@rpgjs/action-battle 5.0.0-beta.1 → 5.0.0-beta.3
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/LICENSE +19 -0
- package/README.md +94 -0
- package/dist/ai.server.d.ts +31 -27
- package/dist/animations.d.ts +16 -0
- package/dist/client/index.js +15 -31
- package/dist/client/index10.js +376 -0
- package/dist/client/index2.js +63 -46
- package/dist/client/index3.js +50 -1287
- package/dist/client/index4.js +301 -331
- package/dist/client/index5.js +36 -291
- package/dist/client/index6.js +99 -95
- package/dist/client/index7.js +33 -60
- package/dist/client/index8.js +39 -53
- package/dist/client/index9.js +1167 -27
- package/dist/client.d.ts +3 -2
- package/dist/config.d.ts +2 -0
- package/dist/index.d.ts +5 -5
- package/dist/server/index.js +14 -31
- package/dist/server/index2.js +39 -332
- package/dist/server/index3.js +62 -1287
- package/dist/server/index4.js +1167 -53
- package/dist/server/index5.js +35 -28
- package/dist/server/index6.js +376 -0
- package/dist/server.d.ts +3 -3
- package/dist/ui/state.d.ts +3 -3
- package/package.json +5 -5
- package/src/ai.server.ts +79 -28
- package/src/animations.ts +110 -0
- package/src/config.ts +16 -0
- package/src/index.ts +7 -1
- package/src/server.ts +16 -3
- package/src/types.ts +47 -0
package/LICENSE
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Copyright (C) 2026 by Samuel Ronce
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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package/README.md
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@@ -496,6 +496,100 @@ The module handles player attacks via the `action` input:
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// Knockback force is based on equipped weapon's knockbackForce property
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```
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## Configurable Combat Animations
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By default, player and AI attacks keep using the existing `attack` animation:
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```ts
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player.setGraphicAnimation("attack", 1);
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```
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Use `animations` when your combat sprites are stored in separate graphics such
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as `hero_attack`, `hero_hurt`, or `hero_die`.
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```ts
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import { provideActionBattle } from "@rpgjs/action-battle/server";
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export default provideActionBattle({
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animations: {
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attack: "attack",
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hurt: "hurt",
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die: {
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animationName: "die",
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repeat: 1,
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delayMs: 500
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},
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castSkill: "skill"
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}
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});
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```
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For data-driven spritesheets, use resolver functions:
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```ts
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provideActionBattle({
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animations: {
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attack: (entity) => ({
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animationName: "walk",
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graphic: entity.combatAnimations?.attack,
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repeat: 1
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}),
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hurt: (entity) => ({
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animationName: "walk",
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graphic: entity.combatAnimations?.hurt,
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repeat: 1
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}),
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die: (entity) => ({
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animationName: "walk",
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graphic: entity.combatAnimations?.die,
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repeat: 1,
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waitEnd: true
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}),
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castSkill: (entity, context) => ({
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animationName: "walk",
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graphic: entity.combatAnimations?.castSkill,
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repeat: 1
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})
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}
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});
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```
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When `graphic` is provided, action-battle calls:
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```ts
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entity.setGraphicAnimation(animationName, graphic, repeat);
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```
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Otherwise it calls:
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```ts
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entity.setGraphicAnimation(animationName, repeat);
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```
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Return `null` or `undefined` from a resolver to skip the animation. `BattleAi`
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can also override the global configuration per enemy:
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```ts
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new BattleAi(this, {
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animations: {
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attack: {
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animationName: "walk",
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graphic: "slime_attack",
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repeat: 1
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},
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die: {
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animationName: "walk",
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graphic: "slime_die",
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repeat: 1,
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delayMs: 700
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}
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}
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});
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```
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`waitEnd: true` delays event removal for defeated AI with the default delay used
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by action-battle. Use `delayMs` when you need an exact duration.
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## Knockback System
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Knockback force is determined by the equipped weapon's `knockbackForce` property.
