import { useState, useRef, useCallback, useEffect, Fragment } from 'react'
import './App.css'
import maleBody from './assets/body/malebody.png'
import pistolShotMp3 from './assets/pistolshot.mp3'
// ─────────────────────────────────────────────────────────────────────────────
// WORLD DATA
// ─────────────────────────────────────────────────────────────────────────────
const locations = [
{ id: 'A', name: 'Alpha', description: 'A quiet village at the edge of the forest.', x: 200, y: 300 },
{ id: 'B', name: 'Beta', description: 'A bustling trade port by the sea.', x: 600, y: 300 },
{ id: 'C', name: 'Gamma', description: 'A hidden monastery in the mountains.', x: 400, y: 130 },
{ id: 'D', name: 'Delta', description: 'An ancient ruined city swallowed by desert.', x: 100, y: 130 },
{ id: 'E', name: 'Epsilon', description: 'A floating island held aloft by magic.', x: 700, y: 130 },
]
const connections = [
{ from: 'A', to: 'B' }, { from: 'A', to: 'C' }, { from: 'A', to: 'D' },
{ from: 'B', to: 'C' }, { from: 'B', to: 'E' },
{ from: 'C', to: 'D' }, { from: 'C', to: 'E' },
]
const characters = [
{ id: 'player', name: 'John', location: 'A', size: 1 },
{ id: '1', name: 'Mara', location: 'A', money: 120, inventory: ['pistol_ammo'], size: 1 },
{ id: '2', name: 'Rook', location: 'A', money: 0, inventory: ['pistol_ammo'], size: 1 },
{ id: '3', name: 'Vex', location: 'B', money: 500, inventory: ['pistol_ammo'], size: 1 },
{ id: 'd1', name: 'Dust Gutter', location: 'D', money: 15, inventory: ['pistol_ammo'], size: 1 },
{ id: 'd2', name: 'Bone Collector', location: 'D', money: 30, inventory: ['pistol_ammo'], size: 1 },
{ id: 'd3', name: 'Sand Viper', location: 'D', money: 8, inventory: ['pistol_ammo'], size: 1 },
{ id: 'd4', name: 'Rust-Eye', location: 'D', money: 45, inventory: ['pistol_ammo'], size: 1 },
{ id: 'd5', name: 'Cinder', location: 'D', money: 22, inventory: ['pistol_ammo'], size: 1 },
]
const weapons = [
{ id: 'fists', name: 'Fists', damage: 35, condition: 100, maxCondition: 100, passives: ['Brawler'], weight: 0, speed: 14, skills: [{ name: 'Jab', mult: 1.0, damageType: 'blunt', range: 12 }, { name: 'Hook', mult: 1.3, damageType: 'blunt', range: 12 }, { name: 'Kick', mult: 1.5, damageType: 'blunt', range: 14 }, { name: 'Shove', mult: 0, damageType: 'shove', range: 10 }] },
{ id: 'pistol', name: 'Pistol', damage: 70, condition: 100, maxCondition: 100, passives: ['Ranged'], weight: 3, speed: 12, skills: [{ name: 'Shoot', mult: 1.0, damageType: 'pierce', range: 200 }, { name: 'Load', mult: 0, damageType: 'reload', range: 0 }, { name: 'Unload', mult: 0, damageType: 'unload', range: 0 }] },
{ id: 'rusty_sword', name: 'Rusty Sword', damage: 60, condition: 65, maxCondition: 100, passives: ['Bleed'], weight: 4, speed: 10, skills: [{ name: 'Slash', mult: 1.0, damageType: 'slash', range: 15 }, { name: 'Stab', mult: 1.2, damageType: 'pierce', range: 18 }] },
{ id: 'steel_sword', name: 'Steel Sword', damage: 85, condition: 100, maxCondition: 100, passives: ['Bleed', 'Pierce'], weight: 5, speed: 9, skills: [{ name: 'Slash', mult: 1.0, damageType: 'slash', range: 15 }, { name: 'Stab', mult: 1.2, damageType: 'pierce', range: 18 }, { name: 'Overhead', mult: 1.4, damageType: 'slash', range: 14 }] },
{ id: 'iron_shield', name: 'Iron Shield', damage: 40, condition: 100, maxCondition: 100, passives: ['Block', 'Sturdy'], weight: 6, speed: 7, skills: [{ name: 'Bash', mult: 1.0, damageType: 'blunt', range: 12 }, { name: 'Shield Slam', mult: 1.3, damageType: 'blunt', range: 13 }] },
{ id: 'dagger', name: 'Dagger', damage: 50, condition: 100, maxCondition: 100, passives: ['Quick', 'Bleed'], weight: 2, speed: 13, skills: [{ name: 'Slash', mult: 1.0, damageType: 'slash', range: 12 }, { name: 'Stab', mult: 1.3, damageType: 'pierce', range: 15 }] },
{ id: 'warhammer', name: 'Warhammer', damage: 100, condition: 100, maxCondition: 100, passives: ['Crush', 'Stagger'], weight: 8, speed: 6, skills: [{ name: 'Pound', mult: 1.0, damageType: 'blunt', range: 14 }, { name: 'Slam', mult: 1.4, damageType: 'blunt', range: 13 }] },
]
const items = [
{ id: 'pistol_ammo', name: 'Pistol Ammo', description: 'Standard pistol ammunition.', weight: 0.5 },
{ id: 'bouncing_ammo', name: 'Bouncing Ammo', description: 'Experimental ammo that bounces off walls.', weight: 0.5 },
]
const itemMap = {}
items.forEach(i => { itemMap[i.id] = i })
const weaponMap = {}
weapons.forEach(w => { weaponMap[w.id] = w })
// Virtual weapon entries for bare arms
const ARM_WEAPON = { damage: 35, condition: 100, maxCondition: 100, passives: ['Brawler'], weight: 0, speed: 14, skills: [{ name: 'Jab', mult: 1.0, damageType: 'blunt', range: 12 }, { name: 'Hook', mult: 1.3, damageType: 'blunt', range: 12 }, { name: 'Kick', mult: 1.5, damageType: 'blunt', range: 14 }, { name: 'Shove', mult: 0, damageType: 'shove', range: 10 }] }
weaponMap['left_arm'] = { id: 'left_arm', name: 'Left Arm', ...ARM_WEAPON }
weaponMap['right_arm'] = { id: 'right_arm', name: 'Right Arm', ...ARM_WEAPON }
// ─────────────────────────────────────────────────────────────────────────────
// CONSTANTS
// ─────────────────────────────────────────────────────────────────────────────
const MAX_BODY = { head: 100, torso: 100, leftArm: 100, rightArm: 100, leftLeg: 100, rightLeg: 100 }
const MAX_HP = Object.values(MAX_BODY).reduce((a, b) => a + b, 0)
const MAX_WEIGHT = 50
function generateLocationBlocks(locationId) {
let seed = 0
for (let i = 0; i < locationId.length; i++) {
seed = ((seed << 5) - seed) + locationId.charCodeAt(i)
seed = seed & seed
}
let s = seed
function rng() { s = (s * 1664525 + 1013904223) & 0xFFFFFFFF; return (s >>> 0) / 0xFFFFFFFF }
const blocks = []
const num = 3 + Math.floor(rng() * 3)
for (let i = 0; i < num; i++) {
const w = 15 + Math.floor(rng() * 25); const h = 15 + Math.floor(rng() * 35)
const x = 5 + Math.floor(rng() * (150 - w - 5)); const y = 5 + Math.floor(rng() * (150 - h - 5))
blocks.push({ x, y, w, h })
}
return blocks
}
const ITEM_VALUES = {
pistol_ammo: 5, bouncing_ammo: 8, steel_sword: 80, iron_shield: 50, dagger: 30,
rusty_sword: 40, pistol: 100, warhammer: 90,
}
function getItemValue(id) {
if (ITEM_VALUES[id] !== undefined) return ITEM_VALUES[id]
if (weaponMap[id]) return weaponMap[id].damage
return 1
}
const INJURY_DECAY = { cut: 0.3, laceration: 0.6, stab: 0.8 }
const TURN_SPEED = 6
const PISTOL_MAG = 2
const bodyPartLabels = {
head: 'Head', torso: 'Torso',
leftArm: 'Left Arm', rightArm: 'Right Arm',
leftLeg: 'Left Leg', rightLeg: 'Right Leg',
}
// ─────────────────────────────────────────────────────────────────────────────
// PURE HELPERS (no React state)
// ─────────────────────────────────────────────────────────────────────────────
function rectCollides(px, py, block) {
return px >= block.x && px <= block.x + block.w && py >= block.y && py <= block.y + block.h
}
function partColor(hp, max) {
const r = hp / max
if (r > 0.6) return '#22c55e'
if (r > 0.3) return '#eab308'
return '#ef4444'
}
function freshBody() { return { head: 100, torso: 100, leftArm: 100, rightArm: 100, leftLeg: 100, rightLeg: 100 } }
function freshInjuries(){ return { head: [], torso: [], leftArm: [], rightArm: [], leftLeg: [], rightLeg: [] } }
function totalHp(body) { return Object.values(body).reduce((a, b) => a + b, 0) }
function isDead(integrity) { return !integrity || integrity.head <= 0 || integrity.torso <= 0 }
function createCharacter(data) {
const weaponId = data.weapon ?? 'fists'
const wpn = weaponMap[weaponId]
const integrity = data.integrity ?? freshBody()
const injuries = data.injuries ?? freshInjuries()
return {
id: data.id ?? 'unknown',
name: data.name ?? 'Unknown',
age: data.age ?? Math.floor(Math.random() * 30) + 18,
location: data.location ?? 'Unknown',
money: data.money ?? 0,
inventory: [...(data.inventory ?? [])],
equipped: data.equipped ? { left: data.equipped.left, right: data.equipped.right } : { left: 'fists', right: 'fists' },
weaponConditions: data.weaponConditions ? { ...data.weaponConditions } : {},
integrity: { ...integrity },
injuries: Object.keys(injuries).reduce((acc, k) => { acc[k] = [...injuries[k]]; return acc }, {}),
size: data.size ?? 1,
fillColor: data.fillColor ?? `hsl(${Math.random() * 360}, 70%, 55%)`,
weapon: weaponId,
pos: data.pos ? { x: data.pos.x, y: data.pos.y } : undefined,
speed: (data.speed ?? wpn?.speed ?? 10) / 2,
maxSpeed: data.maxSpeed ?? 2,
attack: data.attack ?? wpn?.damage ?? 30,
weaponMagazines: data.weaponMagazines ? { ...data.weaponMagazines } : {},
itemCounts: data.itemCounts ? { ...data.itemCounts } : {},
}
}
function randomPart() {
const parts = ['head', 'torso', 'leftArm', 'rightArm', 'leftLeg', 'rightLeg']
return parts[Math.floor(Math.random() * parts.length)]
}
function injuryType(damageType) {
if (damageType === 'blunt') return 'laceration'
if (damageType === 'pierce') return 'stab'
return 'cut'
}
function applyInjury(injuries, part, type, severity) {
return { ...injuries, [part]: [...(injuries[part] ?? []), { type, severity }] }
}
function calcIntegrity(integrity, injuries, deltaTime = 1) {
let drain = 0
for (const part of Object.keys(injuries)) {
for (const inj of injuries[part]) drain += (INJURY_DECAY[inj.type] ?? 0.3) * inj.severity
}
const out = {}
for (const part of Object.keys(integrity)) out[part] = Math.max(0, integrity[part] - drain * deltaTime)
return out
}
// ─────────────────────────────────────────────────────────────────────────────
// MODULAR COMBAT ENGINE
// These functions are used by BOTH player and enemy logic.
// ─────────────────────────────────────────────────────────────────────────────
/**
* Move an actor toward a target, respecting the given blocks.
* Returns the new {x, y} position.
* @param {{x:number,y:number}} from
* @param {{x:number,y:number}} to
* @param {number} speed – units per step
* @returns {{x:number,y:number}}
*/
function computeMove(from, to, speed, blocks) {
const dx = to.x - from.x
const dy = to.y - from.y
const dist = Math.sqrt(dx * dx + dy * dy)
if (dist <= speed) return { x: to.x, y: to.y }
const step = 0.5
const totalSteps = Math.ceil(speed / step)
let cx = from.x, cy = from.y; const blk = blocks ?? []
for (let i = 0; i < totalSteps; i++) {
const remaining = speed - i * step
const thisStep = Math.min(step, remaining)
const nx = cx + (dx / dist) * thisStep
const ny = cy + (dy / dist) * thisStep
if (blk.some(b => rectCollides(nx, ny, b))) break
cx = nx; cy = ny
}
return { x: cx, y: cy }
}
/**
* Compute a shove effect, returning the pushed position.
*/
function computeShove(attackerPos, targetPos, blocks) {
const pushDist = 30 + Math.floor(Math.random() * 20)
const dx = targetPos.x - attackerPos.x
const dy = targetPos.y - attackerPos.y
const dist = Math.sqrt(dx * dx + dy * dy) || 1
const nx = dx / dist, ny = dy / dist
let ex = targetPos.x, ey = targetPos.y; const blk = blocks ?? []
const steps = Math.ceil(pushDist / 3)
for (let i = 1; i <= steps; i++) {
const sx = targetPos.x + nx * (pushDist * i / steps)
const sy = targetPos.y + ny * (pushDist * i / steps)
if (blk.some(b => rectCollides(sx, sy, b))) break
ex = sx; ey = sy
}
const actualPush = Math.sqrt((ex - targetPos.x) ** 2 + (ey - targetPos.y) ** 2)
const clamped = { x: Math.max(5, Math.min(145, ex)), y: Math.max(5, Math.min(145, ey)) }
return { pos: clamped, actualPush }
}
/**
* Resolve damage for a single hit.
* Works for any attacker — pass in weapon, skill, condition, and an optional bothHandsMult.
* Returns { dmg, severity, injType, injLabel }
*/
function computeHit({ weaponId, skill, weaponConditions, bothMult = 1.0 }) {
if (skill.damageType === 'shove') return { dmg: 0, severity: 0, injType: 'shove', injLabel: 'shove' }
const base = weaponMap[weaponId]
if (!base) return { dmg: 1, severity: 1, injType: 'cut', injLabel: 'cut' }
const cond = weaponConditions?.[weaponId] ?? base.maxCondition
const conditionPenalty = cond < 30 ? 0.5 : cond < 60 ? 0.25 : 0
const adjusted = Math.round(base.damage * skill.mult * bothMult * (1 - conditionPenalty))
const variance = Math.floor(Math.random() * (Math.max(2, adjusted / 2) + 1)) - Math.floor(Math.max(2, adjusted / 4))
const dmg = Math.max(1, adjusted + variance)
const severity = Math.round(dmg / 5) + 1
const injType = injuryType(skill.damageType)
const injLabel = injType === 'laceration' ? 'laceration' : injType === 'stab' ? 'stab wound' : 'cut'
return { dmg, severity, injType, injLabel }
}
/**
* Get range for a weapon + skill combo.
