Press n or j to go to the next uncovered block, b, p or k for the previous block.
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* Custom hook for managing technique selection and execution.
*
* **Korean**: 기술 선택 관리 (Technique Selection Management)
*
* Handles technique selection state, keyboard shortcuts, cooldown tracking,
* and validation of technique execution based on player resources and stance.
*
* @module hooks/useTechniqueSelection
* @category Combat Hooks
* @korean 기술선택훅
*/
import { useCallback, useEffect, useMemo, useRef, useState } from "react";
import { getTechniquesForStanceAndArchetype } from "../data/techniques";
import { PlayerState } from "../systems/player";
import {
Technique,
TechniqueCooldown,
TechniqueKey,
TechniqueValidation,
} from "../types";
/**
* Configuration for technique selection hook.
*/
export interface UseTechniqueSelectionConfig {
/** Player state with resources and stance */
readonly player: PlayerState;
/** Whether technique selection is enabled */
readonly enabled?: boolean;
/** Callback when technique is selected */
readonly onTechniqueSelected?: (technique: Technique) => void;
/** Callback when technique execution is attempted */
readonly onTechniqueExecute?: (technique: Technique) => void;
}
/**
* Technique selection state and actions.
*/
export interface UseTechniqueSelectionResult {
/** Available techniques for player archetype */
readonly availableTechniques: readonly Technique[];
/** Currently selected technique index */
readonly selectedIndex: number;
/** Active cooldowns for techniques */
readonly activeCooldowns: readonly TechniqueCooldown[];
/** Select technique by index */
readonly selectTechnique: (index: number) => void;
/** Execute currently selected technique */
readonly executeTechnique: (indexOverride?: number) => void;
/** Check if technique can be executed */
readonly validateTechnique: (technique: Technique) => TechniqueValidation;
/** Check if technique is on cooldown */
readonly isOnCooldown: (techniqueId: string) => boolean;
/** Get remaining cooldown time in ms */
readonly getRemainingCooldown: (techniqueId: string) => number;
/** Check if player has sufficient resources */
readonly hasResources: (technique: Technique) => boolean;
}
/**
* Custom hook for managing technique selection and execution.
*
* @param config - Configuration options
* @returns Technique selection state and actions
*
* @example
* ```typescript
* const techniqueSelection = useTechniqueSelection({
* player: playerState,
* enabled: !isPaused && combatActive,
* onTechniqueExecute: (technique) => {
* // Execute technique logic
* executeCombatTechnique(playerState, opponent, technique);
* }
* });
* ```
*
* @public
*/
export function useTechniqueSelection(
config: UseTechniqueSelectionConfig
): UseTechniqueSelectionResult {
const {
player,
enabled = true,
onTechniqueSelected,
onTechniqueExecute,
} = config;
// Get available techniques based on player's current stance and archetype
const availableTechniques = useMemo(
() =>
getTechniquesForStanceAndArchetype(
player.currentStance,
player.archetype
),
[player.currentStance, player.archetype]
);
// Selected technique state
const [selectedIndex, setSelectedIndex] = useState(0);
// Cooldown tracking
const [activeCooldowns, setActiveCooldowns] = useState<TechniqueCooldown[]>(
[]
);
// Ref for cleanup
const cooldownUpdateIntervalRef = useRef<NodeJS.Timeout | null>(null);
// Update cooldowns every 100ms
useEffect(() => {
if (activeCooldowns.length === 0) {
// Clear any existing interval when no cooldowns
Iif (cooldownUpdateIntervalRef.current) {
clearInterval(cooldownUpdateIntervalRef.current);
cooldownUpdateIntervalRef.current = null;
}
return;
}
let isMounted = true;
cooldownUpdateIntervalRef.current = setInterval(() => {
Iif (!isMounted) return;
const now = Date.now();
setActiveCooldowns((prev) => {
return prev
.map((cd) => ({
...cd,
remaining: Math.max(0, cd.startTime + cd.duration - now),
}))
.filter((cd) => cd.remaining > 0);
});
}, 100);
return () => {
isMounted = false;
Eif (cooldownUpdateIntervalRef.current) {
clearInterval(cooldownUpdateIntervalRef.current);