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package/dist/ai.server.d.ts
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import { RpgEvent, RpgPlayer } from '@rpgjs/server';
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import { ActionBattleAnimationOptions } from './types';
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type RpgEventWithBattleAi = RpgEvent & {
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battleAi: BattleAi;
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};
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export interface BattleAiOptions {
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enemyType?: EnemyType;
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attackCooldown?: number;
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visionRange?: number;
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attackRange?: number;
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dodgeChance?: number;
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dodgeCooldown?: number;
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fleeThreshold?: number;
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attackSkill?: any;
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attackPatterns?: AttackPattern[];
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patrolWaypoints?: Array<{
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x: number;
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y: number;
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}>;
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groupBehavior?: boolean;
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moveToCooldown?: number;
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retreatCooldown?: number;
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behavior?: {
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baseScore?: number;
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updateInterval?: number;
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minStateDuration?: number;
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assaultThreshold?: number;
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retreatThreshold?: number;
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};
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animations?: ActionBattleAnimationOptions;
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/** Callback called when the AI is defeated */
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onDefeated?: (event: RpgEvent, attacker?: RpgPlayer) => void;
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}
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/**
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* Hit result data returned after applying damage
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*
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private fleeThreshold;
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private attackSkill;
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private attackPatterns;
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private animations?;
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private comboCount;
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private comboMax;
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private chargingAttack;
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* });
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* ```
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*/
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constructor(event: RpgEventWithBattleAi, options?:
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enemyType?: EnemyType;
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attackCooldown?: number;
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visionRange?: number;
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attackRange?: number;
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dodgeChance?: number;
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dodgeCooldown?: number;
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fleeThreshold?: number;
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attackSkill?: any;
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attackPatterns?: AttackPattern[];
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patrolWaypoints?: Array<{
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x: number;
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y: number;
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}>;
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groupBehavior?: boolean;
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moveToCooldown?: number;
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retreatCooldown?: number;
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behavior?: {
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baseScore?: number;
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updateInterval?: number;
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minStateDuration?: number;
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assaultThreshold?: number;
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retreatThreshold?: number;
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};
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/** Callback called when the AI is defeated */
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onDefeated?: (event: RpgEvent, attacker?: RpgPlayer) => void;
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});
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constructor(event: RpgEventWithBattleAi, options?: BattleAiOptions);
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/**
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* Apply enemy type-specific behavior modifiers
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import { ActionBattleAnimationContext, ActionBattleAnimationEntity, ActionBattleAnimationKey, ActionBattleAnimationOptions } from './types';
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export declare const DEFAULT_DIE_ANIMATION_DELAY_MS = 500;
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export interface ResolvedActionBattleAnimation {
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animationName: string;
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graphic?: string | string[];
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repeat: number;
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waitEnd: boolean;
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delayMs?: number;
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}
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export interface ActionBattleAnimationDefaults {
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animationName?: string;
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repeat?: number;
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}
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export declare function resolveActionBattleAnimation(key: ActionBattleAnimationKey, entity: ActionBattleAnimationEntity, animations?: ActionBattleAnimationOptions, context?: ActionBattleAnimationContext, defaults?: ActionBattleAnimationDefaults): ResolvedActionBattleAnimation | null;