*/
function getSkillRange(weaponId, skillName) {
if (weaponId === 'left_arm' || weaponId === 'right_arm') return 12
const base = weaponMap[weaponId]
if (!base) return 15
const skill = (base.skills ?? []).find(s => s.name === skillName)
return skill?.range ?? 15
}
/**
* Check whether an attacker at `attackerPos` can reach target at `targetPos`
* with the given weapon + skill.
*/
function canReach(attackerPos, targetPos, weaponId, skillName) {
const dx = attackerPos.x - targetPos.x
const dy = attackerPos.y - targetPos.y
return Math.sqrt(dx * dx + dy * dy) <= getSkillRange(weaponId, skillName)
}
/**
* Build a player attack action for the action queue.
* Returns an action object that actionHandlers.attack can process.
*/
function buildPlayerAttack({ weaponId, skillName, targetPart, enemyIndex, equippedWeapons, weaponConditions, bodyParts, bodyInjuries, combat, actor = 'player', charId = 'player' }) {
const base = weaponMap[weaponId]
const isArm = weaponId === 'left_arm' || weaponId === 'right_arm'
const skill = isArm
? { name: 'Punch', mult: 0.3, damageType: 'blunt', range: 12 }
: (base?.skills ?? []).find(s => s.name === skillName) ?? { name: 'Attack', mult: 1.0, damageType: 'blunt' }
if (skill.damageType === 'shove') {
return { type: 'shove_pending', actor, weaponId, skillName, enemyIndex, charId }
}
const bothMult = (!isArm && equippedWeapons.left === weaponId && equippedWeapons.right === weaponId) ? 1.5 : 1.0
const { dmg, severity, injType, injLabel } = computeHit({ weaponId, skill, weaponConditions, bothMult })
const enemyId = combat.enemyIds[enemyIndex]
const enemy = enemyId ? combat.characters[enemyId] : null
return {
type: 'attack',
actor,
charId,
enemyCharId: enemyId,
weaponId, skillName, targetPart, enemyIndex,
dmg, severity, injType, injLabel,
attackerParts: { ...bodyParts },
attackerInjuries: { ...bodyInjuries },
targetParts: enemy ? { ...enemy.integrity } : {},
targetInjuries: enemy ? { ...enemy.injuries } : {},
}
}
/**
* Run enemy AI. Returns an array of raw action objects.
* Uses the same computeMove / computeHit as the player.
*/
function runEnemyAI(combat, playerParts, playerInjuries, deadThisTick) {
const actions = []
const partyIds = combat.partyIds ?? [combat.playerEntityId].filter(Boolean)
const aliveParty = partyIds.filter(pid => {
const ch = combat.characters[pid]
return ch && !isDead(ch.integrity) && !(deadThisTick?.has(pid))
})
if (aliveParty.length === 0) return actions
for (const cid of Object.keys(combat.characters)) {
if (partyIds.includes(cid) || (combat.npcIds ?? []).includes(cid)) continue
const e = combat.characters[cid]
if (isDead(e.integrity)) continue
// Find nearest alive party member for this enemy
let targetId = null, targetPos = null, minDist = Infinity
for (const pid of aliveParty) {
const pch = combat.characters[pid]
const d = Math.sqrt((pch.pos.x - e.pos.x) ** 2 + (pch.pos.y - e.pos.y) ** 2)
if (d < minDist) { minDist = d; targetId = pid; targetPos = pch.pos }
}
if (!targetId) continue
const targetChar = combat.characters[targetId]
// ── in range → attack
const weaponId = e.weapon ?? 'fists'
const base = weaponMap[weaponId]
const skills = base?.skills ?? [{ name: 'Attack', mult: 1.0, damageType: 'blunt', range: 15 }]
const maxRange = Math.max(...skills.map(s => s.range ?? 15))
if (minDist > maxRange) {
// out of range → move toward target
const speed = e.speed > 12 ? 10 : 5
const newPos = computeMove(e.pos, targetPos, speed, combat.blocks)
if (newPos.x !== e.pos.x || newPos.y !== e.pos.y) {
actions.push({ type: 'move', charId: cid, fromX: e.pos.x, fromY: e.pos.y, toX: newPos.x, toY: newPos.y, speed })
}
continue
}
const skill = skills[Math.floor(Math.random() * skills.length)]
const { dmg, severity, injType, injLabel } = computeHit({ weaponId, skill, weaponConditions: {} })
const targetPart = randomPart()
actions.push({
type: 'attack',
actor: 'enemy',
charId: cid,
targetCharId: targetId,
targetPart,
weaponId,
skillName: skill.name,
dmg, severity, injType, injLabel,
attackerParts: { ...e.integrity },
attackerInjuries: { ...e.injuries },
targetParts: { ...targetChar.integrity },
targetInjuries: { ...targetChar.injuries },
})
}
return actions
}
// ─────────────────────────────────────────────────────────────────────────────
// BODY IMAGE COMPONENT
// ─────────────────────────────────────────────────────────────────────────────
const bodyOverlays = [
{ part: 'head', left: '22%', top: '1%', width: '56%', height: '20%' },
{ part: 'torso', left: '18%', top: '22%', width: '64%', height: '35%' },
{ part: 'leftArm', left: '2%', top: '22%', width: '20%', height: '34%' },
{ part: 'rightArm', left: '78%', top: '22%', width: '20%', height: '34%' },
{ part: 'leftLeg', left: '20%', top: '58%', width: '30%', height: '36%' },
{ part: 'rightLeg', left: '50%', top: '58%', width: '30%', height: '36%' },
]
function BodyImage({ body }) {
return (

{bodyOverlays.map(o => (
))}
)
}
// ─────────────────────────────────────────────────────────────────────────────
// CHARACTER CREATOR
// ─────────────────────────────────────────────────────────────────────────────
function CharacterCreator({ onConfirm }) {
const [name, setName] = useState('John')
const [weaponId, setWeaponId] = useState('rusty_sword')
const [fillColor, setFillColor] = useState('#fbbf24')
const [locationId, setLocationId] = useState('A')
const startWeapons = [
{ id: 'rusty_sword', name: 'Rusty Sword' },
{ id: 'pistol', name: 'Pistol' },
{ id: 'steel_sword', name: 'Steel Sword' },
{ id: 'iron_shield', name: 'Iron Shield' },
{ id: 'dagger', name: 'Dagger' },
{ id: 'fists', name: 'Fists only' },
]
return (
)
}
// ─────────────────────────────────────────────────────────────────────────────
// APP
// ─────────────────────────────────────────────────────────────────────────────
export default function App() {
// ── world state
const [player, setPlayer] = useState(createCharacter({
id: 'player', name: 'John', age: 24, location: 'A', money: 50,
inventory: ['pistol_ammo', 'bouncing_ammo'],
equipped: { left: 'pistol', right: 'rusty_sword' },
weaponConditions: { rusty_sword: 65, pistol: 100 },
size: 1.3,
weaponMagazines: { pistol: [{ ammoType: 'pistol_ammo' }, { ammoType: 'pistol_ammo' }] },
itemCounts: { pistol_ammo: 20, bouncing_ammo: 10 },
}))
const [gameTime, setGameTime] = useState({ day: 1, hour: 8, minute: 0 })
const [weather, setWeather] = useState('clear')
const [defeatedNpcs, setDefeatedNpcs] = useState([])
const [characterOverrides, setCharacterOverrides] = useState({})
const liveCharacters = characters.map(c => ({ ...c, ...characterOverrides[c.id] })).filter(c => !defeatedNpcs.includes(c.id))
// ── ui state
const [hovered, setHovered] = useState(null)
const [selected, setSelected] = useState(null)
const [mousePos, setMousePos] = useState({ x: 0, y: 0 })
const [view, setView] = useState({ x: 0, y: 0, scale: 1 })
const [travelAnim, setTravelAnim] = useState(null)
const [hoverInfo, setHoverInfo] = useState(null)
const [showInventory, setShowInventory] = useState(false)
const [showWorldInfo, setShowWorldInfo] = useState(false)
const [showWorldMap, setShowWorldMap] = useState(false)
const [showSettings, setShowSettings] = useState(false)
const [invTab, setInvTab] = useState('health')
const [panelTarget, setPanelTarget] = useState('player')
const [contextMenu, setContextMenu] = useState(null)
const [equipArmChoice, setEquipArmChoice] = useState(null)
const [showTrade, setShowTrade] = useState(null)
const [tradeTarget, setTradeTarget] = useState(null)
const [tradeGive, setTradeGive] = useState({})
const [tradeTake, setTradeTake] = useState({})
const [passTimeOpen, setPassTimeOpen] = useState(false)
const [passTimeHours, setPassTimeHours] = useState(1)
const [skipAnim, setSkipAnim] = useState(null)
const [zoomAnim, setZoomAnim] = useState(null)
// ── combat state
const [combat, setCombat] = useState(null)
const [combatTime, setCombatTime] = useState(0)
const [displayTime, setDisplayTime] = useState(0)
// timerActive: drives the timer — kept as a ref only (no re-render needed)
// so the rAF loop sees it synchronously on the very next frame.
// ── combat ui
const [expandedWeapon, setExpandedWeapon] = useState([])
const [weaponsOpen, setWeaponsOpen] = useState([])
const [itemsOpen, setItemsOpen] = useState([])
const [movementOpen, setMovementOpen] = useState([])
const [limbSelect, setLimbSelect] = useState(null)
const [selectedTarget, setSelectedTarget] = useState(null)
const [selectedSkill, setSelectedSkill] = useState(null)
const [hoveredSkill, setHoveredSkill] = useState(null)
const [hoveredEnemy, setHoveredEnemy] = useState(null)
const [selectedEnemy, setSelectedEnemy] = useState(0)
const [attackEnemy, setAttackEnemy] = useState(null)
const [moveMode, setMoveMode] = useState(null)
const [currentActor, setCurrentActor] = useState(null)
// ── animation state
const [animations, setAnimations] = useState([])
const [hitShake, setHitShake] = useState(null)
const [minimapView, setMinimapView] = useState({ x: 0, y: 0, scale: 1 })
// ── ui busy (mirrors ref-based action state for re-renders)
const [busy, setBusy] = useState(false)
// ── aiming mode (pistol skill selected, waiting for minimap click)
const [aimMode, setAimMode] = useState(false)
// ── reload ammo picker removed; uses selectedSkill === 'Load' inline
// ── projectiles (modular projectile framework)
const [projectiles, setProjectiles] = useState([])
// ── hovered character for arrow glow
const [hoveredChar, setHoveredChar] = useState(null)
// ── replay
const [fightRecord, setFightRecord] = useState(null)
const [replayActive, setReplayActive] = useState(false)
// ── menu
const [showMenu, setShowMenu] = useState(true)
const [showCharCreate, setShowCharCreate] = useState(false)
// ── refs (live values for rAF callbacks)
const combatRef = useRef(null); combatRef.current = combat
const combatTimeRef = useRef(0); combatTimeRef.current = combatTime
const displayTimeRef = useRef(0); displayTimeRef.current = displayTime
const timerActiveRef = useRef(false)
const [timerRunning, setTimerRunning] = useState(false)
const prevBusyRef = useRef(false)
const speedRef = useRef(1)
const [speedMult, setSpeedMult] = useState(1)
const playerRef = useRef(null); playerRef.current = player
const magazineRef = useRef({ pistol: [{ ammoType: 'pistol_ammo' }, { ammoType: 'pistol_ammo' }] }); magazineRef.current = player.weaponMagazines
const deadThisTickRef = useRef(new Set())
// ── Universal character action/direction/position refs ──
// Every character (player, enemies) uses the same ref structure.
// The player entity ID is combat.playerEntityId.
// Character IDs: 'player', 'enemy_0', 'enemy_1', ...
const characterActionsRef = useRef({}) // { [charId]: action }
const characterDirsRef = useRef({}) // { [charId]: {dx,dy} }
const characterPositionsRef = useRef({}) // { [charId]: {x,y} }
const recordingRef = useRef(null)
const viewRef = useRef(null); viewRef.current = view
const svgRef = useRef(null)
const isPanning = useRef(false)
const panStart = useRef({ x: 0, y: 0 })
const minimapPanRef = useRef(false)
const minimapPanStart = useRef({ x: 0, y: 0 })
const minimapMovedRef = useRef(false)
const replayElapsedRef = useRef(0)
// ─────────────────────────────────────────────────────────────────────────
// DERIVED
// ─────────────────────────────────────────────────────────────────────────
const locMap = {}; locations.forEach(l => { locMap[l.id] = l })
const weatherLabels = { clear: 'Clear', cloudy: 'Cloudy', rain: 'Rain', storm: 'Storm' }
const getDateString = (day) => {
const MONTHS = ['Jan','Feb','Mar','Apr','May','Jun','Jul','Aug','Sep','Oct','Nov','Dec']
const DAYS = [31,28,31,30,31,30,31,31,30,31,30,31]
let d = day, m = 5 // June
while (d > DAYS[m]) { d -= DAYS[m]; m++; if (m > 11) m = 0 }
return `${MONTHS[m]} ${d}`
}
const playerHp = totalHp(player.integrity)
// liveCharacters defined above with characterOverrides
const connectedTo = (locId) => {
const result = []
for (const c of connections) {
if (c.from === locId) result.push(c.to)
if (c.to === locId) result.push(c.from)
}
return result
}
// ─────────────────────────────────────────────────────────────────────────
// ANIMATION SYSTEM — modular & extensible
// ─────────────────────────────────────────────────────────────────────────
// To add a new animation type:
// 1. Add an entry to ANIM_TYPES
// 2. Add a config to ANIM_CFG { duration, hitAt }
// 3. Add a factory function that creates the animation object
// 4. Add a case to getAnimPos() for rendering
// 5. Call the factory when creating the animation
// ─────────────────────────────────────────────────────────────────────────
const ANIM_TYPES = {
SLASH: 'slash',
PIERCE_STRIKE: 'pierce_strike',
FIST_STRIKE: 'fist_strike',
FIST_HOOK: 'fist_hook',
SHOOT: 'shoot',
}
const ANIM_CFG = {
[ANIM_TYPES.SLASH]: { duration: 0.3, hitAt: 0.15 },
[ANIM_TYPES.PIERCE_STRIKE]: { duration: 0.3, hitAt: 0.15 },
[ANIM_TYPES.FIST_STRIKE]: { duration: 0.25, hitAt: 0.1 },
[ANIM_TYPES.FIST_HOOK]: { duration: 0.3, hitAt: 0.15 },
[ANIM_TYPES.SHOOT]: { duration: 0.5, hitAt: 0.5 },
}
// ─────────────────────────────────────────────────────────────────────────
// MODULAR PROJECTILES FRAMEWORK
// Types, config, factory, and step function.
