@rpgjs/action-battle 5.0.0-beta.1 → 5.0.0-beta.11
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/CHANGELOG.md +49 -0
- package/LICENSE +19 -0
- package/README.md +392 -22
- package/dist/{ai.server.d.ts → client/ai.server.d.ts} +90 -28
- package/dist/client/animations.d.ts +16 -0
- package/dist/{client.d.ts → client/client.d.ts} +3 -2
- package/dist/{config.d.ts → client/config.d.ts} +2 -0
- package/dist/client/core/attack-profile.d.ts +9 -0
- package/dist/client/core/attack-runtime.d.ts +20 -0
- package/dist/client/core/context.d.ts +5 -0
- package/dist/client/core/defaults.d.ts +81 -0
- package/dist/client/core/enemy-attack-profiles.d.ts +6 -0
- package/dist/client/core/equipment.d.ts +2 -0
- package/dist/client/core/hit-reaction.d.ts +5 -0
- package/dist/client/core/hit.d.ts +2 -0
- package/dist/client/enemies/factory.d.ts +7 -0
- package/dist/client/index.d.ts +21 -0
- package/dist/client/index.js +24 -31
- package/dist/client/index10.js +61 -0
- package/dist/client/index11.js +55 -0
- package/dist/client/index12.js +106 -0
- package/dist/client/index13.js +143 -0
- package/dist/client/index14.js +25 -0
- package/dist/client/index15.js +72 -0
- package/dist/client/index16.js +1343 -0
- package/dist/client/index17.js +13 -0
- package/dist/client/index18.js +60 -0
- package/dist/client/index19.js +10 -0
- package/dist/client/index2.js +30 -45
- package/dist/client/index20.js +504 -0
- package/dist/client/index3.js +45 -1288
- package/dist/client/index4.js +105 -330
- package/dist/client/index5.js +84 -291
- package/dist/client/index6.js +309 -95
- package/dist/client/index7.js +35 -59
- package/dist/client/index8.js +101 -54
- package/dist/client/index9.js +79 -30
- package/dist/{server.d.ts → client/server.d.ts} +12 -4
- package/dist/client/ui/state.d.ts +35 -0
- package/dist/server/ai.server.d.ts +569 -0
- package/dist/server/animations.d.ts +16 -0
- package/dist/server/config.d.ts +5 -0
- package/dist/server/core/attack-profile.d.ts +9 -0
- package/dist/server/core/attack-runtime.d.ts +20 -0
- package/dist/server/core/context.d.ts +5 -0
- package/dist/server/core/defaults.d.ts +81 -0
- package/dist/server/core/enemy-attack-profiles.d.ts +6 -0
- package/dist/server/core/equipment.d.ts +2 -0
- package/dist/server/core/hit-reaction.d.ts +5 -0
- package/dist/server/core/hit.d.ts +2 -0
- package/dist/server/enemies/factory.d.ts +7 -0
- package/dist/server/index.d.ts +21 -0
- package/dist/server/index.js +23 -31
- package/dist/server/index10.js +1342 -0
- package/dist/server/index11.js +37 -0
- package/dist/server/index12.js +60 -0
- package/dist/server/index13.js +13 -0
- package/dist/server/index14.js +503 -0
- package/dist/server/index15.js +10 -0
- package/dist/server/index2.js +59 -332
- package/dist/server/index3.js +29 -1286
- package/dist/server/index4.js +45 -53
- package/dist/server/index5.js +107 -29
- package/dist/server/index6.js +143 -0
- package/dist/server/index7.js +25 -0
- package/dist/server/index8.js +72 -0
- package/dist/server/index9.js +55 -0
- package/dist/server/server.d.ts +106 -0
- package/dist/server/targeting.d.ts +19 -0
- package/package.json +15 -15
- package/src/ai.server.spec.ts +120 -0
- package/src/ai.server.ts +515 -91
- package/src/animations.ts +149 -0
- package/src/canvas-engine-shim.ts +4 -0
- package/src/client.ts +130 -2
- package/src/components/action-bar.ce +7 -5
- package/src/components/attack-preview.ce +90 -0
- package/src/config.ts +61 -0
- package/src/core/attack-profile.spec.ts +118 -0
- package/src/core/attack-profile.ts +100 -0
- package/src/core/attack-runtime.spec.ts +103 -0
- package/src/core/attack-runtime.ts +83 -0
- package/src/core/context.ts +35 -0
- package/src/core/contracts.ts +126 -0
- package/src/core/defaults.ts +162 -0
- package/src/core/enemy-attack-profiles.spec.ts +35 -0
- package/src/core/enemy-attack-profiles.ts +103 -0
- package/src/core/equipment.spec.ts +37 -0
- package/src/core/equipment.ts +17 -0
- package/src/core/hit-reaction.spec.ts +43 -0
- package/src/core/hit-reaction.ts +70 -0
- package/src/core/hit.spec.ts +111 -0
- package/src/core/hit.ts +92 -0
- package/src/enemies/factory.ts +25 -0
- package/src/index.ts +94 -1
- package/src/server.ts +427 -93
- package/src/targeting.spec.ts +24 -0
- package/src/types/canvas-engine.d.ts +4 -0
- package/src/types.ts +148 -0
- package/src/ui/state.ts +57 -0
- package/dist/index.d.ts +0 -11
- package/dist/ui/state.d.ts +0 -18
- /package/dist/{targeting.d.ts → client/targeting.d.ts} +0 -0
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import { normalizeActionBattleOptions } from "./index4.js";
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import { setActionBattleOptions, startAttackPreview, stopAttackPreview } from "./index5.js";
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import __ce_component from "./index6.js";
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import __ce_component$1 from "./index8.js";
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import __ce_component$2 from "./index9.js";
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import { resolveActionBattleAnimation } from "./index10.js";
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import { getNormalizedActionBattleAttackProfile } from "./index11.js";
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import { PrebuiltComponentAnimations, RpgClientEngine, RpgGui, inject } from "@rpgjs/client";
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import { defineModule } from "@rpgjs/common";
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//#region src/client.ts
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var DEFAULT_ATTACK_LOCK_DURATION_MS = 350;
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var beginLocalPlayerAttackLock = (engine, durationMs, locks) => {
