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@kar-mi/spirit-vale-tools-combat

v5.1.1

Published

Spirit Vale combat event tracking and replay utilities.

Readme

@kar-mi/spirit-vale-tools-combat

Spirit Vale combat event tracking and replay utilities.

Install

bun add @kar-mi/spirit-vale-tools-combat

Usage

import { FishNetCombatTracker, LiveCombatService } from "@kar-mi/spirit-vale-tools-combat";

const tracker = new FishNetCombatTracker();
const meter = new LiveCombatService({ personalName: "MyCharacter" });

// packet: DecodedFishNetPacket from @kar-mi/spirit-vale-tools-capture
for (const event of tracker.consume(packet)) {
  meter.consumeCombat(event, Date.now());
}

const { current } = meter.getState();
if (current) console.log(current.dps.partyDps, current.dps.actors);

To build encounters yourself rather than through the live service, drive DamageReducer and render each finished encounter with renderEncounter.

Feed the tracker every decoded FishNet packet from live capture or replay. Use FishNetActorDirectory to resolve actor identities and loadDpsReplay / DpsSessionLogFollower to rebuild encounters from recorded log sessions.

DpsSessionLogFollower can be followed rather than polled, which is what an overlay should do — it wakes on a filesystem event instead of on a timer, and yields only batches that carry something:

const follower = DpsSessionLogFollower.watch();
for await (const batch of follower) {
  if (batch.changed) apply(batch.events);
}
follower.close();

Each batch carries changed and revision, so a consumer can skip re-projecting when the reducer state did not move. FishNetStatusTracker exposes the same revision alongside nextExpiryAtMs(), which says when the next status is due to lapse — enough to sleep until a chip actually disappears rather than ticking.

For bounded live UI state, use LiveCombatService. It exposes the current and latest finished encounter with DPS, incoming damage-per-second (TPS), and healing-per-second (HPS) rows without retaining the full session history.

See the package guide for registry setup and usage.