@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.
@@ -1,30 +1,37 @@
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- const normalizeMaskRows = (mask) => {
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- if (!mask) return ["#"];
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- if (Array.isArray(mask)) return mask;
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- return mask.trim().split("\n").map((row) => row.replace(/\r/g, ""));
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+ //#region src/targeting.ts
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+ var normalizeMaskRows = (mask) => {
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+ if (!mask) return ["#"];
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+ if (Array.isArray(mask)) return mask;
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+ return mask.trim().split("\n").map((row) => row.replace(/\r/g, ""));
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  };
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- const parseAoeMask = (mask) => {
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- const rows = normalizeMaskRows(mask);
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- const height = rows.length;
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- const width = rows.reduce((max, row) => Math.max(max, row.length), 0);
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- const centerX = Math.floor(width / 2);
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- const centerY = Math.floor(height / 2);
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- const cells = [];
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- rows.forEach((row, y) => {
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- for (let x = 0; x < row.length; x++) {
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- const char = row[x];
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- if (char && char !== "." && char !== " ") {
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- cells.push({ dx: x - centerX, dy: y - centerY });
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- }
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- }
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- });
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- if (cells.length === 0) {
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- cells.push({ dx: 0, dy: 0 });
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- }
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- return { width, height, centerX, centerY, cells };
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- };
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- const manhattanDistance = (a, b) => Math.abs(a.x - b.x) + Math.abs(a.y - b.y);
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- export {
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- manhattanDistance,
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- parseAoeMask
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+ var parseAoeMask = (mask) => {
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+ const rows = normalizeMaskRows(mask);
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+ const height = rows.length;
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+ const width = rows.reduce((max, row) => Math.max(max, row.length), 0);
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+ const centerX = Math.floor(width / 2);
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+ const centerY = Math.floor(height / 2);
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+ const cells = [];
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+ rows.forEach((row, y) => {
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+ for (let x = 0; x < row.length; x++) {
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+ const char = row[x];
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+ if (char && char !== "." && char !== " ") cells.push({
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+ dx: x - centerX,
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+ dy: y - centerY
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+ });
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+ }
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+ });
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+ if (cells.length === 0) cells.push({
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+ dx: 0,
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+ dy: 0
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+ });
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+ return {
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+ width,
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+ height,
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+ centerX,
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+ centerY,
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+ cells
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+ };
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  };
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+ var manhattanDistance = (a, b) => Math.abs(a.x - b.x) + Math.abs(a.y - b.y);
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+ //#endregion
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+ export { manhattanDistance, parseAoeMask };
@@ -0,0 +1,376 @@
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+ import { playActionBattleAnimation } from "./index2.js";
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+ import { normalizeActionBattleOptions, setActionBattleOptions } from "./index3.js";
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+ import { DEFAULT_KNOCKBACK } from "./index4.js";
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+ import { manhattanDistance, parseAoeMask } from "./index5.js";
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+ import { RpgEvent } from "@rpgjs/server";
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+ import { Control, defineModule } from "@rpgjs/common";
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+ //#region src/server.ts
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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,
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+ height: 32
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+ }
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+ };
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+ /**
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+ * Get knockback force from player's equipped weapon
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+ *
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+ * Retrieves the knockbackForce property from the player's equipped weapon.
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+ * Falls back to DEFAULT_KNOCKBACK.force if no weapon or property is set.
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+ *
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+ * @param player - The player to get weapon knockback from
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+ * @returns Knockback force value
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+ *
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+ * @example
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+ * ```ts
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+ * // Player with weapon having knockbackForce: 80
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+ * const force = getPlayerWeaponKnockbackForce(player); // 80
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+ *
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+ * // No weapon equipped
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+ * const force = getPlayerWeaponKnockbackForce(player); // 50 (default)
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+ * ```
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+ */
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+ function getPlayerWeaponKnockbackForce(player) {
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+ try {
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+ const equipments = player.equipments?.() || [];
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+ for (const item of equipments) {
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+ const itemData = player.databaseById?.(item.id());
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+ if (itemData?._type === "weapon" && itemData.knockbackForce !== void 0) return itemData.knockbackForce;
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+ }
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+ } catch {}
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+ return DEFAULT_KNOCKBACK.force;
