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// Browser-side fighting core driven by the upstream KFM .cmd/.cns/.air/.sff data.
// The parser intentionally implements the common ground/air combat slice used by KFM.
const clamp = (v, a, b) => Math.max(a, Math.min(b, v));
const num = (text, fallback = 0) => { const n = parseFloat(String(text ?? '').split(',')[0]); return Number.isFinite(n) ? n : fallback; };
const pair = (text, fallback = [0, 0]) => text ? text.split(',').map((x, i) => num(x, fallback[i] || 0)) : fallback;

export function parseCns(text) {
  const states = new Map(); let id = null, state = null, controller = null;
  const finishController = () => {
    if (id === null || !state || !controller) return;
    state.controllers.push(controller);
    if (controller.type === 'hitdef') {
      const get = k => controller.values.get(k);
      state.hitdefs.push({
          trigger: controller.values.get('trigger1') || 'time = 0',
          attr: get('attr') || 'S, NA', damage: num(get('damage')),
        hitflag: (get('hitflag') || 'MAF').toUpperCase(), guardflag: (get('guardflag') || 'MA').toUpperCase(),
        ground: pair(get('ground.velocity')).length < 2 ? [...pair(get('ground.velocity')), 0] : pair(get('ground.velocity')),
        air: pair(get('air.velocity')).length < 2 ? [...pair(get('air.velocity')), 0] : pair(get('air.velocity')),
        pause: pair(get('pausetime'), [8, 8])[0], hitTime: num(get('ground.hittime'), 12),
        fall: /1|true/i.test(get('fall') || ''),
        hitId: state.hitdefs.length,
      });
    }
    controller = null;
  };
  const finishState = () => { finishController(); if (id !== null && state) states.set(id, state); };
  for (const raw of text.split(/\r?\n/)) {
    const line = raw.split(';')[0].trim(); if (!line) continue;
    let m = line.match(/^\[\s*Statedef\s+(-?\d+)\s*\]/i);
    if (m) { finishState(); id = +m[1]; state = { id, values: new Map(), hitdefs: [], controllers: [] }; controller = null; continue; }
    if (id === null) continue;
    m = line.match(/^\[\s*State\s+(-?\d+)\s*,/i);
    if (m) {
      finishController();
      controller = { type: '', values: new Map() };
      continue;
    }
    const eq = line.indexOf('='); if (eq < 0) continue;
    const key = line.slice(0, eq).trim().toLowerCase(), value = line.slice(eq + 1).trim();
    if (controller) { if (key === 'type') controller.type = value.toLowerCase(); controller.values.set(key, value); }
    else state.values.set(key, value);
  }
  finishState();
  return states;
}

export function parseCmdEntries(text, commands) {
  const nameToCommand = new Map(commands.map(c => [c.name, c.command]));
  const entries = []; let inEntry = false, entry = null, inStateMinusOne = false;
  const save = () => {
    if (!entry || entry.type !== 'changestate' || entry.value === undefined) return;
    const cmdName = entry.triggers.find(x => x.kind === '=')?.name || entry.all.find(x => x.kind === '=')?.name;
    if (cmdName) entries.push({ state: Number(entry.value), command: cmdName, motion: nameToCommand.get(cmdName) || cmdName,
      blockedByDown: entry.all.some(x => x.kind === '!=' && x.name === 'holddown'),
      requiresDown: entry.all.some(x => x.kind === '=' && x.name === 'holddown'),
      requiresState: entry.all.find(x => x.stateType)?.stateType || entry.triggers.find(x => x.stateType)?.stateType || '',
      requiresCtrl: entry.triggers.some(x => x.kind === 'ctrl'),
    });
  };
  for (const raw of text.split(/\r?\n/)) {
    const line = raw.split(';')[0].trim(); if (!line) continue;