// ─────────────────────────────────────────────────────────────────────────
const PROJ_TYPES = {
BULLET: 'bullet',
}
const PROJ_CFG = {
[PROJ_TYPES.BULLET]: { speed: 800, hitRadius: 10 },
}
function createProjectile(startPos, endPos, actor, weaponId, skillName, ammoType, charId) {
const dx = endPos.x - startPos.x
const dy = endPos.y - startPos.y
const clickDist = Math.sqrt(dx * dx + dy * dy) || 1
const range = weaponMap[weaponId]?.skills?.find(s => s.name === skillName)?.range ?? 60
return {
id: `proj-${Date.now()}`,
type: PROJ_TYPES.BULLET,
actor,
charId: charId ?? 'player',
startPos: { ...startPos },
endPos: { ...endPos },
pos: { ...startPos },
distTraveled: 0,
dist: Math.max(clickDist, range),
dir: { x: dx / clickDist, y: dy / clickDist },
weaponId,
skillName,
ammoType,
hitFired: false,
}
}
/**
* Step all active projectiles. Returns the filtered array of still-active projectiles.
* Applies hit damage / logging as side effects.
*/
function stepProjectiles(projs, dt, cc) {
if (!cc) return []
const out = []
for (const p of projs) {
if (p.hitFired) continue
const cfg = PROJ_CFG[p.type]
const stepDist = cfg.speed * dt
const remaining = p.dist - p.distTraveled
const moveDist = Math.min(stepDist, remaining)
const subSteps = Math.max(1, Math.ceil(moveDist))
let hit = false
for (let s = 1; s <= subSteps; s++) {
const t = s / subSteps
const cx = p.pos.x + p.dir.x * moveDist * t
const cy = p.pos.y + p.dir.y * moveDist * t
const curBlocks = cc.blocks ?? []
const hitBlock = curBlocks.find(b => rectCollides(cx, cy, b))
if (hitBlock) {
if (p.ammoType === 'bouncing_ammo') {
const dl = cx - hitBlock.x
const dr = (hitBlock.x + hitBlock.w) - cx
const dt = cy - hitBlock.y
const db = (hitBlock.y + hitBlock.h) - cy
if (Math.min(dl, dr) < Math.min(dt, db)) {
p.dir.x = -p.dir.x
} else {
p.dir.y = -p.dir.y
}
p.pos.x = cx - p.dir.x * moveDist * (1 - t)
p.pos.y = cy - p.dir.y * moveDist * (1 - t)
p.distTraveled = 0
p.dist -= moveDist * t
break
}
applyProjectileHit(p, null)
hit = true; break
}
for (const cid of Object.keys(cc.characters)) {
if (cid === p.charId) continue
const e = cc.characters[cid]
if (!e || isDead(e.integrity)) continue
const ePos = characterPositionsRef.current[cid] ?? e.pos
const r = cfg.hitRadius + 4 * (e.size ?? 1)
if (Math.sqrt((cx - ePos.x) ** 2 + (cy - ePos.y) ** 2) < r) {
applyProjectileHit(p, cid)
hit = true; break
}
}
if (hit) break
}
if (hit) continue
if (moveDist < stepDist) continue
p.distTraveled += moveDist
p.pos.x += p.dir.x * moveDist
p.pos.y += p.dir.y * moveDist
out.push(p)
}
return out
}
/**
* Factory: create a weapon animation based on the skill's damage type.
* slash → arcing motion, pierce → straight thrust, blunt → straight strike.
*/
function createWeaponStrikeAnim(action, cc) {
if (!cc) return null
const isPlayerSide = action.actor === 'player' || action.actor === 'party'
const attackerId = action.charId
const targetId = action.targetCharId ?? (isPlayerSide ? action.enemyCharId : (cc.partyIds?.[0] ?? cc.playerEntityId))
const attacker = cc.characters[attackerId]
const target = cc.characters[targetId]
const startPos = attacker ? { ...attacker.pos } : { x: 20, y: 75 }
const endPos = target ? { ...target.pos } : { x: 20, y: 75 }
const weapon = weaponMap[action.weaponId]
const skill = weapon?.skills?.find(s => s.name === action.skillName)
const damageType = skill?.damageType ?? 'blunt'
const isFist = action.weaponId === 'fists' || action.weaponId === 'left_arm' || action.weaponId === 'right_arm'
const type = isFist
? (action.weaponId === 'right_arm' ? ANIM_TYPES.FIST_HOOK : ANIM_TYPES.FIST_STRIKE)
: damageType === 'slash' ? ANIM_TYPES.SLASH
: ANIM_TYPES.PIERCE_STRIKE
return new AnimAction({
id: `${action.actor}-${targetId}-${Date.now()}`,
type,
actor: action.actor,
charId: action.charId,
startPos,
endPos,
elapsed: 0,
hitFired: false,
targetPart: action.targetPart,
weaponId: action.weaponId,
skillName: action.skillName,
dmg: action.dmg,
severity: action.severity,
injType: action.injType,
injLabel: action.injLabel,
attackerParts: action.attackerParts,
attackerInjuries: action.attackerInjuries,
targetParts: action.targetParts,
targetInjuries: action.targetInjuries,
enemyCharId: action.enemyCharId,
targetCharId: action.targetCharId,
})
}
/**
* Slash: arc toward the target (perpendicular offset).
*/
function getSlashPos(anim) {
const { hitAt, duration } = ANIM_CFG[ANIM_TYPES.SLASH]
const t = anim.elapsed < hitAt
? anim.elapsed / hitAt
: anim.elapsed < duration
? 1 - (anim.elapsed - hitAt) / (duration - hitAt)
: 0
const dx = anim.endPos.x - anim.startPos.x
const dy = anim.endPos.y - anim.startPos.y
const dist = Math.sqrt(dx * dx + dy * dy) || 1
const nx = -dy / dist
const ny = dx / dist
const arcHeight = Math.sin(t * Math.PI) * 8
return {
x: anim.startPos.x + dx * t + nx * arcHeight,
y: anim.startPos.y + dy * t + ny * arcHeight,
}
}
/**
* Pierce / blunt: straight thrust toward the target.
*/
function getPierceStrikePos(anim) {
const { hitAt, duration } = ANIM_CFG[ANIM_TYPES.PIERCE_STRIKE]
const t = anim.elapsed < hitAt
? anim.elapsed / hitAt
: anim.elapsed < duration
? 1 - (anim.elapsed - hitAt) / (duration - hitAt)
: 0
return {
x: anim.startPos.x + (anim.endPos.x - anim.startPos.x) * t,
y: anim.startPos.y + (anim.endPos.y - anim.startPos.y) * t,
}
}
/**
* Fist jab: wind back slightly, snap forward to target, return.
*/
function getFistStrikePos(anim) {
const { hitAt, duration } = ANIM_CFG[ANIM_TYPES.FIST_STRIKE]
const t = Math.min(anim.elapsed / duration, 1)
let progress
if (anim.elapsed < hitAt) {
const p = anim.elapsed / hitAt
progress = -0.15 + 1.15 * p
} else {
const p = (anim.elapsed - hitAt) / (duration - hitAt)
progress = 1 - p * p
}
const dx = anim.endPos.x - anim.startPos.x
const dy = anim.endPos.y - anim.startPos.y
return {
x: anim.startPos.x + dx * progress,
y: anim.startPos.y + dy * progress,
}
}
/**
* Fist hook: wide curved arc — sweeps out to the side then into the target.
*/
function getFistHookPos(anim) {
const { hitAt, duration } = ANIM_CFG[ANIM_TYPES.FIST_HOOK]
const t = anim.elapsed < hitAt
? anim.elapsed / hitAt
: anim.elapsed < duration
? 1 - (anim.elapsed - hitAt) / (duration - hitAt)
: 0
const mid = {
x: (anim.startPos.x + anim.endPos.x) / 2,
y: (anim.startPos.y + anim.endPos.y) / 2,
}
const dx = anim.endPos.x - anim.startPos.x
const dy = anim.endPos.y - anim.startPos.y
const dist = Math.sqrt(dx * dx + dy * dy) || 1
const nx = -dy / dist
const ny = dx / dist
const arcWidth = Math.sin(t * Math.PI) * 12
return {
x: anim.startPos.x + dx * t + nx * arcWidth,
y: anim.startPos.y + dy * t + ny * arcWidth,
}
}
/**
* Apply damage / log when a projectile hits something.
*/
function applyProjectileHit(proj, charId) {
proj.hitFired = true
if (!charId) {
setCombat(c => ({ ...c, log: [...c.log, 'The bullet hits a wall!'] }))
return
}
const cc = combatRef.current
const target = cc?.characters[charId]
if (!target || isDead(target.integrity)) return
const skill = weaponMap.pistol?.skills?.[0]
if (!skill) return
const shooterChar = cc?.characters[proj.charId]
const shooterConditions = proj.charId === 'player' ? playerRef.current.weaponConditions : (shooterChar?.weaponConditions ?? {})
const shooterName = proj.charId === 'player' ? 'You' : (shooterChar?.name ?? 'Someone')
const { dmg, severity, injType, injLabel } = computeHit({
weaponId: 'pistol',
skill,
weaponConditions: shooterConditions,
bothMult: 1.0,
})
const parts = ['head', 'torso', 'leftArm', 'rightArm', 'leftLeg', 'rightLeg']
const part = parts[Math.floor(Math.random() * parts.length)]
setCombat(c => {
const characters = { ...c.characters }
const e = { ...characters[charId] }
const integrity = { ...e.integrity }
const injuries = { ...(e.injuries ?? { head: [], torso: [], leftArm: [], rightArm: [], leftLeg: [], rightLeg: [] }) }
integrity[part] = Math.max(0, (integrity[part] ?? 100) - dmg)
if (integrity[part] > 0 && severity > 0) {
injuries[part] = [...(injuries[part] ?? []), { type: injType, severity }]
}
e.integrity = integrity
e.injuries = injuries
characters[charId] = e
const log = dmg > 0
? [`${shooterName} shoots ${e.name} in the ${bodyPartLabels[part] ?? part} for ${dmg} damage! ${injLabel} (severity ${severity}).`]
: [`${shooterName}'s shot glances off harmlessly.`]
if (isDead(integrity)) {
if (part === 'head') log.push(`${shooterName} blows ${e.name}'s head off!`)
log.push(`${e.name} is defeated!`)
deadThisTickRef.current.add(charId)
}
return { ...c, characters, log: [...c.log, ...log] }
})
setHitShake({ actor: 'enemy', charId, start: performance.now() })
}
/** Queue a shot toward a map coordinate — queues a shoot action. */
const queueShot = (tx, ty) => {
if (!combat) return
const actorId = currentActor ?? 'player'
const startPos = characterPositionsRef.current[actorId] ?? combat.characters[actorId]?.pos ?? combat.characters[combat.playerEntityId].pos
characterActionsRef.current[actorId] = new AnimAction({ type: 'shoot', startPos: { x: startPos.x, y: startPos.y }, endPos: { x: tx, y: ty }, elapsed: 0 })
setLimbSelect(null); setMoveMode(null); setAimMode(false); setSelectedSkill(null); setCurrentActor(null)
}
/**
* Dispatch: get the current position of any animation type.
* Returns { x, y } or null if the type is unknown.
