tiny-army / web /comboBattler.js
polats's picture
Game: hero creation + selection flow; pin the Space
3ef6bd6
// ../auto-battler/src/render/chunkedMap.js
function createChunkedMap(pixi, host, config) {
const { Application, Assets, Sprite, Container, Texture, Rectangle, RenderTexture } = pixi;
const TILE7 = config.tile ?? 8;
const CHUNK5 = config.chunk ?? 32;
const CHUNKPX = CHUNK5 * TILE7;
const BG = config.background ?? "#69636f";
const Z_DEFAULT = config.zoomDefault ?? 1;
const Z_MIN = config.zoomMin ?? 1 / 32;
const Z_MAX = config.zoomMax ?? 6;
const Z_STEP = config.zoomStep ?? 1.15;
const Z_DETAIL = config.zDetail ?? 0.9;
const Z_MACRO = config.zMacro ?? 0.5;
const MCHUNK = config.macroChunkTexels ?? 32;
const MACRO_TEXEL_PX = config.macroTexelPx ?? 2.5;
const MACRO_LEVEL_MAX = config.macroLevelMax ?? 6;
const DETAIL_BUDGET = config.detailBudget ?? 1;
const MACRO_BUDGET = config.macroBudget ?? 8;
const bounds = config.bounds ? {
x0: config.bounds.x0 * TILE7,
y0: config.bounds.y0 * TILE7,
x1: config.bounds.x1 * TILE7,
y1: config.bounds.y1 * TILE7,
tx0: config.bounds.x0,
ty0: config.bounds.y0,
tx1: config.bounds.x1,
ty1: config.bounds.y1
} : null;
let app = null, root = null, genRoot = null, macroRoot = null, shadowLayer = null, propLayer = null;
let ctx = null;
let alive = true;
let enabled = true;
let seed = config.seed ?? 1;
let zoom = Z_DEFAULT;
let cameraDirty = true, genPending = false, lastEmitTile = null;
let flyAnim = null;
const camera = { x: config.initialCamera?.x ?? CHUNKPX / 2, y: config.initialCamera?.y ?? CHUNKPX / 2 };
const chunks = /* @__PURE__ */ new Map();
const macroChunks = /* @__PURE__ */ new Map();
const fading = /* @__PURE__ */ new Set();
const keys = /* @__PURE__ */ new Set();
const texCache = /* @__PURE__ */ new Map();
const listeners = /* @__PURE__ */ new Set();
const tickHooks = /* @__PURE__ */ new Set();
const drag = { on: false, px: 0, py: 0 };
const pointers = /* @__PURE__ */ new Map();
const pinch = { on: false, dist: 0 };
const handlers = {};
const emit = () => listeners.forEach((fn) => fn(getSnapshot()));
const getSnapshot = () => ({ seed, zoom, cx: Math.round(camera.x / TILE7), cy: Math.round(camera.y / TILE7), chunks: chunks.size });
function tex(source, c, r) {
const k = source.uid + ":" + c + "," + r;
let t = texCache.get(k);
if (!t) {
t = new Texture({ source, frame: new Rectangle(c * TILE7, r * TILE7, TILE7, TILE7) });
texCache.set(k, t);
}
return t;
}
function texFrame(source, x, y, w, h) {
const k = source.uid + ":f" + x + "," + y + "," + w + "," + h;
let t = texCache.get(k);
if (!t) {
t = new Texture({ source, frame: new Rectangle(x, y, w, h) });
texCache.set(k, t);
}
return t;
}
function makeChunk(cx, cy) {
const x0 = cx * CHUNK5, y0 = cy * CHUNK5;
const tmp = new Container();
const add = (source, c, r, tx, ty) => {
const sp = new Sprite(tex(source, c, r));
sp.x = tx * TILE7;
sp.y = ty * TILE7;
tmp.addChild(sp);
return sp;
};
const res = config.bake({ cx, cy, x0, y0, seed, chunk: CHUNK5, tile: TILE7, ctx, tmp, app, Sprite, Texture, Rectangle, tex, texFrame, add }) || {};
const rt = RenderTexture.create({ width: CHUNKPX, height: CHUNKPX, autoGenerateMipmaps: true, scaleMode: "nearest" });
rt.source.minFilter = "linear";
rt.source.mipmapFilter = "linear";
app.renderer.render({ container: tmp, target: rt });
rt.source.updateMipmaps();
tmp.destroy({ children: true });
const sprite = new Sprite(rt);
sprite.x = x0 * TILE7;
sprite.y = y0 * TILE7;
return { sprite, rt, meta: res.meta ?? null, live: res.live ?? null };
}
function chooseMacroLevel(z) {
return Math.max(0, Math.min(MACRO_LEVEL_MAX, Math.round(Math.log2(MACRO_TEXEL_PX / (TILE7 * z)))));
}
function makeMacroChunk(L, mcx, mcy) {
const step2 = 1 << L, t0x = mcx * MCHUNK * step2, t0y = mcy * MCHUNK * step2;
const cv = document.createElement("canvas");
cv.width = MCHUNK;
cv.height = MCHUNK;
const g = cv.getContext("2d");
const img = g.createImageData(MCHUNK, MCHUNK), d = img.data;
for (let j = 0; j < MCHUNK; j++) for (let i = 0; i < MCHUNK; i++) {
const [r, gg, b] = config.macroColor(seed, t0x + i * step2 + (step2 >> 1), t0y + j * step2 + (step2 >> 1));
const o = (j * MCHUNK + i) * 4;
d[o] = r;
d[o + 1] = gg;
d[o + 2] = b;
d[o + 3] = 255;
}
g.putImageData(img, 0, 0);
const t = Texture.from(cv);
t.source.scaleMode = "linear";
const sprite = new Sprite(t);
sprite.x = t0x * TILE7;
sprite.y = t0y * TILE7;
sprite.width = sprite.height = MCHUNK * step2 * TILE7;
return { sprite, tex: t };
}
function coverZoom() {
if (!bounds || !app) return Z_MIN;
return Math.max(app.screen.width / (bounds.x1 - bounds.x0), app.screen.height / (bounds.y1 - bounds.y0));
}
function clampCamera() {
if (!bounds || !app) return;
const hw = app.screen.width / 2 / zoom, hh = app.screen.height / 2 / zoom;
const loX = bounds.x0 + hw, hiX = bounds.x1 - hw, loY = bounds.y0 + hh, hiY = bounds.y1 - hh;
camera.x = loX <= hiX ? Math.min(hiX, Math.max(loX, camera.x)) : (bounds.x0 + bounds.x1) / 2;
camera.y = loY <= hiY ? Math.min(hiY, Math.max(loY, camera.y)) : (bounds.y0 + bounds.y1) / 2;
}
function reconcile() {
if (!genRoot || !ctx || !app) return;
if (bounds) zoom = Math.max(zoom, coverZoom());
clampCamera();
const sx = Math.round(app.screen.width / 2 - camera.x * zoom);
const sy = Math.round(app.screen.height / 2 - camera.y * zoom);
for (const L of [macroRoot, genRoot, shadowLayer, propLayer]) {
L.scale.set(zoom);
L.x = sx;
L.y = sy;
}
const detailActive = zoom > Z_MACRO;
const t = Math.max(0, Math.min(1, (zoom - Z_MACRO) / (Z_DETAIL - Z_MACRO)));
genRoot.visible = shadowLayer.visible = propLayer.visible = detailActive;
genRoot.alpha = shadowLayer.alpha = propLayer.alpha = t;
macroRoot.visible = true;
macroRoot.alpha = 1;
let pending = false;
if (detailActive) pending = reconcileDetail() || pending;
else clearChunks();
pending = reconcileMacro(chooseMacroLevel(zoom)) || pending;
genPending = pending;
}
function evictChunk(key, ch) {
fading.delete(ch.sprite);
genRoot.removeChild(ch.sprite);
ch.sprite.destroy();
ch.rt.destroy(true);
if (ch.live) for (const l of ch.live) {
propLayer.removeChild(l.sprite);
l.sprite.destroy();
if (l.shadow) {
shadowLayer.removeChild(l.shadow);
l.shadow.destroy();
}
}
chunks.delete(key);
}
function reconcileDetail() {
const halfW = app.screen.width / 2 / zoom, halfH = app.screen.height / 2 / zoom;
let c0 = Math.floor((camera.x - halfW) / CHUNKPX) - 1, c1 = Math.floor((camera.x + halfW) / CHUNKPX) + 1;
let r0 = Math.floor((camera.y - halfH) / CHUNKPX) - 1, r1 = Math.floor((camera.y + halfH) / CHUNKPX) + 1;
if (bounds) {
c0 = Math.max(c0, Math.floor(bounds.tx0 / CHUNK5));
c1 = Math.min(c1, Math.floor((bounds.tx1 - 1) / CHUNK5));
r0 = Math.max(r0, Math.floor(bounds.ty0 / CHUNK5));
r1 = Math.min(r1, Math.floor((bounds.ty1 - 1) / CHUNK5));
}
for (const [key, ch] of chunks) {
const [cx, cy] = key.split(",").map(Number);
if (cx < c0 - 1 || cx > c1 + 1 || cy < r0 - 1 || cy > r1 + 1) evictChunk(key, ch);
}
const ccx = camera.x / CHUNKPX, ccy = camera.y / CHUNKPX, missing = [];
for (let cy = r0; cy <= r1; cy++) for (let cx = c0; cx <= c1; cx++) {
const key = cx + "," + cy;
if (!chunks.has(key)) missing.push({ cx, cy, key, d: (cx + 0.5 - ccx) ** 2 + (cy + 0.5 - ccy) ** 2 });
}
missing.sort((a, b) => a.d - b.d);
for (let i = 0; i < missing.length && i < DETAIL_BUDGET; i++) {
const { cx, cy, key } = missing[i];
const ch = makeChunk(cx, cy);
chunks.set(key, ch);
genRoot.addChild(ch.sprite);
ch.sprite.alpha = 0;
fading.add(ch.sprite);
if (ch.live) for (const l of ch.live) {
if (l.shadow) shadowLayer.addChild(l.shadow);
propLayer.addChild(l.sprite);
}
}
return missing.length > DETAIL_BUDGET;
}
function reconcileMacro(L) {
const px = MCHUNK * (1 << L) * TILE7;
const halfW = app.screen.width / 2 / zoom, halfH = app.screen.height / 2 / zoom;
let c0 = Math.floor((camera.x - halfW) / px) - 1, c1 = Math.floor((camera.x + halfW) / px) + 1;
let r0 = Math.floor((camera.y - halfH) / px) - 1, r1 = Math.floor((camera.y + halfH) / px) + 1;
if (bounds) {
const mt = MCHUNK * (1 << L);
c0 = Math.max(c0, Math.floor(bounds.tx0 / mt));
c1 = Math.min(c1, Math.floor((bounds.tx1 - 1) / mt));
r0 = Math.max(r0, Math.floor(bounds.ty0 / mt));
r1 = Math.min(r1, Math.floor((bounds.ty1 - 1) / mt));
}
for (const [key, mc] of macroChunks) {
const [ml, mx, my] = key.split(",").map(Number);
if (ml !== L || mx < c0 - 1 || mx > c1 + 1 || my < r0 - 1 || my > r1 + 1) {
macroRoot.removeChild(mc.sprite);
mc.sprite.destroy();
mc.tex.destroy(true);
macroChunks.delete(key);
}
}
const ccx = camera.x / px, ccy = camera.y / px, missing = [];
for (let my = r0; my <= r1; my++) for (let mx = c0; mx <= c1; mx++) {
const key = L + "," + mx + "," + my;
if (!macroChunks.has(key)) missing.push({ mx, my, key, d: (mx + 0.5 - ccx) ** 2 + (my + 0.5 - ccy) ** 2 });
}
missing.sort((a, b) => a.d - b.d);
for (let i = 0; i < missing.length && i < MACRO_BUDGET; i++) {
const { mx, my, key } = missing[i];
const mc = makeMacroChunk(L, mx, my);
macroChunks.set(key, mc);
macroRoot.addChild(mc.sprite);
}
return missing.length > MACRO_BUDGET;
}
function clearChunks() {
for (const [key, ch] of chunks) evictChunk(key, ch);
}
function clearMacro() {
for (const [, mc] of macroChunks) {
macroRoot?.removeChild(mc.sprite);
mc.sprite.destroy();
mc.tex.destroy(true);
}
macroChunks.clear();
}
function zoomAt(factor, lx, ly) {
if (!app) return;
const nz = Math.min(Z_MAX, Math.max(bounds ? coverZoom() : Z_MIN, zoom * factor));
if (nz === zoom) return;
const sw = app.screen.width, sh = app.screen.height;
const wx = camera.x + (lx - sw / 2) / zoom, wy = camera.y + (ly - sh / 2) / zoom;
zoom = nz;
camera.x = wx - (lx - sw / 2) / zoom;
camera.y = wy - (ly - sh / 2) / zoom;
cameraDirty = true;
}
function zoomBy(factor) {
if (app) zoomAt(factor, app.screen.width / 2, app.screen.height / 2);
}
function flyTo(wx, wy, z, ms = 800) {
return new Promise((resolve) => {
if (!app) {
resolve();
return;
}
if (flyAnim) {
const r = flyAnim.resolve;
flyAnim = null;
r && r();
}
const toZ = Math.min(Z_MAX, Math.max(bounds ? coverZoom() : Z_MIN, z));
flyAnim = { fromX: camera.x, fromY: camera.y, fromZ: zoom, toX: wx, toY: wy, toZ, t: 0, dur: Math.max(1, ms), resolve };
});
}
function bindInput() {
const canvas = app.canvas;
const local = (cx, cy) => {
const r = canvas.getBoundingClientRect();
return [cx - r.left, cy - r.top];
};
const two = () => {
const it = pointers.values();
return [it.next().value, it.next().value];
};
handlers.down = (e) => {
if (!enabled || flyAnim) return;
pointers.set(e.pointerId, { x: e.clientX, y: e.clientY });
canvas.setPointerCapture?.(e.pointerId);
if (pointers.size === 1) {
drag.on = true;
drag.px = e.clientX;
drag.py = e.clientY;
} else if (pointers.size === 2) {
const [a, b] = two();
pinch.on = true;
pinch.dist = Math.hypot(a.x - b.x, a.y - b.y);
drag.on = false;
}
};
handlers.move = (e) => {
if (!pointers.has(e.pointerId)) return;
pointers.set(e.pointerId, { x: e.clientX, y: e.clientY });
if (pinch.on && pointers.size >= 2) {
const [a, b] = two(), d = Math.hypot(a.x - b.x, a.y - b.y);
if (pinch.dist > 0) zoomAt(d / pinch.dist, ...local((a.x + b.x) / 2, (a.y + b.y) / 2));
pinch.dist = d;
} else if (drag.on) {
camera.x -= (e.clientX - drag.px) / zoom;
camera.y -= (e.clientY - drag.py) / zoom;
drag.px = e.clientX;
drag.py = e.clientY;
cameraDirty = true;
}
};
handlers.up = (e) => {
pointers.delete(e.pointerId);
if (pointers.size < 2) pinch.on = false;
if (pointers.size === 1) {
const p = pointers.values().next().value;
drag.on = true;
drag.px = p.x;
drag.py = p.y;
} else if (pointers.size === 0) drag.on = false;
};
handlers.wheel = (e) => {
if (!enabled || flyAnim) return;
e.preventDefault();
zoomAt(e.deltaY < 0 ? Z_STEP : 1 / Z_STEP, ...local(e.clientX, e.clientY));
};
handlers.key = (down) => (e) => {
if (!enabled) return;
const tag = document.activeElement?.tagName;
if (tag === "INPUT" || tag === "TEXTAREA") return;
if (["ArrowLeft", "ArrowRight", "ArrowUp", "ArrowDown"].includes(e.key) || "wasd".includes(e.key.toLowerCase())) {
e.preventDefault();
if (down) keys.add(e.key);
else keys.delete(e.key);
}
};
handlers.keydown = handlers.key(true);
handlers.keyup = handlers.key(false);
canvas.style.touchAction = "none";
canvas.addEventListener("pointerdown", handlers.down);
canvas.addEventListener("pointermove", handlers.move);
window.addEventListener("pointerup", handlers.up);
canvas.addEventListener("wheel", handlers.wheel, { passive: false });
if (config.keyboardPan !== false) {
window.addEventListener("keydown", handlers.keydown);
window.addEventListener("keyup", handlers.keyup);
}
}
function unbindInput() {
const canvas = app?.canvas;
canvas?.removeEventListener("pointerdown", handlers.down);
canvas?.removeEventListener("pointermove", handlers.move);
window.removeEventListener("pointerup", handlers.up);
canvas?.removeEventListener("wheel", handlers.wheel);
window.removeEventListener("keydown", handlers.keydown);
window.removeEventListener("keyup", handlers.keyup);
}
const PAN_SPEED = 6;
function tick(ticker) {
for (const fn of tickHooks) fn(ticker);
if (flyAnim) {
flyAnim.t += ticker.deltaMS;
const p = Math.min(1, flyAnim.t / flyAnim.dur);
const e = p < 0.5 ? 2 * p * p : 1 - Math.pow(-2 * p + 2, 2) / 2;
camera.x = flyAnim.fromX + (flyAnim.toX - flyAnim.fromX) * e;
camera.y = flyAnim.fromY + (flyAnim.toY - flyAnim.fromY) * e;
zoom = flyAnim.fromZ + (flyAnim.toZ - flyAnim.fromZ) * e;
cameraDirty = true;
if (p >= 1) {
const r = flyAnim.resolve;
flyAnim = null;
r && r();
}
reconcile();
cameraDirty = false;
return;
}
if (!enabled) return;
let dx = 0, dy = 0;
for (const k of keys) {
if (k === "ArrowLeft" || k === "a" || k === "A") dx -= 1;
else if (k === "ArrowRight" || k === "d" || k === "D") dx += 1;
else if (k === "ArrowUp" || k === "w" || k === "W") dy -= 1;
else if (k === "ArrowDown" || k === "s" || k === "S") dy += 1;
}
if (dx || dy) {
const sp = PAN_SPEED * ticker.deltaTime / zoom;
camera.x += dx * sp;
camera.y += dy * sp;
cameraDirty = true;
}
if (fading.size) {
const step2 = 0.12 * ticker.deltaTime;
for (const sp of fading) {
sp.alpha = Math.min(1, sp.alpha + step2);
if (sp.alpha >= 1) fading.delete(sp);
}
}
if (cameraDirty || genPending) {
reconcile();
cameraDirty = false;
const tk = Math.round(camera.x / TILE7) + "," + Math.round(camera.y / TILE7) + "," + zoom.toFixed(3);
if (tk !== lastEmitTile) {
lastEmitTile = tk;
emit();
}
}
}
const ready = (async () => {
const a = new Application();
await a.init({ background: BG, antialias: false, resizeTo: host });
if (!alive) {
a.destroy(true);
return;
}
app = a;
host.appendChild(app.canvas);
root = new Container();
app.stage.addChild(root);
macroRoot = new Container();
root.addChild(macroRoot);
genRoot = new Container();
root.addChild(genRoot);
shadowLayer = new Container();
root.addChild(shadowLayer);
propLayer = new Container();
propLayer.sortableChildren = true;
root.addChild(propLayer);
ctx = await config.load({ Assets, Texture, Rectangle });
if (!alive) return;
bindInput();
app.ticker.add(tick);
app.renderer.on("resize", () => {
cameraDirty = true;
});
cameraDirty = true;
reconcile();
emit();
})();
function getCamera() {
return { x: camera.x, y: camera.y, zoom };
}
function onTick(fn) {
tickHooks.add(fn);
return () => tickHooks.delete(fn);
}
function getEntityLayer() {
return propLayer;
}
function getApp() {
return app;
}
function screenToWorld(sx, sy) {
if (!app) return { x: 0, y: 0 };
return { x: camera.x + (sx - app.screen.width / 2) / zoom, y: camera.y + (sy - app.screen.height / 2) / zoom };
}
function worldToScreen(wx, wy) {
if (!app) return { x: 0, y: 0 };
return { x: app.screen.width / 2 + (wx - camera.x) * zoom, y: app.screen.height / 2 + (wy - camera.y) * zoom };
}
function tileIndexAt(wx, wy) {
if (!config.tileIndexAt) return null;
const cx = Math.floor(wx / CHUNK5), cy = Math.floor(wy / CHUNK5);
const ch = chunks.get(cx + "," + cy);
if (!ch) return null;
return config.tileIndexAt(wx, wy, ch.meta);
}
function biomeAt(wx, wy) {
return config.biomeAt ? config.biomeAt(seed, wx, wy) : null;
}
function getBounds() {
return bounds ? { x0: bounds.x0, y0: bounds.y0, x1: bounds.x1, y1: bounds.y1 } : null;
}
function setEnabled(v) {
enabled = v;
if (v) cameraDirty = true;
}
function regenerate(nextSeed) {
seed = nextSeed >>> 0;
clearChunks();
clearMacro();
cameraDirty = true;
reconcile();
emit();
}
function onChange(fn) {
listeners.add(fn);
return () => listeners.delete(fn);
}
function destroy() {
alive = false;
try {
unbindInput();
} catch {
}
try {
app?.ticker.remove(tick);
} catch {
}
try {
clearChunks();
clearMacro();
} catch {
}
try {
app?.canvas?.remove();
} catch {
}
try {
app?.destroy(true, { children: true });
} catch {
}
app = null;
root = null;
genRoot = null;
macroRoot = null;
shadowLayer = null;
propLayer = null;
ctx = null;
texCache.clear();
}
return { ready, regenerate, destroy, onChange, getSnapshot, getCamera, tileIndexAt, biomeAt, getBounds, zoomBy, flyTo, setEnabled, onTick, getEntityLayer, getApp, screenToWorld, worldToScreen, tile: TILE7 };
}
// ../auto-battler/src/engine/rng.js
function makeRng(seed) {
let a = seed >>> 0;
return function rng() {
a |= 0;
a = a + 1831565813 | 0;
let t = Math.imul(a ^ a >>> 15, 1 | a);
t = t + Math.imul(t ^ t >>> 7, 61 | t) ^ t;
return ((t ^ t >>> 14) >>> 0) / 4294967296;
};
}
// ../auto-battler/src/engine/worldgen.js
function hash2(seed, x, y) {
let h = Math.imul(x | 0, 374761393) + Math.imul(y | 0, 668265263) + Math.imul(seed | 0, 2654435761);
h = Math.imul(h ^ h >>> 13, 1274126177);
h ^= h >>> 16;
return (h >>> 0) / 4294967296;
}
var smooth = (t) => t * t * (3 - 2 * t);
var lerp = (a, b, t) => a + (b - a) * t;
function valueNoise(seed, x, y) {
const xi = Math.floor(x), yi = Math.floor(y);
const xf = x - xi, yf = y - yi;
const v00 = hash2(seed, xi, yi), v10 = hash2(seed, xi + 1, yi);
const v01 = hash2(seed, xi, yi + 1), v11 = hash2(seed, xi + 1, yi + 1);
const u = smooth(xf), v = smooth(yf);
return lerp(lerp(v00, v10, u), lerp(v01, v11, u), v);
}
function fbm(seed, x, y, octaves = 5, lacunarity = 2, gain = 0.5) {
let amp = 1, freq = 1, sum = 0, norm = 0;
for (let o = 0; o < octaves; o++) {
sum += amp * valueNoise(seed + o * 1013, x * freq, y * freq);
norm += amp;
amp *= gain;
freq *= lacunarity;
}
return sum / norm;
}
// ../auto-battler/src/engine/biomeMap.js
var sub = (seed, salt) => (Math.imul(seed | 0, 2654435761) ^ (salt | 0)) >>> 0;
var SCALE = 5e-3;
var REGION_OCTAVES = 3;
var WARP_SCALE = 0.012;
var WARP_AMP = 40;
var BIOMES = [
{ id: "forgottenPlains", salt: 985505 },
// green meadow
{ id: "orc", salt: 11281 },
// dirt / grass plains
{ id: "necropolis", salt: 966869 }
// corrupted swamp
];
var OVERWORLD_BIOMES = BIOMES.map((b) => b.id);
function weights(seed, x, y, out) {
const wx = x + WARP_AMP * (fbm(sub(seed, 1441), x * WARP_SCALE, y * WARP_SCALE) - 0.5);
const wy = y + WARP_AMP * (fbm(sub(seed, 1442), x * WARP_SCALE, y * WARP_SCALE) - 0.5);
for (let i = 0; i < BIOMES.length; i++) out[i] = fbm(sub(seed, BIOMES[i].salt), wx * SCALE, wy * SCALE, REGION_OCTAVES);
return out;
}
var _w = new Array(BIOMES.length);
function biomeRegion(seed, x, y) {
const w = weights(seed, x, y, _w);
let i1 = 0;
for (let i = 1; i < w.length; i++) if (w[i] > w[i1]) i1 = i;
let i2 = -1;
for (let i = 0; i < w.length; i++) {
if (i === i1) continue;
if (i2 < 0 || w[i] > w[i2]) i2 = i;
}
return { id: BIOMES[i1].id, id2: BIOMES[i2]?.id ?? BIOMES[i1].id, edge: w[i1] - w[i2] };
}
// ../auto-battler/src/engine/transitionStencils.js
var TILE = 8;
var MID = 3.5;
var BAND = 2.6;
var WAVE_AMP = 1.35;
var WAVE_FREQ = 0.45;
var R_OUTER = 4.6;
var R_CONCAVE = 2.3;
var R_TIP = 2.6;
var BAYER4 = [
0.5 / 16,
8.5 / 16,
2.5 / 16,
10.5 / 16,
12.5 / 16,
4.5 / 16,
14.5 / 16,
6.5 / 16,
3.5 / 16,
11.5 / 16,
1.5 / 16,
9.5 / 16,
15.5 / 16,
7.5 / 16,
13.5 / 16,
5.5 / 16
];
var bayer = (x, y) => BAYER4[(y & 3) * 4 + (x & 3)];
function wave1d(t, salt) {
const i = Math.floor(t * WAVE_FREQ), f = t * WAVE_FREQ - i;
const a = hash2(salt, i, 0), b = hash2(salt, i + 1, 0);
const u = f * f * (3 - 2 * f);
return (a + (b - a) * u) * 2 - 1;
}
var CASES = {
// cardinal edges — wavy line; fg on the side away from the foreign neighbour.