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+ }
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+ /**
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+ * Apply hit from player to target (event with AI)
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+ *
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+ * Handles damage calculation, knockback based on weapon, and visual effects.
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+ * Can be customized using hooks.
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+ *
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+ * @param player - The attacking player
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+ * @param target - The event being hit
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+ * @param hooks - Optional hooks for customizing hit behavior
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+ * @returns Hit result if AI exists, undefined otherwise
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+ *
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+ * @example
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+ * ```ts
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+ * // Basic hit
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+ * const result = applyPlayerHitToEvent(player, event);
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+ *
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+ * // With custom hooks
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+ * const result = applyPlayerHitToEvent(player, event, {
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+ * onBeforeHit(result) {
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+ * result.knockbackForce *= 2; // Double knockback
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+ * return result;
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+ * },
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+ * onAfterHit(result) {
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+ * if (result.defeated) {
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+ * player.gold += 10;
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+ * }
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+ * }
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+ * });
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+ * ```
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+ */
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+ function applyPlayerHitToEvent(player, target, hooks) {
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+ const ai = target.battleAi;
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+ if (!ai) return void 0;
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+ const knockbackForce = getPlayerWeaponKnockbackForce(player);
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+ const defeated = ai.takeDamage(player);
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+ const dx = target.x() - player.x();
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+ const dy = target.y() - player.y();
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+ const distance = Math.sqrt(dx * dx + dy * dy);
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+ let hitResult = {
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+ damage: 0,
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+ knockbackForce,
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+ knockbackDuration: DEFAULT_KNOCKBACK.duration,
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+ defeated,
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+ attacker: player,
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+ target
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+ };
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+ if (hooks?.onBeforeHit) {
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+ const modified = hooks.onBeforeHit(hitResult);
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+ if (modified) hitResult = modified;
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+ }
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+ if (!hitResult.defeated && hitResult.knockbackForce > 0 && distance > 0) {
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+ const knockbackDirection = {
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+ x: dx / distance,
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+ y: dy / distance
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+ };
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+ target.knockback(knockbackDirection, hitResult.knockbackForce, hitResult.knockbackDuration);
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+ }
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+ if (hooks?.onAfterHit) hooks.onAfterHit(hitResult);
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+ return hitResult;
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+ }
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+ var resolveSignal = (value) => typeof value === "function" ? value() : value;
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+ var resolveItemData = (player, itemId) => {
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+ try {
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+ return player.databaseById?.(itemId);
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+ } catch {
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+ return null;
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+ }
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+ };
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+ var resolveSkillData = (player, skillId) => {
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+ try {
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+ return player.databaseById?.(skillId);
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+ } catch {
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+ return null;
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+ }
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+ };
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+ var resolveSkillTargeting = (player, skillId, options) => {
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+ const skillsOptions = options.skills;
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+ const skillData = resolveSkillData(player, skillId);
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+ if (skillsOptions?.getTargeting) return skillsOptions.getTargeting(skillData);
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+ const range = skillData?.range ?? skillData?.targeting?.range ?? skillData?.targeting?.distance;
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+ const aoeMask = skillData?.aoeMask ?? skillData?.targeting?.aoeMask ?? skillData?.targeting?.mask;
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+ if (range === void 0 && aoeMask === void 0) return null;
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+ return {
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+ range: range ?? 0,
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+ aoeMask
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+ };
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+ };
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+ var normalizeMaskRows = (mask) => {
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+ if (!mask) return [];
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+ if (Array.isArray(mask)) return mask;
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+ return mask.trim().split("\n").map((row) => row.replace(/\r/g, ""));
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+ };
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+ var buildActionBarData = (player, options) => {
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+ return {
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+ items: (player.items?.() || []).map((item) => {
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+ const id = item.id?.() ?? item.id;
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+ const data = resolveItemData(player, id);
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+ const name = resolveSignal(data?.name) ?? resolveSignal(item.name) ?? id;
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+ const description = resolveSignal(data?.description) ?? resolveSignal(item.description) ?? "";
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+ const icon = resolveSignal(data?.icon) ?? resolveSignal(item.icon);
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+ const quantity = resolveSignal(item.quantity) ?? 1;
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+ const consumable = resolveSignal(data?.consumable);
