viewport is still wide, which previously overlapped the round marker with the player's name. The component-style budget moves to 12kB to fit this screen's stylesheet.
This commit is contained in:
@@ -45,7 +45,7 @@
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{
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{
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"type": "anyComponentStyle",
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"type": "anyComponentStyle",
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"maximumWarning": "4kB",
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"maximumWarning": "4kB",
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"maximumError": "8kB"
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"maximumError": "12kB"
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}
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}
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],
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],
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"outputHashing": "all"
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"outputHashing": "all"
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@@ -1,5 +1,5 @@
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<section class="combat" aria-label="Kampf">
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<section class="combat" aria-label="Kampf">
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@if (combatStore.combat(); as combat) {
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@if (combat(); as combat) {
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<div class="combat__stage">
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<div class="combat__stage">
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<header class="combat__status">
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<header class="combat__status">
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<div class="fighter fighter--player">
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<div class="fighter fighter--player">
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@@ -49,9 +49,16 @@
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</header>
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</header>
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<div class="combat__field">
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<div class="combat__field">
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<img class="sprite sprite--player" [src]="playerSprite" [alt]="combat.player.name" />
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<div
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class="sprite sprite--player"
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[class.sprite--attacking]="phase() === 'attacking'"
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[class.sprite--hit]="phase() === 'hit'"
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role="img"
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[attr.aria-label]="combat.player.name"
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></div>
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<img
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<img
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class="sprite sprite--monster"
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class="sprite sprite--monster"
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[style.--sprite-scale]="monsterSpriteScale(combat.monster.key)"
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[src]="monsterSprite(combat.monster.key, combat.monster.artworkPath)"
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[src]="monsterSprite(combat.monster.key, combat.monster.artworkPath)"
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[alt]="combat.monster.name"
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[alt]="combat.monster.name"
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/>
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/>
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@@ -63,7 +70,7 @@
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type="button"
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type="button"
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class="action"
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class="action"
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data-combat-attack
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data-combat-attack
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[disabled]="combatStore.actionPending()"
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[disabled]="busy()"
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(click)="attack()"
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(click)="attack()"
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>
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>
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<img class="action__icon" src="/images/hud/runtime/AttackIcon-96.png" alt="" />
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<img class="action__icon" src="/images/hud/runtime/AttackIcon-96.png" alt="" />
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@@ -12,9 +12,12 @@
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/* ---------- stage ---------- */
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/* ---------- stage ---------- */
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// The stage is a container so the status row reflows on its own width: the
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// surrounding rails can squeeze it narrow while the viewport is still wide.
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.combat__stage {
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.combat__stage {
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position: relative;
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position: relative;
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display: grid;
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display: grid;
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container-type: inline-size;
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grid-template-rows: auto minmax(0, 1fr) auto;
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grid-template-rows: auto minmax(0, 1fr) auto;
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gap: var(--ar-space-4);
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gap: var(--ar-space-4);
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min-block-size: 26rem;
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min-block-size: 26rem;
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@@ -126,7 +129,7 @@
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block-size: 1.25rem;
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block-size: 1.25rem;
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overflow: hidden;
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overflow: hidden;
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border: 1px solid var(--ar-border);
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border: 1px solid var(--ar-border);
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background: linear-gradient(180deg, rgb(0 0 0 / 0.85), rgb(0 0 0 / 0.6));
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background: rgb(0 0 0 / 0.72);
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box-shadow: inset 0 0 0.6rem rgb(0 0 0 / 0.9);
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box-shadow: inset 0 0 0.6rem rgb(0 0 0 / 0.9);
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}
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}
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@@ -186,21 +189,43 @@
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.sprite {
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.sprite {
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display: block;
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display: block;
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max-block-size: 100%;
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max-inline-size: 100%;
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inline-size: auto;
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inline-size: auto;
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object-fit: contain;
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object-fit: contain;
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filter: drop-shadow(0 1rem 1.5rem rgb(0 0 0 / 0.75));
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object-position: bottom;
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filter: drop-shadow(0 0.5rem 0.9rem rgb(0 0 0 / 0.7));
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}
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}
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/* Six 384px frames laid out horizontally; frame 0 is the resting stance. */
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.sprite--player {
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.sprite--player {
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justify-self: start;
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justify-self: start;
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block-size: clamp(11rem, 30vh, 19rem);
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block-size: 80%;
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aspect-ratio: 1;
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transform: scaleX(-1);
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transform: scaleX(-1);
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background-image: url('/images/combat/sprites/warrior-attack-sheet-384.png');
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background-repeat: no-repeat;
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background-position: 0% 0;
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background-size: 600% 100%;
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}
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.sprite--hit {
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background-image: url('/images/combat/sprites/warrior-hit-sheet-384.png');
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}