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export declare function playActionBattleAnimation(key: ActionBattleAnimationKey, entity: ActionBattleAnimationEntity, animations?: ActionBattleAnimationOptions, context?: ActionBattleAnimationContext, defaults?: ActionBattleAnimationDefaults): ResolvedActionBattleAnimation | null;
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export declare function getActionBattleAnimationRemovalDelay(animation: ResolvedActionBattleAnimation | null): number;
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package/dist/client/index.js
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import
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import client_default, { createActionBattleClient } from "./index7.js";
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import { AiDebug, AiState, AttackPattern, BattleAi, DEFAULT_KNOCKBACK, EnemyType } from "./index9.js";
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import { ACTION_BATTLE_ACTION_BAR_GUI_ID, DEFAULT_PLAYER_ATTACK_HITBOXES, applyPlayerHitToEvent, createActionBattleServer, getPlayerWeaponKnockbackForce, openActionBattleActionBar, updateActionBattleActionBar } from "./index10.js";
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import { createModule } from "@rpgjs/common";
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const createActionBattleServer2 = null;
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//#region src/index.ts
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var server = null;
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var createActionBattleServer$1 = null;
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function provideActionBattle(options = {}) {
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}
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return createModule("ActionBattle", [{
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server: createActionBattleServer$1?.(options),
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client: createActionBattleClient?.(options)
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}]);
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}
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};
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export {
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ACTION_BATTLE_ACTION_BAR_GUI_ID,
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AiDebug,
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AiState,
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AttackPattern,
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BattleAi,
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DEFAULT_KNOCKBACK,
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DEFAULT_PLAYER_ATTACK_HITBOXES,
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EnemyType,
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applyPlayerHitToEvent,
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createActionBattleServer,
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index as default,
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getPlayerWeaponKnockbackForce,
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openActionBattleActionBar,
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provideActionBattle,
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updateActionBattleActionBar
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var src_default = {
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server,
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client: client_default
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};
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//#endregion
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export { ACTION_BATTLE_ACTION_BAR_GUI_ID, AiDebug, AiState, AttackPattern, BattleAi, DEFAULT_KNOCKBACK, DEFAULT_PLAYER_ATTACK_HITBOXES, EnemyType, applyPlayerHitToEvent, createActionBattleServer, src_default as default, getPlayerWeaponKnockbackForce, openActionBattleActionBar, provideActionBattle, updateActionBattleActionBar };
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import { normalizeActionBattleOptions, setActionBattleOptions } from "./index2.js";
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import { manhattanDistance, parseAoeMask } from "./index5.js";
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import { playActionBattleAnimation } from "./index8.js";
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import { Control, defineModule } from "@rpgjs/common";
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//#region src/server.ts
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var RpgEvent = null;
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var DEFAULT_KNOCKBACK = null;
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var ACTION_BATTLE_ACTION_BAR_GUI_ID = "action-battle-action-bar";
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/**
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* Default player attack hitboxes offsets for each direction
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*
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* These hitboxes define the attack areas relative to the player's position
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* for each cardinal direction. They are converted to absolute coordinates
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* when creating the moving hitbox.
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*/
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var DEFAULT_PLAYER_ATTACK_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,
|
|
45
|
+
height: 32
|
|
46
|
+
}
|
|
47
|
+
};
|
|
48
|
+
/**
|
|
49
|
+
* Get knockback force from player's equipped weapon
|
|
50
|
+
*
|
|
51
|
+
* Retrieves the knockbackForce property from the player's equipped weapon.
|
|
52
|
+
* Falls back to DEFAULT_KNOCKBACK.force if no weapon or property is set.
|
|
53
|
+
*
|
|
54
|
+
* @param player - The player to get weapon knockback from
|
|
55
|
+
* @returns Knockback force value
|
|
56
|
+
*
|
|
57
|
+
* @example
|
|
58
|
+
* ```ts
|
|
59
|
+
* // Player with weapon having knockbackForce: 80
|
|
60
|
+
* const force = getPlayerWeaponKnockbackForce(player); // 80
|
|
61
|
+
*
|
|
62
|
+
* // No weapon equipped
|
|
63
|
+
* const force = getPlayerWeaponKnockbackForce(player); // 50 (default)
|
|
64
|
+
* ```
|
|
65
|
+
*/
|
|
66
|
+
function getPlayerWeaponKnockbackForce(player) {
|
|
67
|
+
try {
|
|
68
|
+
const equipments = player.equipments?.() || [];
|
|
69
|
+
for (const item of equipments) {
|
|
70
|
+
const itemData = player.databaseById?.(item.id());
|
|
71
|
+
if (itemData?._type === "weapon" && itemData.knockbackForce !== void 0) return itemData.knockbackForce;
|
|
72
|
+
}
|
|
73
|
+
} catch {}
|
|
74
|
+
return DEFAULT_KNOCKBACK.force;
|
|
75
|
+
}
|
|
76
|
+
/**
|
|
77
|
+
* Apply hit from player to target (event with AI)
|
|
78
|
+
*
|
|
79
|
+
* Handles damage calculation, knockback based on weapon, and visual effects.
|
|
80
|
+
* Can be customized using hooks.