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+ const itemType = resolveSignal(data?._type);
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+ return {
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+ id,
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+ name,
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+ description,
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+ icon,
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+ quantity,
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+ usable: quantity > 0 && consumable !== false && (itemType ? itemType === "item" : true)
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+ };
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+ }),
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+ skills: (player.skills?.() || []).map((skill) => {
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+ const id = skill.id?.() ?? skill.id;
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+ const data = resolveSkillData(player, id) || skill;
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+ const name = resolveSignal(data?.name) ?? resolveSignal(skill.name) ?? id;
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+ const description = resolveSignal(data?.description) ?? resolveSignal(skill.description) ?? "";
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+ const icon = resolveSignal(data?.icon) ?? resolveSignal(skill.icon);
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+ const spCost = resolveSignal(data?.spCost) ?? resolveSignal(skill.spCost) ?? 0;
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+ const usable = spCost <= player.sp;
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+ const targeting = resolveSkillTargeting(player, id, options);
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+ const skillEntry = {
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+ id,
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+ name,
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+ description,
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+ icon,
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+ spCost,
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+ usable,
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+ range: targeting?.range ?? 0
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+ };
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+ if (targeting) {
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+ const mask = targeting.aoeMask ?? options.skills?.defaultAoeMask;
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+ if (mask) skillEntry.aoeMask = normalizeMaskRows(mask);
209
+ }
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+ return skillEntry;
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+ })
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+ };
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+ };
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+ var ensureActionBarGui = (player, options) => {
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+ const gui = player.getGui?.("action-battle-action-bar") || player.gui("action-battle-action-bar");
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+ if (!gui.__actionBattleReady) {
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+ gui.__actionBattleReady = true;
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+ gui.on("useItem", ({ id }) => {
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+ try {
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+ player.useItem(id);
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+ } catch {}
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+ gui.update(buildActionBarData(player, options));
223
+ });
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+ gui.on("useSkill", ({ id, target }) => {
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+ handleActionBattleSkillUse(player, id, target, options);
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+ gui.update(buildActionBarData(player, options));
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+ });
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+ gui.on("refresh", () => {
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+ gui.update(buildActionBarData(player, options));
230
+ });
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+ }
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+ return gui;
233
+ };
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+ var openActionBattleActionBar = (player, rawOptions = {}) => {
235
+ const options = normalizeActionBattleOptions(rawOptions);
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+ ensureActionBarGui(player, options).open(buildActionBarData(player, options));
237
+ };
238
+ var updateActionBattleActionBar = (player, rawOptions = {}) => {
239
+ const options = normalizeActionBattleOptions(rawOptions);
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+ 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,
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+ h: tileSize.height
251
+ };
252
+ return {
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+ 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,
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+ 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
+ var server_default = createActionBattleServer();
375
+ //#endregion
376
+ export { ACTION_BATTLE_ACTION_BAR_GUI_ID, DEFAULT_PLAYER_ATTACK_HITBOXES, applyPlayerHitToEvent, createActionBattleServer, server_default as default, getPlayerWeaponKnockbackForce, openActionBattleActionBar, updateActionBattleActionBar };
package/dist/server.d.ts CHANGED
@@ -1,4 +1,4 @@
1
- import { RpgEvent, RpgPlayer } from '@rpgjs/server';
1
+ import { RpgEvent, RpgPlayer, RpgServer } from '@rpgjs/server';
2
2
  import { HitResult, ApplyHitHooks } from './ai.server';
3
3
  import { ActionBattleOptions } from './types';
4
4
  export declare const ACTION_BATTLE_ACTION_BAR_GUI_ID = "action-battle-action-bar";
@@ -93,6 +93,6 @@ export declare function getPlayerWeaponKnockbackForce(player: RpgPlayer): number
93
93
  export declare function applyPlayerHitToEvent(player: RpgPlayer, target: RpgEvent, hooks?: ApplyHitHooks): HitResult | undefined;
94
94
  export declare const openActionBattleActionBar: (player: RpgPlayer, rawOptions?: ActionBattleOptions) => void;
95
95
  export declare const updateActionBattleActionBar: (player: RpgPlayer, rawOptions?: ActionBattleOptions) => void;
96
- export declare const createActionBattleServer: (rawOptions?: ActionBattleOptions) => any;
97
- declare const _default: any;
96
+ export declare const createActionBattleServer: (rawOptions?: ActionBattleOptions) => RpgServer;
97
+ declare const _default: RpgServer;
98
98
  export default _default;
@@ -9,9 +9,9 @@ export interface ActionBattleTargetingState {
9
9
  };
10
10
  aoeMask: string[] | string;
11
11
  }
12
- export declare const actionBattleUiOptions: any;
13
- export declare const actionBattleSkillOptions: any;
14
- export declare const actionBattleTargetingState: any;
12
+ export declare const actionBattleUiOptions: import('canvasengine').WritableObjectSignal<import('..').ActionBattleUiOptions>;
13
+ export declare const actionBattleSkillOptions: import('canvasengine').WritableObjectSignal<import('../types').ActionBattleSkillOptions>;
14
+ export declare const actionBattleTargetingState: import('canvasengine').WritableObjectSignal<ActionBattleTargetingState>;
15
15
  export declare const setActionBattleOptions: (options?: ActionBattleOptions) => void;
16
16
  export declare const startTargeting: (skill: ActionBattleActionBarSkill) => void;
17
17
  export declare const stopTargeting: () => void;
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@rpgjs/action-battle",
3
- "version": "5.0.0-beta.1",
3
+ "version": "5.0.0-beta.3",
4
4
  "main": "dist/index.js",
5
5
  "types": "dist/index.d.ts",
6
6
  "exports": {
@@ -23,10 +23,10 @@
23
23
  "description": "RPGJS is a framework for creating RPG/MMORPG games",
24
24
  "peerDependencies": {
25
25
  "@canvasengine/presets": "*",
26
- "@rpgjs/client": "5.0.0-beta.1",
27
- "@rpgjs/common": "5.0.0-beta.1",
28
- "@rpgjs/server": "5.0.0-beta.1",
29
- "@rpgjs/vite": "5.0.0-beta.1",
26
+ "@rpgjs/client": "5.0.0-beta.3",
27
+ "@rpgjs/common": "5.0.0-beta.3",
28
+ "@rpgjs/server": "5.0.0-beta.3",
29
+ "@rpgjs/vite": "5.0.0-beta.3",
30
30
  "canvasengine": "*"
31
31
  },
32
32
  "publishConfig": {
package/src/ai.server.ts CHANGED
@@ -1,9 +1,41 @@
1
1
  import { MAXHP, RpgEvent, RpgPlayer } from "@rpgjs/server";
2
+ import {
3
+ getActionBattleAnimationRemovalDelay,
4
+ playActionBattleAnimation,
5
+ } from "./animations";
6
+ import { getActionBattleOptions } from "./config";
7
+ import type { ActionBattleAnimationOptions } from "./types";
2
8
 