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/* 6 frames across a 600%-wide sheet land on 0/20/40/60/80/100%. */
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@keyframes warrior-frames {
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from {
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background-position: 0% 0;
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}
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to {
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background-position: 120% 0;
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}
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}
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}
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.sprite--monster {
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.sprite--monster {
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justify-self: end;
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justify-self: end;
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block-size: clamp(9rem, 24vh, 15rem);
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block-size: calc(var(--sprite-scale, 0.6) * 100%);
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}
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}
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/* ---------- action bar ---------- */
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/* ---------- action bar ---------- */
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@@ -224,21 +249,23 @@
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cursor: pointer;
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cursor: pointer;
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}
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}
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.action__icon {
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.action__icon,
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.action__label,
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.action__key {
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position: absolute;
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position: absolute;
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inset-block-start: 32%;
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inset-inline-start: 50%;
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inset-inline-start: 50%;
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inline-size: 34%;
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translate: -50% -50%;
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translate: -50% -50%;
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}
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.action__icon {
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inset-block-start: 32%;
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inline-size: 34%;
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border-radius: 50%;
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border-radius: 50%;
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opacity: 0.92;
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opacity: 0.92;
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}
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}
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.action__label {
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.action__label {
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position: absolute;
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inset-block-start: 62%;
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inset-block-start: 62%;
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inset-inline-start: 50%;
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translate: -50% -50%;
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color: var(--ar-text);
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color: var(--ar-text);
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font-family: Georgia, 'Times New Roman', serif;
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font-family: Georgia, 'Times New Roman', serif;
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font-size: clamp(0.85rem, 1.2vw, 1rem);
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font-size: clamp(0.85rem, 1.2vw, 1rem);
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@@ -247,10 +274,7 @@
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}
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}
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.action__key {
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.action__key {
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position: absolute;
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inset-block-start: 90%;
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inset-block-start: 90%;
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inset-inline-start: 50%;
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translate: -50% -50%;
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color: var(--ar-text-muted);
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color: var(--ar-text-muted);
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font-size: var(--ar-font-sm);
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font-size: var(--ar-font-sm);
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font-variant-numeric: tabular-nums;
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font-variant-numeric: tabular-nums;
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@@ -317,8 +341,8 @@
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font-style: italic;
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font-style: italic;
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}
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}
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.outcome__button {
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.outcome__button,
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margin-block-start: var(--ar-space-2);
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.combat__notice--error button {
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padding: var(--ar-space-2) var(--ar-space-5);
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padding: var(--ar-space-2) var(--ar-space-5);
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border: 1px solid var(--ar-border-highlight);
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border: 1px solid var(--ar-border-highlight);
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border-radius: var(--ar-radius-sm);
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border-radius: var(--ar-radius-sm);
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@@ -329,7 +353,12 @@
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letter-spacing: 0.04em;
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letter-spacing: 0.04em;
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}
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}
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.outcome__button:hover {
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.outcome__button {
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margin-block-start: var(--ar-space-2);
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}
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.outcome__button:hover,
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.combat__notice--error button:hover {
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border-color: var(--ar-gold);
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border-color: var(--ar-gold);
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color: var(--ar-gold);
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color: var(--ar-gold);
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}
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}
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@@ -407,15 +436,14 @@
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.combat__notice--error button {
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.combat__notice--error button {
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flex: 0 0 auto;
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flex: 0 0 auto;
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padding: var(--ar-space-2) var(--ar-space-3);
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border: 1px solid var(--ar-border-highlight);
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border-radius: var(--ar-radius-sm);
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color: var(--ar-text);
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background: #1a2023;
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cursor: pointer;
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}
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}
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@media (prefers-reduced-motion: no-preference) {
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@media (prefers-reduced-motion: no-preference) {
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.sprite--attacking,
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.sprite--hit {
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animation: warrior-frames 540ms steps(6) 1;
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}
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.bar__fill {
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.bar__fill {
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transition: inline-size var(--ar-motion-base);
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transition: inline-size var(--ar-motion-base);
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}
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}
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@@ -444,7 +472,9 @@
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}
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}
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}
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}
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@media (width < 40rem) {
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// Below this the three-column status row cannot hold two names and two bars
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// side by side, so the fighters stack under a centred round marker.