    const sec = line.match(/^\[\s*([^\]]+)\s*\]/);
    if (sec) {
      save(); const title = sec[1].trim();
      if (/^statedef\s+-?\d+$/i.test(title)) inStateMinusOne = /^statedef\s+-1$/i.test(title);
      inEntry = inStateMinusOne && /^state\s+-1\s*,/i.test(title);
      entry = inEntry ? { type: '', all: [], triggers: [] } : null;
      continue;
    }
    if (!inEntry || !entry) continue;
    const m = line.match(/^([^=]+)=(.*)$/); if (!m) continue;
    const key = m[1].trim().toLowerCase(), val = m[2].trim().replace(/^"|"$/g, '');
    if (key === 'type') entry.type = val.toLowerCase();
    else if (key === 'value') entry.value = val;
    else if (key.startsWith('triggerall')) {
      const c = val.match(/command\s*(=|!=)\s*"?([\w]+)"?/i); if (c) entry.all.push({ kind: c[1], name: c[2] });
      const st = val.match(/statetype\s*=\s*([SCA])/i); if (st) entry.all.push({ stateType: st[1].toUpperCase() });
      if (/\bctrl\s*=\s*1\b/i.test(val)) entry.all.push({ kind: 'ctrl' });
    } else if (/^trigger\d+$/.test(key)) {
      const c = val.match(/command\s*(=|!=)\s*"?([\w]+)"?/i); if (c) entry.triggers.push({ kind: c[1], name: c[2] });
      const st = val.match(/statetype\s*=\s*([SCA])/i); if (st) entry.triggers.push({ stateType: st[1].toUpperCase() });
      if (/\bctrl\s*=\s*1\b/i.test(val)) entry.triggers.push({ kind: 'ctrl' });
    }
  }
  save();
  return entries;
}

export class Fighter {
  constructor(assets, x, facing, tint, player = false) {
    this.assets = assets; this.name = assets.name; this.player = player;
    this.x = x; this.y = 0; this.vx = 0; this.vy = 0; this.facing = facing;
    this.life = this.maxLife = assets.stats.life; this.tint = tint;
    this.state = 0; this.action = 0; this.stateFrame = 0; this.actionFrame = 0; this.elemTick = 0;
    this.hitstun = 0; this.hit = null; this.hitDefs = []; this.hitUsed = false; this.hurtFlash = 0; this.ctrl = true;
    this.hitPause = 0;
    this.grounded = true; this.crouch = false; this.airJumps = 0; this.dirHistory = [];
    this.aiWait = 0; this.lastAI = 0;
    this.prevKeys = new Set();
    this.roundsWon = 0;
    this.frame = this.currentFrame();
  }
  setAction(action, state = this.state) {
    this.action = action; this.state = state; this.stateFrame = 0; this.actionFrame = 0; this.elemTick = 0;
    this.hit = null; this.hitDefs = []; this.hitUsed = false;
    this.animAge = 0;
    const s = this.assets.states.get(state);
    this.ctrl = s ? /1|true/i.test(s.values.get('ctrl') || '0') : [0, 11, 20, 21, 40, 41, 42, 43, 47].includes(state);
    this.hitDefs = [];
    if (s) {
      const powerAdd = num(s.values.get('poweradd'));
      if (powerAdd) this.power = clamp(this.power + powerAdd, 0, 3000);
      const anim = Number(s.values.get('anim') || action);
      this.action = Number.isFinite(anim) ? anim : action;
      if (s.values.has('velset')) { const vel = pair(s.values.get('velset'), [this.vx, this.vy]); this.vx = vel[0]; this.vy = vel[1]; }
      this.hitDefs = s.hitdefs.map(hd => this.prepareHitDef(hd));
      this.hit = this.hitDefs[0] || null;
    }
    this.frame = this.currentFrame();
  }
  resetRound() {
    this.life = this.maxLife;
    this.x = this.player ? -68 : 68;
    this.y = this.vx = this.vy = 0;
    this.facing = this.player ? 1 : -1;
    this.state = 0; this.stateFrame = this.actionFrame = this.elemTick = 0;
    this.hitstun = this.hitPause = this.hurtFlash = 0;
    this.ctrl = true; this.grounded = true; this.crouch = false;
    this.hit = null; this.hitDefs = []; this.prevKeys.clear(); this.dirHistory.length = 0;
    this._power = 0;
    this.setAction(0, 0);