3
9
  type RpgEventWithBattleAi = RpgEvent & {
4
10
  battleAi: BattleAi;
5
11
  };
6
12
 
13
+ export interface BattleAiOptions {
14
+ enemyType?: EnemyType;
15
+ attackCooldown?: number;
16
+ visionRange?: number;
17
+ attackRange?: number;
18
+ dodgeChance?: number;
19
+ dodgeCooldown?: number;
20
+ fleeThreshold?: number;
21
+ attackSkill?: any;
22
+ attackPatterns?: AttackPattern[];
23
+ patrolWaypoints?: Array<{ x: number; y: number }>;
24
+ groupBehavior?: boolean;
25
+ moveToCooldown?: number;
26
+ retreatCooldown?: number;
27
+ behavior?: {
28
+ baseScore?: number;
29
+ updateInterval?: number;
30
+ minStateDuration?: number;
31
+ assaultThreshold?: number;
32
+ retreatThreshold?: number;
33
+ };
34
+ animations?: ActionBattleAnimationOptions;
35
+ /** Callback called when the AI is defeated */
36
+ onDefeated?: (event: RpgEvent, attacker?: RpgPlayer) => void;
37
+ }
38
+
7
39
  /**
8
40
  * Hit result data returned after applying damage
9
41
  *
@@ -258,6 +290,7 @@ export class BattleAi {
258
290
  // Attack configuration
259
291
  private attackSkill: any | null; // Skill to use for attacks
260
292
  private attackPatterns: AttackPattern[];
293
+ private animations?: ActionBattleAnimationOptions;
261
294
  private comboCount: number = 0;
262
295
  private comboMax: number = 3;
263
296
  private chargingAttack: boolean = false;
@@ -327,30 +360,7 @@ export class BattleAi {
327
360
  */
328
361
  constructor(
329
362
  event: RpgEventWithBattleAi,
330
- options: {
331
- enemyType?: EnemyType;
332
- attackCooldown?: number;
333
- visionRange?: number;
334
- attackRange?: number;
335
- dodgeChance?: number;
336
- dodgeCooldown?: number;
337
- fleeThreshold?: number;
338
- attackSkill?: any;
339
- attackPatterns?: AttackPattern[];
340
- patrolWaypoints?: Array<{ x: number; y: number }>;
341
- groupBehavior?: boolean;
342
- moveToCooldown?: number;
343
- retreatCooldown?: number;
344
- behavior?: {
345
- baseScore?: number;
346
- updateInterval?: number;
347
- minStateDuration?: number;
348
- assaultThreshold?: number;
349
- retreatThreshold?: number;
350
- };
351
- /** Callback called when the AI is defeated */
352
- onDefeated?: (event: RpgEvent, attacker?: RpgPlayer) => void;
353
- } = {}
363
+ options: BattleAiOptions = {}
354
364
  ) {
355
365
  event.battleAi = this;
356
366
  this.event = event;
@@ -361,6 +371,10 @@ export class BattleAi {
361
371
 