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@container (width < 38rem) {
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.combat__status {
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.combat__status {
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grid-template-columns: minmax(0, 1fr);
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grid-template-columns: minmax(0, 1fr);
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gap: var(--ar-space-2);
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gap: var(--ar-space-2);
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@@ -469,11 +499,7 @@
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inset-inline-end: auto;
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inset-inline-end: auto;
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}
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}
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.sprite--player {
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.fighter__meter {
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block-size: clamp(8rem, 22vh, 12rem);
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max-inline-size: none;
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}
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.sprite--monster {
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block-size: clamp(7rem, 18vh, 10rem);
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}
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}
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}
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}
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@@ -25,6 +25,12 @@ const activeCombat: Combat = {
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],
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],
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};
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};
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const monsterHitLine = 'Aschenratte trifft Aric Duskwalker für 5 Schaden.';
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function countOccurrences(haystack: string | null, needle: string): number {
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return haystack ? haystack.split(needle).length - 1 : 0;
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}
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describe('CombatPageComponent', () => {
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describe('CombatPageComponent', () => {
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let combatStore: {
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let combatStore: {
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combat: ReturnType<typeof signal<Combat | null>>;
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combat: ReturnType<typeof signal<Combat | null>>;
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@@ -63,9 +69,16 @@ describe('CombatPageComponent', () => {
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const fixture = TestBed.createComponent(CombatPageComponent);
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const fixture = TestBed.createComponent(CombatPageComponent);
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fixture.detectChanges();
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fixture.detectChanges();
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// The route load resolves on the microtask queue before the combat renders.
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await fixture.whenStable();
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fixture.detectChanges();
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return fixture;
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return fixture;
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}
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}
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|
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afterEach(() => {
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vi.useRealTimers();
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});
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|
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it('loads the combat from the route param on init', async () => {
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it('loads the combat from the route param on init', async () => {
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await setup(activeCombat);
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await setup(activeCombat);
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|
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@@ -101,6 +114,81 @@ describe('CombatPageComponent', () => {
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expect(combatStore.attack).toHaveBeenCalledOnce();
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expect(combatStore.attack).toHaveBeenCalledOnce();
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});
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});
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|
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it('plays the swing, reveals the monster damage, then the recoil a beat later', async () => {
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const fixture = await setup(activeCombat);
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|
const resolvedRound: Combat = {
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|
...activeCombat,
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round: 3,
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player: { ...activeCombat.player, currentHp: 90 },
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|
monster: { ...activeCombat.monster, currentHp: 17 },
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events: [
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|
...activeCombat.events,
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|
{ round: 2, sequence: 3, type: 'DAMAGE', source: 'PLAYER', target: 'MONSTER', amount: 14 },
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|
{ round: 2, sequence: 4, type: 'DAMAGE', source: 'MONSTER', target: 'PLAYER', amount: 5 },
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|
],
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|
};
|
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|
combatStore.attack.mockImplementation(async () => {
|
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|
combatStore.combat.set(resolvedRound);
|
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|
});
|
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|
vi.useFakeTimers();
|
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|
|
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|
const element = fixture.nativeElement as HTMLElement;
|
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|
const sprite = element.querySelector('.sprite--player');
|
||||||
|
element.querySelector<HTMLButtonElement>('[data-combat-attack]')?.click();
|
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|
fixture.detectChanges();
|
||||||
|
|
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|
expect(sprite?.classList.contains('sprite--attacking')).toBe(true);
|
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|
expect(element.textContent).toContain('31 / 45');
|
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|
expect(element.textContent).toContain('95 / 100');
|
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|
|
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|
// Swing lands: the monster loses HP, the player's own loss is held back.