|
|
81
|
+
*
|
|
82
|
+
* @param player - The attacking player
|
|
83
|
+
* @param target - The event being hit
|
|
84
|
+
* @param hooks - Optional hooks for customizing hit behavior
|
|
85
|
+
* @returns Hit result if AI exists, undefined otherwise
|
|
86
|
+
*
|
|
87
|
+
* @example
|
|
88
|
+
* ```ts
|
|
89
|
+
* // Basic hit
|
|
90
|
+
* const result = applyPlayerHitToEvent(player, event);
|
|
91
|
+
*
|
|
92
|
+
* // With custom hooks
|
|
93
|
+
* const result = applyPlayerHitToEvent(player, event, {
|
|
94
|
+
* onBeforeHit(result) {
|
|
95
|
+
* result.knockbackForce *= 2; // Double knockback
|
|
96
|
+
* return result;
|
|
97
|
+
* },
|
|
98
|
+
* onAfterHit(result) {
|
|
99
|
+
* if (result.defeated) {
|
|
100
|
+
* player.gold += 10;
|
|
101
|
+
* }
|
|
102
|
+
* }
|
|
103
|
+
* });
|
|
104
|
+
* ```
|
|
105
|
+
*/
|
|
106
|
+
function applyPlayerHitToEvent(player, target, hooks) {
|
|
107
|
+
const ai = target.battleAi;
|
|
108
|
+
if (!ai) return void 0;
|
|
109
|
+
const knockbackForce = getPlayerWeaponKnockbackForce(player);
|
|
110
|
+
const defeated = ai.takeDamage(player);
|
|
111
|
+
const dx = target.x() - player.x();
|
|
112
|
+
const dy = target.y() - player.y();
|
|
113
|
+
const distance = Math.sqrt(dx * dx + dy * dy);
|
|
114
|
+
let hitResult = {
|
|
115
|
+
damage: 0,
|
|
116
|
+
knockbackForce,
|
|
117
|
+
knockbackDuration: DEFAULT_KNOCKBACK.duration,
|
|
118
|
+
defeated,
|
|
119
|
+
attacker: player,
|
|
120
|
+
target
|
|
121
|
+
};
|
|
122
|
+
if (hooks?.onBeforeHit) {
|
|
123
|
+
const modified = hooks.onBeforeHit(hitResult);
|
|
124
|
+
if (modified) hitResult = modified;
|
|
125
|
+
}
|
|
126
|
+
if (!hitResult.defeated && hitResult.knockbackForce > 0 && distance > 0) {
|
|
127
|
+
const knockbackDirection = {
|
|
128
|
+
x: dx / distance,
|
|
129
|
+
y: dy / distance
|
|
130
|
+
};
|
|
131
|
+
target.knockback(knockbackDirection, hitResult.knockbackForce, hitResult.knockbackDuration);
|
|
132
|
+
}
|
|
133
|
+
if (hooks?.onAfterHit) hooks.onAfterHit(hitResult);
|
|
134
|
+
return hitResult;
|
|
135
|
+
}
|
|
136
|
+
var resolveSignal = (value) => typeof value === "function" ? value() : value;
|
|
137
|
+
var resolveItemData = (player, itemId) => {
|
|
138
|
+
try {
|
|
139
|
+
return player.databaseById?.(itemId);
|
|
140
|
+
} catch {
|
|
141
|
+
return null;
|
|
142
|
+
}
|
|
143
|
+
};
|
|
144
|
+
var resolveSkillData = (player, skillId) => {
|
|
145
|
+
try {
|
|
146
|
+
return player.databaseById?.(skillId);
|
|
147
|
+
} catch {
|
|
148
|
+
return null;
|
|
149
|
+
}
|
|
150
|
+
};
|
|
151
|
+
var resolveSkillTargeting = (player, skillId, options) => {
|
|
152
|
+
const skillsOptions = options.skills;
|
|
153
|
+
const skillData = resolveSkillData(player, skillId);
|
|
154
|
+
if (skillsOptions?.getTargeting) return skillsOptions.getTargeting(skillData);
|
|
155
|
+
const range = skillData?.range ?? skillData?.targeting?.range ?? skillData?.targeting?.distance;
|
|
156
|
+
const aoeMask = skillData?.aoeMask ?? skillData?.targeting?.aoeMask ?? skillData?.targeting?.mask;
|
|
157
|
+
if (range === void 0 && aoeMask === void 0) return null;
|
|
158
|
+
return {
|
|
159
|
+
range: range ?? 0,
|
|
160
|
+
aoeMask
|
|
161
|
+
};
|
|
162
|
+
};
|
|
163
|
+
var normalizeMaskRows = (mask) => {
|
|
164
|
+
if (!mask) return [];
|
|
165
|
+
if (Array.isArray(mask)) return mask;
|
|
166
|
+