N: (x, y, s) => y - (MID + WAVE_AMP * wave1d(x, s)),
S: (x, y, s) => MID + WAVE_AMP * wave1d(x, s) - y,
E: (x, y, s) => MID + WAVE_AMP * wave1d(y, s) - x,
W: (x, y, s) => x - (MID + WAVE_AMP * wave1d(y, s)),
// outer corners — bg is a quarter-disc in the corner (2 adjacent foreign cardinals).
oNE: (x, y, s) => dist(x, y, 7, 0) - (R_OUTER + WAVE_AMP * wave1d(x + y, s)),
oNW: (x, y, s) => dist(x, y, 0, 0) - (R_OUTER + WAVE_AMP * wave1d(x + y, s)),
oSE: (x, y, s) => dist(x, y, 7, 7) - (R_OUTER + WAVE_AMP * wave1d(x + y, s)),
oSW: (x, y, s) => dist(x, y, 0, 7) - (R_OUTER + WAVE_AMP * wave1d(x + y, s)),
// concave corners — small bg notch in the corner (1 foreign diagonal only).
cNE: (x, y, s) => dist(x, y, 7, 0) - (R_CONCAVE + 0.6 * wave1d(x + y, s)),
cNW: (x, y, s) => dist(x, y, 0, 0) - (R_CONCAVE + 0.6 * wave1d(x + y, s)),
cSE: (x, y, s) => dist(x, y, 7, 7) - (R_CONCAVE + 0.6 * wave1d(x + y, s)),
cSW: (x, y, s) => dist(x, y, 0, 7) - (R_CONCAVE + 0.6 * wave1d(x + y, s)),
// peninsula — fg is a small blob on the one open side (3 foreign cardinals).
tipN: (x, y, s) => R_TIP + 0.6 * wave1d(x, s) - dist(x, y, 3.5, 0),
tipS: (x, y, s) => R_TIP + 0.6 * wave1d(x, s) - dist(x, y, 3.5, 7),
tipE: (x, y, s) => R_TIP + 0.6 * wave1d(y, s) - dist(x, y, 7, 3.5),
tipW: (x, y, s) => R_TIP + 0.6 * wave1d(y, s) - dist(x, y, 0, 3.5),
// island — fg is a small blob in the centre (foreign on all 4 cardinals).
island: (x, y, s) => R_TIP + 0.6 * wave1d(x - y, s) - dist(x, y, 3.5, 3.5)
};
function dist(x, y, cx, cy) {
const dx = x - cx, dy = y - cy;
return Math.sqrt(dx * dx + dy * dy);
}
var STENCIL_CASES = Object.keys(CASES);
function boundaryCase(N, E, S, W, NW, NE, SW, SE) {
const card = N + E + S + W;
if (card === 0) {
const diag = NW + NE + SW + SE;
if (diag === 0) return null;
if (NW) return "cNW";
if (NE) return "cNE";
if (SW) return "cSW";
return "cSE";
}
if (card === 1) return N ? "N" : E ? "E" : S ? "S" : "W";
if (card === 2) {
if (N && E) return "oNE";
if (N && W) return "oNW";
if (S && E) return "oSE";
if (S && W) return "oSW";
return N ? "N" : "E";
}
if (card === 3) return !N ? "tipN" : !E ? "tipE" : !S ? "tipS" : "tipW";
return "island";
}
function makeStencil(caseKey, variant = 0) {
const sd = CASES[caseKey];
if (!sd) throw new Error(`unknown stencil case "${caseKey}"`);
const salt = (hashStr(caseKey) ^ variant * 40503) >>> 0;
const mask = new Uint8Array(TILE * TILE);
for (let y = 0; y < TILE; y++) for (let x = 0; x < TILE; x++) {
const d = sd(x, y, salt);
let fg;
if (d > BAND / 2) fg = 1;
else if (d < -BAND / 2) fg = 0;
else fg = (d + BAND / 2) / BAND > bayer(x, y) ? 1 : 0;
mask[y * TILE + x] = fg;
}
return mask;
}
function hashStr(s) {
let h = 2166136261;
for (let i = 0; i < s.length; i++) {
h ^= s.charCodeAt(i);
h = Math.imul(h, 16777619);
}
return h >>> 0;
}
// ../auto-battler/src/engine/orcGen.js
var sub2 = (seed, salt) => (Math.imul(seed | 0, 2654435761) ^ (salt | 0)) >>> 0;
var DDIRT_SCALE = 0.045;
var DDIRT_THRESHOLD = 0.55;
function isDarkerDirt(seed, x, y) {
return fbm(sub2(seed, 56599), x * DDIRT_SCALE, y * DDIRT_SCALE) > DDIRT_THRESHOLD;
}
var GRASS_SCALE = 0.04;
var GRASS_THRESHOLD = 0.58;
function isGrass(seed, x, y) {
return fbm(sub2(seed, 27221), x * GRASS_SCALE, y * GRASS_SCALE) > GRASS_THRESHOLD;
}
var ROCK_SCALE = 0.12;
var ROCK_THRESHOLD = 0.64;
function isRock(seed, x, y) {
return fbm(sub2(seed, 16588), x * ROCK_SCALE, y * ROCK_SCALE) > ROCK_THRESHOLD;
}
// ../auto-battler/src/render/tileAutotile.js
var rect = (c, r, w, h) => {
const a = [];
for (let j = 0; j < h; j++) for (let i = 0; i < w; i++) a.push([c + i, r + j]);
return a;
};
var offset = (t, col) => [t[0] + col, t[1]];
var rhash = (x, y, salt, seed) => Math.imul(x * 73856093 ^ y * 19349663 ^ seed + (salt | 0), 2654435761) >>> 0;
function hashU32(a, b, c) {
let h = Math.imul((a | 0) ^ 2654435769, 2654435761);
h = Math.imul(h ^ (b | 0) ^ 2246822507, 2246822519);
h = Math.imul(h ^ (c | 0) ^ 3266489909, 3266489917);
h ^= h >>> 15;
return h >>> 0;
}
var sparse = (base, vars, x, y, salt, rate, seed) => {
if (!vars.length) return base;
const h = rhash(x, y, salt, seed);
return h % rate === 0 ? vars[(h >>> 5) % vars.length] : base;
};
var lerp3 = (a, b, t) => [a[0] + (b[0] - a[0]) * t, a[1] + (b[1] - a[1]) * t, a[2] + (b[2] - a[2]) * t];
function autotile(set, N, E, S, W, NW, NE, SW, SE) {
const card = N + E + S + W;
if (card === 1) return N ? set.N : S ? set.S : E ? set.E : set.W;
if (card === 2) {
if (N && W) return set.vNW;
if (N && E) return set.vNE;
if (S && W) return set.vSW;
if (S && E) return set.vSE;
return N ? set.N : set.E;
}
if (card >= 3) return N ? set.N : S ? set.S : E ? set.E : set.W;
const diag = NW + NE + SW + SE;
if (diag === 0) return null;
if (diag === 1) return NW ? set.cNW : NE ? set.cNE : SW ? set.cSW : set.cSE;
if (NW && SE && !NE && !SW) return set.dNWSE;
if (NE && SW && !NW && !SE) return set.dSWNE;
return null;
}
function cleanField(raw, M, SZ) {
const idx = (i, j) => j * SZ + i;
let cur = new Uint8Array(SZ * SZ);
for (let j = 0; j < SZ; j++) for (let i = 0; i < SZ; i++) cur[idx(i, j)] = raw(i - M, j - M) ? 1 : 0;
let nxt = new Uint8Array(SZ * SZ);
for (let j = 1; j < SZ - 1; j++) for (let i = 1; i < SZ - 1; i++) {
let c = 0;
for (let dj = -1; dj <= 1; dj++) for (let di = -1; di <= 1; di++) c += cur[idx(i + di, j + dj)];
nxt[idx(i, j)] = c >= 5 ? 1 : 0;
}
cur = nxt;
for (let p = 0; p < 2; p++) {
nxt = new Uint8Array(SZ * SZ);
for (let j = 1; j < SZ - 1; j++) for (let i = 1; i < SZ - 1; i++) {
const card = cur[idx(i, j - 1)] + cur[idx(i + 1, j)] + cur[idx(i, j + 1)] + cur[idx(i - 1, j)];
nxt[idx(i, j)] = cur[idx(i, j)] ? card >= 2 ? 1 : 0 : card >= 3 ? 1 : 0;
}
cur = nxt;
}
return cur;
}
function blockTile([c0, r0], N, E, S, W) {
const cx = W && !E ? 0 : E && !W ? 2 : 1;
const cy = N && !S ? 0 : S && !N ? 2 : 1;
return [c0 + cx, r0 + cy];
}
function centerTile([c0, r0], dNW, dNE, dSW, dSE) {
if (!dNW && !dNE && !dSW && !dSE) return [c0 + 1, r0 + 1];
if (dNW && dSE && !dNE && !dSW) return [c0 + 2, r0 + 3];
if (dNE && dSW && !dNW && !dSE) return [c0 + 2, r0 + 4];
if (dNW) return [c0, r0 + 3];
if (dNE) return [c0 + 1, r0 + 3];
if (dSW) return [c0, r0 + 4];
return [c0 + 1, r0 + 4];
}
function bakeCliffs(cfg, { chunk, x0, y0, seed, raised, place, accept = () => true, stairAt = null, stairAtV = null }) {
const ST = cfg.STAIR && (stairAt || stairAtV) ? cfg.STAIR : null;
const useNS = ST && stairAt, useWE = ST && stairAtV;
const isWide = (ax, ay, room) => room && rhash(ax, ay, ST.WIDE_SALT, seed) % 2 === 0;
const sAnchor = (x, y) => raised(x, y) && !raised(x, y + 1) && raised(x - 1, y) && raised(x + 1, y) && stairAt(x, y);
const nAnchor = (x, y) => raised(x, y) && !raised(x, y - 1) && raised(x - 1, y) && raised(x + 1, y) && stairAt(x, y);
const wAnchor = (x, y) => raised(x, y) && !raised(x - 1, y) && raised(x + 1, y) && raised(x, y - 1) && raised(x, y + 1) && !raised(x - 1, y + 1) && stairAtV(x, y);
const eAnchor = (x, y) => raised(x, y) && !raised(x + 1, y) && raised(x - 1, y) && raised(x, y - 1) && raised(x, y + 1) && !raised(x + 1, y + 1) && stairAtV(x, y);
const sRoom = (x, y) => !raised(x + 1, y + 1) && raised(x + 2, y) && !raised(x + 2, y + 1) && raised(x + 3, y);
const nRoom = (x, y) => !raised(x + 1, y - 1) && raised(x + 2, y) && !raised(x + 2, y - 1) && raised(x + 3, y);
const wRoom = (x, y) => raised(x, y + 2) && !raised(x - 1, y + 2);
const eRoom = (x, y) => raised(x, y + 2) && !raised(x + 1, y + 2);
const W_OFF = [[0, 0], [0, 1], [-1, 0], [-1, 1], [-1, 2]];
const E_OFF = [[0, 0], [0, 1], [1, 0], [1, 1], [1, 2]];
const sDepth = useNS ? Math.max(ST.S.NARROW.length, ST.S.WIDE.length) : 0;
function stairTileAt(wx, wy) {
if (useNS) {
for (let drow = 0; drow < sDepth; drow++) for (let dcol = 0; dcol <= 2; dcol++) {
const ax = wx - dcol, ay = wy - drow;
if (!sAnchor(ax, ay)) continue;
if (isWide(ax, ay, sRoom(ax, ay))) {
if (drow < ST.S.WIDE.length) return ST.S.WIDE[drow][dcol];
} else if (dcol === 0 && drow < ST.S.NARROW.length) return ST.S.NARROW[drow];
}
for (let dcol = 0; dcol <= 2; dcol++) {
if (nAnchor(wx - dcol, wy)) {
if (isWide(wx - dcol, wy, nRoom(wx - dcol, wy))) return ST.N.WIDE.LIP[dcol];
if (dcol === 0) return ST.N.NARROW.LIP;
}
if (nAnchor(wx - dcol, wy + 1)) {
if (isWide(wx - dcol, wy + 1, nRoom(wx - dcol, wy + 1))) return ST.N.WIDE.CAP[dcol];
if (dcol === 0) return ST.N.NARROW.CAP;
}
}
}
if (useWE) {
for (const [dx, dy] of W_OFF) {
const ax = wx - dx, ay = wy - dy;
if (!wAnchor(ax, ay)) continue;
const e = (isWide(ax, ay, wRoom(ax, ay)) ? ST.W.WIDE : ST.W.NARROW).find((o) => o.dx === dx && o.dy === dy);
if (e) return e.t;
}
for (const [dx, dy] of E_OFF) {
const ax = wx - dx, ay = wy - dy;
if (!eAnchor(ax, ay)) continue;
const e = (isWide(ax, ay, eRoom(ax, ay)) ? ST.E.WIDE : ST.E.NARROW).find((o) => o.dx === dx && o.dy === dy);
if (e) return e.t;
}
}
return null;
}
for (let ty = 0; ty < chunk; ty++) for (let tx = 0; tx < chunk; tx++) {
if (!accept(tx, ty)) continue;
const wx = x0 + tx, wy = y0 + ty;
if (ST) {
const st = stairTileAt(wx, wy);
if (st) {
place(st, tx, ty);
continue;
}
}
if (raised(wx, wy)) {
const bN = !raised(wx, wy - 1), bE = !raised(wx + 1, wy), bS = !raised(wx, wy + 1), bW = !raised(wx - 1, wy);
if (bN && bW) place(cfg.LIP_TL, tx, ty);
else if (bN && bE) place(cfg.LIP_TR, tx, ty);
else if (bS && bW) place(cfg.LIP_SW, tx, ty);
else if (bS && bE) place(cfg.LIP_SE, tx, ty);
else if (bN) place(sparse(cfg.LIP_T, cfg.LIP_T_VAR, wx, wy, 1, cfg.RATE, seed), tx, ty);
else if (bS) place(sparse(cfg.LIP_S, cfg.LIP_S_VAR, wx, wy, 2, cfg.RATE, seed), tx, ty);
else if (bW) place(sparse(cfg.WALL_L, cfg.WALL_L_VAR, wx, wy, 3, cfg.RATE, seed), tx, ty);
else if (bE) place(sparse(cfg.WALL_R, cfg.WALL_R_VAR, wx, wy, 4, cfg.RATE, seed), tx, ty);
} else {
for (let k = 1; k <= cfg.FACE_H; k++) {
if (raised(wx, wy - k)) {
const leftEnd = !raised(wx - 1, wy - k), rightEnd = !raised(wx + 1, wy - k);
place(leftEnd ? cfg.FACE_L[k - 1] : rightEnd ? cfg.FACE_R[k - 1] : sparse(cfg.FACE[k - 1], cfg.FACE_VAR[k - 1], wx, wy, 5 + k, cfg.RATE, seed), tx, ty);
break;
}
}
}
}
}
// ../auto-battler/src/render/orcKingdom.js
var ORC = "/assets/minifantasy/Minifantasy_Orc_Kingdom_v1.0/Minifantasy_Orc_Kingdom_Assets";
var TILES = `${ORC}/Tileset/Tiles.png`;
var TILE2 = 8;
var CHUNK = 32;
var DIRT_BASE = [7, 51];
var DIRT_VARS = rect(13, 51, 2, 6);
var DIRT_RATE = 4;
var GRASS = {
fill: [3, 51],
vars: [],
N: [3, 54],
S: [3, 52],
E: [2, 53],
W: [4, 53],
cNW: [4, 54],
cNE: [2, 54],
cSW: [4, 52],
cSE: [2, 52],
vNW: [3, 56],
vNE: [2, 56],
vSW: [3, 55],
vSE: [2, 55],
dNWSE: [4, 55],
dSWNE: [4, 56]
};
var DDIRT = {
fill: [7, 53],
vars: rect(10, 51, 2, 6),
N: [7, 52],
S: [7, 54],
E: [8, 53],
W: [6, 53],
vNW: [6, 52],
vNE: [8, 52],
vSW: [6, 54],
vSE: [8, 54],
cNW: [6, 55],
cNE: [7, 55],
cSW: [6, 56],
cSE: [7, 56],
dNWSE: [8, 55],
dSWNE: [8, 56]
};
var OVERLAY_RATE = 5;
var ROCK_COLOR_OFF = [0, 6, 12];
var STONE_SIZES = [[16, 51], [16, 52], [16, 53], [16, 54], [16, 55], [16, 56]];
var ROCK_FOLIAGE = [[17, 51], [18, 51], [19, 51], [20, 51]];
var ROCK_DENSE = [[18, 53], [19, 53], [18, 54], [19, 54], [18, 55], [19, 55]];
var ROCK_SPARSE = [
[17, 52],
[18, 52],
[19, 52],
[20, 52],
[17, 53],
[20, 53],
[17, 54],
[20, 54],
[17, 55],
[20, 55],
[17, 56],
[18, 56],
[19, 56],
[20, 56]
];
var ROCK_STONE_RATE = 28;
var ROCK_FOLIAGE_RATE = 12;
var COL_DIRT = [150, 128, 95];
var COL_DDIRT = [106, 90, 79];
var COL_GRASS = [96, 132, 58];
function chunkFields(seed, x0, y0) {
const M = 6, SZ = CHUNK + 2 * M;
const dd = cleanField((lx, ly) => isDarkerDirt(seed, x0 + lx, y0 + ly), M, SZ);
const grRaw = cleanField((lx, ly) => isGrass(seed, x0 + lx, y0 + ly), M, SZ);
const gr = new Uint8Array(grRaw.length);
for (let k = 0; k < gr.length; k++) gr[k] = grRaw[k] && !dd[k] ? 1 : 0;
const rockRaw = cleanField((lx, ly) => isRock(seed, x0 + lx, y0 + ly), M, SZ);
const rock = new Uint8Array(rockRaw.length);
for (let k = 0; k < rock.length; k++) rock[k] = rockRaw[k] && !dd[k] && !gr[k] ? 1 : 0;
return { dd, gr, rock, M, SZ, x0, y0 };
}
var ORC_GROUND_FILLS = [
{ key: "dirt", url: TILES, tile: DIRT_BASE },
{ key: "ddirt", url: TILES, tile: DDIRT.fill },
{ key: "grass", url: TILES, tile: GRASS.fill }
];
function orcGroundFillKey(seed, x, y) {
if (isDarkerDirt(seed, x, y)) return "ddirt";
if (isGrass(seed, x, y)) return "grass";
return "dirt";
}
var orcConfig = (seed) => ({
seed,
tile: TILE2,
chunk: CHUNK,
background: "#69636f",
async load({ Assets }) {
const t = await Assets.load(TILES);
t.source.scaleMode = "nearest";
return { tiles: t.source };
},
// `accept(tx,ty)` (chunk-local) gates which tiles this biome paints — defaults to all, so the
// standalone map is unchanged; the multi-biome overworld passes a per-biome dither mask.
bake({ x0, y0, seed: seed2, ctx, add, accept = () => true }) {
const f = chunkFields(seed2, x0, y0);
const { dd, gr, rock, M, SZ } = f;
const idx = (i, j) => j * SZ + i;
const at = (fld, lx, ly) => fld[idx(lx + M, ly + M)] === 1;
const atRock = (lx, ly) => rock[idx(lx + M, ly + M)] === 1;
const place = (coord, tx, ty) => add(ctx.tiles, coord[0], coord[1], tx, ty);
const drawLayer = (field, set, tx, ty) => {
if (!at(field, tx, ty)) return;
const N = !at(field, tx, ty - 1), E = !at(field, tx + 1, ty), S = !at(field, tx, ty + 1), W = !at(field, tx - 1, ty);
const NW = !at(field, tx - 1, ty - 1), NE = !at(field, tx + 1, ty - 1), SW = !at(field, tx - 1, ty + 1), SE = !at(field, tx + 1, ty + 1);
const t = autotile(set, N, E, S, W, NW, NE, SW, SE);
place(t || sparse(set.fill, set.vars, x0 + tx, y0 + ty, set === GRASS ? 1 : 2, OVERLAY_RATE, seed2), tx, ty);
};
for (let ty = 0; ty < CHUNK; ty++) {
for (let tx = 0; tx < CHUNK; tx++) {
if (!accept(tx, ty)) continue;
place(sparse(DIRT_BASE, DIRT_VARS, x0 + tx, y0 + ty, 0, DIRT_RATE, seed2), tx, ty);
drawLayer(dd, DDIRT, tx, ty);
drawLayer(gr, GRASS, tx, ty);
if (atRock(tx, ty)) {
const h = rhash(x0 + tx, y0 + ty, 3, seed2);
const interior = atRock(tx, ty - 1) && atRock(tx + 1, ty) && atRock(tx, ty + 1) && atRock(tx - 1, ty);
const pool = interior ? ROCK_DENSE : ROCK_SPARSE;
place(offset(pool[(h >>> 2) % pool.length], ROCK_COLOR_OFF[h % 3]), tx, ty);
} else if (!at(dd, tx, ty) && !at(gr, tx, ty)) {
const h = rhash(x0 + tx, y0 + ty, 7, seed2);
if (h % ROCK_STONE_RATE === 0) place(offset(STONE_SIZES[(h >>> 3) % STONE_SIZES.length], ROCK_COLOR_OFF[(h >>> 6) % 3]), tx, ty);
else if ((h >>> 8) % ROCK_FOLIAGE_RATE === 0) place(offset(ROCK_FOLIAGE[(h >>> 11) % ROCK_FOLIAGE.length], ROCK_COLOR_OFF[(h >>> 14) % 3]), tx, ty);
}
}
}
return { meta: f };
},
macroColor(seed2, tx, ty) {
if (isDarkerDirt(seed2, tx, ty)) return COL_DDIRT;
if (isGrass(seed2, tx, ty)) return COL_GRASS;
return COL_DIRT;
},
// Top-most ground tile [c,r] at world (wx,wy) for the grid overlay (rocks omitted).
tileIndexAt(wx, wy, meta) {
if (!meta) return null;
const { dd, gr, M, SZ, x0, y0 } = meta;
const lx = wx - x0, ly = wy - y0;
if (lx < 0 || ly < 0 || lx >= CHUNK || ly >= CHUNK) return null;
const at = (f, x, y) => f[(y + M) * SZ + (x + M)] === 1;
for (const [field, set] of [[gr, GRASS], [dd, DDIRT]]) {
if (!at(field, lx, ly)) continue;
const N = !at(field, lx, ly - 1), E = !at(field, lx + 1, ly), S = !at(field, lx, ly + 1), W = !at(field, lx - 1, ly);
const NW = !at(field, lx - 1, ly - 1), NE = !at(field, lx + 1, ly - 1), SW = !at(field, lx - 1, ly + 1), SE = !at(field, lx + 1, ly + 1);
return autotile(set, N, E, S, W, NW, NE, SW, SE) || set.fill;
}
return DIRT_BASE;
}
});
// ../auto-battler/src/engine/fpGen.js
var sub3 = (seed, salt) => (Math.imul(seed | 0, 2654435761) ^ (salt | 0)) >>> 0;
var DIRT_SCALE = 0.04;
var DIRT_THRESHOLD = 0.56;
function isDirt(seed, x, y) {
return fbm(sub3(seed, 53543), x * DIRT_SCALE, y * DIRT_SCALE) > DIRT_THRESHOLD;
}
var STONE_SCALE = 0.085;
var STONE_THRESHOLD = 0.66;
function isStone(seed, x, y) {
return fbm(sub3(seed, 22286), x * STONE_SCALE, y * STONE_SCALE) > STONE_THRESHOLD;
}
var FOREST_SCALE = 0.05;
function forestField(seed, x, y) {
return fbm(sub3(seed, 15740503), x * FOREST_SCALE, y * FOREST_SCALE);
}
var STONE_CLUMP_SCALE = 0.11;
function stoneClumpField(seed, x, y) {
return fbm(sub3(seed, 5702849), x * STONE_CLUMP_SCALE, y * STONE_CLUMP_SCALE);
}
var ELEV_SCALE = 0.025;
var ELEV_THRESHOLD = 0.6;
function isRaised(seed, x, y) {
return fbm(sub3(seed, 57836), x * ELEV_SCALE, y * ELEV_SCALE) > ELEV_THRESHOLD;
}
var RIVER_SCALE = 0.022;
var RIVER_WIDTH = 0.035;
var WARP_SCALE2 = 0.03;
var WARP_AMP2 = 22;
function isRiver(seed, x, y) {
const wx = x + WARP_AMP2 * (fbm(sub3(seed, 1297), x * WARP_SCALE2, y * WARP_SCALE2) - 0.5);
const wy = y + WARP_AMP2 * (fbm(sub3(seed, 1298), x * WARP_SCALE2, y * WARP_SCALE2) - 0.5);
return Math.abs(fbm(sub3(seed, 8654), wx * RIVER_SCALE, wy * RIVER_SCALE) - 0.5) < RIVER_WIDTH;
}
// ../auto-battler/src/render/forgottenPlains.js
var FP = "/assets/minifantasy/Minifantasy_ForgottenPlains_v3.6_Commercial_Version/Minifantasy_ForgottenPlains_Assets";
var TILES2 = `${FP}/Tileset/Minifantasy_ForgottenPlainsTiles.png`;
var SHADOW = `${FP}/Tileset/Minifantasy_ForgottenPlainsTilesShadows.png`;
var PROPS = `${FP}/props/Minifantasy_ForgottenPlainsProps.png`;
var PROP_SHADOW = `${FP}/props/Minifantasy_ForgottenPlainsPropsShadows.png`;
var FP_MOCKUP_URL = `${FP}/Minifantasy_ForgottenPlainsMockup.png`;
var TILE3 = 8;
var CHUNK2 = 32;
var GRASS_BASE = [37, 11];
var GRASS_VARS = [...rect(1, 1, 4, 1), ...rect(2, 3, 3, 5)];
var GRASS_RATE = 9;
var DIRT_BLOCK = [7, 3];
var DIRT_FILL = [8, 4];
var DIRT_VARS2 = [[7, 1], [8, 1], [9, 1]];
var STONE_BLOCK = [12, 3];
var STONE_FILL = [13, 4];
var STONE_VARS = [[12, 1], [13, 1], [14, 1]];
var WATER_BLOCK = [25, 3];
var WATER_FILL = [26, 4];
var WATER_VARS = [[26, 4]];
var FILL_RATE = 6;
var FP_CLIFF = {
LIP_T: [25, 16],
LIP_T_VAR: [],
LIP_TL: [24, 16],
LIP_TR: [26, 16],
WALL_L: [24, 17],
WALL_L_VAR: [],
WALL_R: [26, 17],
WALL_R_VAR: [],
LIP_S: [25, 18],
LIP_S_VAR: [],
LIP_SW: [24, 18],
LIP_SE: [26, 18],
FACE_H: 2,
FACE: [[25, 19], [25, 20]],
FACE_VAR: [[], []],
FACE_L: [[24, 19], [24, 20]],
FACE_R: [[26, 19], [26, 20]],
RATE: 4,
// Stair exits cut into straight cliff edges. Two sheet variants, one tile wide (cross at cols 2–6)
// and two tiles wide (cross at cols 8–14); bakeCliffs picks per-exit by hash. Every tile below is
// a real non-empty sheet cell — the crosses have transparent corners, so placing those would bleed
// the grass base through (the bug the NARROW arms used to hit). Layout per direction:
// • S — NARROW: one column, [lip, step, step, step(onto ground)]. WIDE: 3 columns × those 4 rows.
// • N — LIP on the raised back edge (grass+steps) + CAP one tile north on the ground; ×3 cols wide.
// • W/E — a descent off the side wall. Each tile carries its {dx,dy} cell-offset from the wall
// anchor. NARROW: 3-tile L. WIDE: 2-tall entry on the wall + a 3-tall stone descent beside it.
