tiny-army / web /engine.js
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Game page: directly-controlled Forgotten Plains battle; rename to "Game"
5bdce49
// ../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/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/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 } = {}) {
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 };
}
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) => dist(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 dist = (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 = dist(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 && dist(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 dx = a.x - tgt.x, dy = a.y - tgt.y, len = Math.hypot(dx, dy) || 1;
a.x = Math.max(0, Math.min(FIELD.w, tgt.x + dx / len * (BASIC_MELEE_GW * 0.8)));
a.y = Math.max(0, Math.min(FIELD.h, tgt.y + dy / len * (BASIC_MELEE_GW * 0.8)));
}
function fireSpellProjectiles(b, src, tgt, amt, e, n) {
const base = dist(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 = dist(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) && dist(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 = dist(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 w = b.world && b.world.walkable;
let nx = clampField(a.x + vx * dt, a.radius, FIELD.w);
let ny = clampField(a.y + vy * dt, a.radius, FIELD.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 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, FIELD.w);
a.y = clampField(a.y - yPush * push * aShare, a.radius, FIELD.h);
o.x = clampField(o.x + ux * push * oShare, o.radius, FIELD.w);
o.y = clampField(o.y + yPush * push * oShare, o.radius, FIELD.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" && dist(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";
}
}
function runToEnd(opts, dt = 0.05, maxT = 120) {
const b = makeTeamBattle(opts);
while (!b.over && b.t < maxT) step(b, dt);
return b;
}
export {
CLASS_TEMPLATES,
COLLISION_Y_WEIGHT,
FIELD,
isSupport,
makeTeamBattle,
runToEnd,
setInput,
skillById,
step,
val
};