*/
function getAnimPos(anim) {
switch (anim?.type) {
case ANIM_TYPES.SLASH: return getSlashPos(anim)
case ANIM_TYPES.PIERCE_STRIKE: return getPierceStrikePos(anim)
case ANIM_TYPES.FIST_STRIKE: return getFistStrikePos(anim)
case ANIM_TYPES.FIST_HOOK: return getFistHookPos(anim)
default: return null
}
}
class AnimAction {
constructor(data) { Object.assign(this, data); this.elapsed = this.elapsed ?? 0; this.hitFired = this.hitFired ?? false }
step(dt) {
const cfg = ANIM_CFG[this.type]
if (!cfg) return true
this.elapsed += dt
return this.elapsed >= cfg.duration
}
}
class TurnAction {
constructor(data) { Object.assign(this, data) }
step(dt) {
const dir = this.getDir()
const tgt = this.targetDir
if (dir.dx === tgt.dx && dir.dy === tgt.dy) return true
const curAngle = Math.atan2(dir.dy, dir.dx)
const tgtAngle = Math.atan2(tgt.dy, tgt.dx)
let delta = tgtAngle - curAngle
while (delta > Math.PI) delta -= 2 * Math.PI
while (delta < -Math.PI) delta += 2 * Math.PI
const maxStep = TURN_SPEED * dt
if (Math.abs(delta) <= maxStep) {
this.setDir({ dx: tgt.dx, dy: tgt.dy })
return true
}
const newAngle = curAngle + Math.sign(delta) * maxStep
this.setDir({ dx: Math.cos(newAngle), dy: Math.sin(newAngle) })
return false
}
}
class SeqAction {
constructor(data) { Object.assign(this, data); this.index = 0 }
step(dt) {
while (this.index < this.actions.length) {
const done = this.actions[this.index].step(dt)
if (!done) return false
this.index++
}
return true
}
}
class ParallelAction {
constructor(data) { Object.assign(this, data) }
step(dt) {
let moveDone = false
for (const a of this.actions) {
if (a.step(dt) && a instanceof MoveAction) moveDone = true
}
return moveDone
}
}
class MoveAction {
constructor(data) { Object.assign(this, data); this.cx = this.fromX; this.cy = this.fromY }
step(dt) {
const steps = Math.max(1, Math.round(dt * 60)); const blk = this.blocks ?? []
for (let i = 0; i < steps; i++) {
const next = computeMove({ x: this.cx, y: this.cy }, { x: this.toX, y: this.toY }, this.speed * dt * 60 / steps, blk)
if (next.x === this.cx && next.y === this.cy) return true
this.cx = next.x; this.cy = next.y
this.setPos(next)
if (next.x === this.toX && next.y === this.toY) return true
}
return false
}
}
function applyAnimHit(anim) {
const liveCc = combatRef.current
const attackerId = anim.charId
const isPlayerSide = anim.actor === 'player' || anim.actor === 'party'
const targetId = anim.targetCharId ?? (isPlayerSide ? anim.enemyCharId : (liveCc?.partyIds?.[0] ?? liveCc?.playerEntityId))
let inRange = false
if (liveCc) {
// Primary: live positions from characterPositionsRef (updated by move actions)
const attackerPos = characterPositionsRef.current[attackerId] ?? liveCc.characters[attackerId]?.pos
const targetPos = characterPositionsRef.current[targetId] ?? liveCc.characters[targetId]?.pos
if (attackerPos && targetPos) {
inRange = canReach(attackerPos, targetPos, anim.weaponId, anim.skillName)
}
// Fallback: rendered combatRef positions
if (!inRange) {
const a2 = liveCc.characters[attackerId]?.pos
const t2 = liveCc.characters[targetId]?.pos
if (a2 && t2) {
inRange = canReach(a2, t2, anim.weaponId, anim.skillName)
}
}
}
if (!inRange) {
const aPos = liveCc?.characters[attackerId]?.pos
const tPos = liveCc?.characters[targetId]?.pos
const aPos2 = characterPositionsRef.current[attackerId]
const tPos2 = characterPositionsRef.current[targetId]
const dist = aPos && tPos ? Math.sqrt((aPos.x - tPos.x)**2 + (aPos.y - tPos.y)**2) : -1
const dist2 = aPos2 && tPos2 ? Math.sqrt((aPos2.x - tPos2.x)**2 + (aPos2.y - tPos2.y)**2) : -1
const range = getSkillRange(anim.weaponId, anim.skillName)
const attackerName = liveCc?.characters[anim.charId]?.name ?? (anim.actor === 'player' ? 'You' : 'Enemy')
const msg = isPlayerSide
? `Your attack misses! (distance combatRef=${dist.toFixed(1)} refs=${dist2.toFixed(1)} range=${range})`
: `${attackerName}'s attack misses!`
setCombat(prev => ({ ...prev, log: [...prev.log, msg] }))
return
}
setHitShake({ actor: anim.actor, charId: anim.charId, start: performance.now() })
if (isPlayerSide) {
const wid = anim.weaponId
if (wid !== 'fists' && wid !== 'left_arm' && wid !== 'right_arm') {
const base = weaponMap[wid]
if (anim.actor === 'player') {
setPlayer(p => ({ ...p, weaponConditions: { ...p.weaponConditions, [wid]: Math.max(0, (p.weaponConditions[wid] ?? base.maxCondition) - (1 + Math.floor(Math.random() * 2))) } }))
} else {
setCombat(prev => {
const ch = prev.characters[anim.charId]
if (!ch) return prev
return { ...prev, characters: { ...prev.characters, [anim.charId]: { ...ch, weaponConditions: { ...ch.weaponConditions, [wid]: Math.max(0, (ch.weaponConditions[wid] ?? base.maxCondition) - (1 + Math.floor(Math.random() * 2))) } } } }
})
}
}
if (anim.actor === 'player') {
const decayedPlayer = calcIntegrity(playerRef.current.integrity, playerRef.current.injuries, ANIM_CFG[anim.type].hitAt)
setPlayer(p => ({ ...p, integrity: decayedPlayer }))
setPlayer(p => ({ ...p, injuries: playerRef.current.injuries }))
} else {
setCombat(prev => {
const ch = prev.characters[anim.charId]
if (!ch) return prev
const decayed = calcIntegrity(ch.integrity, ch.injuries, ANIM_CFG[anim.type].hitAt)
return { ...prev, characters: { ...prev.characters, [anim.charId]: { ...ch, integrity: decayed } } }
})
}
if (liveCc && anim.enemyCharId) {
const enemy = liveCc.characters[anim.enemyCharId]
if (enemy) {
const decayedEnemy = calcIntegrity(enemy.integrity, enemy.injuries, ANIM_CFG[anim.type].hitAt)
const prevHp = decayedEnemy[anim.targetPart]
const hitEnemy = { ...decayedEnemy, [anim.targetPart]: Math.max(0, prevHp - anim.dmg) }
const newInjuries = prevHp > 0 && anim.severity > 0
? applyInjury(enemy.injuries, anim.targetPart, anim.injType, anim.severity)
: enemy.injuries
const attackerName = liveCc.characters[anim.charId]?.name ?? 'You'
const log = anim.dmg > 0
? [`${attackerName} ${anim.skillName?.toLowerCase() ?? 'attack'}s ${enemy.name}'s ${bodyPartLabels[anim.targetPart]} — ${anim.injLabel} (severity ${anim.severity}, -${anim.dmg} integrity).`]
: []
if (isDead(hitEnemy)) {
if (anim.targetPart === 'head') log.push(`${attackerName} crushes ${enemy.name}'s head!`)
log.push(`${enemy.name} is defeated!`)
deadThisTickRef.current.add(anim.enemyCharId)
}
setCombat(prev => ({
...prev,
characters: { ...prev.characters, [anim.enemyCharId]: { ...enemy, integrity: hitEnemy, injuries: newInjuries } },
log: [...prev.log, ...log],
}))
}
}
} else {
const currentEnemy = liveCc?.characters[anim.charId]
const decayedEnemy = currentEnemy
? calcIntegrity(currentEnemy.integrity, currentEnemy.injuries, ANIM_CFG[anim.type].hitAt)
: calcIntegrity(anim.attackerParts, anim.attackerInjuries, ANIM_CFG[anim.type].hitAt)
// Find target party member
const targetCharId = anim.targetCharId ?? (combat?.partyIds?.[0] ?? 'player')
const targetChar = liveCc?.characters[targetCharId]
const targetIntegrity = targetChar?.integrity ?? playerRef.current.integrity
const targetInjuries = targetChar?.injuries ?? playerRef.current.injuries
const decayedTarget = calcIntegrity(targetIntegrity, targetInjuries, ANIM_CFG[anim.type].hitAt)
const prevHp = decayedTarget[anim.targetPart]
const hitTarget = { ...decayedTarget, [anim.targetPart]: Math.max(0, prevHp - anim.dmg) }
const newInjuries = prevHp > 0 && anim.severity > 0
? applyInjury(targetInjuries, anim.targetPart, anim.injType, anim.severity)
: targetInjuries
if (liveCc) {
const enemy = liveCc.characters[anim.charId]
const enemyName = enemy?.name ?? 'Enemy'
setCombat(prev => ({
...prev,
characters: {
...prev.characters,
[anim.charId]: { ...enemy, integrity: decayedEnemy },
[targetCharId]: { ...prev.characters[targetCharId], integrity: hitTarget, injuries: newInjuries },
},
log: anim.dmg > 0
? [...prev.log, `${enemyName} lands a ${anim.injLabel} on ${targetChar?.name ?? 'your'} ${bodyPartLabels[anim.targetPart]} (severity ${anim.severity}, integrity -${anim.dmg}).`]
: prev.log,
}))
}
if (isDead(hitTarget)) {
deadThisTickRef.current.add(targetCharId)
}
if (targetCharId === 'player') {
setPlayer(p => ({ ...p, integrity: hitTarget, injuries: newInjuries }))
}
}
}
// ─────────────────────────────────────────────────────────────────────────
// TIMER — ticks while timerActive is true, updates all character actions
// ─────────────────────────────────────────────────────────────────────────
useEffect(() => {
if (!combat) { setDisplayTime(0); return }
let lastTime = performance.now()
let rafId
const tick = () => {
rafId = requestAnimationFrame(tick)
const now = performance.now()
// ── Replay mode ──
if (replayActive) {
const rawDt = (now - lastTime) / 1000
const dt = rawDt * speedRef.current
lastTime = now
const rec = fightRecord
if (rec) {
replayElapsedRef.current += dt
const lastFrame = rec.frames[rec.frames.length - 1]
const idx = rec.frames.findLastIndex(f => f.time <= replayElapsedRef.current)
if (idx >= 0) {
const f = rec.frames[idx]
setCombat(f.combat)
setPlayer(p => ({ ...p, integrity: f.playerIntegrity, injuries: f.playerInjuries, equipped: f.playerEquipped ?? p.equipped, weaponConditions: f.playerWeaponConditions ?? p.weaponConditions }))
if (f.playerDir) characterDirsRef.current['player'] = f.playerDir
setAnimations(Array.isArray(f.animations) ? f.animations : [])
setProjectiles(Array.isArray(f.projectiles) ? f.projectiles : [])
setHitShake(f.hitShake ?? null)
}
setCombatTime(replayElapsedRef.current)
setDisplayTime(replayElapsedRef.current)
if (replayElapsedRef.current >= lastFrame.time) setReplayActive(false)
}
return
}
// ── Effects (run every frame, independent of timer) ──
setHitShake(prev => {
if (!prev) return prev
return (performance.now() - prev.start) / 1000 >= 0.3 ? null : prev
})
// ── Auto timer on busy state transitions; manual toggle via spacebar ──
{
const cc = combatRef.current
const partyIds = cc?.partyIds ?? [cc?.playerEntityId].filter(Boolean)
const allBusy = partyIds.length > 0 && partyIds.every(cid => {
const ch = cc.characters[cid]
return isDead(ch?.integrity) || characterActionsRef.current[cid] != null
})
const wasBusy = prevBusyRef.current
prevBusyRef.current = allBusy
setBusy(allBusy)
if (allBusy && !wasBusy && !timerActiveRef.current && partyIds.some(cid => !isDead(cc.characters[cid]?.integrity))) {
timerActiveRef.current = true
setTimerRunning(true)
}
if (!allBusy && wasBusy && timerActiveRef.current) {
timerActiveRef.current = false
setTimerRunning(false)
}
}
// ── Stop timer if all party members die ──
{
const cc = combatRef.current
if (cc && timerActiveRef.current) {
const partyIds = cc.partyIds ?? [cc.playerEntityId].filter(Boolean)
if (partyIds.every(cid => isDead(cc.characters[cid]?.integrity))) {
stopTimer()
}
}
}
// dt is zero when the timer is off — animations don't play
if (!timerActiveRef.current) {
lastTime = now
setAnimations([])
return
}
const rawDt = (now - lastTime) / 1000
const dt = rawDt * speedRef.current
lastTime = now
deadThisTickRef.current = new Set()
setCombatTime(t => t + dt)
setDisplayTime(t => t + dt)
setGameTime(gt => {
let minute = (gt.minute ?? 0) + dt / 60
let extraH = Math.floor(minute / 60)
minute = minute % 60
let h = gt.hour + extraH
let d = gt.day
if (h >= 24) { d += Math.floor(h / 24); h = h % 24 }
return { day: d, hour: h, minute }
})
// ── Build fresh combat snapshot with live positions ──
const activeAnims = []
const cc = combatRef.current
const playerCharId = cc?.playerEntityId
const fresh = cc ? (() => {
const chars = {}
for (const cid of Object.keys(cc.characters)) {
const c = cc.characters[cid]
const pos = characterPositionsRef.current[cid] ?? c.pos
chars[cid] = { ...c, pos: { ...pos } }
}
return { ...cc, characters: chars }
})() : null
// ── Tick ALL character actions uniformly ──
if (cc) {
for (const cid of Object.keys(cc.characters)) {
// Skip dead characters — clear their action and move on
if (isDead(cc.characters[cid]?.integrity) || deadThisTickRef.current.has(cid)) {
if (characterActionsRef.current[cid]) {
characterActionsRef.current[cid] = null
}
continue
}
const rawAnim = characterActionsRef.current[cid]
if (!rawAnim) continue
// Sync move action start position from live ref
if (rawAnim.type === 'move') {
const cp = characterPositionsRef.current[cid]
if (cp) { rawAnim.cx = cp.x; rawAnim.cy = cp.y }
}
const done = rawAnim.step(dt)
if (ANIM_CFG[rawAnim.type] && rawAnim.elapsed >= ANIM_CFG[rawAnim.type].hitAt && !rawAnim.hitFired) {
rawAnim.hitFired = true
if (rawAnim.type === 'shoot') {
const pp = characterPositionsRef.current[cid] ?? cc.characters[cid]?.pos
const dir = characterDirsRef.current[cid] ?? { dx: 0, dy: 1 }
const offset = 5
const spawnPos = { x: pp.x + dir.dx * offset, y: pp.y + dir.dy * offset }
const actor = cid === 'player' ? 'player' : 'party'
const charMag = cid === 'player' ? magazineRef.current : (cc.characters[cid]?.weaponMagazines ?? {})
if (charMag.pistol?.length > 0) {
const bullet = charMag.pistol[0]
const newMag = { pistol: charMag.pistol.slice(1) }
if (cid === 'player') {
magazineRef.current = newMag
setPlayer(p => ({ ...p, weaponMagazines: { ...p.weaponMagazines, ...newMag } }))
} else {
setCombat(prev => ({
...prev,
characters: {
...prev.characters,
[cid]: { ...prev.characters[cid], weaponMagazines: { ...prev.characters[cid].weaponMagazines, ...newMag } },
},
}))
}
const ddx = rawAnim.endPos.x - spawnPos.x
const ddy = rawAnim.endPos.y - spawnPos.y
const d = Math.sqrt(ddx * ddx + ddy * ddy) || 1
const dir = { x: ddx / d, y: ddy / d }
const facing = characterDirsRef.current[cid] ?? { dx: 0, dy: 1 }