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|
await vi.advanceTimersByTimeAsync(540);
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|
fixture.detectChanges();
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|
expect(sprite?.classList.contains('sprite--attacking')).toBe(false);
|
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|
expect(element.textContent).toContain('17 / 45');
|
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|
expect(element.textContent).toContain('95 / 100');
|
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|
// Only round 1's identical line is logged so far, not round 2's.
|
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|
expect(countOccurrences(element.textContent, monsterHitLine)).toBe(1);
|
||||||
|
|
||||||
|
// The monster strikes back after the beat.
|
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|
await vi.advanceTimersByTimeAsync(260);
|
||||||
|
fixture.detectChanges();
|
||||||
|
expect(sprite?.classList.contains('sprite--hit')).toBe(true);
|
||||||
|
expect(element.textContent).toContain('90 / 100');
|
||||||
|
expect(countOccurrences(element.textContent, monsterHitLine)).toBe(2);
|
||||||
|
|
||||||
|
await vi.advanceTimersByTimeAsync(540);
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|
fixture.detectChanges();
|
||||||
|
expect(sprite?.classList.contains('sprite--hit')).toBe(false);
|
||||||
|
});
|
||||||
|
|
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|
it('skips the recoil when the round ends without the monster striking back', async () => {
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||||||
|
const fixture = await setup(activeCombat);
|
||||||
|
const won: Combat = {
|
||||||
|
...activeCombat,
|
||||||
|
status: 'WON',
|
||||||
|
monster: { ...activeCombat.monster, currentHp: 0 },
|
||||||
|
events: [
|
||||||
|
...activeCombat.events,
|
||||||
|
{ round: 2, sequence: 3, type: 'DAMAGE', source: 'PLAYER', target: 'MONSTER', amount: 31 },
|
||||||
|
{ round: 2, sequence: 4, type: 'COMBAT_WON', source: 'PLAYER', target: 'MONSTER' },
|
||||||
|
],
|
||||||
|
};
|
||||||
|
combatStore.attack.mockImplementation(async () => {
|
||||||
|
combatStore.combat.set(won);
|
||||||
|
});
|
||||||
|
vi.useFakeTimers();
|
||||||
|
|
||||||
|
const element = fixture.nativeElement as HTMLElement;
|
||||||
|
element.querySelector<HTMLButtonElement>('[data-combat-attack]')?.click();
|
||||||
|
await vi.advanceTimersByTimeAsync(540);
|
||||||
|
fixture.detectChanges();
|
||||||
|
|
||||||
|
expect(element.querySelector('.sprite--player')?.classList.contains('sprite--hit')).toBe(false);
|
||||||
|
expect(element.querySelector('[data-combat-result="WON"]')).toBeTruthy();
|
||||||
|
expect(element.textContent).toContain('0 / 45');
|
||||||
|
});
|
||||||
|
|
||||||
it('disables Angriff while an action is pending', async () => {
|
it('disables Angriff while an action is pending', async () => {
|
||||||
const fixture = await setup(activeCombat);
|
const fixture = await setup(activeCombat);
|
||||||
combatStore.actionPending.set(true);
|
combatStore.actionPending.set(true);
|
||||||
|
|||||||
@@ -1,9 +1,10 @@
|
|||||||
import { Component, OnInit, inject } from '@angular/core';
|
import { Component, DestroyRef, OnInit, computed, inject, signal } from '@angular/core';
|
||||||
import { ActivatedRoute, Router } from '@angular/router';
|
import { ActivatedRoute, Router } from '@angular/router';
|
||||||
import type { CombatEvent } from '../../../core/api/game-api.models';
|
import type { Combat, CombatEvent } from '../../../core/api/game-api.models';
|
||||||
import {
|
import {
|
||||||
combatMonsterIconPath,
|
combatMonsterIconPath,
|
||||||
combatMonsterSpritePath,
|
combatMonsterSpritePath,
|
||||||
|
combatMonsterSpriteScale,
|
||||||
runtimeMonsterArtworkPath,
|
runtimeMonsterArtworkPath,
|
||||||
} from '../../../shared/monster-artwork';
|
} from '../../../shared/monster-artwork';
|
||||||
import { CombatStore } from '../combat.store';
|
import { CombatStore } from '../combat.store';
|
||||||
@@ -13,9 +14,17 @@ interface CombatLogRound {
|
|||||||
events: CombatEvent[];
|
events: CombatEvent[];
|
||||||
}
|
}
|
||||||
|
|
||||||
const PLAYER_SPRITE = '/images/combat/sprites/warrior-attack-512.png';
|
type CombatPhase = 'idle' | 'attacking' | 'hit';
|
||||||
|
|
||||||
const PLAYER_ICON = '/images/hud/runtime/CharacterIcon-128.png';
|
const PLAYER_ICON = '/images/hud/runtime/CharacterIcon-128.png';
|
||||||
|
|
||||||
|
// Must stay in step with the sprite-sheet animations in the stylesheet: the
|
||||||
|
// swing and the recoil each run six frames over these durations.