return mask.trim().split("\n").map((row) => row.replace(/\r/g, ""));
|
|
167
|
+
};
|
|
168
|
+
var buildActionBarData = (player, options) => {
|
|
169
|
+
return {
|
|
170
|
+
items: (player.items?.() || []).map((item) => {
|
|
171
|
+
const id = item.id?.() ?? item.id;
|
|
172
|
+
const data = resolveItemData(player, id);
|
|
173
|
+
const name = resolveSignal(data?.name) ?? resolveSignal(item.name) ?? id;
|
|
174
|
+
const description = resolveSignal(data?.description) ?? resolveSignal(item.description) ?? "";
|
|
175
|
+
const icon = resolveSignal(data?.icon) ?? resolveSignal(item.icon);
|
|
176
|
+
const quantity = resolveSignal(item.quantity) ?? 1;
|
|
177
|
+
const consumable = resolveSignal(data?.consumable);
|
|
178
|
+
const itemType = resolveSignal(data?._type);
|
|
179
|
+
return {
|
|
180
|
+
id,
|
|
181
|
+
name,
|
|
182
|
+
description,
|
|
183
|
+
icon,
|
|
184
|
+
quantity,
|
|
185
|
+
usable: quantity > 0 && consumable !== false && (itemType ? itemType === "item" : true)
|
|
186
|
+
};
|
|
187
|
+
}),
|
|
188
|
+
skills: (player.skills?.() || []).map((skill) => {
|
|
189
|
+
const id = skill.id?.() ?? skill.id;
|
|
190
|
+
const data = resolveSkillData(player, id) || skill;
|
|
191
|
+
const name = resolveSignal(data?.name) ?? resolveSignal(skill.name) ?? id;
|
|
192
|
+
const description = resolveSignal(data?.description) ?? resolveSignal(skill.description) ?? "";
|
|
193
|
+
const icon = resolveSignal(data?.icon) ?? resolveSignal(skill.icon);
|
|
194
|
+
const spCost = resolveSignal(data?.spCost) ?? resolveSignal(skill.spCost) ?? 0;
|
|
195
|
+
const usable = spCost <= player.sp;
|
|
196
|
+
const targeting = resolveSkillTargeting(player, id, options);
|
|
197
|
+
const skillEntry = {
|
|
198
|
+
id,
|
|
199
|
+
name,
|
|
200
|
+
description,
|
|
201
|
+
icon,
|
|
202
|
+
spCost,
|
|
203
|
+
usable,
|
|
204
|
+
range: targeting?.range ?? 0
|
|
205
|
+
};
|
|
206
|
+
if (targeting) {
|
|
207
|
+
const mask = targeting.aoeMask ?? options.skills?.defaultAoeMask;
|
|
208
|
+
if (mask) skillEntry.aoeMask = normalizeMaskRows(mask);
|
|
209
|
+
}
|
|
210
|
+
return skillEntry;
|
|
211
|
+
})
|
|
212
|
+
};
|
|
213
|
+
};
|
|
214
|
+
var ensureActionBarGui = (player, options) => {
|
|
215
|
+
const gui = player.getGui?.("action-battle-action-bar") || player.gui("action-battle-action-bar");
|
|
216
|
+
if (!gui.__actionBattleReady) {
|
|
217
|
+
gui.__actionBattleReady = true;
|
|
218
|
+
gui.on("useItem", ({ id }) => {
|
|
219
|
+
try {
|
|
220
|
+
player.useItem(id);
|
|
221
|
+
} catch {}
|
|
222
|
+
gui.update(buildActionBarData(player, options));
|
|
223
|
+
});
|
|
224
|
+
gui.on("useSkill", ({ id, target }) => {
|
|
225
|
+
handleActionBattleSkillUse(player, id, target, options);
|
|
226
|
+
gui.update(buildActionBarData(player, options));
|
|
227
|
+
});
|
|
228
|
+
gui.on("refresh", () => {
|
|
229
|
+
gui.update(buildActionBarData(player, options));
|
|
230
|
+
});
|
|
231
|
+
}
|
|
232
|
+
return gui;
|
|
233
|
+
};
|
|
234
|
+
var openActionBattleActionBar = (player, rawOptions = {}) => {
|
|
235
|
+
const options = normalizeActionBattleOptions(rawOptions);
|
|
236
|
+
ensureActionBarGui(player, options).open(buildActionBarData(player, options));
|
|
237
|
+
};
|
|
238
|
+
var updateActionBattleActionBar = (player, rawOptions = {}) => {
|
|
239
|
+
const options = normalizeActionBattleOptions(rawOptions);
|
|
240
|
+