const dot = Math.max(-1, Math.min(1, facing.dx * dir.x + facing.dy * dir.y))
const maxDeviation = (1 - dot) / 2 * (Math.PI / 4)
const deviation = (Math.random() * 2 - 1) * maxDeviation
const cos = Math.cos(deviation), sin = Math.sin(deviation)
const spreadDir = { x: dir.x * cos - dir.y * sin, y: dir.x * sin + dir.y * cos }
const finalDir = { x: isNaN(spreadDir.x) ? dir.x : spreadDir.x, y: isNaN(spreadDir.y) ? dir.y : spreadDir.y }
const ammoType = bullet.ammoType
setProjectiles(prev => [...prev, createProjectile(spawnPos, { x: spawnPos.x + finalDir.x * d, y: spawnPos.y + finalDir.y * d }, actor, 'pistol', 'Shoot', ammoType, cid)])
new Audio(pistolShotMp3).play().catch(() => {})
} else if (cid === 'player') {
setCombat(c => ({ ...c, log: [...c.log, 'Click! The pistol is empty.'] }))
} else {
setCombat(c => ({ ...c, log: [...c.log, `${cc.characters[cid]?.name ?? 'Party member'} clicks — the pistol is empty.`] }))
}
} else {
applyAnimHit(rawAnim)
}
}
if (done) {
// ── Enemy move → attack transition ──
// Enemy move → attack transition (skip party members)
if (rawAnim.type === 'move' && cid !== playerCharId && !(cc.partyIds ?? []).includes(cid)) {
const e = fresh?.characters[cid] ?? cc.characters[cid]
const moveSub = rawAnim.actions?.find(a => a instanceof MoveAction)
const finalPos = moveSub ? { x: moveSub.toX, y: moveSub.toY } : { x: rawAnim.toX, y: rawAnim.toY }
if (e && !isDead(e.integrity)) {
const partyIds = cc.partyIds ?? [cc.playerEntityId].filter(Boolean)
let targetId = null, minDist = Infinity
for (const pid of partyIds) {
const pch = (fresh ?? cc).characters[pid]
if (!pch || isDead(pch.integrity) || deadThisTickRef.current.has(pid)) continue
const d = Math.sqrt((pch.pos.x - finalPos.x) ** 2 + (pch.pos.y - finalPos.y) ** 2)
if (d < minDist) { minDist = d; targetId = pid }
}
if (targetId) {
const targetChar = (fresh ?? cc).characters[targetId]
const wpn = e.weapon ?? 'fists'
const base = weaponMap[wpn]
const skills = base?.skills ?? [{ name: 'Attack', mult: 1.0, damageType: 'blunt', range: 15 }]
const maxRange = Math.max(...skills.map(s => s.range ?? 15))
if (minDist <= maxRange) {
const skill = skills[Math.floor(Math.random() * skills.length)]
const { dmg, severity, injType, injLabel } = computeHit({ weaponId: wpn, skill, weaponConditions: {} })
const targetPart = randomPart()
const action = {
type: 'attack', actor: 'enemy', charId: cid,
targetCharId: targetId,
targetPart,
weaponId: wpn, skillName: skill.name,
dmg, severity, injType, injLabel,
attackerParts: { ...e.integrity },
attackerInjuries: { ...e.injuries },
targetParts: { ...targetChar.integrity },
targetInjuries: { ...targetChar.injuries },
}
characterActionsRef.current[cid] = createWeaponStrikeAnim(action, fresh ?? cc)
continue
}
}
}
}
characterActionsRef.current[cid] = null
} else {
if (ANIM_CFG[rawAnim.type]) {
activeAnims.push(rawAnim)
}
}
}
}
// ── Run enemy AI every frame for idle enemies ──
if (fresh) {
const actions = runEnemyAI(fresh, playerRef.current.integrity, playerRef.current.injuries, deadThisTickRef.current)
for (const act of actions) {
if (act.type === 'attack' && !characterActionsRef.current[act.charId]) {
characterActionsRef.current[act.charId] = createWeaponStrikeAnim(act, fresh)
} else if (act.type === 'move' && !characterActionsRef.current[act.charId]) {
const dx = act.toX - act.fromX, dy = act.toY - act.fromY
const d = Math.sqrt(dx * dx + dy * dy)
const dir = d > 0 ? { dx: dx / d, dy: dy / d } : { dx: 0, dy: 1 }
characterActionsRef.current[act.charId] = new ParallelAction({
type: 'move',
actions: [
new TurnAction({
targetDir: dir,
getDir: () => characterDirsRef.current[act.charId] ?? { dx: 0, dy: 1 },
setDir: d2 => { characterDirsRef.current[act.charId] = d2 }
}),
new MoveAction({
...act,
blocks: fresh.blocks,
setPos: p => {
setCombat(c => ({
...c,
characters: { ...c.characters, [act.charId]: { ...c.characters[act.charId], pos: { ...p } } }
}))
characterPositionsRef.current[act.charId] = p
}
})
]
})
}
}
}
// ── Step projectiles ──
setProjectiles(prev => stepProjectiles(prev, dt, combatRef.current))
// ── Update rendering state for active animations ──
setAnimations(activeAnims)
}
rafId = requestAnimationFrame(tick)
return () => cancelAnimationFrame(rafId)
}, [combat, replayActive])
// ─────────────────────────────────────────────────────────────────────────
// TRAVEL ANIMATION (world map)
// ─────────────────────────────────────────────────────────────────────────
useEffect(() => {
if (!travelAnim) return
if (travelAnim.startTs === null) { setTravelAnim(a => ({ ...a, startTs: performance.now() })); return }
const frame = requestAnimationFrame(() => {
const progress = Math.min(1, (performance.now() - travelAnim.startTs) / 1000)
setTravelAnim(a => ({ ...a, progress }))
if (progress >= 1) { setPlayer(p => ({ ...p, location: travelAnim.toId })); setTravelAnim(null); enterLocation(travelAnim.toId) }
})
return () => cancelAnimationFrame(frame)
}, [travelAnim])
// ─────────────────────────────────────────────────────────────────────────
// COMBAT OVER
// ─────────────────────────────────────────────────────────────────────────
useEffect(() => {
if (!combat || replayActive) return
const enemyIds = combat.enemyIds ?? []
if (enemyIds.length === 0) return
const partyIds = combat.partyIds ?? [combat.playerEntityId].filter(Boolean)
const allPartyDead = partyIds.every(cid => isDead(combat.characters[cid]?.integrity))
const allEnemiesDead = !enemyIds.some(eid => !isDead(combat.characters[eid].integrity))
if (allPartyDead || allEnemiesDead) endFight()
}, [combat, player.integrity, playerHp])
// ─────────────────────────────────────────────────────────────────────────
// KEYBINDS
// ─────────────────────────────────────────────────────────────────────────
// ─────────────────────────────────────────────────────────────────────────
// SNAPSHOT (recording)
// ─────────────────────────────────────────────────────────────────────────
const pushSnapshot = () => {
if (!recordingRef.current || !combat) return
recordingRef.current.frames.push({
time: combatTime,
combat: JSON.parse(JSON.stringify(combat)),
playerIntegrity: JSON.parse(JSON.stringify(player.integrity)),
playerInjuries: JSON.parse(JSON.stringify(player.injuries)),
playerEquipped: { ...player.equipped },
playerWeaponConditions: { ...player.weaponConditions },
playerDir: { ...(characterDirsRef.current['player'] ?? { dx: 0, dy: 1 }) },
animations: JSON.parse(JSON.stringify(animations)),
projectiles: JSON.parse(JSON.stringify(projectiles)),
hitShake: hitShake ? { ...hitShake } : null,
})
}
useEffect(() => {
if (!recordingRef.current || !combat || replayActive || !timerActiveRef.current) return
const prev = recordingRef.current.frames[recordingRef.current.frames.length - 1]
if (JSON.stringify(prev.combat) !== JSON.stringify(combat) || JSON.stringify(prev.playerIntegrity) !== JSON.stringify(player.integrity)) {
pushSnapshot()
}
}, [combat, player.integrity, player.injuries])
// ─────────────────────────────────────────────────────────────────────────
// WORLD CLOCK (outside combat)
// ─────────────────────────────────────────────────────────────────────────
useEffect(() => {
if (combat) return
const id = setInterval(() => setGameTime(gt => { let h = gt.hour + 1, d = gt.day; if (h >= 24) { h = 0; d++ } return { day: d, hour: h, minute: 0 } }), 5000)
return () => clearInterval(id)
}, [combat])
useEffect(() => {
if (combat) return
const id = setInterval(() => {
const types = ['clear', 'clear', 'cloudy', 'cloudy', 'rain', 'storm']
setWeather(types[Math.floor(Math.random() * types.length)])
}, 30000)
return () => clearInterval(id)
}, [combat])
// ─────────────────────────────────────────────────────────────────────────
// SKIP TIME ANIMATION
// ─────────────────────────────────────────────────────────────────────────
useEffect(() => {
if (!skipAnim) return
const { current: start, target, start: startTime } = skipAnim
const duration = (target - start) * 2000
const frame = requestAnimationFrame(function tick() {
const elapsed = performance.now() - startTime
const t = Math.min(elapsed / duration, 1)
setSkipAnim(s => ({ ...s, current: start + (target - start) * t }))
if (t >= 1) setSkipAnim(null)
else requestAnimationFrame(tick)
})
return () => cancelAnimationFrame(frame)
}, [skipAnim])
// ─────────────────────────────────────────────────────────────────────────
// ZOOM ANIMATION
// ─────────────────────────────────────────────────────────────────────────
useEffect(() => {
if (!zoomAnim) return
const frame = requestAnimationFrame(function tick() {
const t = Math.min((performance.now() - zoomAnim.start) / 300, 1)
const ease = 1 - Math.pow(1 - t, 3)
setView({
x: zoomAnim.from.x + (zoomAnim.to.x - zoomAnim.from.x) * ease,
y: zoomAnim.from.y + (zoomAnim.to.y - zoomAnim.from.y) * ease,
scale: zoomAnim.from.scale + (zoomAnim.to.scale - zoomAnim.from.scale) * ease,
})
if (t >= 1) setZoomAnim(null)
else requestAnimationFrame(tick)
})
return () => cancelAnimationFrame(frame)
}, [zoomAnim])
// ─────────────────────────────────────────────────────────────────────────
// REPLAY
// ─────────────────────────────────────────────────────────────────────────
const startReplay = () => {
setReplayActive(true)
const rec = fightRecord
const f0 = rec.frames[0]
setCombat(f0.combat); setPlayer(p => ({ ...p, integrity: f0.playerIntegrity, injuries: f0.playerInjuries, equipped: f0.playerEquipped ?? p.equipped, weaponConditions: f0.playerWeaponConditions ?? p.weaponConditions }))
characterDirsRef.current['player'] = f0.playerDir ?? { dx: 0, dy: 1 }
setAnimations(Array.isArray(f0.animations) ? f0.animations : []); setProjectiles(Array.isArray(f0.projectiles) ? f0.projectiles : []); setHitShake(f0.hitShake ?? null)
setCombatTime(0); setDisplayTime(0); characterActionsRef.current = {}
}
// ─────────────────────────────────────────────────────────────────────────
// COMBAT ACTIONS
// ─────────────────────────────────────────────────────────────────────────
const makeEnemy = (npc, index) => {
return createCharacter({
...npc,
id: npc.id ?? `enemy_${index}`,
pos: { x: 120 + index * 20, y: 60 + index * 20 },
})
}
const startFight = (npcList) => {
const list = npcList ?? []
if (list.length === 0) return
const enemies = list.map((npc, i) => makeEnemy(npc, i))
const characters = {}
// Find party members (player + allies at same location)
const partyCharIds = ['player']
const livePartyChars = liveCharacters.filter(c => c.id !== 'player' && c.location === player.location && !isDead(c.integrity) && c.equipped)
for (const pc of livePartyChars) {
partyCharIds.push(pc.id)
}
characters['player'] = createCharacter({
id: 'player', name: player.name,
pos: { x: 20, y: 75 },
integrity: { ...player.integrity },
injuries: JSON.parse(JSON.stringify(player.injuries)),
equipped: { ...player.equipped },
weaponConditions: { ...player.weaponConditions },
weaponMagazines: { ...player.weaponMagazines },
itemCounts: { ...player.itemCounts },
})
for (const pc of livePartyChars) {
characters[pc.id] = createCharacter({
id: pc.id, name: pc.name,
pos: { x: 30 + partyCharIds.indexOf(pc.id) * 20, y: 80 },
integrity: freshBody(),
injuries: freshInjuries(),
equipped: { ...(pc.equipped ?? { left: 'fists', right: 'fists' }) },
weaponConditions: { ...(pc.weaponConditions ?? {}) },
weaponMagazines: { ...(pc.weaponMagazines ?? {}) },
itemCounts: { ...(pc.itemCounts ?? {}) },
inventory: [...(pc.inventory ?? [])],
size: pc.size ?? 1,
fillColor: pc.fillColor,
})
}
for (const e of enemies) {
const cid = e.id
characters[cid] = { ...e, pos: { ...e.pos } }
}
const enemyIds = enemies.map(e => e.id)
const initCombat = {
playerEntityId: 'player',
partyIds: partyCharIds,
characters,
enemyIds,
log: [`You engage ${enemies.map(e => e.name).join(' and ')} in combat!`],
blocks: generateLocationBlocks(player.location),
}
setCombat(initCombat)
stopTimer(); setBusy(false); prevBusyRef.current = false
setCombatTime(0); setDisplayTime(0)
characterActionsRef.current = {}
characterPositionsRef.current = {}
characterDirsRef.current = {}
for (const cid of Object.keys(characters)) {
characterActionsRef.current[cid] = null
characterPositionsRef.current[cid] = { ...characters[cid].pos }
characterDirsRef.current[cid] = { dx: 0, dy: 1 }
}
setSelectedEnemy(0); setReplayActive(false); setCurrentActor(null)
setExpandedWeapon(['player']); setAnimations([]); setHitShake(null); setMoveMode(null)
recordingRef.current = {
initialCombat: JSON.parse(JSON.stringify(initCombat)),
frames: [{ time: 0, combat: JSON.parse(JSON.stringify(initCombat)),
playerIntegrity: freshBody(), playerInjuries: freshInjuries(),
playerEquipped: player.equipped, playerWeaponConditions: player.weaponConditions,
playerDir: { dx: 0, dy: 1 }, animations: [], projectiles: [], hitShake: null }],
}
}
/** Enter a location — creates a combat view with all NPCs present as non-hostile */
const enterLocation = (locationId) => {
const characters = {}
characters['player'] = createCharacter({
id: 'player', name: player.name,
pos: { x: 20, y: 75 },
integrity: { ...player.integrity },
injuries: JSON.parse(JSON.stringify(player.injuries)),
equipped: { ...player.equipped },
weaponConditions: { ...player.weaponConditions },
weaponMagazines: { ...player.weaponMagazines },
itemCounts: { ...player.itemCounts },
})
const partyCharIds = ['player']
const npcIds = []
const liveChars = liveCharacters.filter(c => c.id !== 'player' && c.location === locationId && (!c.integrity || !isDead(c.integrity)))
let xOff = 50