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if (durationMs <= 0) return true;
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const player = engine.scene?.getCurrentPlayer?.();
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if (!player) return true;
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const runtimePlayer = player;
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const now = Date.now();
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if (typeof runtimePlayer.__actionBattleAttackLockedUntil === "number" && runtimePlayer.__actionBattleAttackLockedUntil > now) return false;
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const lockId = (runtimePlayer.__actionBattleAttackLockId ?? 0) + 1;
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runtimePlayer.__actionBattleAttackLockId = lockId;
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runtimePlayer.__actionBattleAttackLockedUntil = now + durationMs;
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const previousCanMove = player.canMove;
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const previousDirectionFixed = player.directionFixed;
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const previousAnimationFixed = player.animationFixed;
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if (locks.movement) {
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if (typeof engine.interruptCurrentPlayerMovement === "function") engine.interruptCurrentPlayerMovement(player);
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else engine.scene?.stopMovement?.(player);
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player.canMove = false;
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}
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if (locks.direction) player.directionFixed = true;
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player.animationFixed = true;
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setTimeout(() => {
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if (runtimePlayer.__actionBattleAttackLockId !== lockId) return;
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runtimePlayer.__actionBattleAttackLockedUntil = 0;
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player.canMove = previousCanMove;
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player.directionFixed = previousDirectionFixed;
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player.animationFixed = previousAnimationFixed;
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}, durationMs);
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return true;
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};
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var resolveLocalPlayerDirection = (player) => {
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if (typeof player.getDirection === "function") return player.getDirection();
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if (typeof player.direction === "function") return player.direction();
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return player.direction ?? "down";
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};
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var playLocalPlayerAttackAnimation = (player, options) => {
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if (!player || typeof player.setAnimation !== "function") return;
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const animation = resolveActionBattleAnimation("attack", player, options.animations);
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if (!animation) return;
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if (animation.graphic !== void 0) {
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player.setAnimation(animation.animationName, animation.graphic, animation.repeat);
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return;
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}
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player.setAnimation(animation.animationName, animation.repeat);
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};
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var showLocalAttackPreview = (player, options) => {
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if (!player || options.attack?.showPreview === false) return;
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const durationMs = Math.max(1, options.attack?.previewDurationMs ?? 180);
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const previewId = startAttackPreview({
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direction: resolveLocalPlayerDirection(player),
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durationMs,
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color: options.attack?.previewColor,
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accentColor: options.attack?.previewAccentColor
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});
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setTimeout(() => stopAttackPreview(previewId), durationMs);
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};
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var createActionBattleClient = (options = {}) => {
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const normalized = normalizeActionBattleOptions(options);
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setActionBattleOptions(normalized);
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const actionBarEnabled = normalized.ui?.actionBar?.enabled;
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const componentsInFront = [...normalized.ui?.targeting?.enabled ? [__ce_component$1] : [], __ce_component$2];