STAIR: {
WIDE_SALT: 359697,
// hash salt deciding narrow-vs-wide at each exit (~50/50)
S: {
NARROW: [[4, 18], [4, 19], [4, 20], [4, 20]],
WIDE: [
[[10, 19], [11, 19], [12, 19]],
[[10, 20], [11, 20], [12, 20]],
[[10, 21], [11, 21], [12, 21]],
[[10, 21], [11, 21], [12, 21]]
]
},
N: {
NARROW: { LIP: [4, 16], CAP: [4, 15] },
WIDE: { LIP: [[10, 16], [11, 16], [12, 16]], CAP: [[10, 15], [11, 15], [12, 15]] }
},
W: {
NARROW: [{ dx: 0, dy: 0, t: [3, 17] }, { dx: -1, dy: 0, t: [2, 17] }, { dx: -1, dy: 1, t: [2, 18] }],
WIDE: [
{ dx: 0, dy: 0, t: [9, 17] },
{ dx: 0, dy: 1, t: [9, 18] },
{ dx: -1, dy: 0, t: [8, 17] },
{ dx: -1, dy: 1, t: [8, 18] },
{ dx: -1, dy: 2, t: [8, 19] }
]
},
E: {
NARROW: [{ dx: 0, dy: 0, t: [5, 17] }, { dx: 1, dy: 0, t: [6, 17] }, { dx: 1, dy: 1, t: [6, 18] }],
WIDE: [
{ dx: 0, dy: 0, t: [13, 17] },
{ dx: 0, dy: 1, t: [13, 18] },
{ dx: 1, dy: 0, t: [14, 17] },
{ dx: 1, dy: 1, t: [14, 18] },
{ dx: 1, dy: 2, t: [14, 19] }
]
}
}
};
var STAIR_SPACING = 14;
var COL_CLIFF = [150, 138, 112];
var FOLIAGE = [
{ weight: 5, tiles: [[9, 6], [10, 6], [11, 6]] },
// grass tufts
{ weight: 3, tiles: [[12, 6], [13, 6]] },
// small reeds
{ weight: 3, tiles: [[9, 9], [10, 9], [11, 9], [12, 9], [13, 9]] },
// flowers (red/purple/daisy) + small grass
{ weight: 1, sprite: { c: 14, r: 6, w: 1, h: 3 } },
// tall reed 1×3
{ weight: 1, sprite: { c: 15, r: 6, w: 2, h: 3 } },
// wide reed 2×3
{ weight: 1, sprite: { c: 17, r: 6, w: 2, h: 3 } },
// wide reed 2×3
{ weight: 1, sprite: { c: 14, r: 9, w: 1, h: 2 } }
// cattail 1×2
];
var FOLIAGE_WEIGHT = FOLIAGE.reduce((s, g) => s + g.weight, 0);
var FOLIAGE_RATE = 11;
var WATER_FOLIAGE = { c: 15, r: 9, w: 1, h: 2 };
var WATER_FOLIAGE_RATE = 16;
var TREES = [
{ frame: [155, 3, 21, 25], ax: 0.48, ay: 0.96 },
// tree 1 (plain)
{ frame: [155, 35, 21, 25], ax: 0.48, ay: 0.96 },
// tree 2 (fruited)
{ frame: [152, 32, 24, 32], ax: 0.5, ay: 0.94 }
// tree 3 — full 3×4 fruited (19,4)
];
var TREE_SCALE_BASE = 1;
var TREE_SCALE_JITTER = 0.14;
var TREE_FLIP_RATE = 0.5;
var TREE_JITTER = 2;
var FOREST_BLOCK_X = 3;
var FOREST_BLOCK_Y = 2;
var FOREST_THRESHOLD = 0.6;
var FOREST_MIN_NB = 2;
var FOREST_FILL = 0.5;
var STONES = [
{ c: 8, r: 3, w: 2, h: 2, weight: 3 },
// small rock
{ c: 10, r: 3, w: 2, h: 2, weight: 3 },
// small rock
{ c: 12, r: 3, w: 2, h: 2, weight: 3 },
// small flat rock
{ c: 14, r: 3, w: 2, h: 2, weight: 3 },
// small rock
{ c: 16, r: 3, w: 2, h: 2, weight: 3 },
// small rock
{ c: 6, r: 3, w: 2, h: 3, weight: 2 },
// medium boulder
{ c: 0, r: 3, w: 2, h: 4, weight: 1 },
// big boulder
{ c: 2, r: 3, w: 2, h: 4, weight: 1 },
// big boulder
{ c: 4, r: 3, w: 2, h: 4, weight: 1 }
// big knobbly boulder
];
var STONE_WEIGHT = STONES.reduce((s, g) => s + g.weight, 0);
var STONE_BLOCK_X = 2;
var STONE_BLOCK_Y = 2;
var STONE_CLUMP_THRESHOLD = 0.7;
var STONE_CLUMP_MIN_NB = 3;
var STONE_CLUMP_FILL = 0.7;
var COL_GRASS2 = [97, 150, 55];
var COL_DIRT2 = [118, 80, 38];
var COL_STONE = [120, 120, 122];
var COL_WATER = [74, 116, 196];
function loadImg(url) {
return new Promise((resolve, reject) => {
const img = new Image();
img.onload = () => resolve(img);
img.onerror = reject;
img.src = url;
});
}
async function buildShadowMask(url) {
const img = await loadImg(url);
const cv = document.createElement("canvas");
cv.width = img.naturalWidth;
cv.height = img.naturalHeight;
const g = cv.getContext("2d", { willReadFrequently: true });
g.drawImage(img, 0, 0);
const cols = img.naturalWidth / TILE3 | 0, rows = img.naturalHeight / TILE3 | 0, set = /* @__PURE__ */ new Set();
for (let r = 0; r < rows; r++) for (let c = 0; c < cols; c++) {
const d = g.getImageData(c * TILE3, r * TILE3, TILE3, TILE3).data;
for (let i = 3; i < d.length; i += 4) {
if (d[i] > 8) {
set.add(c + "," + r);
break;
}
}
}
return set;
}
function chunkFields2(seed, x0, y0) {
const WATER_BUFFER = 2;
const M = WATER_BUFFER + 4, SZ = CHUNK2 + 2 * M;
const idx = (i, j) => j * SZ + i;
const clean = (pred) => {
let cur = new Uint8Array(SZ * SZ);
for (let j = 0; j < SZ; j++) for (let i = 0; i < SZ; i++) cur[idx(i, j)] = pred(x0 + i - M, y0 + j - M) ? 1 : 0;
let nxt = new Uint8Array(SZ * SZ);
for (let j = 1; j < SZ - 1; j++) for (let i = 1; i < SZ - 1; i++) {
let c = 0;
for (let dj = -1; dj <= 1; dj++) for (let di = -1; di <= 1; di++) c += cur[idx(i + di, j + dj)];
nxt[idx(i, j)] = c >= 5 ? 1 : 0;
}
cur = nxt;
for (let p = 0; p < 2; p++) {
nxt = new Uint8Array(SZ * SZ);
for (let j = 1; j < SZ - 1; j++) for (let i = 1; i < SZ - 1; i++) {
const card = cur[idx(i, j - 1)] + cur[idx(i + 1, j)] + cur[idx(i, j + 1)] + cur[idx(i - 1, j)];
nxt[idx(i, j)] = cur[idx(i, j)] ? card >= 2 ? 1 : 0 : card >= 3 ? 1 : 0;
}
cur = nxt;
}
return cur;
};
const waterF = clean((x, y) => isRiver(seed, x, y));
const raisedField = clean((x, y) => isRaised(seed, x, y));
for (let k = 0; k < waterF.length; k++) if (raisedField[k]) waterF[k] = 0;
const dirtRaw = clean((x, y) => isDirt(seed, x, y));
const stoneRaw = clean((x, y) => isStone(seed, x, y));
const fraw = new Uint8Array(SZ * SZ);
for (let j = 0; j < SZ; j++) for (let i = 0; i < SZ; i++) fraw[idx(i, j)] = forestField(seed, x0 + i - M, y0 + j - M) > FOREST_THRESHOLD ? 1 : 0;
const forestRegion = new Uint8Array(SZ * SZ);
for (let j = 1; j < SZ - 1; j++) for (let i = 1; i < SZ - 1; i++) {
if (!fraw[idx(i, j)]) continue;
let c = 0;
for (let dj = -1; dj <= 1; dj++) for (let di = -1; di <= 1; di++) if ((di || dj) && fraw[idx(i + di, j + dj)]) c++;
forestRegion[idx(i, j)] = c >= FOREST_MIN_NB ? 1 : 0;
}
const sraw = new Uint8Array(SZ * SZ);
for (let j = 0; j < SZ; j++) for (let i = 0; i < SZ; i++) sraw[idx(i, j)] = stoneClumpField(seed, x0 + i - M, y0 + j - M) > STONE_CLUMP_THRESHOLD ? 1 : 0;
const stoneClumpRegion = new Uint8Array(SZ * SZ);
for (let j = 1; j < SZ - 1; j++) for (let i = 1; i < SZ - 1; i++) {
if (!sraw[idx(i, j)]) continue;
let c = 0;
for (let dj = -1; dj <= 1; dj++) for (let di = -1; di <= 1; di++) if ((di || dj) && sraw[idx(i + di, j + dj)]) c++;
stoneClumpRegion[idx(i, j)] = c >= STONE_CLUMP_MIN_NB ? 1 : 0;
}
const dirt = new Uint8Array(SZ * SZ), stone = new Uint8Array(SZ * SZ);
for (let j = WATER_BUFFER; j < SZ - WATER_BUFFER; j++) for (let i = WATER_BUFFER; i < SZ - WATER_BUFFER; i++) {
let nearW = 0;
for (let dj = -WATER_BUFFER; dj <= WATER_BUFFER && !nearW; dj++) for (let di = -WATER_BUFFER; di <= WATER_BUFFER; di++) if (waterF[idx(i + di, j + dj)]) {
nearW = 1;
break;
}
const rais = raisedField[idx(i, j)];
dirt[idx(i, j)] = dirtRaw[idx(i, j)] && !nearW && !rais ? 1 : 0;
stone[idx(i, j)] = stoneRaw[idx(i, j)] && !dirtRaw[idx(i, j)] && !nearW && !rais ? 1 : 0;
}
return { waterF, dirt, stone, raisedField, forestRegion, stoneClumpRegion, M, SZ, x0, y0 };
}
var FP_GROUND_FILLS = [
{ key: "grass", url: TILES2, tile: GRASS_BASE },
{ key: "dirt", url: TILES2, tile: DIRT_FILL },
{ key: "stone", url: TILES2, tile: STONE_FILL }
];
function fpGroundFillKey(seed, x, y) {
if (isStone(seed, x, y) && !isDirt(seed, x, y)) return "stone";
if (isDirt(seed, x, y)) return "dirt";
return "grass";
}
var fpConfig = (seed) => ({
seed,
tile: TILE3,
chunk: CHUNK2,
background: "#5a7b3a",
async load({ Assets }) {
const ctx = { tiles: null, shadow: null, shadowSet: null, props: null, propShadow: null };
const t = await Assets.load(TILES2);
t.source.scaleMode = "nearest";
ctx.tiles = t.source;
try {
const s = await Assets.load(SHADOW);
s.source.scaleMode = "nearest";
ctx.shadow = s.source;
} catch {
}
try {
ctx.shadowSet = await buildShadowMask(SHADOW);
} catch {
ctx.shadowSet = null;
}
try {
const p = await Assets.load(PROPS);
p.source.scaleMode = "nearest";
ctx.props = p.source;
} catch {
}
try {
const p = await Assets.load(PROP_SHADOW);
p.source.scaleMode = "nearest";
ctx.propShadow = p.source;
} catch {
}
return ctx;
},
// `accept(tx,ty)` (chunk-local) gates which tiles this biome paints — defaults to all, so the
// standalone map is unchanged; the multi-biome overworld passes a per-biome dither mask.
bake({ x0, y0, seed: seed2, ctx, tmp, Sprite, tex, texFrame, add, accept = () => true }) {
const f = chunkFields2(seed2, x0, y0);
const { waterF, dirt, stone, raisedField, forestRegion, stoneClumpRegion, M, SZ } = f;
const idx = (i, j) => j * SZ + i;
const atW = (wx, wy) => waterF[idx(wx - x0 + M, wy - y0 + M)] === 1;
const atD = (wx, wy) => dirt[idx(wx - x0 + M, wy - y0 + M)] === 1;
const atS = (wx, wy) => stone[idx(wx - x0 + M, wy - y0 + M)] === 1;
const isRaisedAt = (wx, wy) => raisedField[idx(wx - x0 + M, wy - y0 + M)] === 1;
const place = (coord, tx, ty) => {
add(ctx.tiles, coord[0], coord[1], tx, ty);
if (ctx.shadow && (!ctx.shadowSet || ctx.shadowSet.has(coord[0] + "," + coord[1]))) {
const sh = new Sprite(tex(ctx.shadow, coord[0], coord[1]));
sh.x = tx * TILE3;
sh.y = ty * TILE3;
tmp.addChild(sh);
}
};
const blob = (atFn, BLOCK, fillBase, fillVars, salt, wx, wy, tx, ty) => {
const N = !atFn(wx, wy - 1), E = !atFn(wx + 1, wy), S = !atFn(wx, wy + 1), W = !atFn(wx - 1, wy);
if (N && E && S && W) {
place(sparse(fillBase, fillVars, wx, wy, salt, FILL_RATE, seed2), tx, ty);
return;
}
let cr;
if (!N && !E && !S && !W) {
const dNW = !atFn(wx - 1, wy - 1), dNE = !atFn(wx + 1, wy - 1), dSW = !atFn(wx - 1, wy + 1), dSE = !atFn(wx + 1, wy + 1);
if (!dNW && !dNE && !dSW && !dSE) {
place(sparse(fillBase, fillVars, wx, wy, salt, FILL_RATE, seed2), tx, ty);
return;
}
cr = centerTile(BLOCK, dNW, dNE, dSW, dSE);
} else cr = blockTile(BLOCK, N, E, S, W);
place(cr, tx, ty);
};
for (let ty = 0; ty < CHUNK2; ty++) for (let tx = 0; tx < CHUNK2; tx++) {
if (!accept(tx, ty)) continue;
const wx = x0 + tx, wy = y0 + ty;
place(sparse(GRASS_BASE, GRASS_VARS, wx, wy, 0, GRASS_RATE, seed2), tx, ty);
if (atD(wx, wy)) blob(atD, DIRT_BLOCK, DIRT_FILL, DIRT_VARS2, 1, wx, wy, tx, ty);
if (atS(wx, wy)) blob(atS, STONE_BLOCK, STONE_FILL, STONE_VARS, 2, wx, wy, tx, ty);
if (atW(wx, wy)) blob(atW, WATER_BLOCK, WATER_FILL, WATER_VARS, 3, wx, wy, tx, ty);
}
const live = [];
const propSprite = (spec, wx, wy) => {
const sp = new Sprite(texFrame(ctx.props, spec.c * TILE3, (spec.r - spec.h + 1) * TILE3, spec.w * TILE3, spec.h * TILE3));
sp.anchor.set(0.5, 1);
sp.x = wx * TILE3 + TILE3 / 2;
sp.y = (wy + 1) * TILE3;
sp.zIndex = (wy + 1) * TILE3;
return sp;
};
if (ctx.props) for (let ty = 0; ty < CHUNK2; ty++) for (let tx = 0; tx < CHUNK2; tx++) {
if (!accept(tx, ty)) continue;
const wx = x0 + tx, wy = y0 + ty;
if (atW(wx, wy)) {
if (hashU32(seed2 ^ 24301, wx, wy) % WATER_FOLIAGE_RATE === 0) live.push({ sprite: propSprite(WATER_FOLIAGE, wx, wy), shadow: null });
continue;
}
if (atD(wx, wy) || atS(wx, wy)) continue;
const h = hashU32(seed2 ^ 15733114, wx, wy);
if (h % FOLIAGE_RATE !== 0) continue;
let pick = (h >>> 8) % FOLIAGE_WEIGHT, g = FOLIAGE[0];
for (const grp of FOLIAGE) {
if (pick < grp.weight) {
g = grp;
break;
}
pick -= grp.weight;
}
if (g.sprite) {
live.push({ sprite: propSprite(g.sprite, wx, wy), shadow: null });
continue;
}
const [c, r] = g.tiles[(h >>> 16) % g.tiles.length];
const sp = new Sprite(texFrame(ctx.props, c * TILE3, r * TILE3, TILE3, TILE3));
sp.x = tx * TILE3;
sp.y = ty * TILE3;
tmp.addChild(sp);
}
const stairAt = (wx, wy) => {
const off = hashU32(seed2 ^ 358936, Math.floor(wy / STAIR_SPACING), 0) % STAIR_SPACING;
return ((wx - off) % STAIR_SPACING + STAIR_SPACING) % STAIR_SPACING === 0;
};
const stairAtV = (wx, wy) => {
const off = hashU32(seed2 ^ 358940, Math.floor(wx / STAIR_SPACING), 0) % STAIR_SPACING;
return ((wy - off) % STAIR_SPACING + STAIR_SPACING) % STAIR_SPACING === 0;
};
bakeCliffs(FP_CLIFF, { chunk: CHUNK2, x0, y0, seed: seed2, raised: isRaisedAt, place, accept, stairAt, stairAtV });
if (ctx.props) {
const inGrove = (wx, wy) => forestRegion[idx(wx - x0 + M, wy - y0 + M)] === 1;
const bx0 = Math.floor(x0 / FOREST_BLOCK_X), bx1 = Math.floor((x0 + CHUNK2 - 1) / FOREST_BLOCK_X);
const by0 = Math.floor(y0 / FOREST_BLOCK_Y), by1 = Math.floor((y0 + CHUNK2 - 1) / FOREST_BLOCK_Y);
for (let by = by0; by <= by1; by++) for (let bx = bx0; bx <= bx1; bx++) {
const h = hashU32(seed2 ^ 15748695, bx, by);
const wx = bx * FOREST_BLOCK_X + h % FOREST_BLOCK_X, wy = by * FOREST_BLOCK_Y + (h >>> 4) % FOREST_BLOCK_Y;
if (wx < x0 || wx >= x0 + CHUNK2 || wy < y0 || wy >= y0 + CHUNK2) continue;
if (!accept(wx - x0, wy - y0)) continue;
if (!inGrove(wx, wy)) continue;
if ((h >>> 8 & 65535) / 65536 >= FOREST_FILL) continue;
if (atW(wx, wy) || atS(wx, wy)) continue;
if (!isRaisedAt(wx, wy)) {
let onFace = false;
for (let k = 1; k <= FP_CLIFF.FACE_H; k++) if (isRaisedAt(wx, wy - k)) {
onFace = true;
break;
}
if (onFace) continue;
}
const T = TREES[(h >>> 24) % TREES.length];
const flip = (h >>> 20 & 255) / 256 < TREE_FLIP_RATE;
const sc = TREE_SCALE_BASE * (1 + ((h >>> 12 & 255) / 256 - 0.5) * 2 * TREE_SCALE_JITTER);
const px = wx * TILE3 + TILE3 / 2 + ((h >>> 16 & 15) / 16 - 0.5) * 2 * TREE_JITTER;
const py = wy * TILE3 + TILE3 / 2 + ((h >>> 28 & 15) / 16 - 0.5) * 2 * TREE_JITTER;
const tr = new Sprite(texFrame(ctx.props, ...T.frame));
tr.anchor.set(T.ax, T.ay);
tr.scale.set(flip ? -sc : sc, sc);
tr.x = px;
tr.y = py;
tr.zIndex = py;
let shadow = null;
if (ctx.propShadow) {
shadow = new Sprite(texFrame(ctx.propShadow, ...T.frame));
shadow.anchor.set(T.ax, T.ay);
shadow.scale.set(flip ? -sc : sc, sc);
shadow.x = px;
shadow.y = py;
}
live.push({ sprite: tr, shadow });
}
}
if (ctx.props) {
const inClump = (wx, wy) => stoneClumpRegion[idx(wx - x0 + M, wy - y0 + M)] === 1;
const sbx0 = Math.floor(x0 / STONE_BLOCK_X), sbx1 = Math.floor((x0 + CHUNK2 - 1) / STONE_BLOCK_X);
const sby0 = Math.floor(y0 / STONE_BLOCK_Y), sby1 = Math.floor((y0 + CHUNK2 - 1) / STONE_BLOCK_Y);
for (let by = sby0; by <= sby1; by++) for (let bx = sbx0; bx <= sbx1; bx++) {
const h = hashU32(seed2 ^ 5702885, bx, by);
const wx = bx * STONE_BLOCK_X + h % STONE_BLOCK_X, wy = by * STONE_BLOCK_Y + (h >>> 4) % STONE_BLOCK_Y;
if (wx < x0 || wx >= x0 + CHUNK2 || wy < y0 || wy >= y0 + CHUNK2) continue;
if (!accept(wx - x0, wy - y0)) continue;
if (!inClump(wx, wy)) continue;
if ((h >>> 8 & 65535) / 65536 >= STONE_CLUMP_FILL) continue;
if (atW(wx, wy)) continue;
if (!isRaisedAt(wx, wy)) {
let onFace = false;
for (let k = 1; k <= FP_CLIFF.FACE_H; k++) if (isRaisedAt(wx, wy - k)) {
onFace = true;
break;
}
if (onFace) continue;
}
let pick = (h >>> 20) % STONE_WEIGHT, st = STONES[0];
for (const s of STONES) {
if (pick < s.weight) {
st = s;
break;
}
pick -= s.weight;
}
live.push({ sprite: propSprite(st, wx, wy), shadow: null });
}
}
return { meta: f, live };
},
macroColor(seed2, tx, ty) {
const raised = isRaised(seed2, tx, ty);
if (!raised && isRiver(seed2, tx, ty)) return COL_WATER;
let c = isStone(seed2, tx, ty) && !isDirt(seed2, tx, ty) ? COL_STONE : isDirt(seed2, tx, ty) ? COL_DIRT2 : COL_GRASS2;
if (raised) c = lerp3(c, COL_CLIFF, 0.25);
return c;
},
tileIndexAt(wx, wy, meta) {
if (!meta) return null;
const { waterF, dirt, stone, M, SZ, x0, y0 } = meta;
if (wx - x0 < 0 || wy - y0 < 0 || wx - x0 >= CHUNK2 || wy - y0 >= CHUNK2) return null;
const idx = (i, j) => j * SZ + i;
const pick = (fld, BLOCK, fill) => {
const at = (x, y) => fld[idx(x - x0 + M, y - y0 + M)] === 1;
const N = !at(wx, wy - 1), E = !at(wx + 1, wy), S = !at(wx, wy + 1), W = !at(wx - 1, wy);
if (N && E && S && W) return fill;
if (!N && !E && !S && !W) {
const dNW = !at(wx - 1, wy - 1), dNE = !at(wx + 1, wy - 1), dSW = !at(wx - 1, wy + 1), dSE = !at(wx + 1, wy + 1);
if (!dNW && !dNE && !dSW && !dSE) return fill;
return centerTile(BLOCK, dNW, dNE, dSW, dSE);
}
return blockTile(BLOCK, N, E, S, W);
};
if (waterF[idx(wx - x0 + M, wy - y0 + M)] === 1) return pick(waterF, WATER_BLOCK, WATER_FILL);
if (stone[idx(wx - x0 + M, wy - y0 + M)] === 1) return pick(stone, STONE_BLOCK, STONE_FILL);
if (dirt[idx(wx - x0 + M, wy - y0 + M)] === 1) return pick(dirt, DIRT_BLOCK, DIRT_FILL);
return GRASS_BASE;
}
});
// ../auto-battler/src/engine/necropolisGen.js
var sub4 = (seed, salt) => (Math.imul(seed | 0, 2654435761) ^ (salt | 0)) >>> 0;
var RIVER_SCALE2 = 0.045;
var RIVER_WIDTH2 = 0.05;
var WARP_SCALE3 = 0.03;
var WARP_AMP3 = 16;
var DARK_SCALE = 0.06;
var DARK_THRESHOLD = 0.6;
function isDark(seed, x, y) {
return fbm(sub4(seed, 55852), x * DARK_SCALE, y * DARK_SCALE) > DARK_THRESHOLD;
}
var ELEV_SCALE2 = 0.025;
var ELEV_THRESHOLD2 = 0.6;
function isRaised2(seed, x, y) {
return fbm(sub4(seed, 57836), x * ELEV_SCALE2, y * ELEV_SCALE2) > ELEV_THRESHOLD2;
}
var BONE_SCALE = 0.055;
var BONE_THRESHOLD = 0.62;
function isBone(seed, x, y) {
return fbm(sub4(seed, 45134), x * BONE_SCALE, y * BONE_SCALE) > BONE_THRESHOLD;
}
var FOREST_SCALE2 = 0.05;
function forestField2(seed, x, y) {
return fbm(sub4(seed, 15740503), x * FOREST_SCALE2, y * FOREST_SCALE2);
}
function isRiver2(seed, x, y) {
const wx = x + WARP_AMP3 * (fbm(sub4(seed, 1297), x * WARP_SCALE3, y * WARP_SCALE3) - 0.5);
const wy = y + WARP_AMP3 * (fbm(sub4(seed, 1298), x * WARP_SCALE3, y * WARP_SCALE3) - 0.5);
return Math.abs(fbm(sub4(seed, 8654), wx * RIVER_SCALE2, wy * RIVER_SCALE2) - 0.5) < RIVER_WIDTH2;
}
// ../auto-battler/src/render/necropolis.js
var NECRO = "/assets/minifantasy/Minifantasy_Necropolis_v1.0/Minifantasy_Necropolis_Assets";
var EXT_DIR = `${NECRO}/PremadeScenes/Exterior/SeparateLayers`;
var BIOME = `${NECRO}/Tileset/Biome/CorruptedBiome.png`;
var SHADOW2 = `${NECRO}/Tileset/Biome/CorruptedBiomeShadows.png`;
var PROPS2 = `${NECRO}/Props/Props.png`;
var PROP_SHADOW2 = `${NECRO}/Props/PropShadows.png`;
var TILE4 = 8;
var CHUNK3 = 32;
var TREES2 = [
{ frame: [9, 15, 14, 14], shadow: [8, 24, 3, 5], ax: 0.04, ay: 0.82 },
// 1,1 (2×3)
{ frame: [28, 11, 17, 19], shadow: [25, 24, 6, 6], ax: 0, ay: 0.84 },
// 3,1 (3×3)
{ frame: [51, 13, 18, 16], shadow: [55, 24, 7, 5], ax: 0.42, ay: 0.84 },
// 6,1 (3×3)
{ frame: [75, 14, 10, 15], shadow: [72, 25, 7, 4], ax: 0.05, ay: 0.87 }
// 9,1 (2×3)
];
var TREE_SCALE_BASE2 = 1;
var TREE_SCALE_JITTER2 = 0.15;
var TREE_FLIP_RATE2 = 0.5;
var TREE_JITTER2 = 2;
var FOREST_BLOCK_X2 = 2;
var FOREST_BLOCK_Y2 = 1;
var FOREST_THRESHOLD2 = 0.62;
var FOREST_MIN_NB2 = 2;
var FOREST_FILL2 = 0.55;
var TREE_WATER_BUFFER = 1;
var FOLIAGE2 = [
{ tiles: [[1, 5], [2, 5], [1, 6], [2, 6]], shadow: false, weight: 3 },
// grass tufts (most common)
{ tiles: [[6, 5], [7, 5], [6, 6], [7, 6]], shadow: true, weight: 1 },
// species A
{ tiles: [[9, 5], [10, 5], [9, 6], [10, 6]], shadow: true, weight: 1 }
// species B
];
var FOLIAGE_WEIGHT2 = FOLIAGE2.reduce((s, g) => s + g.weight, 0);
var FOLIAGE_RATE2 = 12;
var LIP_T = [2, 10];
var LIP_T_VAR = [[3, 10], [4, 10], [5, 10]];
var LIP_TL = [1, 10];
var LIP_TR = [6, 10];
var WALL_L = [1, 14];
var WALL_L_VAR = [[1, 11], [1, 12], [1, 13]];
var WALL_R = [6, 14];
var WALL_R_VAR = [[6, 11], [6, 12], [6, 13]];
var LIP_S = [2, 15];
var LIP_S_VAR = [[3, 15], [4, 15], [5, 15]];
var LIP_SW = [1, 15];
var LIP_SE = [6, 15];
var FACE_H = 2;
var FACE = [[3, 16], [3, 17]];
var FACE_VAR = [[[2, 16], [4, 16], [5, 16]], [[2, 17], [4, 17], [5, 17]]];
var FACE_L = [[1, 16], [1, 17]];
var FACE_R = [[6, 16], [6, 17]];
var CLIFF_SPARSE_RATE = 2;
var NECRO_CLIFF = {
LIP_T,
LIP_T_VAR,
LIP_TL,
LIP_TR,
WALL_L,
WALL_L_VAR,
WALL_R,
WALL_R_VAR,
LIP_S,
LIP_S_VAR,
LIP_SW,
LIP_SE,
FACE_H,
FACE,
FACE_VAR,
FACE_L,
FACE_R,
RATE: CLIFF_SPARSE_RATE
};
var CORRUPT_LIGHT = [1, 1];
var CORRUPT_DARK = [2, 1];
var NECRO_GROUND_FILLS = [
{ key: "light", url: BIOME, tile: CORRUPT_LIGHT },
{ key: "dark", url: BIOME, tile: CORRUPT_DARK }
];
function necroGroundFillKey(seed, x, y) {
return isDark(seed, x, y) ? "dark" : "light";
}
var LIGHT_VARIANTS = [[1, 2], [2, 2], [1, 3], [2, 3], [1, 4], [2, 4], [1, 5], [2, 5]];
var LIGHT_SPARSE_RATE = 10;
var WATER_BLOCK2 = [4, 2];
var BONE_BLOCK = [13, 2];
var BONE_FILL = [[12, 1], [13, 1], [14, 1], [15, 1]];
var EDGE_N = [18, 4];
var EDGE_S = [18, 2];
var EDGE_E = [17, 3];
var EDGE_W = [19, 3];
var CONV_NW = [18, 6];
var CONV_NE = [17, 6];
var CONV_SW = [18, 5];
var CONV_SE = [17, 5];
var CONC_NW = [19, 4];
var CONC_NE = [17, 4];
var CONC_SW = [19, 2];
var CONC_SE = [17, 2];