  }
  resetMatch() { this.roundsWon = 0; this.resetRound(); }
  currentFrame() {
    const a = this.assets.actions.get(this.action);
    if (!a?.frames.length) return null;
    return a.frames[Math.min(this.actionFrame, a.frames.length - 1)];
  }
  prepareHitDef(hd) {
    const trigger = hd.trigger.match(/animelem\s*=\s*(\d+)/i);
    const time = hd.trigger.match(/time\s*=\s*(\d+)/i);
    const range = hd.trigger.match(/p2bodydist\s+x\s*([<>]=?)\s*(-?\d+)/i);
    return { ...hd, activeElem: trigger ? +trigger[1] : null, activeTime: time ? +time[1] : null,
      distanceCondition: range ? { op: range[1], value: +range[2] } : null, hitUsed: false, active: false };
  }
  update(keys, foe, match) {
    this.stateFrame++;
    if (this.hitPause > 0) { this.hitPause--; return; }
    this.animAge++;
    const cpu = keys === null;
    if (cpu && !this.hitstun) keys = this.aiKeys(foe);
    if (!keys) keys = new Set();
    const currentDirection = this.direction(keys);
    if (this.dirHistory.at(-1)?.dir !== currentDirection) {
      this.dirHistory.push({ dir: currentDirection, tick: this.stateFrame });
      if (this.dirHistory.length > 30) this.dirHistory.shift();
    }
    if (this.hitstun > 0) this.hitstun--;
    if (this.hurtFlash > 0) this.hurtFlash--;
    if (this.hitstun === 0 && (this.state === 5000 || this.state === 5030)) this.setAction(0, 0);
    const pressed = new Set([...keys].filter(key => !this.prevKeys.has(key)));
    this.prevKeys = new Set(keys);
    if (this.hitstun === 0 && this.ctrl) this.handleInput(keys, pressed, foe);
    else if (this.hitstun === 0 && !this.ctrl) this.runStateControllers();

    if (this.hitstun === 0 && !this.grounded) this.vy += this.assets.stats.yaccel;
    if (!this.grounded || this.hitstun > 0) { this.x += this.vx; this.y += this.vy; }
    else {
      this.x += this.vx;
      const friction = this.crouch ? .82 : .85;
      if (Math.abs(this.vx) > (this.crouch ? .05 : 2)) this.vx -= Math.sign(this.vx) * friction;
      else this.vx = 0;
    }
    if (this.y >= 0) { this.y = 0; this.vy = 0; this.grounded = true; this.airJumps = 0; if (this.state >= 301 && this.state <= 303) this.setAction(47, 47); }
    else this.grounded = false;
    this.x = clamp(this.x, -145, 145);

    this.elemTick++;
    const fr = this.currentFrame();
    if (fr && fr.time > 0 && this.elemTick >= fr.time) {
      this.elemTick = 0; this.actionFrame++;
      const action = this.assets.actions.get(this.action);
      if (action && this.actionFrame >= action.frames.length) {
        if (action.loopstart < action.frames.length) this.actionFrame = action.loopstart;
        else if (this.state >= 5000 && this.state < 5100) this.setAction(0, 0);
        else if (this.state >= 200 && this.state < 5000) {
          const state = this.assets.states.get(this.state);
          const target = state?.controllers.find(c => c.type === 'changestate' && c.values.get('trigger1')?.toLowerCase().includes('animtime'));
          const next = target ? num(target.values.get('value'), 0) : (this.crouch ? 11 : 0);
          this.setAction(next, next);
        }
        else this.actionFrame = Math.max(0, action.frames.length - 1);
      }
    }
    for (const hd of this.hitDefs) {
      const elemMatch = hd.activeElem === null || this.actionFrame + 1 === hd.activeElem;
      const timeMatch = hd.activeTime === null || this.stateFrame === hd.activeTime;
      let distanceMatch = true;
      if (hd.distanceCondition) {
        const d = Math.abs(foe.x - this.x), { op, value } = hd.distanceCondition;