for (const lc of liveChars) {
if (lc.equipped) {
partyCharIds.push(lc.id)
characters[lc.id] = createCharacter({
id: lc.id, name: lc.name,
pos: { x: xOff, y: 130 },
integrity: { ...lc.integrity },
injuries: JSON.parse(JSON.stringify(lc.injuries ?? player.injuries)),
equipped: { ...lc.equipped },
weaponConditions: { ...lc.weaponConditions },
weaponMagazines: { ...lc.weaponMagazines },
itemCounts: { ...lc.itemCounts },
inventory: [...(lc.inventory ?? [])],
fillColor: lc.fillColor,
})
} else {
npcIds.push(lc.id)
characters[lc.id] = createCharacter({
id: lc.id, name: lc.name,
pos: { x: xOff, y: 130 },
integrity: freshBody(),
injuries: freshInjuries(),
equipped: { left: 'fists', right: 'fists' },
weaponConditions: {},
weaponMagazines: {},
itemCounts: {},
inventory: [...(lc.inventory ?? [])],
fillColor: lc.fillColor,
})
}
xOff += 25
}
const locName = locMap[locationId]?.name ?? locationId
const initCombat = {
playerEntityId: 'player',
partyIds: partyCharIds,
npcIds,
characters,
enemyIds: [],
log: [`You arrive at ${locName}.`],
blocks: generateLocationBlocks(locationId),
}
setCombat(initCombat)
setCombatTime(0); setDisplayTime(0)
characterActionsRef.current = {}
characterPositionsRef.current = {}
for (const cid of Object.keys(characters)) {
characterPositionsRef.current[cid] = { ...characters[cid].pos }
}
recordingRef.current = null; setFightRecord(null); setProjectiles([]); setHitShake(null)
speedRef.current = 1; setSpeedMult(1)
setAimMode(false); setLimbSelect(null); setSelectedSkill(null); setSelectedTarget(null); setAttackEnemy(null); setCurrentActor(null)
}
const endFight = () => {
if (recordingRef.current) { pushSnapshot(); setFightRecord(recordingRef.current); recordingRef.current = null }
stopTimer()
setCombatTime(0); setDisplayTime(0)
characterActionsRef.current = {}
setProjectiles([])
if (combat) {
const deadIds = combat.enemyIds.map(id => combat.characters[id]).filter(e => isDead(e.integrity)).map(e => e.id)
if (deadIds.length > 0) setDefeatedNpcs(prev => [...new Set([...prev, ...deadIds])])
// Sync party member combat state back to world
const cc = combatRef.current
if (cc) {
setCharacterOverrides(prev => {
const next = { ...prev }
for (const pid of cc.partyIds ?? []) {
if (pid === 'player') continue
const combatChar = cc.characters[pid]
if (combatChar) {
next[pid] = {
weaponConditions: { ...combatChar.weaponConditions },
itemCounts: { ...combatChar.itemCounts },
weaponMagazines: { ...combatChar.weaponMagazines },
inventory: [...(combatChar.inventory ?? [])],
integrity: { ...combatChar.integrity },
injuries: JSON.parse(JSON.stringify(combatChar.injuries)),
}
}
}
return next
})
for (const pid of cc.partyIds ?? []) {
if (pid === 'player') continue
if (isDead(cc.characters[pid]?.integrity)) {
setDefeatedNpcs(prev => [...new Set([...prev, pid])])
}
}
}
}
}
/** Execute a player attack; queue it for execution. */
const executeAttack = () => {
if (!limbSelect || !selectedTarget) {
setCombat(c => ({ ...c, log: [...c.log, `DBG: early return limbSelect=${limbSelect} target=${selectedTarget}`] }))
return
}
const actorId = currentActor ?? 'player'
const cc = combatRef.current
if (!cc) { setCombat(c => ({ ...c, log: [...c.log, 'DBG: no combat'] })); return }
const actorChar = cc.characters[actorId]
if (!actorChar || isDead(actorChar.integrity)) { setCombat(c => ({ ...c, log: [...c.log, 'DBG: actor dead'] })); return }
const ei = attackEnemy ?? selectedEnemy
const enemyId = cc.enemyIds[ei]
const enemy = cc.characters[enemyId]
if (!enemy || isDead(enemy.integrity)) {
setCombat(c => ({ ...c, log: [...c.log, `DBG: bad enemy ei=${ei} id=${enemyId} enemy=${!!enemy} dead=${enemy ? isDead(enemy.integrity) : '?'}`] }))
return
}
const weaponId = limbSelect
const actorPos = characterPositionsRef.current[actorId] ?? actorChar.pos
if (!canReach(actorPos, enemy.pos, weaponId, selectedSkill)) {
const d = Math.sqrt(
(actorPos.x - enemy.pos.x)**2 + (actorPos.y - enemy.pos.y)**2
)
setCombat(c => ({ ...c, log: [...c.log, `Too far (${d.toFixed(0)} > ${getSkillRange(weaponId, selectedSkill)})`] }))
return
}
const action = buildPlayerAttack({
weaponId, skillName: selectedSkill, targetPart: selectedTarget,
enemyIndex: ei,
equippedWeapons: actorChar.equipped ?? { left: 'fists', right: 'fists' },
weaponConditions: actorChar.weaponConditions ?? {},
bodyParts: actorChar.integrity,
bodyInjuries: actorChar.injuries,
combat: cc,
actor: actorId === 'player' ? 'player' : 'party',
charId: actorId,
})
if (action.type === 'shove_pending') {
const enemy2 = cc.characters[action.enemyCharId]
if (!enemy2 || isDead(enemy2.integrity)) return
const { pos, actualPush } = computeShove(actorPos, enemy2.pos, fresh.blocks)
setCombat(c => ({
...c,
characters: { ...c.characters, [action.enemyCharId]: { ...enemy2, pos } },
log: [...c.log, `${actorChar.name} shoves ${enemy2.name} back ${Math.round(actualPush)} units!`],
}))
setLimbSelect(null); setSelectedSkill(null); setSelectedTarget(null); setAttackEnemy(null); setCurrentActor(null)
return
}
const anim = createWeaponStrikeAnim(action, combatRef.current)
characterActionsRef.current[actorId] = anim
setLimbSelect(null); setSelectedSkill(null); setSelectedTarget(null); setAttackEnemy(null); setCurrentActor(null)
}
const cancelAttack = () => {
setLimbSelect(null); setSelectedSkill(null); setSelectedTarget(null); setAttackEnemy(null); setCurrentActor(null)
setAimMode(false)
}
const startTimer = () => {
if (!timerActiveRef.current) {
timerActiveRef.current = true
setTimerRunning(true)
}
}
const stopTimer = () => {
timerActiveRef.current = false
setTimerRunning(false)
}
const toggleTimer = () => {
if (timerActiveRef.current) { stopTimer() } else { startTimer() }
}
// Spacebar toggles timer, Escape cancels aim mode
useEffect(() => {
const onKey = (e) => {
if (e.code === 'Space' && combat) { e.preventDefault(); toggleTimer() }
if (e.key === 'Escape' && aimMode) { setAimMode(false); setSelectedSkill(null) }
}
window.addEventListener('keydown', onKey)
return () => window.removeEventListener('keydown', onKey)
}, [aimMode, combat])
/** Execute a player move; queue it for execution. */
const startMove = (targetX, targetY) => {
if (!combat) return
const actorId = currentActor ?? 'player'
const ch = combat.characters[actorId]
if (!ch) return
const curPos = characterPositionsRef.current[actorId] ?? ch.pos
const dist = Math.sqrt((targetX - curPos.x) ** 2 + (targetY - curPos.y) ** 2)
if (dist < 1) return
const maxSpd = ch.maxSpeed ?? 10
const pct = moveMode === 'run' ? 1.0 : 0.5
const speed = maxSpd * pct
const moveAction = new MoveAction({ type: 'move', fromX: curPos.x, fromY: curPos.y, toX: targetX, toY: targetY, speed, blocks: combat.blocks,
setPos: (p, cid) => {
const id = cid || actorId
setCombat(c => ({ ...c, characters: { ...c.characters, [id]: { ...c.characters[id], pos: { ...p } } } }))
characterPositionsRef.current[id] = p
}
})
const dx = targetX - curPos.x, dy = targetY - curPos.y
const d = Math.sqrt(dx * dx + dy * dy)
const dir = d > 0 ? { dx: dx / d, dy: dy / d } : { dx: 0, dy: 1 }
characterActionsRef.current[actorId] = new ParallelAction({
actions: [
new TurnAction({ targetDir: dir, getDir: () => characterDirsRef.current[actorId] ?? { dx: 0, dy: 1 }, setDir: d => { characterDirsRef.current[actorId] = d } }),
moveAction
]
})
setMoveMode(null); setCurrentActor(null)
}
/** Show ammo selection UI based on what's in inventory */
const startReload = () => {
if (!combat) return
const actorId = currentActor ?? 'player'
const cc = combatRef.current
const actorChar = cc?.characters[actorId]
const mag = actorId === 'player' ? magazineRef.current : (actorChar?.weaponMagazines ?? {})
const cur = mag.pistol?.length ?? 0
if (cur >= PISTOL_MAG) {
setCombat(c => ({ ...c, log: [...c.log, 'The pistol is already fully loaded.'] }))
return
}
const itemCounts = actorChar?.itemCounts ?? (actorId === 'player' ? playerRef.current.itemCounts : {})
const available = Object.entries(itemCounts)
.filter(([id, qty]) => qty > 0 && (id === 'pistol_ammo' || id === 'bouncing_ammo'))
if (available.length === 0) {
setCombat(c => ({ ...c, log: [...c.log, 'No ammo in inventory!'] }))
return
}
setSelectedSkill('Load'); setAttackEnemy(null); setSelectedTarget(null)
}
/** Load one round of the given ammo type into the weapon */
const loadAmmoType = (ammoId) => {
const actorId = currentActor ?? 'player'
const cc = combatRef.current
const actorChar = cc?.characters[actorId]
const mag = actorId === 'player' ? magazineRef.current : (actorChar?.weaponMagazines ?? { pistol: [] })
const itemCounts = actorChar?.itemCounts ?? (actorId === 'player' ? playerRef.current.itemCounts : {})
const cur = mag.pistol?.length ?? 0
const reserve = itemCounts[ammoId] ?? 0
if (reserve <= 0) return
const ammoName = itemMap[ammoId]?.name ?? ammoId
if (actorId === 'player') {
const newMag = { pistol: [...magazineRef.current.pistol, { ammoType: ammoId }] }
magazineRef.current = newMag
setPlayer(p => {
const newCount = (p.itemCounts[ammoId] ?? 0) - 1
const counts = { ...p.itemCounts, [ammoId]: newCount }
if (newCount <= 0) delete counts[ammoId]
return {
...p,
weaponMagazines: { ...p.weaponMagazines, ...newMag },
itemCounts: counts,
}
})
setCombat(prev => {
const ch = prev.characters['player']
const newCount = (ch?.itemCounts?.[ammoId] ?? 0) - 1
const counts = { ...(ch?.itemCounts ?? {}), [ammoId]: newCount }
if (newCount <= 0) delete counts[ammoId]
return {
...prev,
characters: {
...prev.characters,
player: { ...ch, itemCounts: counts },
},
log: [...prev.log, `Loaded 1 round of ${ammoName} into the pistol.`],
}
})
} else {
setCombat(prev => {
const ch = prev.characters[actorId]
if (!ch) return prev
const chMag = ch.weaponMagazines ?? { pistol: [] }
const newMag = { pistol: [...(chMag.pistol ?? []), { ammoType: ammoId }] }
const newCounts = { ...ch.itemCounts, [ammoId]: (ch.itemCounts?.[ammoId] ?? 0) - 1 }
if (newCounts[ammoId] <= 0) delete newCounts[ammoId]
return {
...prev,
characters: {
...prev.characters,
[actorId]: { ...ch, weaponMagazines: { ...ch.weaponMagazines, ...newMag }, itemCounts: newCounts },
},
log: [...prev.log, `${ch.name ?? 'Party member'} loaded 1 round of ${ammoName} into the pistol.`],
}
})
}
setLimbSelect(null); setSelectedSkill(null); setSelectedTarget(null); setAttackEnemy(null)
}
const unloadPistol = () => {
if (!combat) return
const actorId = currentActor ?? 'player'
const cc = combatRef.current
const actorChar = cc?.characters[actorId]
const mag = actorId === 'player' ? magazineRef.current : (actorChar?.weaponMagazines ?? { pistol: [] })
const cur = mag.pistol?.length ?? 0
if (cur === 0) {
setCombat(c => ({ ...c, log: [...c.log, 'The pistol is already empty.'] }))
return
}
const top = mag.pistol[cur - 1]
const ammoId = top.ammoType
const ammoName = itemMap[ammoId]?.name ?? ammoId
if (actorId === 'player') {
const newMag = { pistol: mag.pistol.slice(0, -1) }
magazineRef.current = newMag
setPlayer(p => ({
...p,
weaponMagazines: { ...p.weaponMagazines, ...newMag },
itemCounts: { ...p.itemCounts, [ammoId]: (p.itemCounts[ammoId] ?? 0) + 1 },
}))
setCombat(c => ({ ...c, log: [...c.log, `Unloaded 1 round of ${ammoName} from the pistol.`] }))
} else {
setCombat(prev => {
const ch = prev.characters[actorId]
if (!ch) return prev
const chMag = ch.weaponMagazines ?? { pistol: [] }
const newMag = { pistol: (chMag.pistol ?? []).slice(0, -1) }
return {
...prev,
characters: {
...prev.characters,
[actorId]: {
...ch,
weaponMagazines: { ...ch.weaponMagazines, ...newMag },
itemCounts: { ...ch.itemCounts, [ammoId]: (ch.itemCounts?.[ammoId] ?? 0) + 1 },
},
},
log: [...prev.log, `${ch.name ?? 'Party member'} unloaded 1 round of ${ammoName} from the pistol.`],
}
})
}
setLimbSelect(null); setSelectedSkill(null); setSelectedTarget(null); setAttackEnemy(null)
}
// ─────────────────────────────────────────────────────────────────────────
// MAP / ZOOM HELPERS
// ─────────────────────────────────────────────────────────────────────────
const zoomTo = (factor, mx, my) => {
const v = viewRef.current
const rect = svgRef.current.getBoundingClientRect()
const s = Math.min(rect.width / 800, rect.height / 600)
const ox = (rect.width - 800 * s) / 2, oy = (rect.height - 600 * s) / 2
const vbX = (mx - ox) / s, vbY = (my - oy) / s
const ns = Math.max(0.3, Math.min(3, v.scale * factor))
const f = ns / v.scale
setZoomAnim({ from: { x: v.x, y: v.y, scale: v.scale }, to: { x: vbX * (1 - f) + v.x * f, y: vbY * (1 - f) + v.y * f, scale: ns }, start: performance.now() })
}
const zoomIn = () => { const r = svgRef.current.getBoundingClientRect(); zoomTo(1.3, r.width / 2, r.height / 2) }
const zoomOut = () => { const r = svgRef.current.getBoundingClientRect(); zoomTo(1/1.3, r.width / 2, r.height / 2) }
const handleWheel = (e) => { e.preventDefault(); const r = svgRef.current.getBoundingClientRect(); zoomTo(e.deltaY > 0 ? 1/1.3 : 1.3, e.clientX - r.left, e.clientY - r.top) }
const handleBgPointerDown = (e) => {
if (e.button !== 0) return
const v = viewRef.current, r = svgRef.current.getBoundingClientRect()
const s = Math.min(r.width / 800, r.height / 600)
const ox = (r.width - 800*s)/2, oy = (r.height - 600*s)/2
isPanning.current = true
panStart.current = { x: e.clientX - ox, y: e.clientY - oy, vx: v.x, vy: v.y, s }
e.currentTarget.setPointerCapture(e.pointerId)
}
const handleBgPointerMove = (e) => {
if (!isPanning.current) return
const v = viewRef.current, r = svgRef.current.getBoundingClientRect()
const s = Math.min(r.width / 800, r.height / 600)