var CONC_NWSE = [19, 6];
var CONC_NESW = [19, 5];
var COL_LIGHT = [130, 119, 136];
var COL_DARK = [105, 99, 113];
var COL_WATER2 = [74, 142, 48];
var COL_BONE = [180, 156, 126];
var COL_CLIFF2 = [175, 146, 109];
var COL_FOREST = [96, 101, 70];
function corruptTile(N, E, S, W, NW, NE, SW, SE) {
const card = (N ? 1 : 0) + (E ? 1 : 0) + (S ? 1 : 0) + (W ? 1 : 0);
if (card === 1) return N ? EDGE_N : S ? EDGE_S : E ? EDGE_E : EDGE_W;
if (card === 2) {
if (N && W) return CONV_NW;
if (N && E) return CONV_NE;
if (S && W) return CONV_SW;
if (S && E) return CONV_SE;
return N ? EDGE_N : EDGE_E;
}
if (card >= 3) return N ? EDGE_N : S ? EDGE_S : E ? EDGE_E : EDGE_W;
const diag = (NW ? 1 : 0) + (NE ? 1 : 0) + (SW ? 1 : 0) + (SE ? 1 : 0);
if (diag === 0) return null;
if (diag === 1) return NW ? CONC_NW : NE ? CONC_NE : SW ? CONC_SW : CONC_SE;
if (NW && SE && !NE && !SW) return CONC_NWSE;
if (NE && SW && !NW && !SE) return CONC_NESW;
return null;
}
function boneCenterTile([c0, r0], dNW, dNE, dSW, dSE) {
const n = dNW + dNE + dSW + dSE;
if (n === 1) {
if (dNW) return [c0, r0 + 3];
if (dNE) return [c0 + 1, r0 + 3];
if (dSW) return [c0, r0 + 4];
return [c0 + 1, r0 + 4];
}
if (dNE && dSW && !dNW && !dSE) return [c0 + 2, r0 + 4];
if (dNW && dSE && !dNE && !dSW) return [c0 + 2, r0 + 3];
return [c0 + 1, r0 + 1];
}
function biomeColor(seed, tx, ty) {
const raised = isRaised2(seed, tx, ty);
if (!raised && isRiver2(seed, tx, ty)) return COL_WATER2;
if (isBone(seed, tx, ty)) return COL_BONE;
let c = isDark(seed, tx, ty) ? COL_DARK : COL_LIGHT;
if (forestField2(seed, tx, ty) > FOREST_THRESHOLD2) c = lerp3(c, COL_FOREST, 0.5);
if (raised) c = lerp3(c, COL_CLIFF2, 0.22);
return c;
}
function loadImg2(url) {
return new Promise((resolve, reject) => {
const img = new Image();
img.onload = () => resolve(img);
img.onerror = reject;
img.src = url;
});
}
async function buildShadowMask2(url) {
const img = await loadImg2(url);
const cv = document.createElement("canvas");
cv.width = img.naturalWidth;
cv.height = img.naturalHeight;
const g = cv.getContext("2d", { willReadFrequently: true });
g.drawImage(img, 0, 0);
const cols = img.naturalWidth / TILE4 | 0, rows = img.naturalHeight / TILE4 | 0, set = /* @__PURE__ */ new Set();
for (let r = 0; r < rows; r++) for (let c = 0; c < cols; c++) {
const d = g.getImageData(c * TILE4, r * TILE4, TILE4, TILE4).data;
for (let i = 3; i < d.length; i += 4) {
if (d[i] > 8) {
set.add(c + "," + r);
break;
}
}
}
return set;
}
function chunkFields3(seed, x0, y0) {
const WATER_BUFFER = 2;
const ELEV_BUFFER = 3;
const M = Math.max(WATER_BUFFER, ELEV_BUFFER) + 4, SZ = CHUNK3 + 2 * M;
const idx = (i, j) => j * SZ + i;
const clean = (pred) => {
let cur = new Uint8Array(SZ * SZ);
for (let j = 0; j < SZ; j++) for (let i = 0; i < SZ; i++) cur[idx(i, j)] = pred(x0 + i - M, y0 + j - M) ? 1 : 0;
let nxt = new Uint8Array(SZ * SZ);
for (let j = 1; j < SZ - 1; j++) for (let i = 1; i < SZ - 1; i++) {
let c = 0;
for (let dj = -1; dj <= 1; dj++) for (let di = -1; di <= 1; di++) c += cur[idx(i + di, j + dj)];
nxt[idx(i, j)] = c >= 5 ? 1 : 0;
}
cur = nxt;
for (let p = 0; p < 2; p++) {
nxt = new Uint8Array(SZ * SZ);
for (let j = 1; j < SZ - 1; j++) for (let i = 1; i < SZ - 1; i++) {
const card = cur[idx(i, j - 1)] + cur[idx(i + 1, j)] + cur[idx(i, j + 1)] + cur[idx(i - 1, j)];
nxt[idx(i, j)] = cur[idx(i, j)] ? card >= 2 ? 1 : 0 : card >= 3 ? 1 : 0;
}
cur = nxt;
}
return cur;
};
const darkRaw = clean((x, y) => isDark(seed, x, y));
const waterField = clean((x, y) => isRiver2(seed, x, y));
const raisedField = clean((x, y) => isRaised2(seed, x, y));
const boneField = clean((x, y) => isBone(seed, x, y));
const fraw = new Uint8Array(SZ * SZ);
for (let j = 0; j < SZ; j++) for (let i = 0; i < SZ; i++) fraw[idx(i, j)] = forestField2(seed, x0 + i - M, y0 + j - M) > FOREST_THRESHOLD2 ? 1 : 0;
const forestRegion = new Uint8Array(SZ * SZ);
for (let j = 1; j < SZ - 1; j++) for (let i = 1; i < SZ - 1; i++) {
if (!fraw[idx(i, j)]) continue;
let c = 0;
for (let dj = -1; dj <= 1; dj++) for (let di = -1; di <= 1; di++) if ((di || dj) && fraw[idx(i + di, j + dj)]) c++;
forestRegion[idx(i, j)] = c >= FOREST_MIN_NB2 ? 1 : 0;
}
const field = new Uint8Array(SZ * SZ);
const boneMask = new Uint8Array(SZ * SZ);
const B = Math.max(WATER_BUFFER, ELEV_BUFFER);
for (let j = B; j < SZ - B; j++) for (let i = B; i < SZ - B; i++) {
let nearW = 0;
for (let dj = -WATER_BUFFER; dj <= WATER_BUFFER && !nearW; dj++) for (let di = -WATER_BUFFER; di <= WATER_BUFFER; di++) if (waterField[idx(i + di, j + dj)]) {
nearW = 1;
break;
}
let nearCliff = 0;
{
const me = raisedField[idx(i, j)];
for (let dj = -ELEV_BUFFER; dj <= ELEV_BUFFER && !nearCliff; dj++) for (let di = -ELEV_BUFFER; di <= ELEV_BUFFER; di++) if (raisedField[idx(i + di, j + dj)] !== me) {
nearCliff = 1;
break;
}
}
const water = waterField[idx(i, j)];
field[idx(i, j)] = darkRaw[idx(i, j)] && !nearW && !water && !nearCliff ? 0 : 1;
boneMask[idx(i, j)] = boneField[idx(i, j)] && !water && !nearW && !nearCliff ? 1 : 0;
}
for (let pass = 0; pass < 3; pass++) {
const prev = boneMask.slice();
let changed = false;
for (let j = B + 1; j < SZ - B - 1; j++) for (let i = B + 1; i < SZ - B - 1; i++) {
if (!prev[idx(i, j)]) continue;
const up = prev[idx(i, j - 1)], down = prev[idx(i, j + 1)], left = prev[idx(i - 1, j)], right = prev[idx(i + 1, j)];
if (!up && !down || !left && !right) {
boneMask[idx(i, j)] = 0;
changed = true;
}
}
if (!changed) break;
}
return { field, boneMask, waterField, raisedField, forestRegion, M, SZ, x0, y0 };
}
var necropolisConfig = (seed) => ({
seed,
tile: TILE4,
chunk: CHUNK3,
background: "#69636f",
async load({ Assets }) {
const ctx = { biome: null, shadow: null, shadowSet: null, props: null, propShadow: null };
const b = await Assets.load(BIOME);
b.source.scaleMode = "nearest";
ctx.biome = b.source;
try {
const s = await Assets.load(SHADOW2);
s.source.scaleMode = "nearest";
ctx.shadow = s.source;
} catch {
}
try {
ctx.shadowSet = await buildShadowMask2(SHADOW2);
} catch {
ctx.shadowSet = null;
}
try {
const p = await Assets.load(PROPS2);
p.source.scaleMode = "nearest";
ctx.props = p.source;
} catch {
}
try {
const p = await Assets.load(PROP_SHADOW2);
p.source.scaleMode = "nearest";
ctx.propShadow = p.source;
} catch {
}
return ctx;
},
// `accept(tx,ty)` (chunk-local) gates which tiles this biome paints — defaults to all, so the
// standalone map is unchanged; the multi-biome overworld passes a per-biome dither mask.
bake({ x0, y0, seed: seed2, ctx, tmp, Sprite, tex, texFrame, add, accept = () => true }) {
const f = chunkFields3(seed2, x0, y0);
const { field, boneMask, waterField, raisedField, forestRegion, M, SZ } = f;
const idx = (i, j) => j * SZ + i;
const isLight = (wx, wy) => field[idx(wx - x0 + M, wy - y0 + M)] === 1;
const isRaisedAt = (wx, wy) => raisedField[idx(wx - x0 + M, wy - y0 + M)] === 1;
const isWater = (wx, wy) => waterField[idx(wx - x0 + M, wy - y0 + M)] === 1 && !isRaisedAt(wx, wy);
const boneAt = (wx, wy) => boneMask[idx(wx - x0 + M, wy - y0 + M)] === 1;
const place = (coord, tx, ty) => {
add(ctx.biome, coord[0], coord[1], tx, ty);
if (ctx.shadow && (!ctx.shadowSet || ctx.shadowSet.has(coord[0] + "," + coord[1]))) {
const sh = new Sprite(tex(ctx.shadow, coord[0], coord[1]));
sh.x = tx * TILE4;
sh.y = ty * TILE4;
tmp.addChild(sh);
}
};
for (let ty = 0; ty < CHUNK3; ty++) for (let tx = 0; tx < CHUNK3; tx++) {
if (!accept(tx, ty)) continue;
const wx = x0 + tx, wy = y0 + ty;
if (!isLight(wx, wy)) {
place(CORRUPT_DARK, tx, ty);
continue;
}
const N = !isLight(wx, wy - 1), E = !isLight(wx + 1, wy), S = !isLight(wx, wy + 1), Wf = !isLight(wx - 1, wy);
const NW = !isLight(wx - 1, wy - 1), NE = !isLight(wx + 1, wy - 1), SW = !isLight(wx - 1, wy + 1), SE = !isLight(wx + 1, wy + 1);
const t = corruptTile(N, E, S, Wf, NW, NE, SW, SE);
if (!t) {
place(sparse(CORRUPT_LIGHT, LIGHT_VARIANTS, wx, wy, 0, LIGHT_SPARSE_RATE, seed2), tx, ty);
continue;
}
place(CORRUPT_DARK, tx, ty);
place(t, tx, ty);
}
for (let ty = 0; ty < CHUNK3; ty++) for (let tx = 0; tx < CHUNK3; tx++) {
if (!accept(tx, ty)) continue;
const wx = x0 + tx, wy = y0 + ty;
if (!isWater(wx, wy)) continue;
const N = !isWater(wx, wy - 1), E = !isWater(wx + 1, wy), S = !isWater(wx, wy + 1), Wf = !isWater(wx - 1, wy);
if (N && E && S && Wf) continue;
let cr;
if (!N && !E && !S && !Wf) cr = centerTile(WATER_BLOCK2, !isWater(wx - 1, wy - 1), !isWater(wx + 1, wy - 1), !isWater(wx - 1, wy + 1), !isWater(wx + 1, wy + 1));
else cr = blockTile(WATER_BLOCK2, N, E, S, Wf);
place(cr, tx, ty);
}
for (let ty = 0; ty < CHUNK3; ty++) for (let tx = 0; tx < CHUNK3; tx++) {
if (!accept(tx, ty)) continue;
const wx = x0 + tx, wy = y0 + ty;
if (!boneAt(wx, wy)) continue;
const N = !boneAt(wx, wy - 1), E = !boneAt(wx + 1, wy), S = !boneAt(wx, wy + 1), Wf = !boneAt(wx - 1, wy);
if (N && E && S && Wf) {
place(sparse(BONE_FILL[0], BONE_FILL, wx, wy, 11, 1, seed2), tx, ty);
continue;
}
let cr;
if (!N && !E && !S && !Wf) {
const dNW = !boneAt(wx - 1, wy - 1), dNE = !boneAt(wx + 1, wy - 1), dSW = !boneAt(wx - 1, wy + 1), dSE = !boneAt(wx + 1, wy + 1);
if (dNW || dNE || dSW || dSE) cr = boneCenterTile(BONE_BLOCK, dNW, dNE, dSW, dSE);
else {
place(sparse(BONE_FILL[0], BONE_FILL, wx, wy, 11, 1, seed2), tx, ty);
continue;
}
} else cr = blockTile(BONE_BLOCK, N, E, S, Wf);
place(cr, tx, ty);
}
if (ctx.props) for (let ty = 0; ty < CHUNK3; ty++) for (let tx = 0; tx < CHUNK3; tx++) {
if (!accept(tx, ty)) continue;
const wx = x0 + tx, wy = y0 + ty;
if (isWater(wx, wy) || boneAt(wx, wy)) continue;
const h = hashU32(seed2 ^ 15733114, wx, wy);
if (h % FOLIAGE_RATE2 !== 0) continue;
let pick = (h >>> 8) % FOLIAGE_WEIGHT2, g = FOLIAGE2[0];
for (const grp of FOLIAGE2) {
if (pick < grp.weight) {
g = grp;
break;
}
pick -= grp.weight;
}
const [c, r] = g.tiles[(h >>> 16) % g.tiles.length];
if (g.shadow && ctx.propShadow) {
const sh = new Sprite(texFrame(ctx.propShadow, c * TILE4, r * TILE4, TILE4, TILE4));
sh.x = tx * TILE4;
sh.y = ty * TILE4;
tmp.addChild(sh);
}
const sp = new Sprite(texFrame(ctx.props, c * TILE4, r * TILE4, TILE4, TILE4));
sp.x = tx * TILE4;
sp.y = ty * TILE4;
tmp.addChild(sp);
}
bakeCliffs(NECRO_CLIFF, { chunk: CHUNK3, x0, y0, seed: seed2, raised: isRaisedAt, place, accept });
const live = [];
if (ctx.props) {
const nearWater = (wx, wy) => {
for (let dj = -TREE_WATER_BUFFER; dj <= TREE_WATER_BUFFER; dj++) for (let di = -TREE_WATER_BUFFER; di <= TREE_WATER_BUFFER; di++) if (waterField[idx(wx + di - x0 + M, wy + dj - y0 + M)]) return true;
return false;
};
const nearCliff = (wx, wy) => {
const me = isRaisedAt(wx, wy);
for (let dj = -3; dj <= 3; dj++) for (let di = -3; di <= 3; di++) if (isRaisedAt(wx + di, wy + dj) !== me) return true;
return false;
};
const bx0 = Math.floor(x0 / FOREST_BLOCK_X2), bx1 = Math.floor((x0 + CHUNK3 - 1) / FOREST_BLOCK_X2);
const by0 = Math.floor(y0 / FOREST_BLOCK_Y2), by1 = Math.floor((y0 + CHUNK3 - 1) / FOREST_BLOCK_Y2);
for (let by = by0; by <= by1; by++) for (let bx = bx0; bx <= bx1; bx++) {
const h = hashU32(seed2 ^ 15748695, bx, by);
const wx = bx * FOREST_BLOCK_X2 + h % FOREST_BLOCK_X2, wy = by * FOREST_BLOCK_Y2 + (h >>> 4) % FOREST_BLOCK_Y2;
if (wx < x0 || wx >= x0 + CHUNK3 || wy < y0 || wy >= y0 + CHUNK3) continue;
if (!accept(wx - x0, wy - y0)) continue;
if (forestRegion[idx(wx - x0 + M, wy - y0 + M)] !== 1) continue;
if ((h >>> 8 & 65535) / 65536 >= FOREST_FILL2) continue;
if (nearWater(wx, wy) || boneAt(wx, wy) || nearCliff(wx, wy)) continue;
const T = TREES2[(h >>> 24) % TREES2.length];
const flip = (h >>> 20 & 255) / 256 < TREE_FLIP_RATE2;
const sc = TREE_SCALE_BASE2 * (1 + ((h >>> 12 & 255) / 256 - 0.5) * 2 * TREE_SCALE_JITTER2);
const px = wx * TILE4 + TILE4 / 2 + ((h >>> 16 & 15) / 16 - 0.5) * 2 * TREE_JITTER2;
const py = wy * TILE4 + TILE4 / 2 + ((h >>> 28 & 15) / 16 - 0.5) * 2 * TREE_JITTER2;
const tr = new Sprite(texFrame(ctx.props, ...T.frame));
tr.anchor.set(T.ax, T.ay);
tr.scale.set(flip ? -sc : sc, sc);
tr.x = px;
tr.y = py;
tr.zIndex = py;
let shadow = null;
if (ctx.propShadow) {
shadow = new Sprite(texFrame(ctx.propShadow, ...T.shadow));
shadow.anchor.set(0.5, 0.5);
shadow.scale.set(sc, sc);
shadow.x = px;
shadow.y = py;
}
live.push({ sprite: tr, shadow });
}
}
return { meta: f, live };
},
macroColor: biomeColor,
// The ground tile [c,r] the renderer placed at world (wx,wy) — for the debug grid overlay.
tileIndexAt(wx, wy, meta) {
if (!meta) return null;
const { field, M, SZ, x0, y0 } = meta;
const fl = (x, y) => field[(y - y0 + M) * SZ + (x - x0 + M)] === 1;
if (wx - x0 < 0 || wy - y0 < 0 || wx - x0 >= CHUNK3 || wy - y0 >= CHUNK3) return null;
if (!fl(wx, wy)) return CORRUPT_DARK;
const t = corruptTile(
!fl(wx, wy - 1),
!fl(wx + 1, wy),
!fl(wx, wy + 1),
!fl(wx - 1, wy),
!fl(wx - 1, wy - 1),
!fl(wx + 1, wy - 1),
!fl(wx - 1, wy + 1),
!fl(wx + 1, wy + 1)
);
return t || CORRUPT_LIGHT;
}
});
// ../auto-battler/src/render/biomeRegistry.js
var BIOME_FACTORIES = {
forgottenPlains: fpConfig,
orc: orcConfig,
necropolis: necropolisConfig
};
var BIOME_GROUNDS = {
forgottenPlains: { fills: FP_GROUND_FILLS, fillKey: fpGroundFillKey },
orc: { fills: ORC_GROUND_FILLS, fillKey: orcGroundFillKey },
necropolis: { fills: NECRO_GROUND_FILLS, fillKey: necroGroundFillKey }
};
// ../auto-battler/src/render/transitionAtlas.js
var VARIANTS = 3;
function loadImg3(url) {
return new Promise((resolve, reject) => {
const img = new Image();
img.onload = () => resolve(img);
img.onerror = reject;
img.src = url;
});
}
function tilePixels(img, c, r) {
const cv = document.createElement("canvas");
cv.width = TILE;
cv.height = TILE;
const g = cv.getContext("2d", { willReadFrequently: true });
g.imageSmoothingEnabled = false;
g.drawImage(img, c * TILE, r * TILE, TILE, TILE, 0, 0, TILE, TILE);
return g.getImageData(0, 0, TILE, TILE).data;
}
async function buildTransitionAtlas({ grounds, ids }) {
const imgCache = /* @__PURE__ */ new Map(), pxCache = /* @__PURE__ */ new Map();
const getPx = async (url, tile) => {
const k = url + "|" + tile[0] + "," + tile[1];
if (pxCache.has(k)) return pxCache.get(k);
let img = imgCache.get(url);
if (!img) {
img = await loadImg3(url);
imgCache.set(url, img);
}
const p = tilePixels(img, tile[0], tile[1]);
pxCache.set(k, p);
return p;
};
const combos = [];
for (const A of ids) for (const B of ids) {
if (A === B) continue;
for (const fa of grounds[A].fills) for (const fb of grounds[B].fills) combos.push({ A, B, fa, fb });
}
for (const c of combos) {
c.fp = await getPx(c.fa.url, c.fa.tile);
c.bp = await getPx(c.fb.url, c.fb.tile);
}
const rowOf = /* @__PURE__ */ new Map();
combos.forEach((c, i) => rowOf.set(c.A + "|" + c.fa.key + "|" + c.B + "|" + c.fb.key, i));
const caseCol = /* @__PURE__ */ new Map();
STENCIL_CASES.forEach((k, i) => caseCol.set(k, i));
const canvas = document.createElement("canvas");
canvas.width = STENCIL_CASES.length * VARIANTS * TILE;
canvas.height = combos.length * TILE;
const ctx = canvas.getContext("2d");
ctx.imageSmoothingEnabled = false;
for (let r = 0; r < combos.length; r++) {
const { fp, bp } = combos[r];
for (let ci = 0; ci < STENCIL_CASES.length; ci++) {
for (let v = 0; v < VARIANTS; v++) {
const mask = makeStencil(STENCIL_CASES[ci], v);
const img = ctx.createImageData(TILE, TILE);
for (let p = 0; p < TILE * TILE; p++) {
const src = mask[p] ? fp : bp, o = p * 4;
img.data[o] = src[o];
img.data[o + 1] = src[o + 1];
img.data[o + 2] = src[o + 2];
img.data[o + 3] = src[o + 3];
}
ctx.putImageData(img, (ci * VARIANTS + v) * TILE, r * TILE);
}
}
}
const tileAt = (fgId, fgKey, bgId, bgKey, caseKey, variant) => {
const row = rowOf.get(fgId + "|" + fgKey + "|" + bgId + "|" + bgKey);
const ci = caseCol.get(caseKey);
if (row === void 0 || ci === void 0) return null;
return [ci * VARIANTS + (variant % VARIANTS + VARIANTS) % VARIANTS, row];
};
return { canvas, tileAt, variants: VARIANTS };
}
// ../auto-battler/src/render/overworld.js
var TILE5 = 8;
var CHUNK4 = 32;
var MACRO_BLEND = 0.06;
var REGION_TINT = {
forgottenPlains: [97, 150, 55],
// meadow green
orc: [150, 128, 95],
// dirt tan
necropolis: [120, 110, 128]
// corrupted grey-purple
};
var TINT_MIX = 0.4;
var RANK = {};
OVERWORLD_BIOMES.forEach((id, i) => {
RANK[id] = i;
});
var overworldConfig = (seed, opts = {}) => {
const region = opts.regionFn ?? biomeRegion;
const biomes = {};
for (const id of OVERWORLD_BIOMES) {
const factory = BIOME_FACTORIES[id];
if (!factory) throw new Error(`overworld: no biome config registered for "${id}"`);
biomes[id] = factory(seed);
}
return {
seed,
tile: TILE5,
chunk: CHUNK4,
background: "#2b2f3a",
bounds: opts.bounds,
initialCamera: opts.initialCamera,
// Each biome loads its own sheets into its own ctx; then build the cross-biome transition atlas
// from their base grounds. Key everything for bake to route to.
async load(api) {
const ctxById = {};
for (const id of OVERWORLD_BIOMES) ctxById[id] = await biomes[id].load(api);
const atlas = await buildTransitionAtlas({ grounds: BIOME_GROUNDS, ids: OVERWORLD_BIOMES });
const texture = api.Texture.from(atlas.canvas);
texture.source.scaleMode = "nearest";
return { ctxById, trans: { source: texture.source, tileAt: atlas.tileAt, variants: atlas.variants } };
},
// Bake a chunk: assign each tile to its (crisp) region winner, let each present biome paint its
// region, then overpaint the 1-tile border ring with generated transition tiles so neighbouring
// biomes blend cleanly. Fast path: a single-biome chunk = one bake call, no mask, no seams.
bake(api) {
const { x0, y0, seed: seed2, ctx, add } = api;
const GW = CHUNK4 + 2;
const winner = new Array(GW * GW);
const widx = (lx, ly) => (ly + 1) * GW + (lx + 1);
for (let ly = -1; ly <= CHUNK4; ly++) for (let lx = -1; lx <= CHUNK4; lx++) {
winner[widx(lx, ly)] = region(seed2, x0 + lx, y0 + ly).id;
}
const at = (lx, ly) => winner[widx(lx, ly)];
const present = /* @__PURE__ */ new Set();
for (let ty = 0; ty < CHUNK4; ty++) for (let tx = 0; tx < CHUNK4; tx++) present.add(at(tx, ty));
const single = present.size === 1;
const live = [];
const metaById = {};
for (const id of OVERWORLD_BIOMES) {
if (!present.has(id)) continue;
const accept = single ? void 0 : (tx, ty) => at(tx, ty) === id;
const res = biomes[id].bake({ ...api, ctx: ctx.ctxById[id], accept }) || {};
if (res.live) for (const l of res.live) live.push(l);
if (res.meta) metaById[id] = res.meta;
}
const trans = ctx.trans;
if (trans && !single) {
for (let ty = 0; ty < CHUNK4; ty++) for (let tx = 0; tx < CHUNK4; tx++) {
const A = at(tx, ty), rankA = RANK[A];
const below = (lx, ly) => {
const b = at(lx, ly);
return b !== A && RANK[b] < rankA;
};
const key = boundaryCase(
below(tx, ty - 1),
below(tx + 1, ty),
below(tx, ty + 1),
below(tx - 1, ty),
below(tx - 1, ty - 1),
below(tx + 1, ty - 1),
below(tx - 1, ty + 1),
below(tx + 1, ty + 1)
);
if (!key) continue;
const B = dominantForeign(at, tx, ty, A, rankA);
if (!B) continue;
const wx = x0 + tx, wy = y0 + ty;
const fgKey = BIOME_GROUNDS[A].fillKey(seed2, wx, wy);
const bgKey = BIOME_GROUNDS[B].fillKey(seed2, wx, wy);
const variant = hashU32(seed2 ^ 1957, wx, wy) % trans.variants;
const cr = trans.tileAt(A, fgKey, B, bgKey, key, variant);
if (cr) add(trans.source, cr[0], cr[1], tx, ty);
}
}
return { live, meta: { winner, GW, metaById } };
},
// Zoomed-out world map: a flat region tint (so lands stay legible at any zoom) modulated by a
// little of the biome's internal terrain colour, cross-fading into the runner-up region across
// a thin border band so regions read as soft-edged lands, not hard cells.
macroColor(seed2, tx, ty) {
const { id, id2, edge } = region(seed2, tx, ty);
let tint = REGION_TINT[id];
if (edge < MACRO_BLEND && id !== id2) tint = lerp3(tint, REGION_TINT[id2], 0.5 * (1 - edge / MACRO_BLEND));
return lerp3(tint, biomes[id].macroColor(seed2, tx, ty), TINT_MIX);
},
// Which biome owns a world tile (no chunk meta needed) — for callers that key behaviour to the
// land the player is on (free-roam enemy rosters, per-biome walkability).