|
||||||
|
const SWING_MS = 540;
|
||||||
|
const RECOIL_MS = 540;
|
||||||
|
// Beat between the player's blow landing and the monster striking back.
|
||||||
|
const RIPOSTE_DELAY_MS = 260;
|
||||||
|
|
||||||
@Component({
|
@Component({
|
||||||
selector: 'app-combat-page',
|
selector: 'app-combat-page',
|
||||||
templateUrl: './combat-page.component.html',
|
templateUrl: './combat-page.component.html',
|
||||||
@@ -25,46 +34,120 @@ export class CombatPageComponent implements OnInit {
|
|||||||
protected readonly combatStore = inject(CombatStore);
|
protected readonly combatStore = inject(CombatStore);
|
||||||
private readonly route = inject(ActivatedRoute);
|
private readonly route = inject(ActivatedRoute);
|
||||||
private readonly router = inject(Router);
|
private readonly router = inject(Router);
|
||||||
|
private readonly destroyRef = inject(DestroyRef);
|
||||||
|
private destroyed = false;
|
||||||
|
|
||||||
ngOnInit(): void {
|
// The server resolves a whole round at once. `combat` is what the screen is
|
||||||
this.loadFromRoute();
|
// currently showing, so the round can be played back a beat at a time
|
||||||
|
// instead of both blows landing together.
|
||||||
|
private readonly displayed = signal<Combat | null>(null);
|
||||||
|
private readonly replaying = signal(false);
|
||||||
|
|
||||||
|
protected readonly combat = this.displayed.asReadonly();
|
||||||
|
protected readonly phase = signal<CombatPhase>('idle');
|
||||||
|
protected readonly busy = computed(() => this.replaying() || this.combatStore.actionPending());
|
||||||
|
protected readonly playerIcon = PLAYER_ICON;
|
||||||
|
|
||||||
|
constructor() {
|
||||||
|
this.destroyRef.onDestroy(() => {
|
||||||
|
this.destroyed = true;
|
||||||
|
});
|
||||||
}
|
}
|
||||||
|
|
||||||
protected attack(): void {
|
ngOnInit(): void {
|
||||||
void this.combatStore.attack();
|
void this.loadFromRoute();
|
||||||
|
}
|
||||||
|
|
||||||
|
protected async attack(): Promise<void> {
|
||||||
|
const before = this.displayed();
|
||||||
|
if (!before || this.busy()) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
this.replaying.set(true);
|
||||||
|
try {
|
||||||
|
this.phase.set('attacking');
|
||||||
|
const swing = this.wait(SWING_MS);
|
||||||
|
await this.combatStore.attack();
|
||||||
|
await swing;
|
||||||
|
if (this.destroyed) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
this.phase.set('idle');
|
||||||
|
|
||||||
|
const after = this.combatStore.combat();
|
||||||
|
if (!after) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
const riposte = after.events.find(
|
||||||
|
(event) =>
|
||||||
|
event.round === before.round && event.type === 'DAMAGE' && event.source === 'MONSTER',
|
||||||
|
);
|
||||||
|
|
||||||
|
if (!riposte) {
|
||||||
|
this.displayed.set(after);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Show the blow the player just landed, holding back the monster's reply.