362
372
  // Store attack skill reference
363
373
  this.attackSkill = options.attackSkill || null;
374
+ this.animations = {
375
+ ...getActionBattleOptions().animations,
376
+ ...options.animations,
377
+ };
364
378
 
365
379
  // Initialize attack patterns
366
380
  this.attackPatterns = options.attackPatterns || [
@@ -867,11 +881,17 @@ export class BattleAi {
867
881
  if (!this.target) return;
868
882
 
869
883
  this.faceTarget();
870
- this.event.setGraphicAnimation('attack', 1);
884
+ playActionBattleAnimation("attack", this.event, this.animations, {
885
+ target: this.target,
886
+ });
871
887
 
872
888
  // Use skill if available
873
889
  if (this.attackSkill) {
874
890
  try {
891
+ playActionBattleAnimation("castSkill", this.event, this.animations, {
892
+ skill: this.attackSkill,
893
+ target: this.target,
894
+ });
875
895
  this.event.useSkill(this.attackSkill, this.target);
876
896
  } catch (e) {
877
897
  // Skill failed (no SP, etc.) - fall back to basic attack
@@ -1066,7 +1086,15 @@ export class BattleAi {
1066
1086
 
1067
1087
  this.chargingAttack = true;
1068
1088
  this.faceTarget();
1069
- this.event.setGraphicAnimation('attack', 2);
1089
+ playActionBattleAnimation(
1090
+ "attack",
1091
+ this.event,
1092
+ this.animations,
1093
+ {
1094
+ target: this.target,
1095
+ },
1096
+ { repeat: 2 }
1097
+ );
1070
1098
 
1071
1099
  setTimeout(() => {
1072
1100
  if (!this.target || this.state !== AiState.Combat) {
@@ -1077,6 +1105,10 @@ export class BattleAi {
1077
1105
  // Charged attacks can use a stronger skill or wider hitbox
1078
1106
  if (this.attackSkill) {
1079
1107
  try {
1108
+ playActionBattleAnimation("castSkill", this.event, this.animations, {
1109
+ skill: this.attackSkill,
1110
+ target: this.target,
1111
+ });
1080
1112
  this.event.useSkill(this.attackSkill, this.target);
1081
1113
  } catch (e) {
1082
1114
  this.performBasicHitbox();
@@ -1093,7 +1125,9 @@ export class BattleAi {
1093
1125
  * Perform zone attack (360 degrees)
1094
1126
  */
1095
1127
  private performZoneAttack() {
1096
- this.event.setGraphicAnimation('attack', 1);
1128
+ playActionBattleAnimation("attack", this.event, this.animations, {
1129
+ target: this.target ?? undefined,
1130
+ });
1097
1131
 
1098
1132
  const eventX = this.event.x();
1099
1133
  const eventY = this.event.y();
@@ -1439,6 +1473,9 @@ export class BattleAi {
1439
1473
  cycles: 1
1440
1474
  });
1441
1475
  this.event.showHit(`-${damage}`);
1476
+ playActionBattleAnimation("hurt", this.event, this.animations, {
1477
+ attacker,
1478
+ });
1442
1479
 
1443
1480
  // Track damage
1444
1481
  this.recentDamageTaken += damage;
@@ -1468,13 +1505,27 @@ export class BattleAi {
1468
1505
  * and removes the event from the map.
1469
1506
  */
1470
1507
  private kill(attacker?: RpgPlayer) {
1508
+ const dieAnimation = playActionBattleAnimation(
1509
+ "die",
1510
+ this.event,
1511
+ this.animations,
1512
+ {
1513
+ attacker,
1514
+ }
1515
+ );
1516
+ const removeDelay = getActionBattleAnimationRemovalDelay(dieAnimation);
1517
+
1471
1518
  // Call onDefeated hook before cleanup
1472
1519
  if (this.onDefeatedCallback) {
1473
1520
  this.onDefeatedCallback(this.event, attacker);
1474
1521
  }
1475
1522
 
1476
1523
  this.destroy();
1477
- this.event.remove();
1524
+ if (removeDelay > 0) {
1525
+ setTimeout(() => this.event.remove(), removeDelay);
1526
+ } else {
1527
+ this.event.remove();
1528
+ }
1478
1529
  }
1479
1530
 
1480
1531
  /**