biomeAt(seed2, wx, wy) {
return region(seed2, wx, wy).id;
},
// Debug grid overlay: dispatch to whichever biome owns the tile, with that biome's chunk meta.
tileIndexAt(wx, wy, meta) {
if (!meta) return null;
const tx = (wx % CHUNK4 + CHUNK4) % CHUNK4, ty = (wy % CHUNK4 + CHUNK4) % CHUNK4;
const id = meta.winner[(ty + 1) * meta.GW + (tx + 1)];
const bm = meta.metaById[id];
return bm ? biomes[id].tileIndexAt(wx, wy, bm) : null;
}
};
};
function dominantForeign(at, tx, ty, A, rankA) {
const tally = /* @__PURE__ */ new Map();
for (let dy = -1; dy <= 1; dy++) for (let dx = -1; dx <= 1; dx++) {
if (!dx && !dy) continue;
const b = at(tx + dx, ty + dy);
if (b !== A && RANK[b] < rankA) tally.set(b, (tally.get(b) || 0) + 1);
}
let best = null, bestN = 0;
for (const [b, n] of tally) if (n > bestN) {
bestN = n;
best = b;
}
return best;
}
var GAME_W = 720;
var GAME_H = 480;
var BAND_IDS = ["forgottenPlains", "orc", "necropolis"];
var BAND_WARP_SCALE = 0.014;
var BAND_WARP_T = 0.035;
var BAND_EDGE_T = 0.06;
var bandSub = (seed, salt) => (Math.imul(seed | 0, 2654435761) ^ (salt | 0)) >>> 0;
function diagonalRegion(W, H) {
const b1 = 0.8, b2 = 1.2;
return (seed, x, y) => {
const warp = BAND_WARP_T * (fbm(bandSub(seed, 1441), x * BAND_WARP_SCALE, y * BAND_WARP_SCALE) - 0.5) * 2;
const t = x / W + (H - y) / H + warp;
let i, j, d;
if (t < b1) {
i = 0;
j = 1;
d = b1 - t;
} else if (t >= b2) {
i = 2;
j = 1;
d = t - b2;
} else {
i = 1;
const dl = t - b1, dr = b2 - t;
if (dl < dr) {
j = 0;
d = dl;
} else {
j = 2;
d = dr;
}
}
const edge = Math.max(0, Math.min(1, d / BAND_EDGE_T));
return { id: BAND_IDS[i], id2: BAND_IDS[j], edge };
};
}
function createGameOverworldMap(pixi, host, opts = {}) {
const config = overworldConfig(opts.seed ?? 1, {
regionFn: diagonalRegion(GAME_W, GAME_H),
bounds: { x0: 0, y0: 0, x1: GAME_W, y1: GAME_H },
// Start the view in the bottom-left (Forgotten Plains) corner.
initialCamera: { x: 64 * TILE5, y: (GAME_H - 64) * TILE5 }
});
return createChunkedMap(pixi, host, { ...config, keyboardPan: opts.keyboardPan });
}
// ../auto-battler/src/engine/skills.js
var FIRST_15 = [
// ── Warrior: adrenaline-fuelled condition → spike (Swordsmanship line) ──
{
id: 382,
name: "Sever Artery",
profession: "Warrior",
attribute: "Swordsmanship",
category: "melee_attack",
target: "foe",
cost: { adrenaline: 4 },
cast: 0,
recharge: 0,
requires: ["on_hit"],
effects: [{ op: "apply_condition", condition: "bleeding", duration: { scale: [5, 25] } }]
},
{
id: 384,
name: "Gash",
profession: "Warrior",
attribute: "Swordsmanship",
category: "melee_attack",
target: "foe",
cost: { adrenaline: 6 },
cast: 0,
recharge: 0,
// The payoff: bonus damage + Deep Wound, but only on an already-Bleeding foe.
requires: ["on_hit", { target: "bleeding" }],
effects: [
{ op: "bonus_damage", amount: { scale: [5, 20] } },
{ op: "apply_condition", condition: "deepWound", duration: { scale: [5, 20] } }
]
},
{
id: 385,
name: "Final Thrust",
profession: "Warrior",
attribute: "Swordsmanship",
category: "melee_attack",
target: "foe",
cost: { adrenaline: 10 },
cast: 0,
recharge: 0,
requires: ["on_hit"],
effects: [
{ op: "lose_all_adrenaline" },
{ op: "bonus_damage", amount: { scale: [1, 40] } },
// "doubled if below 50%" — applying the same bonus a second time, gated.
{ op: "bonus_damage", amount: { scale: [1, 40] }, if: { target_below_health: 0.5 } }
]
},
// ── Ranger: preparations + ranged conditions/interrupt ──
{
id: 435,
name: "Apply Poison",
profession: "Ranger",
attribute: "Wilderness Survival",
category: "preparation",
target: "self",
cost: { energy: 15 },
cast: 2,
recharge: 12,
// The differentiator: a self rider — future physical attacks inflict Poison.
effects: [{
op: "preparation",
duration: { fixed: 24 },
on_attack: [{ op: "apply_condition", condition: "poison", duration: { scale: [3, 15] } }]
}]
},
{
id: 391,
name: "Hunter's Shot",
profession: "Ranger",
attribute: "Marksmanship",
category: "bow_attack",
target: "foe",
cost: { energy: 5 },
cast: 1,
recharge: 10,
requires: ["on_hit"],
effects: [{ op: "apply_condition", condition: "bleeding", duration: { scale: [3, 25] } }]
},
{
id: 426,
name: "Savage Shot",
profession: "Ranger",
attribute: "Marksmanship",
category: "bow_attack",
target: "foe",
cost: { energy: 10 },
cast: 0.5,
recharge: 5,
requires: ["on_hit"],
effects: [
{ op: "interrupt" },
// Bonus only if the interrupted action was a spell.
{ op: "bonus_damage", amount: { scale: [13, 28] }, if: { target: "casting_spell" } }
]
},
// ── Necromancer: trigger-hexes (the event bus / physway) ──
{
id: 121,
name: "Spiteful Spirit",
profession: "Necromancer",
attribute: "Curses",
category: "hex",
target: "foe",
cost: { energy: 15 },
cast: 2,
recharge: 10,
elite: true,
effects: [{
op: "hex",
duration: { scale: [8, 20] },
trigger: "on_action",
payload: [{ op: "damage", damageType: "shadow", amount: { scale: [5, 35] }, scope: "target_and_adjacent" }]
}]
},
{
id: 101,
name: "Barbs",
profession: "Necromancer",
attribute: "Curses",
category: "hex",
target: "foe",
cost: { energy: 10 },
cast: 2,
recharge: 5,
effects: [{
op: "hex",
duration: { fixed: 30 },
// Passive amplifier — no discrete trigger; the damage pipeline reads it.
payload: [{ op: "amplify_damage", amount: { scale: [1, 15] }, vs: "physical" }]
}]
},
{
id: 150,
name: "Mark of Pain",
profession: "Necromancer",
attribute: "Curses",
category: "hex",
target: "foe",
cost: { energy: 10 },
cast: 1,
recharge: 20,
effects: [{
op: "hex",
duration: { fixed: 30 },
trigger: "on_physical_hit",
payload: [{ op: "damage", damageType: "shadow", amount: { scale: [10, 40] }, scope: "adjacent_to_target" }]
}]
},
// ── Monk: the damage-interception pipeline ──
{
id: 245,
name: "Protective Spirit",
profession: "Monk",
attribute: "Protection Prayers",
category: "enchantment",
target: "ally",
cost: { energy: 10 },
cast: 0.25,
recharge: 5,
effects: [{
op: "enchant",
duration: { scale: [5, 23] },
// Cap: a single hit can't remove more than 10% of max Health.
payload: [{ op: "cap_damage", maxFraction: 0.1 }]
}]
},
{
id: 307,
name: "Reversal of Fortune",
profession: "Monk",
attribute: "Protection Prayers",
category: "enchantment",
target: "ally",
cost: { energy: 5 },
cast: 0.25,
recharge: 2,
effects: [{
op: "enchant",
duration: { fixed: 8 },
charges: 1,
trigger: "on_incoming_damage",
payload: [{ op: "convert_damage_to_heal", cap: { scale: [15, 80] } }]
}]
},
{
id: 1114,
name: "Spirit Bond",
profession: "Monk",
attribute: "Protection Prayers",
category: "enchantment",
target: "ally",
cost: { energy: 10 },
cast: 0.25,
recharge: 2,
effects: [{
op: "enchant",
duration: { fixed: 8 },
charges: 10,
trigger: "on_incoming_damage",
threshold: { perHitDamageOver: 50 },
payload: [{ op: "heal", amount: { scale: [30, 90] }, scope: "target" }]
}]
},
// ── Assassin: the combo chain (lead → off-hand → dual) ──
{
id: 782,
name: "Jagged Strike",
profession: "Assassin",
attribute: "Dagger Mastery",
category: "lead_attack",
target: "foe",
cost: { energy: 5 },
cast: 0.5,
recharge: 1,
requires: ["on_hit"],
effects: [
{ op: "apply_condition", condition: "bleeding", duration: { scale: [5, 20] } },
{ op: "set_combo_mark", stage: "lead" }
]
},
{
id: 780,
name: "Fox Fangs",
profession: "Assassin",
attribute: "Dagger Mastery",
category: "offhand_attack",
target: "foe",
cost: { energy: 5 },
cast: 0.5,
recharge: 3,
requires: ["on_hit", { combo_follows: "lead" }],
effects: [
{ op: "bonus_damage", amount: { scale: [10, 35] }, unblockable: true },
{ op: "set_combo_mark", stage: "offhand" }
]
},
{
id: 775,
name: "Death Blossom",
profession: "Assassin",
attribute: "Dagger Mastery",
category: "dual_attack",
target: "foe",
cost: { energy: 5 },
cast: 0,
recharge: 2,
requires: ["on_hit", { combo_follows: "offhand" }],
effects: [
{ op: "bonus_damage", amount: { scale: [20, 45] } },
{ op: "damage", amount: { scale: [20, 45] }, scope: "adjacent_to_target" }
]
}
];
var VARIANT_EXTRA = [
// ── Warrior · Sentinel (soak / protect) ──
{
id: 348,
name: '"Watch Yourself!"',
profession: "Warrior",
attribute: "Tactics",
category: "shout",
target: "party",
cost: { adrenaline: 4 },
cast: 0,
recharge: 4,
// Party armor for 10s, but the buff also ends after 10 incoming attacks.
effects: [{ op: "armor_mod", amount: { scale: [5, 25] }, duration: { fixed: 10 }, attacksLeft: 10, scope: "party" }]
},
{
id: 372,
name: "Gladiator's Defense",
profession: "Warrior",
attribute: "Tactics",
category: "stance",
target: "self",
cost: { energy: 5 },
cast: 0,
recharge: 30,
elite: true,
// 75% block; whoever you block in melee takes 5…35 back.
effects: [{ op: "block", chance: 0.75, vs: "melee", reflect: { scale: [5, 35] }, duration: { scale: [5, 11] } }]
},
{
id: 1,
name: "Healing Signet",
profession: "Warrior",
attribute: "Tactics",
category: "signet",
target: "self",
cost: {},
cast: 2,
recharge: 4,
effects: [{ op: "heal", amount: { scale: [82, 172] }, scope: "self" }],
whileActivating: [{ op: "armor_mod", amount: -40, duration: { fixed: 0 }, scope: "self" }]
// −40 armor while using
},
// ── Warrior · Breaker (knockdown control) ──
{
id: 332,
name: "Bull's Strike",
profession: "Warrior",
attribute: "Strength",
category: "melee_attack",
target: "foe",
cost: { energy: 5 },
cast: 0,
recharge: 10,
requires: ["on_hit", { target: "moving" }],
effects: [
{ op: "bonus_damage", amount: { scale: [5, 30] } },
{ op: "knockdown", duration: { fixed: 2 } }
]
},
{
id: 331,
name: "Hammer Bash",
profession: "Warrior",
attribute: "Hammer Mastery",
category: "melee_attack",
target: "foe",
cost: { adrenaline: 6 },
cast: 0,
recharge: 0,
requires: ["on_hit"],
effects: [
{ op: "knockdown", duration: { fixed: 2 } },
{ op: "lose_all_adrenaline" }
]
},
{
id: 352,
name: "Crushing Blow",
profession: "Warrior",
attribute: "Hammer Mastery",
category: "melee_attack",
target: "foe",
cost: { energy: 5 },
cast: 0,
recharge: 10,
requires: ["on_hit"],
effects: [
{ op: "bonus_damage", amount: { scale: [1, 20] } },
{ op: "apply_condition", condition: "deepWound", duration: { scale: [5, 20] }, if: { target: "knocked_down" } }
]
},
// ── Ranger · Sharpshooter (Punishing Shot completes the interrupt bar) ──
{
id: 409,
name: "Punishing Shot",
profession: "Ranger",
attribute: "Marksmanship",
category: "bow_attack",
target: "foe",
cost: { energy: 10 },
cast: 0.5,
recharge: 5,
elite: true,
requires: ["on_hit"],
effects: [
{ op: "bonus_damage", amount: { scale: [10, 20] } },
{ op: "interrupt" }
]
},
// ── Ranger · Toxicologist (stacked degen) ──
{
id: 1470,
name: "Barbed Arrows",
profession: "Ranger",
attribute: "Wilderness Survival",
category: "preparation",
target: "self",
cost: { energy: 10 },
cast: 2,
recharge: 12,
effects: [{
op: "preparation",
duration: { fixed: 24 },
on_attack: [{ op: "apply_condition", condition: "bleeding", duration: { scale: [3, 15] } }]
}],
whileActivating: [{ op: "armor_mod", amount: -40, duration: { fixed: 0 }, scope: "self" }]
// −40 armor while activating
},
{
id: 1466,
name: "Burning Arrow",
profession: "Ranger",
attribute: "Marksmanship",
category: "bow_attack",
target: "foe",
cost: { energy: 10 },
cast: 0,
recharge: 5,
elite: true,
requires: ["on_hit"],
effects: [
{ op: "bonus_damage", amount: { scale: [10, 30] } },
{ op: "apply_condition", condition: "burning", duration: { scale: [1, 7] } }
]
},
// ── Ranger · Survivalist (sustain / kite) ──
{
id: 446,
name: "Troll Unguent",
profession: "Ranger",
attribute: "Wilderness Survival",
category: "skill",
target: "self",
cost: { energy: 5 },
cast: 3,
recharge: 10,
effects: [{ op: "regen_mod", pips: { scale: [3, 10] }, duration: { fixed: 13 }, scope: "self" }]
},
{
id: 1727,
name: "Natural Stride",
profession: "Ranger",
attribute: "Wilderness Survival",
category: "stance",
target: "self",
cost: { energy: 5 },
cast: 0,
recharge: 12,
// Move 33% faster + 50% block; the stance ends if you become hexed/enchanted.
effects: [
{ op: "move_speed", mult: 1.33, duration: { scale: [1, 8] }, endsOnHexEnchant: true },
{ op: "block", chance: 0.5, vs: "all", duration: { scale: [1, 8] }, endsOnHexEnchant: true }
]
},
{
id: 393,
name: "Crippling Shot",
profession: "Ranger",
attribute: "Marksmanship",
category: "bow_attack",
target: "foe",
cost: { energy: 10 },
cast: 0,
recharge: 2,
elite: true,
requires: ["on_hit"],
effects: [{ op: "apply_condition", condition: "crippled", duration: { scale: [1, 12] }, unblockable: true }]
},
// ── Necromancer · Vampire (life-steal sustain) ──
{
id: 153,
name: "Vampiric Gaze",
profession: "Necromancer",
attribute: "Blood Magic",
category: "spell",
target: "foe",
cost: { energy: 10 },
cast: 1,
recharge: 8,
effects: [{ op: "life_steal", amount: { scale: [18, 60] } }]
},
{
id: 109,
name: "Life Siphon",
profession: "Necromancer",
attribute: "Blood Magic",
category: "hex",
target: "foe",
cost: { energy: 10 },
cast: 1,
recharge: 5,
effects: [
{ op: "regen_mod", pips: { scale: [-1, -3] }, duration: { scale: [12, 24] }, scope: "target" },
{ op: "regen_mod", pips: { scale: [1, 3] }, duration: { scale: [12, 24] }, scope: "self" }
]
},
{
id: 115,
name: "Blood Renewal",
profession: "Necromancer",
attribute: "Blood Magic",
category: "enchantment",
target: "self",
cost: { energy: 1, sacrifice: 15 },
cast: 1,
recharge: 7,
// +3…6 regen for 7s, then a burst heal of 40…190 when the enchant ends.
effects: [
{ op: "regen_mod", pips: { scale: [3, 6] }, duration: { fixed: 7 }, scope: "self" },
{ op: "enchant", duration: { fixed: 7 }, trigger: "on_end", payload: [{ op: "heal", amount: { scale: [40, 190] }, scope: "self" }] }
]
},
// ── Necromancer · Plaguebearer (condition spread) ──
{
id: 118,
name: "Enfeebling Blood",
profession: "Necromancer",
attribute: "Curses",
category: "spell",
target: "foe",
cost: { energy: 1, sacrifice: 10 },
cast: 1,
recharge: 8,
effects: [{ op: "apply_condition", condition: "weakness", duration: { scale: [5, 20] }, scope: "target_and_adjacent" }]
},
{
id: 106,
name: "Rotting Flesh",
profession: "Necromancer",
attribute: "Death Magic",
category: "spell",
target: "foe",
cost: { energy: 15 },
cast: 3,
recharge: 3,
effects: [{ op: "apply_condition", condition: "disease", duration: { scale: [10, 25] } }]
},
{
id: 135,
name: "Faintheartedness",
profession: "Necromancer",
attribute: "Curses",
category: "hex",
target: "foe",
cost: { energy: 10 },
cast: 1,
recharge: 8,
effects: [
{ op: "regen_mod", pips: { scale: [0, -3] }, duration: { scale: [3, 16] }, scope: "target" },
{ op: "attack_speed", mult: 2, duration: { scale: [3, 16] }, scope: "target" }
]
},
// ── Monk · Healer (raw healing) ──
{
id: 281,
name: "Orison of Healing",
profession: "Monk",
attribute: "Healing Prayers",
category: "spell",
target: "ally",
cost: { energy: 5 },
cast: 1,
recharge: 2,
effects: [{ op: "heal", amount: { scale: [20, 70] }, scope: "target" }]
},
{
id: 283,
name: "Dwayna's Kiss",
profession: "Monk",
attribute: "Healing Prayers",
category: "spell",
target: "other_ally",
cost: { energy: 5 },
cast: 1,
recharge: 3,
// Heal, +10…35 more for each enchantment and hex on the target ally.
effects: [{ op: "heal", amount: { scale: [15, 60] }, scope: "target", plusPerMod: { kinds: ["enchant", "hex"], amount: { scale: [10, 35] } } }]
},
{
id: 282,
name: "Word of Healing",
profession: "Monk",
attribute: "Healing Prayers",
category: "spell",
target: "ally",
cost: { energy: 5 },
cast: 0.75,
recharge: 3,
elite: true,
// Conditional bonus first so the "<50% Health" check reads the pre-heal HP
// (the base heal below would otherwise lift the ally over the threshold).
effects: [
{ op: "heal", amount: { scale: [30, 115] }, scope: "target", if: { target_below_health: 0.5 } },
{ op: "heal", amount: { scale: [5, 100] }, scope: "target" }
]
},
// ── Monk · Smiter (holy offense) ──
{
id: 312,
name: "Holy Strike",
profession: "Monk",
attribute: "Smiting Prayers",
category: "spell",
target: "foe",
cost: { energy: 5 },
cast: 0.75,
recharge: 8,
effects: [
{ op: "damage", damageType: "holy", amount: { scale: [10, 55] }, scope: "target" },
{ op: "damage", damageType: "holy", amount: { scale: [10, 55] }, scope: "target", if: { target: "knocked_down" } }
]
},
{
id: 240,
name: "Smite",
profession: "Monk",
attribute: "Smiting Prayers",
category: "spell",
target: "foe",
cost: { energy: 10 },
cast: 1,
recharge: 10,
effects: [
{ op: "damage", damageType: "holy", amount: { scale: [10, 55] }, scope: "target_and_adjacent" },
{ op: "damage", damageType: "holy", amount: { scale: [10, 35] }, scope: "target_and_adjacent", if: { target: "attacking" } }
]
},
{
id: 252,
name: "Banish",
profession: "Monk",
attribute: "Smiting Prayers",
category: "spell",
target: "foe",
cost: { energy: 5 },
cast: 1,
recharge: 10,
// Double vs summoned creatures — a no-op until summons exist, but recorded.
effects: [{ op: "damage", damageType: "holy", amount: { scale: [20, 56] }, scope: "target", vsSummoned: 2 }]
},
// ── Assassin · Nightstalker (shadow-step burst) ──
{
id: 952,
name: "Death's Charge",
profession: "Assassin",
attribute: "Shadow Arts",
category: "skill",
target: "foe",
cost: { energy: 5 },
cast: 0.25,
recharge: 30,
// Shadow-step to the foe; heal only if that foe has more Health than you.
effects: [
{ op: "shadow_step", to: "foe" },
{ op: "heal", amount: { scale: [65, 200] }, scope: "self", if: { target_health_above_self: true } }
]
},
{
id: 1024,
name: "Black Mantis Thrust",
profession: "Assassin",
attribute: "Deadly Arts",
category: "lead_attack",
target: "foe",
cost: { energy: 5 },
cast: 1,
recharge: 6,
requires: ["on_hit"],
effects: [
{ op: "bonus_damage", amount: { scale: [8, 20] } },
{ op: "apply_condition", condition: "crippled", duration: { scale: [3, 15] }, if: { target: "hexed" } },
{ op: "set_combo_mark", stage: "lead" }
]
},
// ── Assassin · Saboteur (control / Deadly Arts) ──
{
id: 858,
name: "Dancing Daggers",
profession: "Assassin",
attribute: "Deadly Arts",
category: "spell",
target: "foe",
cost: { energy: 5 },
cast: 1,
recharge: 5,
// Three earth projectiles, each 5…35; counts as a lead attack.