const gui = player.getGui?.(ACTION_BATTLE_ACTION_BAR_GUI_ID);
|
|
241
|
+
if (gui) gui.update(buildActionBarData(player, options));
|
|
242
|
+
};
|
|
243
|
+
var getTileSize = (map) => ({
|
|
244
|
+
width: map?.tileWidth ?? 32,
|
|
245
|
+
height: map?.tileHeight ?? 32
|
|
246
|
+
});
|
|
247
|
+
var getEntityTile = (entity, tileSize) => {
|
|
248
|
+
const hitbox = entity.hitbox?.() || {
|
|
249
|
+
w: tileSize.width,
|
|
250
|
+
h: tileSize.height
|
|
251
|
+
};
|
|
252
|
+
return {
|
|
253
|
+
x: Math.floor((entity.x() + hitbox.w / 2) / tileSize.width),
|
|
254
|
+
y: Math.floor((entity.y() + hitbox.h / 2) / tileSize.height)
|
|
255
|
+
};
|
|
256
|
+
};
|
|
257
|
+
var handleActionBattleSkillUse = (player, skillId, target, options) => {
|
|
258
|
+
const skillData = resolveSkillData(player, skillId);
|
|
259
|
+
const map = player.getCurrentMap();
|
|
260
|
+
if (!map) {
|
|
261
|
+
playActionBattleAnimation("castSkill", player, options.animations, { skill: skillData });
|
|
262
|
+
player.useSkill(skillId);
|
|
263
|
+
return;
|
|
264
|
+
}
|
|
265
|
+
const targeting = resolveSkillTargeting(player, skillId, options);
|
|
266
|
+
if (!targeting || !target) {
|
|
267
|
+
playActionBattleAnimation("castSkill", player, options.animations, { skill: skillData });
|
|
268
|
+
player.useSkill(skillId);
|
|
269
|
+
return;
|
|
270
|
+
}
|
|
271
|
+
const tileSize = getTileSize(map);
|
|
272
|
+
const origin = getEntityTile(player, tileSize);
|
|
273
|
+
const targetTile = {
|
|
274
|
+
x: target.x,
|
|
275
|
+
y: target.y
|
|
276
|
+
};
|
|
277
|
+
if (manhattanDistance(origin, targetTile) > targeting.range) return;
|
|
278
|
+
const mask = parseAoeMask(targeting.aoeMask || options.skills?.defaultAoeMask);
|
|
279
|
+
const affected = /* @__PURE__ */ new Set();
|
|
280
|
+
mask.cells.forEach((cell) => {
|
|
281
|
+
const x = targetTile.x + cell.dx;
|
|
282
|
+
const y = targetTile.y + cell.dy;
|
|
283
|
+
affected.add(`${x},${y}`);
|
|
284
|
+
});
|
|
285
|
+
const targets = [];
|
|
286
|
+
const affects = options.targeting?.affects || "events";
|
|
287
|
+
if (affects === "events" || affects === "both") map.getEvents().forEach((event) => {
|
|
288
|
+
const tile = getEntityTile(event, tileSize);
|
|
289
|
+
if (affected.has(`${tile.x},${tile.y}`)) targets.push(event);
|
|
290
|
+
});
|
|
291
|
+
if (affects === "players" || affects === "both") map.getPlayers().forEach((other) => {
|
|
292
|
+
if (other.id === player.id) return;
|
|
293
|
+
const tile = getEntityTile(other, tileSize);
|
|
294
|
+
if (affected.has(`${tile.x},${tile.y}`)) targets.push(other);
|
|
295
|
+
});
|
|
296
|
+
if (!options.targeting?.allowEmptyTarget && targets.length === 0) return;
|
|
297
|
+
playActionBattleAnimation("castSkill", player, options.animations, {
|
|
298
|
+
skill: skillData,
|
|
299
|
+
target: targets[0]
|
|
300
|
+
});
|
|
301
|
+
player.useSkill(skillId, targets);
|
|
302
|
+
};
|
|
303
|
+
var createActionBattleServer = (rawOptions = {}) => {
|
|
304
|
+
const options = normalizeActionBattleOptions(rawOptions);
|
|
305
|
+
setActionBattleOptions(options);
|
|
306
|
+
return defineModule({
|
|
307
|
+
player: {
|
|
308
|
+
/**
|
|
309
|
+
* Handle player input for combat actions
|
|
310
|
+
*
|
|
311
|
+
* When a player presses the action key, create an attack hitbox
|
|
312
|
+
* that can damage AI enemies within range and knockback the event.