cooldownUpdateIntervalRef.current = null;
}
};
}, [activeCooldowns.length]);
// Check if technique is on cooldown
const isOnCooldown = useCallback(
(techniqueId: string): boolean => {
return activeCooldowns.some(
(cd) => cd.techniqueId === techniqueId && cd.remaining > 0
);
},
[activeCooldowns]
);
// Get remaining cooldown time
const getRemainingCooldown = useCallback(
(techniqueId: string): number => {
const cooldown = activeCooldowns.find(
(cd) => cd.techniqueId === techniqueId
);
return cooldown?.remaining ?? 0;
},
[activeCooldowns]
);
// Check if player has sufficient resources
const hasResources = useCallback(
(technique: Technique): boolean => {
return (
player.stamina >= technique.staminaCost && player.ki >= technique.kiCost
);
},
[player.stamina, player.ki]
);
// Validate technique execution
const validateTechnique = useCallback(
(technique: Technique): TechniqueValidation => {
// Check stamina
if (player.stamina < technique.staminaCost) {
return {
canExecute: false,
reason: "Insufficient stamina",
insufficientStamina: true,
};
}
// Check Ki
if (player.ki < technique.kiCost) {
return {
canExecute: false,
reason: "Insufficient Ki",
insufficientKi: true,
};
}
// Check cooldown
if (isOnCooldown(technique.id)) {
return {
canExecute: false,
reason: "Technique on cooldown",
onCooldown: true,
};
}
// Check required stance
Iif (
technique.requiredStance &&
player.currentStance !== technique.requiredStance
) {
return {
canExecute: false,
reason: `Requires ${technique.requiredStance} stance`,
wrongStance: true,
};
}
return {
canExecute: true,
};
},
[player.stamina, player.ki, player.currentStance, isOnCooldown]
);
// Select technique by index
const selectTechnique = useCallback(
(index: number) => {
Iif (index < 0 || index >= availableTechniques.length) return;
Iif (!enabled) return;
setSelectedIndex(index);
const technique = availableTechniques[index];
onTechniqueSelected?.(technique);
},
[availableTechniques, enabled, onTechniqueSelected]
);
// Execute currently selected technique
const executeTechnique = useCallback(
(indexOverride?: number) => {
Iif (!enabled) return;
const index = indexOverride ?? selectedIndex;
const technique = availableTechniques[index];
Iif (!technique) return;
// Validate technique execution
const validation = validateTechnique(technique);
if (!validation.canExecute) {
console.warn(`Cannot execute technique: ${validation.reason}`);
return;
}
// Start cooldown
const now = Date.now();
const cooldown: TechniqueCooldown = {
techniqueId: technique.id,
startTime: now,
duration: technique.cooldown,
remaining: technique.cooldown,
};
setActiveCooldowns((prev) => [...prev, cooldown]);
// Execute technique
onTechniqueExecute?.(technique);
},
[
enabled,
availableTechniques,
selectedIndex,
validateTechnique,
onTechniqueExecute,
]
);
// Keyboard shortcut handler
useEffect(() => {
if (!enabled) return;
const handleKeyPress = (event: KeyboardEvent) => {
// Don't capture if user is typing in an input field
Iif (
event.target instanceof HTMLInputElement ||
event.target instanceof HTMLTextAreaElement
) {
return;
}
const key = event.key.toUpperCase() as TechniqueKey;
// Technique keys - top row Q through P (10 keys)
const techniqueKeys = ["Q", "W", "E", "R", "T", "Y", "U", "I", "O", "P"];
// Prevent default for all technique keys during combat
Eif (techniqueKeys.includes(key)) {
event.preventDefault();
}
// Map keys to technique indices
const keyMap: Record<TechniqueKey, number> = {
Q: 0,
W: 1,
E: 2,
R: 3,
T: 4,
Y: 5,
U: 6,
I: 7,
O: 8,
P: 9,
};
const index = keyMap[key];
Eif (index !== undefined && index < availableTechniques.length) {
selectTechnique(index);
executeTechnique(index);
}
};
window.addEventListener("keydown", handleKeyPress);
return () => window.removeEventListener("keydown", handleKeyPress);
}, [enabled, availableTechniques, selectTechnique, executeTechnique]);
return {
availableTechniques,
selectedIndex,
activeCooldowns,
selectTechnique,
executeTechnique,
validateTechnique,
isOnCooldown,
getRemainingCooldown,
hasResources,
};
}
export default useTechniqueSelection;
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