effects: [
{ op: "damage", damageType: "earth", amount: { scale: [5, 35] }, projectiles: 3, delivery: "projectile_spell", scope: "target" },
{ op: "set_combo_mark", stage: "lead" }
]
},
{
id: 784,
name: "Entangling Asp",
profession: "Assassin",
attribute: "Deadly Arts",
category: "spell",
target: "foe",
cost: { energy: 10 },
cast: 1,
recharge: 20,
requires: [{ combo_follows: "lead" }],
effects: [
{ op: "knockdown", duration: { fixed: 2 } },
{ op: "apply_condition", condition: "poison", duration: { scale: [5, 20] } }
]
},
{
id: 988,
name: "Temple Strike",
profession: "Assassin",
attribute: "Dagger Mastery",
category: "offhand_attack",
target: "foe",
cost: { energy: 15 },
cast: 0,
recharge: 20,
elite: true,
requires: ["on_hit", { combo_follows: "lead" }],
effects: [
{ op: "interrupt", if: { target: "casting_spell" } },
// interrupts a spell
{ op: "apply_condition", condition: "dazed", duration: { scale: [1, 10] } },
{ op: "apply_condition", condition: "blind", duration: { scale: [1, 10] } }
]
}
];
var CB_SKILLS = [...FIRST_15, ...VARIANT_EXTRA];
// ../auto-battler/src/gw.js
var iconUrl = (id) => `/gw/skills/${id}.jpg`;
// ../auto-battler/src/lib/recolor.js
var QUANT = 24;
var SAT_MIN = 0.2;
var L_MIN = 0.1;
var L_MAX = 0.95;
var SWATCH_N = 5;
function rgbToHsl(r, g, b) {
r /= 255;
g /= 255;
b /= 255;
const max = Math.max(r, g, b), min = Math.min(r, g, b);
const l = (max + min) / 2;
let h = 0, s = 0;
if (max !== min) {
const d = max - min;
s = l > 0.5 ? d / (2 - max - min) : d / (max + min);
if (max === r) h = (g - b) / d + (g < b ? 6 : 0);
else if (max === g) h = (b - r) / d + 2;
else h = (r - g) / d + 4;
h *= 60;
}
return [h, s, l];
}
function hslToRgb(h, s, l) {
h /= 360;
if (s === 0) {
const v = Math.round(l * 255);
return [v, v, v];
}
const q = l < 0.5 ? l * (1 + s) : l + s - l * s;
const p = 2 * l - q;
const hue = (t) => {
if (t < 0) t += 1;
if (t > 1) t -= 1;
if (t < 1 / 6) return p + (q - p) * 6 * t;
if (t < 1 / 2) return q;
if (t < 2 / 3) return p + (q - p) * (2 / 3 - t) * 6;
return p;
};
return [Math.round(hue(h + 1 / 3) * 255), Math.round(hue(h) * 255), Math.round(hue(h - 1 / 3) * 255)];
}
var hexToRgb = (hex) => {
const n = parseInt(hex.replace("#", ""), 16);
return [n >> 16 & 255, n >> 8 & 255, n & 255];
};
var rgbToHex = (r, g, b) => "#" + [r, g, b].map((v) => v.toString(16).padStart(2, "0")).join("");
var isMaterial = (s, l) => s >= SAT_MIN && l >= L_MIN && l <= L_MAX;
var _imgCache = /* @__PURE__ */ new Map();
function loadImage(url) {
if (_imgCache.has(url)) return _imgCache.get(url);
const p = new Promise((res, rej) => {
const img = new Image();
img.crossOrigin = "anonymous";
img.onload = () => res(img);
img.onerror = rej;
img.src = url;
});
_imgCache.set(url, p);
return p;
}
function pixels(img) {
const cv = document.createElement("canvas");
cv.width = img.naturalWidth;
cv.height = img.naturalHeight;
const ctx = cv.getContext("2d", { willReadFrequently: true });
ctx.drawImage(img, 0, 0);
return { cv, ctx, data: ctx.getImageData(0, 0, cv.width, cv.height) };
}
var _analysis = /* @__PURE__ */ new Map();
function analyze(idleUrl) {
if (_analysis.has(idleUrl)) return _analysis.get(idleUrl);
const p = (async () => {
const { data } = pixels(await loadImage(idleUrl));
const d = data.data;
const counts = /* @__PURE__ */ new Map();
for (let i = 0; i < d.length; i += 4) {
if (d[i + 3] < 8) continue;
const r = d[i] - d[i] % QUANT, g = d[i + 1] - d[i + 1] % QUANT, b = d[i + 2] - d[i + 2] % QUANT;
const [h, s, l] = rgbToHsl(r, g, b);
if (!isMaterial(s, l)) continue;
const k = r << 16 | g << 8 | b;
counts.set(k, (counts.get(k) || 0) + 1);
}
if (!counts.size) return { anchor: null, swatches: [] };
const entries = [...counts.entries()].map(([k, c]) => ({ k, c, hsl: rgbToHsl(k >> 16 & 255, k >> 8 & 255, k & 255) })).sort((a, b) => b.c - a.c);
const anchor = entries[0].hsl;
const swatches = entries.slice(0, SWATCH_N).sort((a, b) => a.hsl[0] - b.hsl[0] || a.hsl[2] - b.hsl[2]).map(({ k }) => rgbToHex(k >> 16 & 255, k >> 8 & 255, k & 255));
return { anchor, swatches };
})();
_analysis.set(idleUrl, p);
return p;
}
function xform([h, s, l], anchor, tH, tS) {
const nh = ((h + (tH - anchor[0])) % 360 + 360) % 360;
const ns = Math.min(1, Math.max(0, s + (tS - anchor[1])));
return hslToRgb(nh, ns, l);
}
var _canvasCache = /* @__PURE__ */ new Map();
function recoloredCanvas(url, idleUrl, targetHex) {
const key = `${url}#${idleUrl}#${targetHex}`;
if (_canvasCache.has(key)) return _canvasCache.get(key);
const p = (async () => {
const [img, { anchor }] = await Promise.all([loadImage(url), analyze(idleUrl)]);
const { cv, ctx, data } = pixels(img);
if (anchor) {
const [tH, tS] = rgbToHsl(...hexToRgb(targetHex));
const d = data.data;
for (let i = 0; i < d.length; i += 4) {
if (d[i + 3] < 8) continue;
const [h, s, l] = rgbToHsl(d[i], d[i + 1], d[i + 2]);
if (!isMaterial(s, l)) continue;
const [r, g, b] = xform([h, s, l], anchor, tH, tS);
d[i] = r;
d[i + 1] = g;
d[i + 2] = b;
}
ctx.putImageData(data, 0, 0);
}
return cv;
})();
_canvasCache.set(key, p);
return p;
}
async function recoloredTexture(Texture, url, idleUrl, targetHex) {
const cv = targetHex ? await recoloredCanvas(url, idleUrl, targetHex) : await loadImage(url);
const t = Texture.from(cv);
t.source.scaleMode = "nearest";
return t;
}
// ../auto-battler/src/render/spriteSheet.js
var SHEET_ROWS = 4;
var cellOf = (height) => Math.round(height / SHEET_ROWS);
function sliceGridWith(pixi, texture, cell = cellOf(texture.source.height)) {
const { Texture, Rectangle } = pixi;
const src = texture.source;
const rows = Math.max(1, Math.round(src.height / cell));
const cols = Math.max(1, Math.round(src.width / cell));
return Array.from({ length: rows }, (_, r) => Array.from({ length: cols }, (_2, c) => new Texture({ source: src, frame: new Rectangle(c * cell, r * cell, cell, cell) })));
}
var ANIM = { idle: 0.12, walk: 0.18, attack: 0.3, dmg: 0.25, die: 0.28 };
var ROW_FOR = { "front-right": 0, "front-left": 1, "back-right": 2, "back-left": 3 };
var rowFor = (grid, facing) => grid[ROW_FOR[facing]] ?? grid[0];
var facingFor = (faceX, faceY) => (faceY < 0 ? "back" : "front") + "-" + (faceX < 0 ? "left" : "right");
// ../auto-battler/src/render/combatRenderer.js
var COND_ICON = {
bleeding: "bleeding",
poison: "poison",
burning: "burning",
deepWound: "deep-wound",
disease: "disease",
dazed: "dazed",
crippled: "crippled",
weakness: "weakness",
blind: "blind",
crackedArmor: "cracked-armor"
};
var COND_STATUS = {
bleeding: "bleeding",
poison: "poison",
burning: "fire",
disease: "sickness",
deepWound: "petrification",
dazed: "stun",
crippled: "ice",
weakness: "nature",
blind: "fear",
crackedArmor: "shock"
};
var COND_PRIORITY = ["deepWound", "burning", "poison", "bleeding", "disease", "dazed", "crippled", "blind", "crackedArmor", "weakness"];
var OUT_OFF = [[-1, 0], [1, 0], [0, -1], [0, 1], [-1, -1], [1, -1], [-1, 1], [1, 1]];
var MAT_RED = [0, 0, 0, 0, 0.86, 0, 0, 0, 0, 0.12, 0, 0, 0, 0, 0.12, 0, 0, 0, 1, 0];
var MAT_YELLOW = [0, 0, 0, 0, 1, 0, 0, 0, 0, 0.84, 0, 0, 0, 0, 0.1, 0, 0, 0, 1, 0];
var GOLD = 16767050;
var BAR_TOP = 3;
var GHOST_HOLD = 220;
var GHOST_TAU = 150;
var GHOST_FADE = 400;
var ICON_SIZE = 18;
var _footCache = /* @__PURE__ */ new Map();
async function footFracOf(url) {
if (!url) return 1;
if (_footCache.has(url)) return _footCache.get(url);
try {
const img = await new Promise((ok, no) => {
const i = new Image();
i.onload = () => ok(i);
i.onerror = no;
i.src = url;
});
const cell = Math.round(img.naturalHeight / 4);
const cv = document.createElement("canvas");
cv.width = cell;
cv.height = cell;
const ctx = cv.getContext("2d", { willReadFrequently: true });
ctx.drawImage(img, 0, 0, cell, cell, 0, 0, cell, cell);
const d = ctx.getImageData(0, 0, cell, cell).data;
let bottom = cell - 1;
for (let y = cell - 1; y >= 0; y--) {
let any = false;
for (let x = 0; x < cell; x++) if (d[(y * cell + x) * 4 + 3] > 16) {
any = true;
break;
}
if (any) {
bottom = y;
break;
}
}
const frac = Math.min(1, (bottom + 1.5) / cell);
_footCache.set(url, frac);
return frac;
} catch {
return 1;
}
}
var facingOf = (a) => facingFor(a.faceX, a.faceY);
async function createCombatRenderer({ pixi, defsById = {}, layers, coords, getBattle }) {
const { Assets, Texture, Rectangle, AnimatedSprite, Sprite, Container, Graphics, Text, ColorMatrixFilter } = pixi;
const sliceGrid = (texture, cell) => sliceGridWith({ Texture, Rectangle }, texture, cell);
const rowFramesH = (texture, cell) => {
const src = texture.source;
const cols = Math.max(1, Math.round(src.width / cell));
const h = Math.min(cell, src.height);
return Array.from({ length: cols }, (_, c) => new Texture({ source: src, frame: new Rectangle(c * cell, 0, cell, h) }));
};
const { units, fx, projLayer } = layers;
const { mapX, mapY, depthOf } = coords;
const actorOf = (id) => getBattle()?.actors.find((x) => x.id === id);
const floats = [];
const sheetsById = {};
async function loadSheets(id, def) {
if (!def?.idle) {
sheetsById[id] = null;
return;
}
try {
const load = (url) => url ? recoloredTexture(Texture, url, def.idle, def.recolor) : null;
const [idle, walk, attack, dmg, die] = await Promise.all([
load(def.idle),
load(def.walk),
load(def.attack),
load(def.dmg),
load(def.die)
]);
for (const tx of [idle, walk, attack, dmg, die]) if (tx) tx.source.scaleMode = "nearest";
const cell = Math.round(idle.source.height / 4);
sheetsById[id] = {
idle: sliceGrid(idle, cell),
walk: walk ? sliceGrid(walk, cell) : sliceGrid(idle, cell),
attack: attack ? sliceGrid(attack, cell) : sliceGrid(idle, cell),
dmg: dmg ? sliceGrid(dmg, cell) : null,
die: die ? sliceGrid(die, cell) : null,
cell,
footFrac: await footFracOf(def.idle)
};
} catch {
sheetsById[id] = null;
}
}
for (const [id, def] of Object.entries(defsById)) await loadSheets(id, def);
const skillIcons = {};
for (const s of CB_SKILLS) {
try {
const t = await Assets.load(iconUrl(s.id));
t.source.scaleMode = "linear";
skillIcons[s.id] = t;
} catch {
}
}
const condIcons = {};
for (const [type, file] of Object.entries(COND_ICON)) {
try {
const t = await Assets.load(`/gw/icons/condition-${file}.jpg`);
t.source.scaleMode = "linear";
condIcons[type] = t;
} catch {
}
}
const condFrames = {};
try {
const catalogue = await fetch("/assets/effects.json").then((r) => r.json()).then((d) => d.effects || []);
const byKey = Object.fromEntries(catalogue.filter((e) => e.category === "status").map((e) => [e.key, e]));
for (const [type, statusKey] of Object.entries(COND_STATUS)) {
const e = byKey[statusKey];
if (!e) continue;
try {
const t = await Assets.load(e.url);
t.source.scaleMode = "nearest";
condFrames[type] = rowFramesH(t, e.cell || t.source.height);
} catch {
}
}
} catch {
}
const skillPlay = {};
async function buildSkillPlay(id, def) {
const cell = sheetsById[id]?.cell;
const map = {};
for (const [skillId, fxCfg] of Object.entries(def.skillFx || {})) {
let animGrid = null;
if (fxCfg.animUrl && cell) {
try {
const t = await recoloredTexture(Texture, fxCfg.animUrl, def.idle, def.recolor);
animGrid = sliceGrid(t, cell);
} catch {
}
}
const effects = [];
for (const ef of fxCfg.effects || []) {
try {
const t = await Assets.load(ef.url);
t.source.scaleMode = "nearest";
effects.push(sliceGrid(t, ef.cell || 32)[0]);
} catch {
}
}
map[skillId] = { animGrid, effects };
}
skillPlay[id] = map;
}
for (const [id, def] of Object.entries(defsById)) await buildSkillPlay(id, def);
const view = {};
function buildView(id, def) {
const sh = sheetsById[id];
const c = new Container();
let sp;
if (sh) {
sp = new AnimatedSprite(rowFor(sh.idle, "front-right"));
sp.anchor.set(0.5, sh.footFrac ?? 1);
sp.animationSpeed = ANIM.idle;
sp.play();
} else {
sp = new Container();
const g = new Graphics();
g.circle(0, -16, 16).fill(def?.color || 8947848);
const t = new Text({ text: (def?.name || "?")[0], style: { fill: 16777215, fontSize: 15, fontWeight: "700" } });
t.anchor.set(0.5);
t.y = -16;
sp.addChild(g, t);
}
const bars = new Graphics();
const status = new Container();
const overlay = new AnimatedSprite([Texture.EMPTY]);
overlay.anchor.set(0.5, sh?.footFrac ?? 1);
overlay.visible = false;
overlay.loop = true;
overlay.animationSpeed = 0.15;
const makeOutline = (matrix) => {
if (!sh) return null;
const o = { container: new Container(), copies: [] };
const filter = new ColorMatrixFilter();
filter.matrix = matrix;
o.container.filters = [filter];
o.container.visible = false;
o.container.alpha = 0.75;
for (let i = 0; i < OUT_OFF.length; i++) {
const s = new Sprite(Texture.EMPTY);
s.anchor.set(0.5, sh.footFrac ?? 1);
o.container.addChild(s);
o.copies.push(s);
}
return o;
};
const castOutline = makeOutline(MAT_YELLOW);
const outline = makeOutline(MAT_RED);
if (castOutline) c.addChild(castOutline.container);
if (outline) c.addChild(outline.container);
c.addChild(sp, overlay, bars, status);
units.addChild(c);
view[id] = { def, sheets: sh, container: c, sprite: sp, overlay, overlayKey: null, bars, status, statusSprites: {}, outline, castOutline, mode: null, facing: null, flash: 0, dead: false };
}
for (const [id, def] of Object.entries(defsById)) buildView(id, def);
async function addActor(id, def) {
if (view[id]) return view[id];
defsById[id] = def;
await loadSheets(id, def);
await buildSkillPlay(id, def);
buildView(id, def);
return view[id];
}
function removeActor2(id) {
const v = view[id];
if (!v) return;
units.removeChild(v.container);
v.container.destroy({ children: true });
delete view[id];
delete sheetsById[id];
delete skillPlay[id];
delete defsById[id];
}
function setLoop(v, mode, facing) {
if (v.mode === mode && v.facing === facing) return;
v.mode = mode;
v.facing = facing;
v.sprite.textures = rowFor(v.sheets[mode], facing);
v.sprite.loop = true;
v.sprite.animationSpeed = ANIM[mode];
v.sprite.play();
}
function playOnce(v, mode, facing, onDone, speedMul = 1) {
v.mode = mode;
v.facing = facing;
v.sprite.onComplete = null;
v.sprite.textures = rowFor(v.sheets[mode], facing);
v.sprite.loop = false;
v.sprite.animationSpeed = ANIM[mode] * speedMul;
v.sprite.onComplete = () => {
v.sprite.onComplete = null;
onDone && onDone();
};
v.sprite.gotoAndPlay(0);
}
const resume = (v) => {
v.mode = null;
};
function playAttack(id, a, onDone = null, speedMul = 1) {
const v = view[id];
if (!v?.sheets || v.dead) return;
playOnce(v, "attack", facingOf(a), () => {
resume(v);
onDone && onDone();
}, speedMul);
}
function playHurt(id, a) {
const v = view[id];
if (!v?.sheets?.dmg || v.dead || v.skillAnim || v.mode !== "idle") return;
playOnce(v, "dmg", facingOf(a), () => resume(v));
}
function playDie(id, a) {
const v = view[id];
if (!v || v.dead) return;
v.dead = true;
v.mode = "die";
const facing = facingOf(a);
v.facing = facing;
if (!v.sheets) return;
const crumple = () => {
if (!v.sheets.die) return;
const frames = rowFor(v.sheets.die, facing);
v.sprite.onComplete = null;
v.sprite.textures = frames;
v.sprite.loop = false;
v.sprite.animationSpeed = ANIM.die * 0.75;
v.sprite.onComplete = () => {
v.sprite.onComplete = null;
v.sprite.gotoAndStop(frames.length - 1);
};
v.sprite.gotoAndPlay(0);
};
if (v.sheets.dmg) {
const hit = rowFor(v.sheets.dmg, facing);
v.sprite.onComplete = null;
v.sprite.textures = hit;
v.sprite.loop = false;
v.sprite.animationSpeed = ANIM.dmg;
v.sprite.onComplete = () => {
v.sprite.onComplete = null;
crumple();
};
v.sprite.gotoAndPlay(0);
} else crumple();
}
function playGridOnce(v, grid, { speedMul = 1, hold = false, onDone = null } = {}) {
if (!grid || !v || v.dead) return false;
v.mode = "attack";
v.skillAnim = true;
v.sprite.onComplete = null;
v.sprite.textures = grid[0];
v.sprite.loop = false;
v.sprite.animationSpeed = ANIM.attack * speedMul;
v.sprite.onComplete = () => {
v.sprite.onComplete = null;
if (hold) v.sprite.gotoAndStop(grid[0].length - 1);
else {
v.skillAnim = false;
resume(v);
}
onDone && onDone();
};
v.sprite.gotoAndPlay(0);
return true;
}
function spawnEffects(casterId, framesList) {
const a = actorOf(casterId);
const v = view[casterId];
if (!a || !v || !framesList?.length) return;
const cell = v.sheets?.cell ?? 24, ff = v.sheets?.footFrac ?? 1, depth = depthOf(a);
const cx = mapX(a.x), cy = mapY(a.y) - (ff - 0.5) * cell * depth;
for (const frames of framesList) {
if (!frames?.length) continue;
const s = new AnimatedSprite(frames);
s.anchor.set(0.5);
s.loop = false;
s.animationSpeed = 0.3;
s.scale.set(depth);
s.position.set(cx, cy);
s.onComplete = () => fx.removeChild(s);
fx.addChild(s);
s.gotoAndPlay(0);
}
}
const headY = (id, a) => {
const v = view[id], cell = v?.sheets?.cell ?? 24, ff = v?.sheets?.footFrac ?? 1;
return mapY(a.y) - ff * cell * depthOf(a) - 2;
};
function floatText(id, text, color, opts = {}) {
const a = actorOf(id);
if (!a) return;
const t = new Text({ text, style: { fill: color, fontSize: opts.big ? 20 : 14, fontFamily: "monospace", fontWeight: "700", stroke: opts.big ? { color: 2760448, width: 3 } : void 0 } });
t.anchor.set(0.5);
t.x = mapX(a.x) + (Math.random() * 20 - 10);
t.y = headY(id, a) - (opts.big ? 6 : 0);
fx.addChild(t);
floats.push({ t, life: opts.big ? 1.25 : 1, max: opts.big ? 1.25 : 1 });
}
function floatIcon(id, skillId) {
const a = actorOf(id);
const tex = skillId && skillIcons[skillId];
if (!a || !tex) return false;
const s = new Sprite(tex);
s.anchor.set(0.5);
s.width = ICON_SIZE;
s.height = ICON_SIZE;
s.x = mapX(a.x);
s.y = headY(id, a) - 8;
fx.addChild(s);
floats.push({ t: s, life: 1.2, max: 1.2, icon: true, size: ICON_SIZE, who: id });
return true;
}
function flagEmpower(id) {
for (const f of floats) if (f.icon && f.who === id) {
f.t.tint = GOLD;
f.empower = true;
f.size = ICON_SIZE + 6;
}
floatText(id, "\u26A1", GOLD);
}
function spawnEcho(id) {
const a = actorOf(id), v = view[id];
if (!a || !v?.sheets) return;
const depth = depthOf(a);
for (const cfg of [{ life: 0.55, scaleTo: 2.2, a0: 0.85 }, { life: 0.8, scaleTo: 3.1, a0: 0.55 }]) {
const s = new Sprite(v.sprite.texture);
s.anchor.set(0.5, v.sheets.footFrac ?? 1);
s.tint = 10473727;
s.x = mapX(a.x);
s.y = mapY(a.y);
fx.addChild(s);
floats.push({ t: s, life: cfg.life, max: cfg.life, echo: true, baseScale: depth, scaleTo: cfg.scaleTo, alpha0: cfg.a0, dir: a.facing || 1 });
}
}
function drawBars(id, a, dt, now) {
const v = view[id];
const g = v.bars;
g.clear();
const w = 40;
const cur = Math.max(0, a.hp / a.baseMaxHp);
if (v.hpGhost == null || cur >= v.hpGhost) {
v.hpGhost = cur;
v.hpLast = cur;
v.hpGhostT = GHOST_HOLD;
}
if (cur < (v.hpLast ?? cur) - 8e-3) v.hpGhostT = 0;
v.hpLast = cur;
v.hpGhostT = (v.hpGhostT ?? GHOST_HOLD) + dt;
if (v.hpGhost > cur && v.hpGhostT > GHOST_HOLD) {
v.hpGhost = cur + (v.hpGhost - cur) * Math.max(0, 1 - dt / GHOST_TAU);
if (v.hpGhost - cur < 4e-3) v.hpGhost = cur;
}
g.rect(-w / 2, BAR_TOP, w, 5).fill(1316897);
if (v.hpGhost > cur + 1e-4) {
const fade = v.hpGhostT <= GHOST_HOLD ? 1 : Math.max(0, 1 - (v.hpGhostT - GHOST_HOLD) / GHOST_FADE);
g.rect(-w / 2 + 1 + (w - 2) * cur, BAR_TOP + 1, (w - 2) * (v.hpGhost - cur), 3).fill({ color: 16777215, alpha: 0.85 * fade });
}
g.rect(-w / 2 + 1, BAR_TOP + 1, (w - 2) * cur, 3).fill(cur > 0.4 ? 12113482 : 14165786);
const res = a.profession === "Warrior" ? a.adrenaline / 25 : a.energy / a.maxEnergy;
g.rect(-w / 2, BAR_TOP + 6, w, 3).fill(1316897);
g.rect(-w / 2 + 1, BAR_TOP + 7, (w - 2) * Math.max(0, Math.min(1, res)), 1.5).fill(a.profession === "Warrior" ? 15247146 : 3832997);
const mark = Object.values(a.marks || {}).find((m) => m && m.until > now);
if (mark) for (let i = 0; i < (mark.stage === "offhand" ? 2 : 1); i++) g.circle(w / 2 - 2 - i * 3, BAR_TOP - 2, 1.3).fill(16767050);
const headRel = -((v.sheets?.footFrac ?? 1) * (v.sheets?.cell ?? 24) * depthOf(a)) - 4;
if (a.kd > now) {
const cy = headRel + 2;
for (let i = 0; i < 3; i++) {
const ang = now * 6 + i * 2 * Math.PI / 3;
g.circle(Math.cos(ang) * 6, cy + Math.sin(ang) * 2.2, 1.5).fill(16110658);
}
}
if (a.casting && a.casting.skill) {
const total = a.casting.skill.cast || 1;
const prog = Math.max(0, Math.min(1, 1 - (a.casting.left ?? 0) / total));
g.rect(-11, headRel, 22, 3).fill(1316897);
g.rect(-10, headRel + 0.75, 20 * prog, 1.5).fill(7325664);
}
}
function drawStatus(id, a, t, depth) {
const v = view[id];
const active = a.conds.filter((c) => c.until > t && condIcons[c.type]);
const sz = 11, gap = 2, totalW = active.length * sz + Math.max(0, active.length - 1) * gap;
active.forEach((c, i) => {
let s = v.statusSprites[c.type];
if (!s) {
s = new Sprite(condIcons[c.type]);
s.anchor.set(0.5);
s.width = sz;
s.height = sz;
v.status.addChild(s);
v.statusSprites[c.type] = s;
}
s.x = -totalW / 2 + sz / 2 + i * (sz + gap);
s.y = BAR_TOP + 15;
const left = c.until - t;
s.visible = left >= 1.2 || Math.floor(t * 6) % 2 === 0;
});
for (const type in v.statusSprites) if (!active.find((c) => c.type === type)) v.statusSprites[type].visible = false;
let key = null;
if (!v.dead) {
for (const type of COND_PRIORITY) if (condFrames[type] && active.some((c) => c.type === type)) {
key = type;
break;
}
}
if (key !== v.overlayKey) {
v.overlayKey = key;
if (key) {
v.overlay.textures = condFrames[key];
v.overlay.visible = true;
v.overlay.gotoAndPlay(0);
} else {
v.overlay.visible = false;
}
}
if (key) v.overlay.scale.set(depth);
}
function resetForNewBattle() {
for (const id in view) {
const v = view[id];
v.dead = false;
v.mode = null;
v.facing = null;
v.flash = 0;
v.skillAnim = false;
for (const k in v.statusSprites) v.statusSprites[k].visible = false;
v.overlay.visible = false;
v.overlayKey = null;
if (v.sheets) {
v.sprite.onComplete = null;
v.sprite.tint = 16777215;
v.sprite.alpha = 1;
}
}
}
function syncActors(b, dtMS, now, { cine = null, cineDim = 0, cineCfg = {} } = {}) {
for (const a of b.actors) {
const v = view[a.id];
if (!v) continue;
v.container.x = mapX(a.x);
v.container.y = mapY(a.y);
if (cine?.hit && a.id === cine.targetId && !v.dead) {
v.container.x += (Math.random() * 2 - 1) * 2.5;
v.container.y += (Math.random() * 2 - 1) * 2.5;
}
v.container.zIndex = a.y;
const depth = depthOf(a);
const dimmed = cine && cine.freeze && cineCfg.dim !== false && a.id !== cine.casterId && a.id !== cine.targetId;
const dimTint = () => {
const g = Math.round(255 * (1 - cineDim * 0.5));
return g << 16 | g << 8 | g;
};
if (v.sheets) {
v.sprite.scale.set(depth);
if (v.dead) {
v.sprite.tint = dimmed ? dimTint() : 16777215;
v.sprite.alpha = 0.9;
} else {
if (v.mode !== "attack" && v.mode !== "dmg") {
setLoop(v, a.moving ? "walk" : "idle", facingOf(a));
}
v.flash = Math.max(0, v.flash - dtMS);
v.sprite.tint = dimmed ? dimTint() : v.flash > 0 && !v.skillAnim ? 16738922 : 16777215;
v.sprite.alpha = 1;
}
} else {
v.sprite.scale.set(1);
v.sprite.alpha = a.alive ? 1 : 0.32;
}
drawBars(a.id, a, dtMS, b.t);
drawStatus(a.id, a, b.t, depth);
}
}
function updateFloats(dtMS) {
for (let i = floats.length - 1; i >= 0; i--) {
const f = floats[i];
f.life -= dtMS / 1e3;
const age = f.max - f.life;
if (f.echo) {
const p = Math.min(1, age / f.max);
const sc = f.baseScale * (1 + (f.scaleTo - 1) * p);
f.t.scale.set(sc * (f.dir < 0 ? -1 : 1), sc);
f.t.alpha = f.alpha0 * (1 - p);
} else {
f.t.y -= dtMS * 0.022;
const fin = Math.min(1, age / 0.18), fout = Math.min(1, f.life / 0.35);
f.t.alpha = Math.max(0, Math.min(fin, fout));
if (f.icon) {
const sz = f.size * (0.6 + 0.4 * fin);
f.t.width = sz;
f.t.height = sz;
}
}
if (f.life <= 0) {
fx.removeChild(f.t);
floats.splice(i, 1);
}
}
}
function drawProjectiles(b) {
projLayer.clear();
for (const p of b.projectiles) {
const frac = Math.max(0, Math.min(1, (b.t - p.bornT) / (p.hitT - p.bornT)));
const px = mapX(p.fromX + (p.aimX - p.fromX) * frac);
const py = mapY(p.fromY + (p.aimY - p.fromY) * frac) - 26;
projLayer.circle(px, py, 4).fill(15786176).stroke({ width: 1, color: 2764602 });
}
}
function processLog(b, r, hooks = {}) {
const log2 = b.log;
for (; r.logIdx < log2.length; r.logIdx++) {
const e = log2[r.logIdx];
if (e.kind === "cast") {
const h = hooks.onCast?.(e) || {};
if (h.break) {
r.logIdx++;
return;
}
const v = view[e.who], a = actorOf(e.who), play = skillPlay[e.who]?.[e.skillId];
if (!h.skipInline) {
if (v && a) {
if (!playGridOnce(v, play?.animGrid)) playAttack(e.who, a);
spawnEffects(e.who, play?.effects);
}
if (!floatIcon(e.who, e.skillId)) floatText(e.who, e.name + (e.elite ? " \u2605" : ""), 15787730);
if (e.combo === "dual") floatText(e.who, "\u2726", GOLD);
}
} else if (e.kind === "swing") {
if (!e.skillId) playAttack(e.who, actorOf(e.who));
} else if (e.kind === "shoot") {
if (!e.skillId) playAttack(e.who, actorOf(e.who));
} else if (e.kind === "hit" && e.amount > 0) {
const v = view[e.who];
if (v) v.flash = 130;
playHurt(e.who, actorOf(e.who));
e.empowered ? floatText(e.who, "-" + e.amount + "!", GOLD, { big: true }) : floatText(e.who, "-" + e.amount, 16743018);
} else if (e.kind === "heal" && e.amount > 0) e.empowered ? floatText(e.who, "+" + e.amount + "!", GOLD, { big: true }) : floatText(e.who, "+" + e.amount, 9429896);
else if (e.kind === "cond" && e.empowered) floatText(e.who, (e.cond === "interrupted" ? "INTERRUPT" : String(e.cond).toUpperCase()) + "!", GOLD, { big: true });
else if (e.kind === "empower") flagEmpower(e.who);
else if (e.kind === "miss") floatText(e.who, "dodge", 10405352);
else if (e.kind === "death") playDie(e.who, actorOf(e.who));
}
}
return {
view,
floats,
actorOf,
skillPlay,
addActor,
removeActor: removeActor2,
setLoop,
playOnce,
resume,
playAttack,
playHurt,
playDie,
playGridOnce,
spawnEffects,
floatText,
floatIcon,
flagEmpower,
spawnEcho,
drawBars,
drawStatus,
resetForNewBattle,
syncActors,
updateFloats,
drawProjectiles,
processLog
};
}
// ../auto-battler/src/engine/range.js
var MELEE_GW = 144;
var BASIC_MELEE_GW = MELEE_GW / 2;
var BOW_GW = 1e3;
// ../auto-battler/src/engine/teamBattle.js
var byId = Object.fromEntries(CB_SKILLS.map((s) => [s.id, s]));
var skillById = (id) => byId[id] || null;
var FIELD = { w: 1e3, h: 600 };
var FORMATION = [
{ x: 0.31, y: 0.66 },
{ x: 0.47, y: 0.74 },
{ x: 0.13, y: 0.73 },
{ x: 0.28, y: 0.82 },
{ x: 0.44, y: 0.91 }
];
var HIT_TOLERANCE = 130;
function val(v, rank = 12) {
if (typeof v === "number") return v;
if (v == null) return 0;
if (v.fixed != null) return v.fixed;
if (v.scale) {
const [a, b] = v.scale;
return Math.round(a + (b - a) * rank / 15);
}
return 0;
}
var DEGEN = { bleeding: 4, poison: 4, burning: 8, disease: 4 };
var ATTACK_CATEGORIES = ["melee_attack", "bow_attack", "lead_attack", "offhand_attack", "dual_attack", "scythe_attack", "spear_attack"];
var isAttack = (s) => ATTACK_CATEGORIES.includes(s.category);
var CLASS_TEMPLATES = {
Warrior: { maxHp: 520, role: "melee", weapon: { min: 15, max: 22, interval: 1.5, range: BASIC_MELEE_GW }, moveSpeed: 130, maxEnergy: 25, energyRegen: 0.5, armor: 80 },
Assassin: { maxHp: 480, role: "melee", weapon: { min: 7, max: 17, interval: 1.33, range: BASIC_MELEE_GW }, moveSpeed: 175, maxEnergy: 30, energyRegen: 1.2, armor: 55 },
Ranger: { maxHp: 430, role: "ranged", weapon: { min: 12, max: 28, interval: 1.9, range: BOW_GW, projSpeed: 850 }, moveSpeed: 155, preferredRange: 620, maxEnergy: 35, energyRegen: 1, armor: 45 },
Monk: { maxHp: 470, role: "melee", weapon: { min: 8, max: 14, interval: 1.6, range: BASIC_MELEE_GW }, moveSpeed: 140, maxEnergy: 40, energyRegen: 1.4, armor: 60 },
Necromancer: { maxHp: 450, role: "ranged", weapon: { min: 10, max: 20, interval: 1.8, range: BOW_GW, projSpeed: 720 }, moveSpeed: 140, preferredRange: 520, maxEnergy: 35, energyRegen: 1, armor: 45 }
};
var DEFAULT_TEMPLATE = { maxHp: 300, role: "melee", weapon: { min: 10, max: 16, interval: 1.5, range: BASIC_MELEE_GW }, moveSpeed: 150, maxEnergy: 30, energyRegen: 1, armor: 50 };
function templateFor(unit) {
if (unit.template) return unit.template;
if (unit.profession && CLASS_TEMPLATES[unit.profession]) return CLASS_TEMPLATES[unit.profession];
if (unit.stats) {
const s = unit.stats;
const basic = s.basicDamage ?? 12;
const ranged = unit.attackType === "ranged";
return {
maxHp: s.hp ?? 100,
role: ranged ? "ranged" : "melee",
armor: s.armor ?? 40,
moveSpeed: 150,
maxEnergy: 30,
energyRegen: 1,
preferredRange: ranged ? 600 : void 0,
weapon: {
min: Math.max(1, Math.round(basic * 0.8)),
max: Math.round(basic * 1.3),
interval: 1.4,
range: ranged ? BOW_GW : BASIC_MELEE_GW,
...ranged ? { projSpeed: 800 } : {}
}
};
}
return DEFAULT_TEMPLATE;
}
function makeActor(unit, team, id, slot) {
const tpl = templateFor(unit);
const p = FORMATION[slot % FORMATION.length];
const pt = team === "player" ? { x: p.x, y: p.y } : { x: 1 - p.x, y: 1 - p.y };
const bar = (unit.skills || []).map(skillById).filter(Boolean);
return {
id,
team,
name: unit.name || id,
profession: unit.profession || null,
// control: 'ai' (autonomous), 'player' (driven by b.input via setInput) or
// 'dummy' (passive target — takes damage, never acts). Sandboxes use the
// latter two so the Classes/Enemies hero fights real engine dummies.