const ox = (r.width - 800*s)/2, oy = (r.height - 600*s)/2
const dx = (e.clientX - ox - panStart.current.x) / panStart.current.s / v.scale
const dy = (e.clientY - oy - panStart.current.y) / panStart.current.s / v.scale
setView({ ...v, x: panStart.current.vx + dx, y: panStart.current.vy + dy })
}
const handleBgPointerUp = () => { isPanning.current = false }
// ─────────────────────────────────────────────────────────────────────────
// SHOP
// ─────────────────────────────────────────────────────────────────────────
const travel = (targetId) => {
if (travelAnim) return
const from = locations.find(l => l.id === player.location)
const to = locations.find(l => l.id === targetId)
if (!from || !to) return
setTravelAnim({ from, to, fromId: player.location, toId: targetId, startTs: null, progress: 0 })
}
const unequipWeapon = (arm) => {
const wid = player.equipped[arm]
if (wid === 'fists' || wid === 'left_arm' || wid === 'right_arm') return
setPlayer(p => ({ ...p, inventory: [...p.inventory, wid], equipped: { ...p.equipped, [arm]: 'fists' } }))
}
const unequipBoth = () => {
const wid = player.equipped.left
if (wid === 'fists' || wid === 'left_arm' || wid === 'right_arm') return
setPlayer(p => ({ ...p, inventory: [...p.inventory, wid], equipped: { left: 'fists', right: 'fists' } }))
}
const equipFromInventory = (weaponId, arm) => {
setPlayer(p => ({
...p,
inventory: p.inventory.filter(id => id !== weaponId),
equipped: arm === 'both' ? { left: weaponId, right: weaponId } : { ...p.equipped, [arm]: weaponId },
weaponConditions: p.weaponConditions[weaponId] !== undefined ? p.weaponConditions : { ...p.weaponConditions, [weaponId]: weaponMap[weaponId].maxCondition },
}))
setEquipArmChoice(null)
}
// ─────────────────────────────────────────────────────────────────────────
// DISPLAY HELPERS
// ─────────────────────────────────────────────────────────────────────────
const partMap = { larm: 'leftArm', rarm: 'rightArm', lleg: 'leftLeg', rleg: 'rightLeg' }
const selectLimbTarget = (part) => setSelectedTarget(partMap[part] || part)
const skipTotalHours = skipAnim !== null ? skipAnim.current : null
const displayDay = skipTotalHours !== null ? Math.floor(skipTotalHours / 24) : gameTime.day
const displayHour = skipTotalHours !== null ? Math.floor(skipTotalHours % 24) : gameTime.hour
const displayMinute = skipTotalHours !== null ? 0 : (gameTime.minute ?? 0)
const dateString = getDateString(displayDay)
// busy is React state, updated in the timer loop to reflect refs
// ─────────────────────────────────────────────────────────────────────────
// RENDER
// ─────────────────────────────────────────────────────────────────────────
const handleNewGame = () => { setShowMenu(false); setShowCharCreate(true) }
const canTrade = (charId) => {
if (!combat || charId === 'player') return true
const src = combat.characters?.player
const tgt = combat.characters?.[charId]
if (!src || !tgt) return true
const dx = src.x - tgt.x
const dy = src.y - tgt.y
return Math.sqrt(dx * dx + dy * dy) <= 35
}
const startTrade = (targetId) => {
setHoverInfo(null); setHoveredChar(null); setContextMenu(null)
setShowTrade(true)
setTradeTarget(targetId)
setTradeGive({})
setTradeTake({})
}
if (showMenu) {
return (
CITYGAMIN
A game of survival and conquest
)
}
if (showCharCreate) {
return {
const { name, weaponId, fillColor, locationId } = opts
setPlayer(createCharacter({
id: 'player', name, age: 24, location: locationId, money: 50,
inventory: weaponId === 'pistol' ? ['pistol_ammo', 'bouncing_ammo'] : [],
equipped: { left: weaponId === 'pistol' ? 'pistol' : 'fists', right: weaponId === 'pistol' ? 'fists' : weaponId },
weaponConditions: weaponId !== 'fists' ? { [weaponId]: weaponMap[weaponId]?.maxCondition ?? 100 } : {},
size: 1.3,
weaponMagazines: weaponId === 'pistol' ? { pistol: [{ ammoType: 'pistol_ammo' }, { ammoType: 'pistol_ammo' }] } : {},
itemCounts: weaponId === 'pistol' ? { pistol_ammo: 20, bouncing_ammo: 10 } : {},
fillColor,
}))
setShowCharCreate(false)
setTimeout(() => enterLocation(locationId), 50)
}} />
}
return (
setMousePos({ x: e.clientX, y: e.clientY })} onContextMenu={e => { e.preventDefault(); setContextMenu(null) }}>
{combat && (
)}
{(!combat || showWorldMap) && (
{(() => {
const d = displayDay; const h = displayHour; const min = displayMinute
const m = Math.floor(min); const s = Math.floor((min % 1) * 60)
return `${getDateString(d)} ${String(h).padStart(2,'0')}:${String(m).padStart(2,'0')}:${String(s).padStart(2,'0')}`
})()}
)}
{combat && !showWorldMap && (
{(() => {
const min = gameTime.minute ?? 0
const h = gameTime.hour
const m = Math.floor(min)
const s = Math.floor((min % 1) * 60)
const cs = Math.floor((((min % 1) * 60) % 1) * 100)
return `${getDateString(gameTime.day)} ${String(h).padStart(2,'0')}:${String(m).padStart(2,'0')}:${String(s).padStart(2,'0')}.${String(cs).padStart(2,'0')}`
})()}
{[1, 0.5, 0.25, 0.1].map(s => (
))}
)}
{/* ═══════════════════════════════════════════════════════ COMBAT VIEW */}
{combat && !showWorldMap && (
<>
{/* ── left: action tree (per party member) */}
{combat && (() => {
const partyIds = combat.partyIds ?? [combat.playerEntityId].filter(Boolean)
const anyActionPossible = partyIds.some(cid => !isDead(combat.characters[cid]?.integrity))
return anyActionPossible && (
{partyIds.map(cid => {
const ch = combat.characters[cid]
if (!ch) return null
const isDeadChar = isDead(ch.integrity)
const charEquipped = ch.equipped ?? { left: 'fists', right: 'fists' }
const lw = charEquipped.left, rw = charEquipped.right
const charName = ch.name ?? cid
return (
setExpandedWeapon(prev => prev.includes(cid) ? prev.filter(x => x !== cid) : [...prev, cid])}>
{expandedWeapon.includes(cid) ? '▼' : '▶'}
{ e.stopPropagation(); setShowInventory(true); setPanelTarget(cid) }}>{charName}{isDeadChar ? ' (Dead)' : ''}
{expandedWeapon.includes(cid) && (
{/* Weapons */}
setWeaponsOpen(prev => prev.includes(cid) ? prev.filter(x => x !== cid) : [...prev, cid])}>
{weaponsOpen.includes(cid) ? '▼' : '▶'}
Weapons
{weaponsOpen.includes(cid) && (
{(() => {
const entries = []
if (lw === 'fists') {
entries.push(
setHoverInfo({ type: 'weapon', id: 'left_arm' })} onMouseLeave={() => setHoverInfo(null)}
onClick={() => { setCurrentActor(cid); setLimbSelect('left_arm'); setSelectedSkill(null); setSelectedTarget(null); setMoveMode(null); setAimMode(false) }}>
○Left Arm
)
} else if (lw !== rw) {
entries.push(
setHoverInfo({ type: 'weapon', id: lw })} onMouseLeave={() => setHoverInfo(null)}
onClick={() => { setCurrentActor(cid); setLimbSelect(lw); setSelectedSkill(null); setSelectedTarget(null); setMoveMode(null); setAimMode(false) }}>
○Left: {weaponMap[lw]?.name ?? lw}
)
}
if (rw === 'fists') {
entries.push(
setHoverInfo({ type: 'weapon', id: 'right_arm' })} onMouseLeave={() => setHoverInfo(null)}
onClick={() => { setCurrentActor(cid); setLimbSelect('right_arm'); setSelectedSkill(null); setSelectedTarget(null); setMoveMode(null); setAimMode(false) }}>
○Right Arm
)
} else if (lw !== rw) {
entries.push(
setHoverInfo({ type: 'weapon', id: rw })} onMouseLeave={() => setHoverInfo(null)}
onClick={() => { setCurrentActor(cid); setLimbSelect(rw); setSelectedSkill(null); setSelectedTarget(null); setMoveMode(null); setAimMode(false) }}>
○Right: {weaponMap[rw]?.name ?? rw}
)
}
if (lw === rw && lw !== 'fists' && lw !== 'left_arm' && lw !== 'right_arm') {
entries.push(
setHoverInfo({ type: 'weapon', id: lw })} onMouseLeave={() => setHoverInfo(null)}
onClick={() => { setCurrentActor(cid); setLimbSelect(lw); setSelectedSkill(null); setSelectedTarget(null); setMoveMode(null); setAimMode(false) }}>
○Both: {weaponMap[lw]?.name ?? lw}
)
}
if (lw === 'fists' && rw === 'fists') {
entries.push(
setHoverInfo({ type: 'weapon', id: 'fists' })} onMouseLeave={() => setHoverInfo(null)}
onClick={() => { setCurrentActor(cid); setLimbSelect('fists'); setSelectedSkill(null); setSelectedTarget(null); setMoveMode(null); setAimMode(false) }}>
○Fists
)
}
return entries
})()}
)}
{/* Items */}
setItemsOpen(prev => prev.includes(cid) ? prev.filter(x => x !== cid) : [...prev, cid])}>
{itemsOpen.includes(cid) ? '▼' : '▶'}
Items
{itemsOpen.includes(cid) && (
{(ch.inventory ?? []).length === 0
?
No items
: ch.inventory.map((itemId, i) => {
const qty = ch.itemCounts?.[itemId]
if (qty !== undefined && qty <= 0) return null
return (
{ setShowInventory(true); setPanelTarget(cid) }}>
○
{itemMap[itemId]?.name ?? itemId}
{qty !== undefined && ×{qty}}
)
})
}
)}
{/* Movement */}
setMovementOpen(prev => prev.includes(cid) ? prev.filter(x => x !== cid) : [...prev, cid])}>
{movementOpen.includes(cid) ? '▼' : '▶'}
Movement
{movementOpen.includes(cid) && (
{ if (!busy) { setCurrentActor(cid); setMoveMode(m => m === 'walk' ? null : 'walk'); setAimMode(false) } }}>
○Walk
{ if (!busy) { setCurrentActor(cid); setMoveMode(m => m === 'run' ? null : 'run'); setAimMode(false) } }}>
○Run
{ if (!busy) { setCurrentActor(cid); setMoveMode(m => m === 'turn' ? null : 'turn'); setAimMode(false) } }}>
○Turn
{moveMode && moveMode !== 'turn' &&
Click on the mini-map to move
}
{moveMode === 'turn' &&
Click on the mini-map to face a direction
}
)}
)}
)
})}
)
})()}
{/* ── center: minimap + log */}
Combat Log
{(combat?.log || []).map((entry, i) =>
{entry}
)}
{/* ── right: enemy list */}
{(combat?.enemyIds ?? []).map(eid => {
const enemy = combat.characters[eid]
const idx = combat.enemyIds.indexOf(eid)
return (
{ setSelectedEnemy(idx); setShowInventory(true); setPanelTarget(eid) }} onContextMenu={e => { e.preventDefault(); e.stopPropagation(); setContextMenu({ x: e.clientX, y: e.clientY, charId: eid }) }}>
{enemy.name}
)
})}
{/* ── attack modal */}
{limbSelect && (() => {
const actorId = currentActor ?? 'player'
const actorChar = combat?.characters[actorId]
// If the current actor is dead, find the next alive party member
const liveActorId = (actorChar && isDead(actorChar.integrity))
? (combat.partyIds ?? []).find(pid => !isDead(combat.characters[pid]?.integrity)) ?? 'player'
: actorId
const resolvedActorChar = combat?.characters[liveActorId]
const actorPos = resolvedActorChar ? (characterPositionsRef.current[liveActorId] ?? resolvedActorChar.pos) : { x: 20, y: 75 }
const actorEquipped = resolvedActorChar?.equipped ?? { left: 'fists', right: 'fists' }
return (
e.stopPropagation()}>
{(() => {
const weapon = weaponMap[limbSelect]
const weaponName = weapon?.name ?? limbSelect
const skills = weapon?.skills ?? []
return (
{weaponName} — {actorChar?.name ?? actorId}
{limbSelect === 'pistol' && Ammo: {actorChar?.weaponMagazines?.pistol?.length ?? 0}/{PISTOL_MAG} ({itemMap[actorChar?.weaponMagazines?.pistol?.[0]?.ammoType]?.name ?? 'none'})}
{/* skill list */}
{skills.length > 0 && (
Select Skill
{skills.map((skill, i) => (
))}
)}
{/* reload: ammo selection */}
{selectedSkill === 'Load' && (
Select Ammo Type
{Object.entries(actorChar?.itemCounts ?? {})
.filter(([id, qty]) => qty > 0 && (id === 'pistol_ammo' || id === 'bouncing_ammo'))
.length === 0
?
No ammo available
: Object.entries(actorChar?.itemCounts ?? {})
.filter(([id, qty]) => qty > 0 && (id === 'pistol_ammo' || id === 'bouncing_ammo'))
.map(([id, qty]) => (
e.currentTarget.style.background = '#1e1e30'}
onMouseLeave={e => e.currentTarget.style.background = 'none'}
onClick={() => loadAmmoType(id)}>
{itemMap[id]?.name ?? id}
×{qty}
))
}
)}
{/* enemy list (hidden during reload) */}
{selectedSkill && selectedSkill !== 'Load' && (
Select Enemy
{(combat?.enemyIds ?? []).map((eid, i) => {
const enemy = combat.characters[eid]
const inRange = canReach(actorPos, enemy.pos, limbSelect, selectedSkill)
return (
)
})}
)}
{/* limb selector (hidden during reload) */}
{selectedSkill !== 'Load' && attackEnemy !== null && (
Limb
{[{ key:'torso',label:'Torso'},{ key:'head',label:'Head'},{ key:'larm',label:'Left Arm'},{ key:'rarm',label:'Right Arm'},{ key:'lleg',label:'Left Leg'},{ key:'rleg',label:'Right Leg'}].map(({key,label}) => (
))}
)}
{/* side info panel */}
{skills.length > 0 && (
{(() => {
if (!selectedSkill) {
const s = skills.find(x => x.name === hoveredSkill)
if (!s) return null
const descs = { blunt: 'Blunt force trauma', slash: 'Slashing cut', pierce: 'Piercing strike', shove: 'Knocks the target back' }
return (<>
{s.name}
{descs[s.damageType] || s.damageType}
Damage: {Math.round((weapon?.damage ?? 0) * s.mult)}
Multiplier: {s.mult}x
Type: {s.damageType}
Range: {s.range}
>)
}
if (attackEnemy === null) {
const e = hoveredEnemy !== null && combat ? combat.characters[combat.enemyIds[hoveredEnemy]] : null
if (!e) return null
return (<>
HP: {Object.values(e.integrity).reduce((a,b)=>a+b,0)}
{Object.entries(e.integrity).map(([p,v]) =>
{bodyPartLabels[p]}: {v}
)}
>)
}
const e = combat ? combat.characters[combat.enemyIds[attackEnemy]] : null
const limbKey = selectedTarget
const hp = limbKey && e ? e.integrity[limbKey] : null
return (<>
{e?.name || ''}
Target: {selectedTarget ? bodyPartLabels[selectedTarget] : 'None'}
Limb HP: {hp !== null ? hp : '-'}
>)
})()}
)}
)
})()}
{limbSelect !== 'pistol' && }
)
})()}
>
)}
{/* ═══════════════════════════════════════════════════════ WORLD MAP */}
{(!combat || showWorldMap) && (
<>
{passTimeOpen && (
Pass Time
setPassTimeHours(Number(e.target.value))} className="pass-time-slider" />
{passTimeHours}h
)}
{selected && (
{locMap[selected].name}
{locMap[selected].description}
{player.location !== selected && connectedTo(player.location).includes(selected) && (
Travel here
)}
Characters here
{liveCharacters.filter(c => c.location === selected).length === 0
?