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const hitComponent = PrebuiltComponentAnimations?.Hit;
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return defineModule({
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componentAnimations: hitComponent ? [{
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id: "hit",
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component: hitComponent
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}] : [],
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gui: actionBarEnabled ? [{
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id: "action-battle-action-bar",
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component: __ce_component,
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dependencies: () => {
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return [inject(RpgClientEngine).scene.currentPlayer];
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}
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}] : [],
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sprite: { componentsInFront },
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sceneMap: { onAfterLoading() {
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if (actionBarEnabled && normalized.ui?.actionBar?.autoOpen) inject(RpgGui).display("action-battle-action-bar");
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} },
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engine: { onInput(engine, { input }) {
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if (input !== "action") return;
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const player = engine.scene?.getCurrentPlayer?.();
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if (!player) return;
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const attackProfile = getNormalizedActionBattleAttackProfile(normalized);
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const lockDurationMs = Math.max(0, attackProfile.totalDurationMs ?? DEFAULT_ATTACK_LOCK_DURATION_MS);
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if (attackProfile.movementLock || attackProfile.directionLock) beginLocalPlayerAttackLock(engine, lockDurationMs, {
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movement: attackProfile.movementLock,
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direction: attackProfile.directionLock
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});
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playLocalPlayerAttackAnimation(player, normalized);
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showLocalAttackPreview(player, normalized);
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} }
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});
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};
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var client_default = createActionBattleClient();
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//#endregion
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export { createActionBattleClient, client_default as default };
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//#region src/core/defaults.ts
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var DEFAULT_CORE_KNOCKBACK = {
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force: 50,
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duration: 300
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};
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var CoreAttackPattern = {
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Melee: "melee",
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Combo: "combo",
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Charged: "charged",
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Zone: "zone",
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DashAttack: "dashAttack"
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};
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var CoreEnemyType = {
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Aggressive: "aggressive",
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Defensive: "defensive",
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Ranged: "ranged",
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Tank: "tank",
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Berserker: "berserker"
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};
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var DEFAULT_ZELDA_PLAYER_HITBOXES = {
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up: {
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offsetX: -16,
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offsetY: -48,
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width: 32,
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height: 32
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},
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down: {
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offsetX: -16,
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offsetY: 16,
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width: 32,
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height: 32
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},
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left: {
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offsetX: -48,
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offsetY: -16,
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width: 32,
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height: 32
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},
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right: {
