File size: 7,577 Bytes
076c3cb
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
/**
 * Adaptive Tactics - Game Rules
 * Movement, attack range, hit/damage calculations, terrain modifiers
 */

import { MapData } from './models.js';

/**
 * Calculate movement range for a unit
 * Returns array of [row, col] positions the unit can move to
 */
export function calculateMoveRange(unit, map, allUnits) {
    const reachable = [];
    const visited = new Map();
    const queue = [[unit.row, unit.col, unit.mov]];

    visited.set(`${unit.row},${unit.col}`, unit.mov);

    while (queue.length > 0) {
        const [row, col, remaining] = queue.shift();

        // Add to reachable if not starting position
        if (row !== unit.row || col !== unit.col) {
            const tile = map.getTile(row, col);
            // Can only move to unoccupied tiles
            if (tile && !tile.isOccupied()) {
                reachable.push([row, col]);
            }
        }

        if (remaining <= 0) continue;

        // Check adjacent tiles
        const directions = [[-1, 0], [1, 0], [0, -1], [0, 1]];
        for (const [dr, dc] of directions) {
            const newRow = row + dr;
            const newCol = col + dc;
            const key = `${newRow},${newCol}`;

            const tile = map.getTile(newRow, newCol);
            if (!tile || !tile.isPassable()) continue;

            // Can pass through allied units but not enemies
            const occupant = tile.unit;
            if (occupant && occupant.faction !== unit.faction) continue;

            const newRemaining = remaining - 1;
            const prevRemaining = visited.get(key) ?? -1;

            if (newRemaining > prevRemaining) {
                visited.set(key, newRemaining);
                queue.push([newRow, newCol, newRemaining]);
            }
        }
    }

    return reachable;
}

/**
 * Calculate attack range from a position with a weapon
 * Returns array of [row, col] positions that can be attacked
 */
export function calculateAttackRange(row, col, weapon, map) {
    const targets = [];

    if (!weapon) return targets;

    for (let r = 1; r <= map.rows; r++) {
        for (let c = 1; c <= map.cols; c++) {
            const dist = MapData.getDistance(row, col, r, c);
            if (dist >= weapon.minRange && dist <= weapon.maxRange) {
                const tile = map.getTile(r, c);
                if (tile && tile.isPassable()) {
                    targets.push([r, c]);
                }
            }
        }
    }

    return targets;
}

/**
 * Calculate heal range from a position with a healing weapon
 * Returns array of [row, col] positions that can be healed
 */
export function calculateHealRange(row, col, weapon, map, allUnits, faction) {
    const targets = [];

    if (!weapon || !weapon.isHealingWeapon()) return targets;

    for (let r = 1; r <= map.rows; r++) {
        for (let c = 1; c <= map.cols; c++) {
            const dist = MapData.getDistance(row, col, r, c);
            if (dist >= weapon.minRange && dist <= weapon.maxRange) {
                const tile = map.getTile(r, c);
                if (tile && tile.unit && tile.unit.faction === faction && tile.unit.hp < tile.unit.maxHp) {
                    targets.push([r, c]);
                }
            }
        }
    }

    return targets;
}

/**
 * Calculate displayed hit chance
 * Formula: weapon_hit + skill × 2
 */
export function calculateDisplayedHit(attacker, weapon) {
    return weapon.hit + (attacker.skill * 2);
}

/**
 * Calculate displayed avoid
 * Formula: speed × 2 + terrain_avoid
 */
export function calculateDisplayedAvoid(defender, terrainAvoid = 0) {
    return (defender.speed * 2) + terrainAvoid;
}

/**
 * Calculate actual hit chance
 * Formula: displayed_hit - displayed_avoid
 */
export function calculateHitChance(attacker, defender, weapon, terrainAvoid = 0) {
    const hit = calculateDisplayedHit(attacker, weapon);
    const avoid = calculateDisplayedAvoid(defender, terrainAvoid);
    return Math.max(0, Math.min(100, hit - avoid));
}

/**
 * 2RN hit check (average of two random rolls)
 * This makes displayed hit rates feel more accurate
 */
export function rollHit(hitChance) {
    const roll1 = Math.random() * 100;
    const roll2 = Math.random() * 100;
    const avgRoll = (roll1 + roll2) / 2;
    return avgRoll < hitChance;
}

/**
 * Calculate damage
 * Physical: power + weapon_might - defender_def
 * Magic: power + weapon_might - defender_res
 */
export function calculateDamage(attacker, defender, weapon, terrainDef = 0) {
    const might = attacker.power + weapon.might;
    let defense;

    if (weapon.kind === 'magic') {
        defense = defender.res;
    } else {
        defense = defender.def + terrainDef;
    }

    return Math.max(0, might - defense);
}

/**
 * Check if attacker can double (speed gap >= 4)
 */
export function canDouble(attacker, defender, speedGap = 4) {
    return attacker.speed >= defender.speed + speedGap;
}

/**
 * Check if defender can counterattack
 * Defender can counter if their equipped weapon can reach the attacker's range
 */
export function canCounter(attacker, defender, distance) {
    const defenderWeapon = defender.getEquippedWeapon();
    if (!defenderWeapon) return false;
    if (defenderWeapon.isHealingWeapon()) return false;
    return defenderWeapon.canReach(distance);
}

/**
 * Get terrain avoid bonus for a tile
 */
export function getTerrainAvoid(tile) {
    if (!tile) return 0;
    return tile.getAvoidBonus();
}

/**
 * Get terrain defense bonus for a tile
 */
export function getTerrainDef(tile) {
    if (!tile) return 0;
    return tile.getDefBonus();
}

/**
 * Calculate full combat preview
 */
export function calculateCombatPreview(attacker, defender, map, gameRules) {
    const attackerWeapon = attacker.getEquippedWeapon();
    const defenderWeapon = defender.getEquippedWeapon();
    const distance = MapData.getDistance(attacker.row, attacker.col, defender.row, defender.col);
    const defenderTile = map.getTile(defender.row, defender.col);

    const terrainAvoid = getTerrainAvoid(defenderTile);
    const terrainDef = getTerrainDef(defenderTile);

    const speedGap = gameRules?.double_speed_gap ?? 4;

    const preview = {
        attacker: {
            name: attacker.name,
            hp: attacker.hp,
            damage: 0,
            hit: 0,
            doubles: false
        },
        defender: {
            name: defender.name,
            hp: defender.hp,
            damage: 0,
            hit: 0,
            doubles: false,
            canCounter: false
        }
    };

    // Attacker stats
    if (attackerWeapon) {
        preview.attacker.damage = calculateDamage(attacker, defender, attackerWeapon, terrainDef);
        preview.attacker.hit = calculateHitChance(attacker, defender, attackerWeapon, terrainAvoid);
        preview.attacker.doubles = canDouble(attacker, defender, speedGap);
    }

    // Defender counter stats
    const defCanCounter = canCounter(attacker, defender, distance);
    preview.defender.canCounter = defCanCounter;

    if (defCanCounter && defenderWeapon) {
        const attackerTile = map.getTile(attacker.row, attacker.col);
        const attackerTerrainAvoid = getTerrainAvoid(attackerTile);
        const attackerTerrainDef = getTerrainDef(attackerTile);

        preview.defender.damage = calculateDamage(defender, attacker, defenderWeapon, attackerTerrainDef);
        preview.defender.hit = calculateHitChance(defender, attacker, defenderWeapon, attackerTerrainAvoid);
        preview.defender.doubles = canDouble(defender, attacker, speedGap);
    }

    return preview;
}