control: unit.control || "ai",
role: tpl.role,
rank: unit.rank ?? 12,
armor: tpl.armor ?? 0,
weapon: { ...tpl.weapon },
moveSpeed: tpl.moveSpeed,
preferredRange: tpl.preferredRange,
radius: radiusOf(unit, tpl),
maxEnergy: tpl.maxEnergy,
energyRegen: tpl.energyRegen,
baseMaxHp: tpl.maxHp,
maxHp: tpl.maxHp,
hp: tpl.maxHp,
energy: tpl.maxEnergy,
adrenaline: 0,
bar,
x: pt.x * FIELD.w,
y: pt.y * FIELD.h,
facing: team === "player" ? 1 : -1,
faceX: team === "player" ? 1 : -1,
faceY: team === "player" ? -1 : 1,
// players look up-right, enemies down-left
attackTimer: tpl.weapon.interval,
casting: null,
recharge: {},
conds: [],
marks: {},
prep: null,
alive: true,
mods: [],
kd: 0,
aggroRadius: unit.aggroRadius ?? null
// optional: idle until a foe is within this distance (else always engage)
};
}
function makeTeamBattle({ seed = 1, players = [], enemies = [], sandbox = false, respawnDummies = 0, freeCast = false, world = null, field = null } = {}) {
const actors = [];
players.filter(Boolean).slice(0, 5).forEach((u, i) => actors.push(makeActor(u, "player", `P${i}`, i)));
enemies.filter(Boolean).slice(0, 5).forEach((u, i) => actors.push(makeActor(u, "enemy", `E${i}`, i)));
return { t: 0, rng: makeRng(seed), actors, projectiles: [], log: [], over: false, winner: null, sandbox, respawnDummies, freeCast, input: {}, world, field: field || FIELD };
}
function spawnActor(b, unit, team, id) {
const a = makeActor(unit, team, id, 0);
a.attackTimer = a.weapon.interval;
b.actors.push(a);
return a;
}
function removeActor(b, id) {
const i = b.actors.findIndex((a) => a.id === id);
if (i >= 0) b.actors.splice(i, 1);
}
function setInput(b, id, cmd) {
if (!b.input) b.input = {};
b.input[id] = { ...b.input[id] || {}, ...cmd };
}
var ADJACENT_GW = 140;
var BODY_RADIUS = { melee: 35, ranged: 32 };
var DEFAULT_RADIUS = 32;
var DEOVERLAP_ITERS = 3;
var DEOVERLAP_FRACTION = 0.5;
var CONTACT_SLOP = 2;
var MAX_BATTLE_T = 90;
var COLLISION_Y_WEIGHT = 3.2;
var radiusOf = (unit, tpl) => unit.template?.radius ?? unit.stats?.radius ?? tpl.radius ?? BODY_RADIUS[tpl.role] ?? DEFAULT_RADIUS;
var edgeGap = (a, t) => dist2(a, t) - (a.radius || 0) - (t.radius || 0);
var MELEE_REACH = 2;
var reachOf = (a) => a.role === "ranged" ? a.weapon.range : MELEE_REACH;
var SPELL_RANGE = 900;
var ARMOR_IGNORING = /* @__PURE__ */ new Set(["shadow", "holy", "dark", "chaos"]);
var dist2 = (a, e) => Math.hypot(a.x - e.x, a.y - e.y);
var hasCond = (a, type) => a.conds.some((c) => c.type === type);
var isKd = (b, a) => a.kd > b.t;
var gainAdr = (a, n) => {
a.adrenaline = Math.min(25, a.adrenaline + n);
};
var livingFoes = (b, a) => b.actors.filter((x) => x.alive && x.team !== a.team);
var alliesOf = (b, a) => b.actors.filter((x) => x.alive && x.team === a.team);
function nearestFoe(b, a) {
let best = null, bd = Infinity;
for (const x of livingFoes(b, a)) {
const d = dist2(a, x);
if (d < bd) {
bd = d;
best = x;
}
}
return best;
}
function mostWoundedAlly(b, a, includeSelf = true) {
let best = null, bf = Infinity;
for (const x of alliesOf(b, a)) {
if (!includeSelf && x === a) continue;
const f = x.hp / x.maxHp;
if (f < bf) {
bf = f;
best = x;
}
}
return best;
}
var adjacentTo = (b, tgt) => b.actors.filter((x) => x.alive && x.team === tgt.team && x !== tgt && dist2(x, tgt) <= ADJACENT_GW);
var addMod = (b, a, m) => a.mods.push({ until: b.t + (m.dur ?? 0), ...m });
var activeMods = (b, a, kind) => a.mods.filter((m) => m.kind === kind && m.until > b.t);
var hasModKind = (b, a, kind) => a.mods.some((m) => m.kind === kind && m.until > b.t);
var sumRegenPips = (b, a) => activeMods(b, a, "regen").reduce((n, m) => n + m.pips, 0);
var bonusArmor = (b, a) => activeMods(b, a, "armor").reduce((n, m) => n + m.amount, 0);
var attackSpeedMult = (b, a) => activeMods(b, a, "attackSpeed").reduce((n, m) => n * m.mult, 1);
var moveSpeedMult = (b, a) => (hasCond(a, "crippled") ? 0.5 : 1) * activeMods(b, a, "moveSpeed").reduce((n, m) => n * m.mult, 1);
var hasHex = (b, a) => hasModKind(b, a, "hex");
var countCat = (b, a, kinds) => a.mods.filter((m) => m.until > b.t && kinds.includes(m.cat)).length;
var mitigate = (dmg, armor) => dmg * (100 / (100 + (armor || 0)));
function log(b, kind, who, extra = {}) {
b.log.push({ t: Math.round(b.t * 100) / 100, kind, who: who?.id, ...extra });
}
function applyCondition(b, tgt, type, dur, empowered) {
if (!tgt.alive) return;
const ex = tgt.conds.find((c) => c.type === type);
if (ex) {
ex.until = Math.max(ex.until, b.t + dur);
return;
}
tgt.conds.push({ type, until: b.t + dur });
if (type === "deepWound") {
tgt.maxHp = Math.round(tgt.baseMaxHp * 0.8);
if (tgt.hp > tgt.maxHp) tgt.hp = tgt.maxHp;
}
log(b, "cond", tgt, { cond: type, amount: Math.round(dur), ...empowered ? { empowered: true } : {} });
}
function expireConds(b, a) {
for (const c of a.conds) if (c.until <= b.t && c.type === "deepWound") a.maxHp = a.baseMaxHp;
a.conds = a.conds.filter((c) => c.until > b.t);
for (const m of a.mods) if (m.kind === "onEnd" && m.until <= b.t && !m.fired) {
m.fired = true;
const src = b.actors.find((x) => x.id === m.srcId) || a;
for (const e of m.payload || []) applyEffect(b, src, a, e, "spell");
}
a.mods = a.mods.filter((m) => m.until > b.t);
}
function healActor(b, a, amount, empowered) {
if (!a.alive || amount <= 0) return;
a.hp = Math.min(a.maxHp, a.hp + Math.round(amount));
log(b, "heal", a, { amount: Math.round(amount), ...empowered ? { empowered: true } : {} });
}
function dealDamage(b, src, tgt, amount, label, opts = {}) {
if (!tgt.alive) return 0;
const { damageType = "physical", delivery = "spell", armorIgnoring = false, empowered = false } = opts;
const physical = delivery === "melee" || delivery === "projectile";
if (physical) {
const blk = blockRoll(b, tgt, delivery);
if (blk) {
if (blk.reflect && delivery === "melee") dealDamage(b, tgt, src, blk.reflect, "reflect", { delivery: "spell", armorIgnoring: true });
log(b, "miss", tgt, { name: label });
return 0;
}
}
let dmg = amount;
if (physical) {
for (const m of activeMods(b, tgt, "amplify")) if (m.vs === "physical") dmg += m.amount;
}
if (!(armorIgnoring || ARMOR_IGNORING.has(damageType))) dmg = mitigate(dmg, tgt.armor + bonusArmor(b, tgt));
const cap = activeMods(b, tgt, "cap")[0];
if (cap) dmg = Math.min(dmg, cap.fraction * tgt.maxHp);
const conv = activeMods(b, tgt, "convert").find((m) => m.charges > 0);
if (conv) {
healActor(b, tgt, Math.min(dmg, conv.cap));
conv.charges--;
dmg = 0;
}
for (const m of activeMods(b, tgt, "onIncomingHeal")) {
if (m.charges > 0 && dmg > m.threshold) {
healActor(b, tgt, m.amount);
m.charges--;
}
}
dmg = Math.max(0, Math.round(dmg));
tgt.hp -= dmg;
log(b, "hit", tgt, { src: src.id, amount: dmg, name: label, ...empowered ? { empowered: true } : {} });
gainAdr(tgt, 1);
if (physical) {
for (const m of activeMods(b, tgt, "armor")) if (m.attacksLeft != null && --m.attacksLeft <= 0) m.until = b.t;
fireTrigger(b, tgt, "onPhysicalHit");
}
if (tgt.hp <= 0) kill(b, tgt);
return dmg;
}
function blockRoll(b, tgt, delivery) {
for (const m of activeMods(b, tgt, "block")) {
if (m.vs === "all" || m.vs === delivery) {
if (b.rng() < m.chance) return m;
}
}
return null;
}
function kill(b, a) {
if (!a.alive) return;
a.alive = false;
a.hp = 0;
a.deadAt = b.t;
log(b, "death", a);
if (hasCond(a, "disease")) for (const x of adjacentTo(b, a)) applyCondition(b, x, "disease", 10);
}
function applyContainer(b, src, tgt, e) {
const dur = val(e.duration, src.rank);
const cat = e.op;
const p = e.payload?.[0] || {};
if (e.op === "hex") addMod(b, tgt, { kind: "hex", cat, dur });
for (const m of tgt.mods) if (m.endsOnHexEnchant && m.until > b.t) m.until = b.t;
if (p.op === "amplify_damage") {
addMod(b, tgt, { kind: "amplify", cat, vs: p.vs || "physical", amount: val(p.amount, src.rank), dur });
return;
}
if (p.op === "cap_damage") {
addMod(b, tgt, { kind: "cap", cat, fraction: p.maxFraction, dur });
return;
}
if (p.op === "convert_damage_to_heal") {
addMod(b, tgt, { kind: "convert", cat, cap: val(p.cap, src.rank), charges: e.charges ?? 1, dur });
return;
}
if (e.trigger === "on_end") {
addMod(b, tgt, { kind: "onEnd", cat, payload: e.payload, srcId: src.id, srcRank: src.rank, dur });
return;
}
if (e.trigger === "on_incoming_damage" && p.op === "heal") {
addMod(b, tgt, { kind: "onIncomingHeal", cat, amount: val(p.amount, src.rank), threshold: e.threshold?.perHitDamageOver ?? 0, charges: e.charges ?? 1, dur });
return;
}
if (e.trigger === "on_action") {
addMod(b, tgt, { kind: "onAction", cat, payload: e.payload, srcId: src.id, srcRank: src.rank, dur });
return;
}
if (e.trigger === "on_physical_hit") {
addMod(b, tgt, { kind: "onPhysicalHit", cat, payload: e.payload, srcId: src.id, srcRank: src.rank, dur });
return;
}
addMod(b, tgt, { kind: "enchant", cat, dur });
}
function fireTrigger(b, a, kind) {
for (const m of activeMods(b, a, kind)) {
const fakeSrc = b.actors.find((x) => x.id === m.srcId) || { id: m.srcId, rank: m.srcRank };
for (const e of m.payload || []) applyEffect(b, fakeSrc, a, e, "spell");
}
}
function resolveScope(b, src, tgt, scope) {
switch (scope) {
case "self":
return [src];
case "party":
return alliesOf(b, src);
case "target_and_adjacent":
return [tgt, ...adjacentTo(b, tgt)];
case "adjacent_to_target":
return adjacentTo(b, tgt);
case "nearby":
case "area":
return [tgt, ...adjacentTo(b, tgt)];
default:
return [tgt];
}
}
function applyEffect(b, src, tgt, e, delivery = "spell", s = null) {
if (e.if && !branchOk(b, e.if, src, tgt)) return;
if (e.if && s) logEmpower(b, src, tgt, s, empowerLabel(e, src.rank), reasonOf(e.if));
const emp = !!e.if;
const targets = resolveScope(b, src, tgt, e.scope);
for (const t of targets) {
if (!t || !t.alive) continue;
const dur = e.duration != null ? val(e.duration, src.rank) : 0;
switch (e.op) {
case "damage": {
const amt = val(e.amount, src.rank);
const n = e.projectiles || 0;
if (n > 1 || e.delivery === "projectile_spell") fireSpellProjectiles(b, src, t, amt, e, n || 1);
else dealDamage(b, src, t, amt, src.name || "spell", { damageType: e.damageType, delivery, empowered: emp });
break;
}
case "life_steal": {
const dealt = dealDamage(b, src, t, val(e.amount, src.rank), src.name || "steal", { delivery, armorIgnoring: true });
healActor(b, src, dealt);
break;
}
case "heal": {
let amt = val(e.amount, src.rank);
let scaled = 0;
if (e.plusPerMod) {
scaled = countCat(b, t, e.plusPerMod.kinds) * val(e.plusPerMod.amount, src.rank);
amt += scaled;
}
if (s && scaled > 0) logEmpower(b, src, t, s, `+${scaled} heal`, `${countCat(b, t, e.plusPerMod.kinds)} effects`);
healActor(b, t, amt, emp || scaled > 0);
break;
}
case "apply_condition":
applyCondition(b, t, e.condition, dur, emp);
break;
case "knockdown":
t.kd = Math.max(t.kd, b.t + dur);
t.casting = null;
break;
case "interrupt":
if (t.casting) {
t.casting = null;
log(b, "cond", t, { cond: "interrupted", amount: 0, ...emp ? { empowered: true } : {} });
}
break;
case "regen_mod":
addMod(b, t, { kind: "regen", pips: val(e.pips, src.rank), dur });
break;
case "attack_speed":
addMod(b, t, { kind: "attackSpeed", mult: e.mult, dur });
break;
case "armor_mod":
addMod(b, t, { kind: "armor", amount: val(e.amount, src.rank), attacksLeft: e.attacksLeft, dur });
break;
case "move_speed":
addMod(b, src, { kind: "moveSpeed", mult: e.mult, endsOnHexEnchant: e.endsOnHexEnchant, dur });
break;
case "block":
addMod(b, src, { kind: "block", chance: e.chance, vs: e.vs || "all", reflect: e.reflect ? val(e.reflect, src.rank) : 0, endsOnHexEnchant: e.endsOnHexEnchant, dur });
break;
case "shadow_step":
shadowStep(b, src, t);
break;
case "set_combo_mark":
src.marks[t.id] = { stage: e.stage, until: b.t + 20 };
break;
case "lose_all_adrenaline":
src.adrenaline = 0;
break;
case "preparation":
src.prep = { on_attack: e.on_attack, until: b.t + dur };
break;
case "hex":
case "enchant":
applyContainer(b, src, t, e);
break;
default:
break;
}
}
}
function shadowStep(b, a, tgt) {
const f = b.field || FIELD;
const dx = a.x - tgt.x, dy = a.y - tgt.y, len = Math.hypot(dx, dy) || 1;
a.x = Math.max(0, Math.min(f.w, tgt.x + dx / len * (BASIC_MELEE_GW * 0.8)));
a.y = Math.max(0, Math.min(f.h, tgt.y + dy / len * (BASIC_MELEE_GW * 0.8)));
}
function fireSpellProjectiles(b, src, tgt, amt, e, n) {
const base = dist2(src, tgt) / 900;
for (let i = 0; i < n; i++) {
b.projectiles.push({
srcId: src.id,
tgtId: tgt.id,
aimX: tgt.x,
aimY: tgt.y,
bornT: b.t,
hitT: b.t + base + i * 0.1,
spell: true,
amount: amt,
damageType: e.damageType,
label: src.name || "spell"
});
}
log(b, "shoot", src, { name: src.name });
}
function branchOk(b, req, a, tgt) {
if (req.target_below_health != null) return tgt.hp / tgt.maxHp < req.target_below_health;
if (req.target_health_above_self) return tgt.hp > a.hp;
if (req.target === "bleeding") return hasCond(tgt, "bleeding");
if (req.target === "casting_spell") return !!tgt.casting;
if (req.target === "moving") return !!tgt.moving;
if (req.target === "knocked_down") return isKd(b, tgt);
if (req.target === "hexed") return hasHex(b, tgt);
if (req.target === "attacking") return tgt.attackedAt != null && b.t - tgt.attackedAt < 1.2;
if (req.self === "enchanted") return hasModKind(b, a, "cap") || hasModKind(b, a, "convert");
return true;
}
function reasonOf(req) {
if (!req) return "";
if (req.target_below_health != null) return `foe <${req.target_below_health * 100}%`;
if (req.target_health_above_self) return "foe has more HP";
if (req.target === "bleeding") return "foe Bleeding";
if (req.target === "casting_spell") return "foe casting";
if (req.target === "moving") return "foe moving";
if (req.target === "knocked_down") return "knocked down";
if (req.target === "hexed") return "foe hexed";
if (req.target === "attacking") return "foe attacking";
return "";
}
function empowerLabel(e, rank) {
switch (e.op) {
case "bonus_damage":
case "damage":
return `+${val(e.amount, rank)} dmg`;
case "apply_condition":
return `+${e.condition}`;
case "heal":
return `+${val(e.amount, rank)} heal`;
case "interrupt":
return "INTERRUPT";
default:
return "bonus";
}
}
function logEmpower(b, src, tgt, s, label, reason) {
log(b, "empower", src, { tgt: tgt?.id, skillId: s?.id, name: s?.name, label, reason });
}
function strike(b, a, enemy, s) {
a.attackTimer = a.weapon.interval * attackSpeedMult(b, a);
a.attackedAt = b.t;
if (hasCond(a, "blind") && b.rng() < 0.9) {
if (a.role !== "ranged") log(b, "swing", a, { name: s ? s.name : "attack" });
log(b, "miss", enemy, { name: s ? s.name : "attack" });
return;
}
let weaponDmg = a.weapon.min + b.rng() * (a.weapon.max - a.weapon.min);
if (hasCond(a, "weakness")) weaponDmg *= 0.75;
let bonus = 0, empEffect = null;
if (s) {
for (const e of s.effects) if (e.op === "bonus_damage" && (!e.if || branchOk(b, e.if, a, enemy))) {
bonus += val(e.amount, a.rank);
if (e.if) empEffect = e;
}
}
if (a.role === "ranged") {
const flight = dist2(a, enemy) / (a.weapon.projSpeed || 800);
b.projectiles.push({ srcId: a.id, tgtId: enemy.id, fromX: a.x, fromY: a.y, aimX: enemy.x, aimY: enemy.y, bornT: b.t, hitT: b.t + flight, weaponDmg, bonus, s, empEffect });
log(b, "shoot", a, { name: s ? s.name : "shot", skillId: s?.id });
} else {
log(b, "swing", a, { name: s ? s.name : "attack" });
applyHit(b, a, enemy, s, weaponDmg, bonus, empEffect);
}
}
function applyHit(b, a, enemy, s, weaponDmg, bonus, empEffect = null) {
if (!enemy.alive) return;
const delivery = a.role === "ranged" ? "projectile" : "melee";
if (empEffect) logEmpower(b, a, enemy, s, empowerLabel(empEffect, a.rank), reasonOf(empEffect.if));
dealDamage(b, a, enemy, weaponDmg + bonus, s ? s.name : "attack", { delivery, empowered: !!empEffect });
if (s) {
for (const e of s.effects) {
if (e.op === "bonus_damage") continue;
if (e.if && !branchOk(b, e.if, a, enemy)) continue;
const emp = !!e.if;
if (emp && e.op !== "damage") logEmpower(b, a, enemy, s, empowerLabel(e, a.rank), reasonOf(e.if));
switch (e.op) {
case "apply_condition":
for (const t of resolveScope(b, a, enemy, e.scope)) applyCondition(b, t, e.condition, val(e.duration, a.rank), emp);
break;
case "set_combo_mark":
a.marks[enemy.id] = { stage: e.stage, until: b.t + 20 };
break;
case "lose_all_adrenaline":
a.adrenaline = 0;
break;
case "knockdown":
enemy.kd = Math.max(enemy.kd, b.t + val(e.duration, a.rank));
enemy.casting = null;
break;
case "interrupt":
if (enemy.casting) {
enemy.casting = null;
log(b, "cond", enemy, { cond: "interrupted", amount: 0, ...emp ? { empowered: true } : {} });
}
break;
case "damage":
applyEffect(b, a, enemy, e, "melee", s);
break;
default:
break;
}
}
if (s.category === "dual_attack") delete a.marks[enemy.id];
}
if (a.prep && a.prep.until > b.t) for (const e of a.prep.on_attack) {
if (e.op === "apply_condition") applyCondition(b, enemy, e.condition, val(e.duration, a.rank));
}
gainAdr(a, 1);
}
function advanceProjectiles(b) {
const live = [];
for (const p of b.projectiles) {
if (b.t < p.hitT) {
live.push(p);
continue;
}
const src = b.actors.find((x) => x.id === p.srcId);
const tgt = b.actors.find((x) => x.id === p.tgtId);
if (!src || !tgt || !tgt.alive) continue;
if (Math.hypot(tgt.x - p.aimX, tgt.y - p.aimY) > HIT_TOLERANCE) {
log(b, "miss", tgt, { name: p.label || p.s?.name || "shot" });
continue;
}
if (p.spell) dealDamage(b, src, tgt, p.amount, p.label, { damageType: p.damageType, delivery: "spell" });
else applyHit(b, src, tgt, p.s, p.weaponDmg, p.bonus, p.empEffect);
}
b.projectiles = live;
}
var fireOnAction = (b, a) => fireTrigger(b, a, "onAction");
function applyActivationPenalty(b, a, s, cast) {
for (const e of s.whileActivating || []) {
if (e.op === "armor_mod") addMod(b, a, { kind: "armor", amount: val(e.amount, a.rank), dur: cast });
}
}
var COMBO_STAGE = { lead_attack: "lead", offhand_attack: "offhand", dual_attack: "dual" };
function performSkill(b, a, tgt, s) {
if (s.cost?.energy) a.energy -= s.cost.energy;
if (s.cost?.adrenaline) a.adrenaline -= s.cost.adrenaline;
if (s.cost?.sacrifice) a.hp = Math.max(1, a.hp - Math.round(a.maxHp * s.cost.sacrifice / 100));
log(b, "cast", a, { name: s.name, elite: !!s.elite, skillId: s.id, tgt: tgt.id, ...COMBO_STAGE[s.category] ? { combo: COMBO_STAGE[s.category] } : {} });
a.recharge[s.name] = b.t + (s.recharge || 0);
fireOnAction(b, a);
if (isAttack(s)) {
strike(b, a, tgt, s);
return;
}
for (const e of s.effects) applyEffect(b, a, tgt, e, "spell", s);
}
var isSupport = (s) => !!s && ["self", "ally", "other_ally", "party"].includes(s.target);
var enchantModKind = (e) => {
const p = e.payload?.[0] || {};
if (p.op === "cap_damage") return "cap";
if (p.op === "convert_damage_to_heal") return "convert";
if (e.trigger === "on_incoming_damage") return "onIncomingHeal";
return null;
};
function skillTarget(b, a, s, foe) {
if (s.target === "self" || s.target === "party") return a;
if (s.target === "ally") return mostWoundedAlly(b, a, true);
if (s.target === "other_ally") return mostWoundedAlly(b, a, false);
return foe;
}
function usable(b, a, s, tgt, foe, free = false) {
if (!tgt) return false;
if (free) return true;
if (b.t < (a.recharge[s.name] || 0)) return false;
if (s.cost?.energy && a.energy < s.cost.energy) return false;
if (s.cost?.adrenaline && a.adrenaline < s.cost.adrenaline) return false;
if (isAttack(s) && edgeGap(a, foe) > reachOf(a)) return false;
if (!isAttack(s) && !isSupport(s) && dist2(a, foe) > SPELL_RANGE) return false;
for (const r of s.requires || []) {
if (r === "on_hit") continue;
if (r.combo_follows && a.marks[foe.id]?.stage !== r.combo_follows) return false;
if (r.target === "bleeding" && !hasCond(foe, "bleeding")) return false;
if (r.target === "casting_spell" && !foe.casting) return false;
if (r.target === "moving" && !foe.moving) return false;
if (r.target === "knocked_down" && !isKd(b, foe)) return false;
}
if (s.effects.some((e) => e.op === "preparation") && a.prep && a.prep.until > b.t) return false;
if (isSupport(s)) {
if (s.effects.some((e) => e.op === "heal") && tgt.hp / tgt.maxHp >= 0.7 && s.effects.every((e) => e.op === "heal" || e.op === "shadow_step")) return false;
for (const e of s.effects) {
if (e.op === "enchant") {
const k = enchantModKind(e);
if (k && hasModKind(b, tgt, k)) return false;
}
const selfBuffKind = { block: "block", armor_mod: "armor", regen_mod: "regen", attack_speed: "attackSpeed", move_speed: "moveSpeed" }[e.op];
if (selfBuffKind && hasModKind(b, a, selfBuffKind)) return false;
}
} else {
const meaningful = s.effects.filter((e) => e.op !== "set_combo_mark" && e.op !== "preparation");
if (meaningful.length && meaningful.every((e) => e.op === "apply_condition" && hasCond(foe, e.condition))) return false;
}
return true;
}
function chooseAction(b, a, foe) {
for (const s of a.bar) {
const tgt = skillTarget(b, a, s, foe);
if (usable(b, a, s, tgt, foe)) return { skill: s, target: tgt };
}
return null;
}
function moveActor(b, a, enemy, dt) {
const d = dist2(a, enemy);
let toward = 0;
if (a.role === "ranged") {
if (d < (a.preferredRange ?? a.weapon.range * 0.7)) toward = -1;
else if (d > a.weapon.range) toward = 1;
} else if (edgeGap(a, enemy) > reachOf(a)) {
toward = 1;
}
if (!toward) {