|
|
313
|
+
* Knockback force is based on the player's equipped weapon.
|
|
314
|
+
* Triggers attack animation and visual effects.
|
|
315
|
+
*
|
|
316
|
+
* @param player - The player performing the action
|
|
317
|
+
* @param input - Input data containing pressed keys
|
|
318
|
+
*/
|
|
319
|
+
onInput(player, input) {
|
|
320
|
+
if (input.action == Control.Action) {
|
|
321
|
+
playActionBattleAnimation("attack", player, options.animations);
|
|
322
|
+
const playerX = player.x();
|
|
323
|
+
const playerY = player.y();
|
|
324
|
+
const hitboxConfig = DEFAULT_PLAYER_ATTACK_HITBOXES[player.getDirection()] || DEFAULT_PLAYER_ATTACK_HITBOXES.default;
|
|
325
|
+
const hitboxes = [{
|
|
326
|
+
x: playerX + hitboxConfig.offsetX,
|
|
327
|
+
y: playerY + hitboxConfig.offsetY,
|
|
328
|
+
width: hitboxConfig.width,
|
|
329
|
+
height: hitboxConfig.height
|
|
330
|
+
}];
|
|
331
|
+
player.getCurrentMap()?.createMovingHitbox(hitboxes, { speed: 3 }).subscribe({ next(hits) {
|
|
332
|
+
hits.forEach((hit) => {
|
|
333
|
+
if (hit instanceof RpgEvent) {
|
|
334
|
+
if (applyPlayerHitToEvent(player, hit)?.defeated) console.log(`Player ${player.id} defeated AI ${hit.id}`);
|
|
335
|
+
}
|
|
336
|
+
});
|
|
337
|
+
} });
|
|
338
|
+
}
|
|
339
|
+
},
|
|
340
|
+
onConnected(player) {
|
|
341
|
+
if (options.ui?.actionBar?.enabled && options.ui?.actionBar?.autoOpen) openActionBattleActionBar(player, options);
|
|
342
|
+
}
|
|
343
|
+
},
|
|
344
|
+
event: {
|
|
345
|
+
/**
|
|
346
|
+
* Handle player detection when entering AI vision
|
|
347
|
+
*
|
|
348
|
+
* Called when a player enters an AI event's vision range.
|
|
349
|
+
* The AI will start pursuing and attacking the player.
|
|
350
|
+
*
|
|
351
|
+
* @param event - The AI event
|
|
352
|
+
* @param player - The player entering vision
|
|
353
|
+
* @param shape - The vision shape
|
|
354
|
+
*/
|
|
355
|
+
onDetectInShape(event, player, shape) {
|
|
356
|
+
event.battleAi?.onDetectInShape(player, shape);
|
|
357
|
+
},
|
|
358
|
+
/**
|
|
359
|
+
* Handle player leaving AI vision
|
|
360
|
+
*
|
|
361
|
+
* Called when a player leaves an AI event's vision range.
|
|
362
|
+
* The AI will stop pursuing the player.
|
|
363
|
+
*
|
|
364
|
+
* @param event - The AI event
|
|
365
|
+
* @param player - The player leaving vision
|
|
366
|
+
* @param shape - The vision shape
|
|
367
|
+
*/
|
|
368
|
+
onDetectOutShape(event, player, shape) {
|
|
369
|
+
event.battleAi?.onDetectOutShape(player, shape);
|
|
370
|
+
}
|
|
371
|
+
}
|
|
372
|
+
});
|
|
373
|
+
};
|
|
374
|
+
createActionBattleServer();
|
|
375
|
+
//#endregion
|
|
376
|
+
export { ACTION_BATTLE_ACTION_BAR_GUI_ID, DEFAULT_PLAYER_ATTACK_HITBOXES, applyPlayerHitToEvent, createActionBattleServer, getPlayerWeaponKnockbackForce, openActionBattleActionBar, updateActionBattleActionBar };
|