        distanceMatch = op === '<' ? d < value : op === '<=' ? d <= value : op === '>' ? d > value : d >= value;
      }
      if (!hd.hitUsed) hd.active = elemMatch && timeMatch && distanceMatch;
    }
    this.hit = this.hitDefs.find(hd => hd.active && !hd.hitUsed) || null;
    this.frame = this.currentFrame();
    this.facing = this.x <= foe.x ? 1 : -1;
  }
  handleInput(keys, pressed, foe) {
    const down = keys.has('down'), forward = keys.has(this.facing > 0 ? 'right' : 'left'), back = keys.has(this.facing > 0 ? 'left' : 'right');
    if (this.grounded && down) {
      this.crouch = true;
      if (![400, 410, 430, 440].includes(this.state)) this.setAction(11, 11);
    } else this.crouch = false;

    if (this.grounded && keys.has('up') && !this.jumpHeld) {
      const action = forward ? 42 : back ? 43 : 41;
      this.setAction(action, forward ? 302 : back ? 303 : 301);
      this.vx = forward ? this.assets.stats.jumpX : back ? -this.assets.stats.jumpX : 0;
      this.vy = this.assets.stats.jumpY; this.grounded = false; this.jumpHeld = true; return;
    }
    if (!keys.has('up')) this.jumpHeld = false;
    if (this.grounded && forward && !down && !this.isAttack()) { if (this.state !== 20) this.setAction(20, 20); this.vx = this.assets.stats.walkFwd * this.facing; }
    else if (this.grounded && back && !down && !this.isAttack()) { if (this.state !== 21) this.setAction(21, 21); this.vx = -this.assets.stats.walkBack * this.facing; }
    else if (!down && !forward && !back && this.grounded && [11, 20, 21, 47].includes(this.state)) this.setAction(0, 0);

    if (!this.canAttack()) return;
    const button = ['x', 'y', 'a', 'b', 'z', 'c'].find(b => pressed.has(b));
    if (!button) return;
    const cmd = this.matchCommand(button, keys);
    const motionState = this.motionState(button);
    const state = motionState ?? this.resolveCommandState(button, keys, foe, cmd);
    if (state !== null) this.setAction(state, state);
  }
  runStateControllers() {
    const state = this.assets.states.get(this.state);
    if (!state) return;
    for (const c of state.controllers) {
      if (c.type !== 'changestate') continue;
      const trigger = c.values.get('trigger1')?.toLowerCase() || '';
      const element = trigger.match(/animelem\s*=\s*(\d+)/);
      if (!element || this.actionFrame + 1 !== +element[1]) continue;
      const next = num(c.values.get('value'), this.state);
      const ctrl = /ctrl\s*=\s*1/i.test(c.values.get('ctrl') || '');
      this.setAction(next, next); this.ctrl = ctrl; return;
    }
  }
  isAttack() { return (this.state >= 200 && this.state < 5000) || this.state >= 5000; }
  canAttack() { return this.grounded ? (this.ctrl || (this.state >= 200 && this.state < 5000 && this.stateFrame > 5)) : this.state >= 301 && this.state <= 303 && this.stateFrame > 4; }
  matchCommand(button, keys) {
    const alternatives = this.assets.commands.filter(d => d.command.toLowerCase().endsWith(button));
    return alternatives.find(d => this.motionMatches(d.command)) || alternatives.find(d => !/[FDBU]/.test(d.command)) ||
      (this.motionMatches('~D, DF, F, ' + button) ? { name: button === 'x' ? 'QCF_x' : button === 'y' ? 'QCF_y' : `QCF_${button}` } : null) ||
      (this.motionMatches('~F, D, DF, ' + button) ? { name: `upper_${button}` } : null) ||
      (this.motionMatches('~D, DB, B, ' + button) ? { name: `QCB_${button}` } : null);
  }
  direction(keys) {
    const x = (keys.has('right') ? 1 : 0) - (keys.has('left') ? 1 : 0), y = (keys.has('up') ? 1 : 0) - (keys.has('down') ? 1 : 0);
    const fx = x * this.facing;
    if (y > 0) return fx > 0 ? 'UF' : fx < 0 ? 'UB' : 'U';