a.vx = 0;
a.vy = 0;
return;
}
const speed = a.moveSpeed * moveSpeedMult(b, a);
const dx = enemy.x - a.x, dy = enemy.y - a.y, len = Math.hypot(dx, dy) || 1;
const desVx = dx / len * speed * toward, desVy = dy / len * speed * toward;
const [vx, vy] = avoidVelocity(b, a, enemy, desVx, desVy, speed);
const px = a.x, py = a.y;
stepMove(b, a, vx, vy, dt);
a.vx = vx;
a.vy = vy;
a.moving = b.world ? a.x !== px || a.y !== py : true;
}
var RVO_TAU = 1.6;
var RVO_RANGE = 280;
var RVO_W = 240;
var RVO_ANGLES = [0, 0.3, -0.3, 0.62, -0.62, 0.98, -0.98, 1.4, -1.4];
var RVO_SPEEDS = [1, 0.6];
function avoidVelocity(b, a, enemy, desVx, desVy, speed) {
const KY = COLLISION_Y_WEIGHT;
const obs = [];
for (const o of b.actors) {
if (o === a || !o.alive || o === enemy) continue;
const rpx = o.x - a.x, rpy = (o.y - a.y) * KY;
if (rpx * rpx + rpy * rpy > RVO_RANGE * RVO_RANGE) continue;
obs.push({ rpx, rpy, ovx: o.vx || 0, ovy: (o.vy || 0) * KY, R: a.radius + o.radius });
}
if (!obs.length) return [desVx, desVy];
const baseAng = Math.atan2(desVy, desVx);
let best = [desVx, desVy], bestPen = Infinity;
for (const da of RVO_ANGLES) {
const ang = baseAng + da, cs = Math.cos(ang), sn = Math.sin(ang);
for (const sf of RVO_SPEEDS) {
const cvx = cs * speed * sf, cvy = sn * speed * sf;
const cvxw = cvx, cvyw = cvy * KY;
let minTtc = Infinity;
for (const o of obs) {
const t = timeToHit(o.rpx, o.rpy, o.ovx - cvxw, o.ovy - cvyw, o.R);
if (t < minTtc) minTtc = t;
}
const collPen = minTtc <= RVO_TAU ? RVO_W / Math.max(minTtc, 0.05) : 0;
const dev = Math.hypot(cvx - desVx, cvy - desVy);
const pen = collPen + dev;
if (pen < bestPen) {
bestPen = pen;
best = [cvx, cvy];
}
}
}
return best;
}
function timeToHit(px, py, rvx, rvy, R) {
const c = px * px + py * py - R * R;
if (c <= 0) return 0;
const a2 = rvx * rvx + rvy * rvy;
if (a2 < 1e-6) return Infinity;
const b2 = px * rvx + py * rvy;
if (b2 >= 0) return Infinity;
const disc = b2 * b2 - a2 * c;
if (disc <= 0) return Infinity;
return (-b2 - Math.sqrt(disc)) / a2;
}
var clampField = (v, r, max) => Math.max(r, Math.min(max - r, v));
function stepMove(b, a, vx, vy, dt) {
const f = b.field || FIELD;
const w = b.world && b.world.walkable;
let nx = clampField(a.x + vx * dt, a.radius, f.w);
let ny = clampField(a.y + vy * dt, a.radius, f.h);
if (w) {
if (!w(nx, a.y)) nx = a.x;
if (!w(nx, ny)) ny = a.y;
}
a.x = nx;
a.y = ny;
}
function resolveOverlaps(b) {
const f = b.field || FIELD;
const live = b.actors.filter((a) => a.alive);
for (let it = 0; it < DEOVERLAP_ITERS; it++) {
for (let i = 0; i < live.length; i++) {
for (let j = i + 1; j < live.length; j++) {
const a = live[i], o = live[j];
const dx = o.x - a.x, dy = (o.y - a.y) * COLLISION_Y_WEIGHT;
const d = Math.hypot(dx, dy) || 0.01;
const overlap = a.radius + o.radius - d;
if (overlap <= CONTACT_SLOP) continue;
const ux = dx / d, uy = dy / d;
const aFix = isImmovable(b, a), oFix = isImmovable(b, o);
const push = overlap * DEOVERLAP_FRACTION;
const aShare = aFix ? 0 : oFix ? 1 : 0.5;
const oShare = oFix ? 0 : aFix ? 1 : 0.5;
const yPush = uy / COLLISION_Y_WEIGHT;
a.x = clampField(a.x - ux * push * aShare, a.radius, f.w);
a.y = clampField(a.y - yPush * push * aShare, a.radius, f.h);
o.x = clampField(o.x + ux * push * oShare, o.radius, f.w);
o.y = clampField(o.y + yPush * push * oShare, o.radius, f.h);
}
}
}
}
var isImmovable = (b, a) => !!a.casting || isKd(b, a);
function stepPlayer(b, a, foe, dt) {
const cmd = b.input && b.input[a.id] || {};
const mx = cmd.moveX || 0, my = cmd.moveY || 0;
if (mx || my) {
const len = Math.hypot(mx, my) || 1;
const speed = a.moveSpeed * moveSpeedMult(b, a);
const px = a.x, py = a.y;
stepMove(b, a, mx / len * speed, my / len * speed, dt);
a.moving = b.world ? a.x !== px || a.y !== py : true;
a.faceX = mx < 0 ? -1 : mx > 0 ? 1 : a.faceX;
a.faceY = my < 0 ? -1 : my > 0 ? 1 : a.faceY;
a.facing = a.faceX;
}
if (a.casting) {
a.casting.left -= dt;
if (a.casting.left <= 0) {
const { skill, target } = a.casting;
a.casting = null;
performSkill(b, a, target?.alive ? target : foe, skill);
}
return;
}
const action = cmd.action;
if (!action) return;
const free = !!b.freeCast;
if (free) {
a.energy = a.maxEnergy;
a.adrenaline = 25;
}
const clear = () => {
if (b.input) b.input[a.id] = { ...cmd, action: null };
};
if (action === "basic") {
if (!free && a.role !== "ranged" && edgeGap(a, foe) > reachOf(a)) {
clear();
return;
}
if (!free && a.attackTimer > 0) return;
fireOnAction(b, a);
strike(b, a, foe, null);
clear();
return;
}
const s = a.bar.find((x) => x.id === action);
if (!s) {
clear();
return;
}
const tgt = skillTarget(b, a, s, foe);
if (!usable(b, a, s, tgt, foe, free)) return;
const cast = (s.cast || 0) * (hasCond(a, "dazed") ? 2 : 1);
if (cast <= 0) performSkill(b, a, tgt, s);
else {
applyActivationPenalty(b, a, s, cast);
a.casting = { skill: s, target: tgt, left: cast };
}
clear();
}
function reviveDummy(b, a) {
a.alive = true;
a.hp = a.maxHp = a.baseMaxHp;
a.energy = a.maxEnergy;
a.adrenaline = 0;
a.conds = [];
a.marks = {};
a.mods = [];
a.casting = null;
a.kd = 0;
a.deadAt = null;
}
function step(b, dt) {
if (b.over) return;
b.t += dt;
if (b.sandbox && b.respawnDummies) {
for (const a of b.actors) if (!a.alive && a.control === "dummy" && a.deadAt != null && b.t - a.deadAt >= b.respawnDummies) reviveDummy(b, a);
}
for (const a of b.actors) {
if (!a.alive) continue;
a.energy = Math.min(a.maxEnergy, a.energy + a.energyRegen * dt);
let degen = 0;
for (const c of a.conds) if (c.until > b.t) degen += DEGEN[c.type] || 0;
const rate = degen - sumRegenPips(b, a) * 2;
if (rate) {
a.hp = Math.min(a.maxHp, a.hp - rate * dt);
if (a.hp <= 0) kill(b, a);
}
expireConds(b, a);
a.attackTimer -= dt;
for (const id of Object.keys(a.marks)) if (a.marks[id]?.until <= b.t) delete a.marks[id];
}
advanceProjectiles(b);
for (const a of b.actors) {
if (!a.alive || b.over) continue;
const enemy = nearestFoe(b, a);
if (!enemy && a.control !== "player") continue;
if (a.aggroRadius != null && a.control !== "player" && dist2(a, enemy) > a.aggroRadius) {
a.moving = false;
continue;
}
if (enemy) {
a.facing = enemy.x < a.x ? -1 : 1;
a.faceX = a.facing;
a.faceY = enemy.y < a.y ? -1 : 1;
}
a.moving = false;
if (isKd(b, a)) {
a.casting = null;
continue;
}
if (a.control === "dummy") continue;
if (a.control === "player") {
stepPlayer(b, a, enemy, dt);
continue;
}
if (a.casting) {
a.casting.left -= dt;
if (a.casting.left <= 0) {
const { skill, target } = a.casting;
a.casting = null;
performSkill(b, a, target?.alive ? target : enemy, skill);
}
continue;
}
const action = chooseAction(b, a, enemy);
if (action) {
const cast = (action.skill.cast || 0) * (hasCond(a, "dazed") ? 2 : 1);
if (cast <= 0) performSkill(b, a, action.target, action.skill);
else {
applyActivationPenalty(b, a, action.skill, cast);
a.casting = { skill: action.skill, target: action.target, left: cast };
}
} else if (edgeGap(a, enemy) <= reachOf(a) && a.attackTimer <= 0) {
fireOnAction(b, a);
strike(b, a, enemy, null);
} else {
moveActor(b, a, enemy, dt);
}
}
resolveOverlaps(b);
if (b.sandbox) return;
const playerAlive = b.actors.some((a) => a.alive && a.team === "player");
const enemyAlive = b.actors.some((a) => a.alive && a.team === "enemy");
if (!playerAlive || !enemyAlive) {
b.over = true;
b.winner = playerAlive ? "player" : enemyAlive ? "enemy" : null;
} else if (b.t >= MAX_BATTLE_T) {
const hp = (team) => b.actors.filter((a) => a.alive && a.team === team).reduce((n, a) => n + a.hp, 0);
const ph = hp("player"), eh = hp("enemy");
b.over = true;
b.winner = ph === eh ? null : ph > eh ? "player" : "enemy";
}
}
// ../auto-battler/src/sim/walkable.js
function makeRoamWalkable(seed, biomeAt) {
return (wx, wy) => {
const b = biomeAt ? biomeAt(wx, wy) : "forgottenPlains";
if (b === "necropolis") return !isRiver2(seed, wx, wy) && !isRaised2(seed, wx, wy);
if (b === "orc") return true;
return !isRiver(seed, wx, wy) && !isRaised(seed, wx, wy);
};
}
// ../auto-battler/src/render/comboBattler.js
var TILE6 = 8;
var SPRITE_TILES = 0.95;
var STEP = 0.05;
var SPAWN_TILES = 22;
var SPAWN_JITTER = 6;
var DESPAWN_TILES = 52;
var TARGET_FOES = 8;
var MAX_FOES = 16;
var SPAWN_INTERVAL = 0.4;
var DEATH_LINGER = 1.6;
async function contentHeight(url) {
try {
const img = await new Promise((res, rej) => {
const i = new Image();
i.onload = () => res(i);
i.onerror = rej;
i.src = url;
});
const cell = Math.round(img.naturalHeight / 4);
const cv = document.createElement("canvas");
cv.width = cell;
cv.height = cell;
const ctx = cv.getContext("2d", { willReadFrequently: true });
ctx.drawImage(img, 0, 0, cell, cell, 0, 0, cell, cell);
const d = ctx.getImageData(0, 0, cell, cell).data;
let minY = cell, maxY = -1;
for (let y = 0; y < cell; y++) for (let x = 0; x < cell; x++) if (d[(y * cell + x) * 4 + 3] > 40) {
if (y < minY) minY = y;
if (y > maxY) maxY = y;
}
return maxY < 0 ? cell : maxY + 1 - minY;
} catch {
return 16;
}
}
function mountComboBattler(pixi, host, opts = {}) {
const { Graphics, Container } = pixi;
const seed = (opts.seed ?? 1) >>> 0;
const G = opts.groundScale ?? 0.3;
const ARENA = { ox: 0, oy: 0 };
const fieldToWorld = (fx, fy) => ({ x: ARENA.ox + fx * G, y: ARENA.oy + fy * G });
const worldToField = (wx, wy) => ({ x: (wx - ARENA.ox) / G, y: (wy - ARENA.oy) / G });
const map = createGameOverworldMap(pixi, host, { seed, keyboardPan: false });
const roamWalkable = makeRoamWalkable(seed, (wx, wy) => map.biomeAt(wx, wy));
const world = { walkable: (fx, fy) => {
const w = fieldToWorld(fx, fy);
return roamWalkable(Math.round(w.x / TILE6), Math.round(w.y / TILE6));
} };
const rosters = opts.rosters || (() => {
const e = opts.enemies || [];
return { forgottenPlains: e, orc: e, necropolis: e };
})();
let battle = null, R = null, combatRoot = null, rings = null, markers = null, spawnFn = null, dead = false;
const depthScale = { v: 2 };
let offTick = null, keyHandlers = null, tapHandlers = null, controlsEl = null, alive = true;
const keys = { x: 0, y: 0 };
const req = { attack: false, skill: 0 };
let moveTarget = null;
const acc = { t: 0 };
const cursor = { logIdx: 0 };
const listeners = /* @__PURE__ */ new Set();
const pa = () => battle?.actors.find((a) => a.id === "P0") || null;
const ea = () => battle?.actors.filter((a) => a.team === "enemy") || [];
const wtile = (fx, fy) => {
const w = fieldToWorld(fx, fy);
return { wx: Math.round(w.x / TILE6), wy: Math.round(w.y / TILE6) };
};
const snap = () => ({
player: pa() ? { x: pa().x, y: pa().y, hp: pa().hp, ...wtile(pa().x, pa().y) } : null,
enemies: ea().map((a) => ({ x: a.x, y: a.y, hp: Math.round(a.hp), alive: a.alive, ...wtile(a.x, a.y) })),
over: dead || !!battle?.over
});
const emit = () => listeners.forEach((fn) => fn(snap()));
const KEYMAP = { w: [0, -1], s: [0, 1], a: [-1, 0], d: [1, 0], arrowup: [0, -1], arrowdown: [0, 1], arrowleft: [-1, 0], arrowright: [1, 0] };
const held = {};
const applyKeys = () => {
let x = 0, y = 0;
for (const k in held) if (held[k]) {
x += KEYMAP[k][0];
y += KEYMAP[k][1];
}
keys.x = Math.sign(x);
keys.y = Math.sign(y);
};
function bindKeys() {
const onDown = (e) => {
const tag = e.target?.tagName;
if (tag === "INPUT" || tag === "SELECT" || tag === "TEXTAREA") return;
if (e.code === "Space" || e.key === " ") {
req.attack = true;
e.preventDefault();
return;
}
if (e.key >= "1" && e.key <= "9") {
req.skill = +e.key;
e.preventDefault();
return;
}
const k = e.key.toLowerCase();
if (KEYMAP[k]) {
held[k] = true;
applyKeys();
e.preventDefault();
}
};
const onUp = (e) => {
const k = e.key.toLowerCase();
if (KEYMAP[k]) {
held[k] = false;
applyKeys();
}
};
window.addEventListener("keydown", onDown);
window.addEventListener("keyup", onUp);
keyHandlers = () => {
window.removeEventListener("keydown", onDown);
window.removeEventListener("keyup", onUp);
};
}
function bindTap() {
const canvas = map.getApp().canvas;
let downAt = null;
const onDown = (e) => {
downAt = { x: e.clientX, y: e.clientY, t: performance.now() };
};
const onUp = (e) => {
if (!downAt) return;
const moved = Math.hypot(e.clientX - downAt.x, e.clientY - downAt.y), elapsed = performance.now() - downAt.t;
downAt = null;
if (moved > 8 || elapsed > 500) return;
const r = canvas.getBoundingClientRect(), w = map.screenToWorld(e.clientX - r.left, e.clientY - r.top);
moveTarget = worldToField(w.x, w.y);
};
canvas.addEventListener("pointerdown", onDown);
window.addEventListener("pointerup", onUp);
tapHandlers = () => {
canvas.removeEventListener("pointerdown", onDown);
window.removeEventListener("pointerup", onUp);
};
}
function buildControls() {
const bar = document.createElement("div");
bar.style.cssText = "position:absolute;left:0;right:0;bottom:10px;display:flex;gap:8px;justify-content:center;align-items:flex-end;pointer-events:none;z-index:5;font-family:monospace";
const mk = (label, on) => {
const b = document.createElement("button");
b.textContent = label;
b.style.cssText = "pointer-events:auto;touch-action:manipulation;min-width:46px;height:46px;border-radius:10px;border:1px solid #20262e;background:rgba(20,24,33,.78);color:#e8e8e8;font:600 13px monospace;cursor:pointer";
const fire = (ev) => {
ev.preventDefault();
on();
};
b.addEventListener("pointerdown", fire);
return b;
};
bar.appendChild(mk("\u2694", () => {
req.attack = true;
}));
const names = (pa()?.bar || []).map((s) => s.name);
names.forEach((nm, i) => bar.appendChild(mk(String(i + 1), () => {
req.skill = i + 1;
})).setAttribute("title", nm || ""));
host.appendChild(bar);
controlsEl = bar;
}
const dist3 = (a, b) => Math.hypot(a.x - b.x, a.y - b.y);
const nearestFoeDist = () => {
const p = pa();
if (!p) return Infinity;
let m = Infinity;
for (const e of ea()) if (e.alive) m = Math.min(m, dist3(p, e));
return m;
};
function tick(ticker) {
if (!battle || !R) return;
const dtMS = ticker.deltaMS, dt = dtMS / 1e3;
const p = pa();
if (keys.x || keys.y) {
moveTarget = null;
setInput(battle, "P0", { moveX: keys.x, moveY: keys.y });
} else if (moveTarget && p) {
const dx = moveTarget.x - p.x, dy = moveTarget.y - p.y, d = Math.hypot(dx, dy);
if (d < Math.max(10, p.radius * 0.5)) {
moveTarget = null;
setInput(battle, "P0", { moveX: 0, moveY: 0 });
} else setInput(battle, "P0", { moveX: dx / d, moveY: dy / d });
} else setInput(battle, "P0", { moveX: 0, moveY: 0 });
if (req.attack) {
req.attack = false;
if (p && nearestFoeDist() <= p.weapon.range + p.radius) setInput(battle, "P0", { action: "basic" });
}
if (req.skill) {
const s = p?.bar?.[req.skill - 1];
req.skill = 0;
if (s) setInput(battle, "P0", { action: s.id });
}
acc.t += Math.min(dt, 0.1);
while (acc.t >= STEP) {
step(battle, STEP);
acc.t -= STEP;
}
if (!dead && p && !p.alive) {
dead = true;
}
spawnFn && spawnFn(dt);
R.syncActors(battle, dtMS, battle.t);
R.updateFloats(dtMS);
R.drawProjectiles(battle);
R.processLog(battle, cursor);
drawRings();
drawMarkers();
emit();
}
function drawRings() {
const p = pa();
rings.clear();
if (!p) return;
rings.ellipse(p.x, p.y, p.weapon.range, p.weapon.range * 0.6).stroke({ width: 1.5 / G, color: 16777215, alpha: 0.25 });
}
function drawMarkers() {
if (!markers) return;
markers.clear();
const a = 1 - Math.max(0, Math.min(1, (map.getCamera().zoom - 0.5) / (0.9 - 0.5)));
if (a <= 0) return;
const dot = (fx, fy, color) => {
const w = fieldToWorld(fx, fy), s = map.worldToScreen(w.x, w.y);
markers.circle(s.x, s.y, 4.5).fill({ color, alpha: a }).stroke({ width: 1.5, color: 1053723, alpha: a });
};
for (const e of ea()) if (e.alive) dot(e.x, e.y, 16726832);
const p = pa();
if (p) dot(p.x, p.y, 16766474);
}
const sd = (o) => ({ idle: o?.idle, walk: o?.walk, attack: o?.attack, dmg: o?.dmg, die: o?.die });
function teardownCombat() {
try {
offTick?.();
} catch {
}
offTick = null;
try {
keyHandlers?.();
} catch {
}
keyHandlers = null;
try {
tapHandlers?.();
} catch {
}
tapHandlers = null;
try {
controlsEl?.remove();
} catch {
}
controlsEl = null;
try {
markers?.destroy();
} catch {
}
markers = null;
try {
combatRoot?.destroy({ children: true });
} catch {
}
combatRoot = null;
R = null;
rings = null;
battle = null;
spawnFn = null;
dead = false;
acc.t = 0;
cursor.logIdx = 0;
moveTarget = null;
}
async function spawnHero(player) {
if (!alive || !player) return;
const bnds = map.getBounds();
ARENA.ox = bnds.x0;
ARENA.oy = bnds.y0;
const field = { w: (bnds.x1 - bnds.x0) / G, h: (bnds.y1 - bnds.y0) / G };
const FSTEP = TILE6 / G;
const snapField = (fx2, fy) => {
for (let r = 0; r <= 24; r++) for (let dy = -r; dy <= r; dy++) for (let dx = -r; dx <= r; dx++) {
if (Math.max(Math.abs(dx), Math.abs(dy)) !== r) continue;
const x = fx2 + dx * FSTEP, y = fy + dy * FSTEP;
if (x >= 0 && x <= field.w && y >= 0 && y <= field.h && world.walkable(x, y)) return { x, y };
}
return { x: Math.max(0, Math.min(field.w, fx2)), y: Math.max(0, Math.min(field.h, fy)) };
};
const pProf = player?.unit?.profession;
const pSkills = player?.unit?.skills?.length ? player.unit.skills : CB_SKILLS.filter((s) => s.profession === pProf).slice(0, 3).map((s) => s.id);
const players = [{ ...player?.unit || {}, name: player?.name || "Hero", control: "player", skills: pSkills }];
battle = makeTeamBattle({ seed, players, enemies: [], sandbox: true, freeCast: true, world, field });
const start = worldToField(bnds.x0 + 64 * TILE6, bnds.y1 - 64 * TILE6);
const p0 = snapField(start.x, start.y);
const P = pa();
if (P) {
P.x = p0.x;
P.y = p0.y;
}
const defsById = {};
defsById.P0 = { name: players[0].name, profession: players[0].profession, ...sd(player?.sheets) };
combatRoot = new Container();
combatRoot.scale.set(G);
combatRoot.position.set(ARENA.ox, ARENA.oy);
rings = new Graphics();
combatRoot.addChild(rings);
const units = new Container();
units.sortableChildren = true;
const fx = new Container();
const proj = new Graphics();
combatRoot.addChild(units, proj, fx);
map.getEntityLayer().addChild(combatRoot);
markers = new Graphics();
map.getApp().stage.addChild(markers);
const ch = await contentHeight(player?.sheets?.idle || player?.sheets?.walk);
if (!alive) return;
depthScale.v = SPRITE_TILES * TILE6 / (ch * G);
R = await createCombatRenderer({ pixi, defsById, layers: { units, fx, projLayer: proj }, coords: { mapX: (x) => x, mapY: (y) => y, depthOf: () => depthScale.v }, getBattle: () => battle });
if (!alive) return;
for (const a of battle.actors) a.attackTimer = 0;
let foeN = 0;
const deadAt = /* @__PURE__ */ new Map();
const spawnAcc = { t: SPAWN_INTERVAL };
const rosterAt = (fx2, fy2) => {
const w = fieldToWorld(fx2, fy2);
const b = map.biomeAt(Math.round(w.x / TILE6), Math.round(w.y / TILE6)) || "forgottenPlains";
const r = rosters[b];
return r && r.length ? r : rosters.forgottenPlains || [];
};
const addFoe = async (entry, pos) => {
const id = "R" + foeN++;
const a = spawnActor(battle, { ...entry.unit || {}, name: entry.name }, "enemy", id);
a.x = pos.x;
a.y = pos.y;
if (alive) await R.addActor(id, { name: entry.name, ...sd(entry.sheets) });
};
spawnFn = (dt) => {
if (dead || !battle) return;
const p = pa();
if (!p) return;
for (const a of ea()) {
if (!a.alive) {
if (!deadAt.has(a.id)) deadAt.set(a.id, battle.t);
else if (battle.t - deadAt.get(a.id) > DEATH_LINGER) {
R.removeActor(a.id);
removeActor(battle, a.id);
deadAt.delete(a.id);
}
} else if (dist3(a, p) > DESPAWN_TILES * FSTEP) {
R.removeActor(a.id);
removeActor(battle, a.id);
}
}
spawnAcc.t += dt;
if (spawnAcc.t < SPAWN_INTERVAL) return;
spawnAcc.t = 0;
const need = Math.min(TARGET_FOES, MAX_FOES) - ea().filter((a) => a.alive).length;
for (let i = 0; i < need; i++) {
const ang = Math.random() * Math.PI * 2;
const rr = (SPAWN_TILES + (Math.random() * 2 - 1) * SPAWN_JITTER) * FSTEP;
const pos = snapField(p.x + Math.cos(ang) * rr, p.y + Math.sin(ang) * rr);
const roster = rosterAt(pos.x, pos.y);
if (!roster.length) continue;
addFoe(roster[Math.random() * roster.length | 0], pos);
}
};
bindKeys();
bindTap();
buildControls();
offTick = map.onTick(tick);
emit();
}
async function selectHero(player) {
if (!alive || !player) return;
if (battle || combatRoot) teardownCombat();
await spawnHero(player);
}
const ready = (async () => {
await map.ready;
if (!alive) return;
if (opts.player) await spawnHero(opts.player);
})();
function getSnapshot() {
return snap();
}
function resize() {
try {
map.getApp()?.resize();
} catch {
}
}
function onChange(fn) {
listeners.add(fn);
return () => listeners.delete(fn);
}
function destroy() {
alive = false;
try {
offTick?.();
} catch {
}
try {
keyHandlers?.();
} catch {
}
try {
tapHandlers?.();
} catch {
}
try {
controlsEl?.remove();
} catch {
}
try {
markers?.destroy();
} catch {
}
try {
map.destroy();
} catch {
}
battle = null;
R = null;
combatRoot = null;
listeners.clear();
}
function getSpawnWorld() {
const b = map.getBounds();
return b ? { x: b.x0 + 64 * TILE6, y: b.y1 - 64 * TILE6 } : { x: 0, y: 0 };
}
const ctrl = { ready, selectHero, getSpawnWorld, getSnapshot, resize, onChange, destroy, map, walkable: (wx, wy) => roamWalkable(wx, wy) };
if (typeof window !== "undefined") {
window.__comboSnap = () => ctrl.getSnapshot();
window.__combo = ctrl;
}
return ctrl;
}
export {
mountComboBattler
};