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offsetX: 16,
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offsetY: -16,
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width: 32,
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height: 32
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},
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default: {
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offsetX: 0,
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offsetY: -32,
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width: 32,
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height: 32
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}
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};
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var resolveEquippedWeapon = (entity) => {
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const equipments = entity?.equipments?.() || [];
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for (const item of equipments) {
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const itemId = item?.id?.() ?? item?.id;
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const itemData = entity?.databaseById?.(itemId);
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if (itemData?._type === "weapon") return itemData;
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}
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return null;
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};
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var resolveDirection = (attacker, target) => {
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const dx = target.x() - attacker.x();
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const dy = target.y() - attacker.y();
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const distance = Math.sqrt(dx * dx + dy * dy);
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if (distance <= 0) return void 0;
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return {
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x: dx / distance,
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y: dy / distance
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};
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};
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var createDefaultPlayerHitboxResolver = (hitboxes = DEFAULT_ZELDA_PLAYER_HITBOXES) => (context) => {
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const attacker = context.attacker;
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const config = hitboxes[context.direction ?? (typeof attacker.getDirection === "function" ? attacker.getDirection() : "default")] || hitboxes.default;
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return [{
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x: attacker.x() + config.offsetX,
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y: attacker.y() + config.offsetY,
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width: config.width,
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height: config.height
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}];
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};
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var defaultRpgjsDamageResolver = (context) => {
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const target = context.target;
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const raw = target.applyDamage(context.attacker, context.skill);
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return {
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damage: raw?.damage ?? 0,
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defeated: target.hp <= 0,
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raw
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};
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};
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var defaultKnockbackResolver = (context) => {
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const weapon = context.weapon ?? resolveEquippedWeapon(context.attacker);
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return {
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force: weapon?.knockbackForce ?? DEFAULT_CORE_KNOCKBACK.force,
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duration: weapon?.knockbackDuration ?? DEFAULT_CORE_KNOCKBACK.duration,
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direction: resolveDirection(context.attacker, context.target)
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};
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};
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var defaultCombatSystem = {
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resolveHitboxes: createDefaultPlayerHitboxResolver(),
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resolveDamage: defaultRpgjsDamageResolver,
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resolveKnockback: defaultKnockbackResolver
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};
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var defaultEnemyBehaviors = {
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[CoreEnemyType.Aggressive]: ({ hpPercent }) => ({
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mode: hpPercent !== null && hpPercent < .15 ? "retreat" : "assault",
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attackPatterns: [
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CoreAttackPattern.Melee,
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CoreAttackPattern.Combo,
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CoreAttackPattern.DashAttack