None
: liveCharacters.filter(c => c.location === selected).map(c => (
{ e.preventDefault(); e.stopPropagation(); setHoverInfo(null); setHoveredChar(null); setContextMenu({ x: e.clientX, y: e.clientY, charId: c.id }) }}>
{ setShowInventory(true); setPanelTarget(c.id) }}>{c.name}
{c.money !== undefined && {c.money}g}
{c.inventory?.length > 0 && {c.inventory.map(id => itemMap[id]?.name ?? id).join(', ')}}
))
}
)}
>
)}
{/* ═══════════════════════════════════════════════════════ INVENTORY PANEL */}
{showInventory && (() => {
const character = panelTarget === 'player'
? player
: combat && combat.characters[panelTarget]
? combat.characters[panelTarget]
: (() => { const npc = characters.find(c => c.id === panelTarget); return npc ? createCharacter(npc) : null })()
const isPlayer = character?.id === 'player'
const charWeight = character?.inventory?.reduce((sum, id) => sum + (itemMap[id]?.weight ?? 0) * ((character.itemCounts?.[id] ?? 0) || 1), 0) ?? 0
const charHp = character ? totalHp(character.integrity) : 0
return (
{ setShowInventory(false); setPanelTarget('player'); setHoverInfo(null); setContextMenu(null) }}
onContextMenu={e => { e.preventDefault(); setHoverInfo(null); setHoveredChar(null); setContextMenu(null) }}
>
e.stopPropagation()}>
{character && }
{character && invTab === 'health' && (
Body Parts
{Object.keys(MAX_BODY).map(part => {
const hp = character.integrity[part], max = MAX_BODY[part]
const injuries = character.injuries[part] ?? []
return (
{bodyPartLabels[part]}
{hp}/{max}
{injuries.length > 0 &&
{injuries.map((inj,i) => {inj.type} ({inj.severity}))}
}
)
})}
Integrity{charHp}/{MAX_HP}
)}
{character && invTab === 'inventory' && (
{isPlayer && (
<>
Weapons
{(() => {
const lw = character.equipped.left, rw = character.equipped.right
if (lw === rw) return (
setHoverInfo({ type:'weapon', id:lw })} onMouseLeave={() => setHoverInfo(null)}>
{lw === 'fists' ? 'Fists' : `Both: ${weaponMap[lw].name}`}
{lw !== 'fists' && <>DMG: {weaponMap[lw].damage}COND: {character.weaponConditions[lw] ?? weaponMap[lw].maxCondition}/{weaponMap[lw].maxCondition}{weaponMap[lw].passives.length > 0 && {weaponMap[lw].passives.join(', ')}}>}
)
return ['left','right'].map(side => {
const wid = character.equipped[side]
if (wid === 'fists') return null
return (
setHoverInfo({ type:'weapon', id:wid })} onMouseLeave={() => setHoverInfo(null)}>
{side === 'left' ? 'Left' : 'Right'}: {weaponMap[wid].name}
DMG: {weaponMap[wid].damage}
COND: {character.weaponConditions[wid] ?? weaponMap[wid].maxCondition}/{weaponMap[wid].maxCondition}
{weaponMap[wid].passives.length > 0 && {weaponMap[wid].passives.join(', ')}}
)
})
})()}
>
)}
{!isPlayer && character.weapon && character.weapon !== 'fists' && (
Equipped Weapon
{(() => {
const wep = weaponMap[character.weapon]
return (
setHoverInfo({ type:'weapon', id:character.weapon })} onMouseLeave={() => setHoverInfo(null)}>
{wep?.name ?? character.weapon}
{wep && <>DMG: {character.attack}SPD: {character.speed}{wep.passives?.length > 0 && {wep.passives.join(', ')}}>}
)
})()}
)}
{!isPlayer && character.weapon && character.weapon !== 'fists' &&
}
Inventory ({character.inventory.length})
{character.inventory.length === 0
?
Empty
: character.inventory.map((itemId, i) => {
const qty = character.itemCounts?.[itemId]
if (qty !== undefined && qty <= 0) return null
return (
setHoverInfo({ type:'item', id:itemId })} onMouseLeave={() => setHoverInfo(null)}>
{itemMap[itemId]?.name ?? itemId}
{qty !== undefined
? ×{qty}
: itemMap[itemId] && ×1}
{isPlayer && weaponMap[itemId] && }
)
})
}
{isPlayer &&
Weight: {charWeight}/{MAX_WEIGHT}
}
{character.money || 0}g
)}
{character && invTab === 'stats' && (
{isPlayer ? 'Character' : character.name}
Name{isPlayer ? 'You' : character.name}
Age{character.age ?? '??'}
{isPlayer &&
Size{character.size ?? 1}x
}
Location{locMap[character.location]?.name ?? character.location}
Integrity{charHp}/{MAX_HP}
Items{character.inventory.length}
{isPlayer &&
Weight{charWeight}/{MAX_WEIGHT}
}
Money{character.money || 0}g
)}
)})()}
{/* ═══════════════════════════════════════════════════════ SETTINGS */}
{showSettings && (
Settings
Display
Zoom{Math.round(view.scale*100)}%
Game
Date{getDateString(gameTime.day)}
Time{String(gameTime.hour).padStart(2,'0')}:{String(Math.floor(gameTime.minute ?? 0)).padStart(2,'0')}
Weather{weatherLabels[weather]}
Player
Location{locMap[player.location]?.name ?? player.location}
Money{player.money}g
)}
{/* ═══════════════════════════════════════════════════════ WORLD INFO */}
{showWorldInfo && (
setShowWorldInfo(false)}>
e.stopPropagation()}>
World
Date{getDateString(gameTime.day)}
Time{String(gameTime.hour).padStart(2,'0')}:{String(Math.floor(gameTime.minute ?? 0)).padStart(2,'0')}
Weather{weatherLabels[weather]}
Location{locMap[player.location]?.name ?? player.location}
)}
{/* ═══════════════════════════════════════════════════════ TOOLTIPS */}
{hovered && (
{locMap[hovered].name}
{locMap[hovered].description}
)}
{hoverInfo?.type === 'item' && itemMap[hoverInfo.id] && (
{itemMap[hoverInfo.id].name}
{itemMap[hoverInfo.id].description}
)}
{hoverInfo?.type === 'weapon' && weaponMap[hoverInfo.id] && (
{hoverInfo.id === 'left_arm' || hoverInfo.id === 'right_arm'
? <>
{weaponMap[hoverInfo.id].name}
Unarmed strike (DMG: 10)
>
: <>
{weaponMap[hoverInfo.id].name}
DMG: {weaponMap[hoverInfo.id].damage} SPD: {weaponMap[hoverInfo.id].speed}
Condition: {player.weaponConditions[hoverInfo.id] ?? weaponMap[hoverInfo.id].maxCondition}/{weaponMap[hoverInfo.id].maxCondition}
Skills: {weaponMap[hoverInfo.id].skills.map(s=>`${s.name} (${s.damageType})`).join(', ')}
{weaponMap[hoverInfo.id].passives.length > 0 &&
Passives: {weaponMap[hoverInfo.id].passives.join(', ')}
}>
}
)}
{/* ═══════════════════════════════════════════════════════ TRADE WINDOW */}
{showTrade && (() => {
const srcChar = player
const tgtChar = (() => {
if (tradeTarget === 'player') return player
if (combat && combat.characters[tradeTarget]) return combat.characters[tradeTarget]
const npc = characters.find(c => c.id === tradeTarget)
return npc ? createCharacter(npc) : null
})()
if (!srcChar || !tgtChar) return null
function getCharItems(ch) {
const seen = new Set()
const items = []
for (const id of (ch.inventory ?? [])) {
if (seen.has(id)) continue; seen.add(id)
items.push({ id, name: weaponMap[id]?.name ?? itemMap[id]?.name ?? id, qty: 1, value: getItemValue(id), cond: ch.weaponConditions?.[id] ?? weaponMap[id]?.maxCondition ?? null, maxCond: weaponMap[id]?.maxCondition ?? null })
}
for (const [id, qty] of Object.entries(ch.itemCounts ?? {})) {
if (qty > 0) {
if (seen.has(id)) continue; seen.add(id)
items.push({ id, name: itemMap[id]?.name ?? id, qty, value: getItemValue(id) })
}
}
return items
}
const srcItems = getCharItems(srcChar)
const tgtItems = getCharItems(tgtChar)
const giveVal = Object.entries(tradeGive).reduce((s, [id, q]) => s + getItemValue(id) * q, 0)
const takeVal = Object.entries(tradeTake).reduce((s, [id, q]) => s + getItemValue(id) * q, 0)
const proposeTrade = () => {
const giveEntries = Object.entries(tradeGive).filter(([id, q]) => q > 0)
const takeEntries = Object.entries(tradeTake).filter(([id, q]) => q > 0)
if (giveEntries.length === 0 && takeEntries.length === 0) return
const newPlayer = { ...player }
const tgtWorld = characters.find(c => c.id === tradeTarget)
if (tgtWorld) {
tgtWorld.inventory = [...(tgtWorld.inventory ?? [])]
tgtWorld.itemCounts = { ...(tgtWorld.itemCounts ?? {}) }
tgtWorld.weaponConditions = { ...(tgtWorld.weaponConditions ?? {}) }
}
for (const [id, qty] of giveEntries) {
if (weaponMap[id]) {
// weapon: remove from player inventory, give to target
newPlayer.inventory = newPlayer.inventory.filter(i => i !== id)
if (tgtWorld) {
tgtWorld.inventory = tgtWorld.inventory ?? []
tgtWorld.inventory.push(id)
if (newPlayer.weaponConditions?.[id] != null) {
tgtWorld.weaponConditions[id] = newPlayer.weaponConditions[id]
delete newPlayer.weaponConditions[id]
}
}
} else if (itemMap[id]) {
// ammo/item: reduce player count, increase target count
newPlayer.itemCounts = { ...(newPlayer.itemCounts ?? {}) }
newPlayer.itemCounts[id] = (newPlayer.itemCounts[id] ?? 0) - qty
if (newPlayer.itemCounts[id] <= 0) delete newPlayer.itemCounts[id]
if (tgtWorld) {
const tgt = tgtWorld
tgt.inventory = [...(tgt.inventory ?? []), id]
tgt.itemCounts = { ...(tgt.itemCounts ?? {}) }
tgt.itemCounts[id] = (tgt.itemCounts[id] ?? 0) + qty
}
}
}
for (const [id, qty] of takeEntries) {
if (weaponMap[id]) {
// weapon: remove from target inventory, give to player
if (tgtWorld) {
tgtWorld.inventory = tgtWorld.inventory.filter(i => i !== id)
if (tgtWorld.weaponConditions?.[id] != null) {
newPlayer.weaponConditions = { ...(newPlayer.weaponConditions ?? {}) }
newPlayer.weaponConditions[id] = tgtWorld.weaponConditions[id]
delete tgtWorld.weaponConditions[id]
}
}
newPlayer.inventory = [...(newPlayer.inventory ?? []), id]
} else if (itemMap[id]) {
// ammo/item: reduce target count (from itemCounts and/or inventory)
if (tgtWorld) {
const tgt = tgtWorld
tgt.inventory = (tgt.inventory ?? []).filter(i => i !== id)
tgt.itemCounts = { ...(tgt.itemCounts ?? {}) }
tgt.itemCounts[id] = (tgt.itemCounts[id] ?? 0) - qty
if (tgt.itemCounts[id] <= 0) delete tgt.itemCounts[id]
}
newPlayer.itemCounts = { ...(newPlayer.itemCounts ?? {}) }
newPlayer.itemCounts[id] = (newPlayer.itemCounts[id] ?? 0) + qty
}
}
setPlayer(newPlayer)
setShowTrade(false)
setTradeTarget(null)
setTradeGive({})
setTradeTake({})
}
return (
{ setShowTrade(false); setTradeTarget(null) }}>
e.stopPropagation()}>
Trade with {tgtChar.name ?? tradeTarget}
{srcChar.name} Offers
{srcItems.map(item => (
{item.name}{item.qty > 1 ? ` (${item.qty})` : ''}{item.cond != null ? ` [${item.cond}/${item.maxCond}]` : ''}
{tradeGive[item.id] ?? 0}
))}
{tgtChar.name} Offers
{tgtItems.map(item => (
{item.name}{item.qty > 1 ? ` (${item.qty})` : ''}{item.cond != null ? ` [${item.cond}/${item.maxCond}]` : ''}
{tradeTake[item.id] ?? 0}
))}
Give: {giveVal}g Take: {takeVal}g
)
})()}
{hoverInfo?.type === 'enemy' && (
{hoverInfo.name}
{hoverInfo.defeated ? 'Defeated' : 'Hostile'}
)}
{hoveredChar && !hoveredChar.startsWith('enemy-') && combat?.characters[hoveredChar] && (
{combat.characters[hoveredChar].name ?? hoveredChar}
)}
{/* ═══════════════════════════════════════════════════════ EQUIP ARM CHOICE */}
{equipArmChoice && (
setEquipArmChoice(null)}>
e.stopPropagation()}>
Equip {weaponMap[equipArmChoice].name}
)}
{/* ═══════════════════════════════════════════════════════ CONTEXT MENU */}
{contextMenu && (
{ setHoverInfo(null); setHoveredChar(null); setContextMenu(null) }}>
)}
)
}