|
||||||
|
this.displayed.set({
|
||||||
|
...after,
|
||||||
|
player: before.player,
|
||||||
|
events: after.events.filter((event) => event.sequence < riposte.sequence),
|
||||||
|
});
|
||||||
|
|
||||||
|
await this.wait(RIPOSTE_DELAY_MS);
|
||||||
|
if (this.destroyed) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
this.phase.set('hit');
|
||||||
|
this.displayed.set(after);
|
||||||
|
await this.wait(RECOIL_MS);
|
||||||
|
if (this.destroyed) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
this.phase.set('idle');
|
||||||
|
} finally {
|
||||||
|
if (!this.destroyed) {
|
||||||
|
this.replaying.set(false);
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
protected retry(): void {
|
protected retry(): void {
|
||||||
this.loadFromRoute();
|
void this.loadFromRoute();
|
||||||
}
|
}
|
||||||
|
|
||||||
protected goToHunt(): void {
|
protected goToHunt(): void {
|
||||||
void this.router.navigate(['/hunt']);
|
void this.router.navigate(['/hunt']);
|
||||||
}
|
}
|
||||||
|
|
||||||
protected readonly playerSprite = PLAYER_SPRITE;
|
|
||||||
protected readonly playerIcon = PLAYER_ICON;
|
|
||||||
|
|
||||||
protected monsterSprite(monsterKey: string, artworkPath: string): string {
|
protected monsterSprite(monsterKey: string, artworkPath: string): string {
|
||||||
return combatMonsterSpritePath(monsterKey) ?? runtimeMonsterArtworkPath(artworkPath) ?? artworkPath;
|
return combatMonsterSpritePath(monsterKey) ?? runtimeMonsterArtworkPath(artworkPath) ?? artworkPath;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
protected monsterSpriteScale(monsterKey: string): number {
|
||||||
|
return combatMonsterSpriteScale(monsterKey);
|
||||||
|
}
|
||||||
|
|
||||||
protected monsterIcon(monsterKey: string, artworkPath: string): string {
|
protected monsterIcon(monsterKey: string, artworkPath: string): string {
|
||||||
return combatMonsterIconPath(monsterKey) ?? runtimeMonsterArtworkPath(artworkPath) ?? artworkPath;
|
return combatMonsterIconPath(monsterKey) ?? runtimeMonsterArtworkPath(artworkPath) ?? artworkPath;
|
||||||
}
|
}
|
||||||
|
|
||||||
protected playerHpPercent(): number {
|
protected playerHpPercent(): number {
|
||||||
const combat = this.combatStore.combat();
|
const combat = this.displayed();
|
||||||
return combat ? (combat.player.currentHp / combat.player.maxHp) * 100 : 0;
|
return combat ? (combat.player.currentHp / combat.player.maxHp) * 100 : 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
protected monsterHpPercent(): number {
|
protected monsterHpPercent(): number {
|
||||||
const combat = this.combatStore.combat();
|
const combat = this.displayed();
|
||||||
return combat ? (combat.monster.currentHp / combat.monster.maxHp) * 100 : 0;
|
return combat ? (combat.monster.currentHp / combat.monster.maxHp) * 100 : 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
protected logRounds(): CombatLogRound[] {
|
protected logRounds(): CombatLogRound[] {
|
||||||
const combat = this.combatStore.combat();
|
const combat = this.displayed();
|
||||||
if (!combat) {
|
if (!combat) {
|
||||||
return [];
|
return [];
|
||||||
}
|
}
|
||||||
@@ -80,7 +163,7 @@ export class CombatPageComponent implements OnInit {
|
|||||||
}
|
}
|
||||||
|
|
||||||
protected formatEvent(event: CombatEvent): string {
|
protected formatEvent(event: CombatEvent): string {
|
||||||
const combat = this.combatStore.combat();
|
const combat = this.displayed();
|
||||||
const playerName = combat?.player.name ?? 'Du';
|
const playerName = combat?.player.name ?? 'Du';
|
||||||
const monsterName = combat?.monster.name ?? 'Der Gegner';
|
const monsterName = combat?.monster.name ?? 'Der Gegner';
|
||||||
|
|
||||||
@@ -97,10 +180,19 @@ export class CombatPageComponent implements OnInit {
|
|||||||
return `${playerName} wurde im Kampf besiegt.`;
|
return `${playerName} wurde im Kampf besiegt.`;
|
||||||
}
|
}
|
||||||
|
|
||||||
private loadFromRoute(): void {
|
private wait(ms: number): Promise<void> {
|
||||||
|
return new Promise((resolve) => setTimeout(resolve, ms));
|
||||||
|
}
|
||||||
|
|
||||||
|
private async loadFromRoute(): Promise<void> {
|
||||||
const combatId = this.route.snapshot.paramMap.get('combatId');
|
const combatId = this.route.snapshot.paramMap.get('combatId');
|
||||||
if (combatId) {
|
if (!combatId) {
|
||||||
void this.combatStore.loadCombat(combatId);
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
await this.combatStore.loadCombat(combatId);
|
||||||
|
if (!this.destroyed) {
|
||||||
|
this.displayed.set(this.combatStore.combat());
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
Reference in New Issue
Block a user