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]
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}),
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[CoreEnemyType.Defensive]: ({ hpPercent }) => ({
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mode: hpPercent !== null && hpPercent < .3 ? "retreat" : "tactical",
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attackPatterns: [CoreAttackPattern.Melee, CoreAttackPattern.Charged]
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}),
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[CoreEnemyType.Ranged]: ({ distance }) => ({
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mode: distance !== null && distance < 80 ? "retreat" : "tactical",
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attackPatterns: [CoreAttackPattern.Melee, CoreAttackPattern.Zone]
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}),
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[CoreEnemyType.Tank]: () => ({
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mode: "assault",
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attackPatterns: [
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CoreAttackPattern.Melee,
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CoreAttackPattern.Charged,
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CoreAttackPattern.Zone
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]
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}),
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[CoreEnemyType.Berserker]: ({ hpPercent }) => ({
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mode: "assault",
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attackCooldown: hpPercent === null ? void 0 : Math.max(250, 800 * Math.max(.3, hpPercent)),
|
|
131
|
+
attackPatterns: [
|
|
132
|
+
CoreAttackPattern.Melee,
|
|
133
|
+
CoreAttackPattern.Combo,
|
|
134
|
+
CoreAttackPattern.DashAttack
|
|
135
|
+
]
|
|
136
|
+
})
|
|
137
|
+
};
|
|
138
|
+
var defaultActionBattleSystems = {
|
|
139
|
+
combat: defaultCombatSystem,
|
|
140
|
+
ai: { behaviors: defaultEnemyBehaviors }
|
|
141
|
+
};
|
|
142
|
+
//#endregion
|
|
143
|
+
export { DEFAULT_ZELDA_PLAYER_HITBOXES, createDefaultPlayerHitboxResolver, defaultActionBattleSystems, defaultCombatSystem, defaultEnemyBehaviors, defaultKnockbackResolver, defaultRpgjsDamageResolver };
|
|
@@ -0,0 +1,25 @@
|
|
|
1
|
+
import { defaultActionBattleSystems } from "./index13.js";
|
|
2
|
+
//#region src/core/context.ts
|
|
3
|
+
var mergeSystems = (options = {}) => ({
|
|
4
|
+
combat: {
|
|
5
|
+
...defaultActionBattleSystems.combat,
|
|
6
|
+
resolveDamage: options.systems?.combat?.damage ?? defaultActionBattleSystems.combat.resolveDamage,
|
|
7
|
+
resolveKnockback: options.systems?.combat?.knockback ?? defaultActionBattleSystems.combat.resolveKnockback,
|
|
8
|
+
hooks: {
|
|
9
|
+
...defaultActionBattleSystems.combat.hooks,
|
|
10
|
+
...options.systems?.combat?.hooks
|
|
11
|
+
}
|
|
12
|
+
},
|
|
13
|
+
ai: { behaviors: {
|
|
14
|
+
...defaultActionBattleSystems.ai.behaviors,
|
|
15
|
+
...options.systems?.ai?.behaviors
|
|
16
|
+
} }
|
|
17
|
+
});
|
|
18
|
+
var currentActionBattleSystems = mergeSystems();
|
|
19
|
+
var setActionBattleSystems = (options = {}) => {
|
|
20
|
+
currentActionBattleSystems = mergeSystems(options);
|
|
21
|
+
};
|
|
22
|
+
var getActionBattleSystems = () => currentActionBattleSystems;
|
|
23
|
+
var createActionBattleSystems = mergeSystems;
|
|
24
|
+
//#endregion
|
|
25
|
+
export { createActionBattleSystems, getActionBattleSystems, setActionBattleSystems };
|
|
@@ -0,0 +1,72 @@
|
|
|
1
|
+
import { normalizeActionBattleAttackProfile } from "./index3.js";
|
|
2
|
+
//#region src/core/enemy-attack-profiles.ts
|
|
3
|
+
var DEFAULT_ACTION_BATTLE_ENEMY_ATTACK_PROFILES = {
|
|
4
|
+
melee: {
|
|
5
|
+
id: "enemy-melee",
|
|
6
|
+
startupMs: 120,
|
|
7
|
+
activeMs: 100,
|
|
8
|
+
recoveryMs: 220,
|
|
9
|
+
cooldownMs: 440,
|
|
10
|
+
reaction: {
|
|
11
|
+
invincibilityMs: 250,
|
|
12
|
+
hitstunMs: 120,
|
|
13
|
+
staggerPower: 1
|
|
14
|
+
}
|
|
15
|
+
},
|
|
16
|
+
combo: {
|
|
17
|
+
id: "enemy-combo",
|
|
18
|
+
startupMs: 80,
|
|
19
|
+
activeMs: 80,
|
|
20
|
+
recoveryMs: 140,
|
|
21
|
+
cooldownMs: 300,
|
|
22
|
+
reaction: {
|
|
23
|
+
invincibilityMs: 180,
|
|
24
|
+
hitstunMs: 90,
|
|
25
|
+
staggerPower: .75
|
|
26
|
+
}
|
|
27
|
+
},
|
|
28
|
+
charged: {
|
|
29
|
+
id: "enemy-charged",
|
|
30
|
+
startupMs: 800,
|
|
31
|
+
activeMs: 140,
|
|
32
|
+
recoveryMs: 320,
|
|
33
|
+
cooldownMs: 1260,
|
|
34
|
+
reaction: {
|
|
35
|
+
invincibilityMs: 350,
|
|
36
|
+
hitstunMs: 220,
|
|
37
|
+
staggerPower: 2
|
|
38
|
+
}
|
|
39
|
+
},
|
|
40
|
+
zone: {
|
|
41
|
+
id: "enemy-zone",
|
|
42
|
+
startupMs: 450,
|
|
43
|
+
activeMs: 180,
|
|
44
|
+
recoveryMs: 320,
|
|
45
|
+
cooldownMs: 950,
|
|
46
|
+
reaction: {
|
|
47
|
+
invincibilityMs: 300,
|
|
48
|
+
hitstunMs: 160,
|
|
49
|
+
staggerPower: 1.25
|
|
50
|
+
}
|
|
51
|
+
},
|
|
52
|
+
dashAttack: {
|
|
53
|
+
id: "enemy-dash",
|
|
54
|
+
startupMs: 180,
|
|
55
|
+
activeMs: 120,
|
|
56
|
+
recoveryMs: 260,
|
|
57
|
+
cooldownMs: 560,
|
|
58
|
+
reaction: {
|
|
59
|
+
invincibilityMs: 280,
|
|
60
|
+
hitstunMs: 150,
|
|
61
|
+
staggerPower: 1.2
|
|
62
|
+
}
|
|
63
|
+
}
|
|
64
|
+
};
|
|
65
|
+
function normalizeActionBattleEnemyAttackProfiles(overrides = {}) {
|
|
66
|
+
return Object.fromEntries(Object.entries(DEFAULT_ACTION_BATTLE_ENEMY_ATTACK_PROFILES).map(([key, defaultProfile]) => [key, normalizeActionBattleAttackProfile({
|
|
67
|
+
...defaultProfile,
|
|
68
|
+
...overrides[key]
|
|
69
|
+
})]));
|
|
70
|
+
}
|
|
71
|
+
//#endregion
|
|
72
|
+
export { DEFAULT_ACTION_BATTLE_ENEMY_ATTACK_PROFILES, normalizeActionBattleEnemyAttackProfiles };
|