    if (y < 0) return fx > 0 ? 'DF' : fx < 0 ? 'DB' : 'D';
    return fx > 0 ? 'F' : fx < 0 ? 'B' : 'N';
  }
  motionMatches(command) {
    const tokens = command.replace(/~\d*/g, '').split(',').map(t => t.trim()).filter(t => t && !/[xyzabc+]/.test(t));
    if (!tokens.length) return true;
    const history = this.dirHistory.slice(-20).map(x => x.dir);
    let pos = history.length - 1;
    for (let i = tokens.length - 1; i >= 0; i--) {
      const want = tokens[i].replace(/[/$]/g, '').toUpperCase();
      while (pos >= 0 && history[pos] !== want) pos--;
      if (pos < 0) return false;
      pos--;
    }
    return true;
  }
  resolveCommandState(button, keys, foe, cmd) {
    const crouch = keys.has('down'), air = !this.grounded;
    const preferred = this.assets.cmdEntries.find(e => e.command === button && (!e.blockedByDown || !crouch) && (!e.requiresDown || crouch) &&
      (!e.requiresState || e.requiresState === (air ? 'A' : crouch ? 'C' : 'S')) && (e.state < 3000 || this.power >= 1000) &&
      (!e.requiresCtrl || this.ctrl) && (e.state !== 800 || Math.abs(foe.x - this.x) <= 38));
    if (preferred) return preferred.state;

    if (air) return button === 'x' || button === 'a' ? 600 : button === 'y' ? 610 : button === 'b' ? 640 : null;
    if (cmd?.name?.startsWith('TripleKFPalm')) return 3000;
    if (cmd?.name?.startsWith('SmashKFUpper')) return 3050;
    if (cmd?.name?.startsWith('QCF_')) return button === 'x' ? 1000 : 1010;
    if (cmd?.name?.startsWith('upper_')) return button === 'x' ? 1100 : 1110;
    if (cmd?.name?.startsWith('QCB_')) return button === 'x' ? 1200 : 1210;
    if (cmd?.name?.startsWith('FF_')) return button === 'a' ? 1050 : 1060;
    if (button === 'z') return 195;
    if (button === 'x') return crouch ? 400 : 200;
    if (button === 'y') return crouch ? 410 : 210;
    if (button === 'a') return crouch ? 430 : 230;
    if (button === 'b') return crouch ? 440 : 240;
    return null;
  }
  motionState(button) {
    const rows = this.dirHistory.map(x => x.dir).filter(x => x !== 'N');
    const last = rows.slice(-12);
    const has = (dirs) => {
      let pos = last.length - 1;
      for (let i = dirs.length - 1; i >= 0; i--) {
        while (pos >= 0 && last[pos] !== dirs[i]) pos--;
        if (pos < 0) return false;
        pos--;
      }
      return true;
    };
    if (has(['D', 'DF', 'F', 'D', 'DF', 'F']) && (button === 'x' || button === 'y') && this.power >= 1000) return 3000;
    if (has(['D', 'DB', 'B', 'D', 'DB', 'B']) && (button === 'x' || button === 'y') && this.power >= 1000) return 3050;
    if (has(['D', 'DF', 'F']) && button === 'x') return 1000;
    if (has(['D', 'DF', 'F']) && button === 'y') return 1010;
    if (has(['F', 'D', 'DF']) && button === 'x') return 1100;
    if (has(['F', 'D', 'DF']) && button === 'y') return 1110;
    if (has(['D', 'DB', 'B']) && button === 'x') return 1200;
    if (has(['D', 'DB', 'B']) && button === 'y') return 1210;
    if (has(['F', 'F']) && button === 'a') return 1050;
    if (has(['F', 'F']) && button === 'b') return 1060;
    if (has(['F']) && button === 'y') return 800;
    return null;
  }
  aiKeys(foe) {
    const k = new Set(), dist = Math.abs(foe.x - this.x), towards = foe.x > this.x ? 'right' : 'left';
    if (dist > 52) k.add(towards);
    else if (this.aiWait-- <= 0) { k.add(Math.random() < .55 ? 'x' : 'a'); this.aiWait = 24 + Math.random() * 45; }
    return k;
  }
  updateAI(foe) { if (!this.player) { /* Input is produced inside update(). */ } }
  get power() { return this._power || 0; }
  set power(v) { this._power = v; }
}