@rpgjs/action-battle 5.0.0-beta.2 → 5.0.0-beta.4
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/README.md +137 -0
- package/dist/ai.server.d.ts +8 -1
- package/dist/client/index.js +19 -31
- package/dist/client/index10.js +142 -29
- package/dist/client/index11.js +25 -0
- package/dist/client/index12.js +1222 -0
- package/dist/client/index13.js +46 -0
- package/dist/client/index14.js +10 -0
- package/dist/client/index15.js +448 -0
- package/dist/client/index2.js +93 -46
- package/dist/client/index3.js +82 -1329
- package/dist/client/index4.js +305 -344
- package/dist/client/index5.js +36 -291
- package/dist/client/index6.js +99 -95
- package/dist/client/index7.js +78 -61
- package/dist/client/index8.js +57 -65
- package/dist/client/index9.js +97 -62
- package/dist/client.d.ts +3 -2
- package/dist/core/context.d.ts +5 -0
- package/dist/core/defaults.d.ts +81 -0
- package/dist/core/hit.d.ts +2 -0
- package/dist/enemies/factory.d.ts +7 -0
- package/dist/index.d.ts +9 -4
- package/dist/server/index.js +18 -31
- package/dist/server/index10.js +10 -0
- package/dist/server/index2.js +59 -345
- package/dist/server/index3.js +92 -1329
- package/dist/server/index4.js +141 -67
- package/dist/server/index5.js +24 -29
- package/dist/server/index6.js +1219 -62
- package/dist/server/index7.js +37 -0
- package/dist/server/index8.js +46 -0
- package/dist/server/index9.js +447 -0
- package/dist/server.d.ts +5 -3
- package/dist/ui/state.d.ts +20 -3
- package/package.json +5 -5
- package/src/ai.server.ts +91 -24
- package/src/animations.ts +43 -4
- package/src/canvas-engine-shim.ts +4 -0
- package/src/client.ts +122 -2
- package/src/components/action-bar.ce +5 -3
- package/src/components/attack-preview.ce +90 -0
- package/src/config.ts +30 -0
- package/src/core/context.ts +35 -0
- package/src/core/contracts.ts +123 -0
- package/src/core/defaults.ts +162 -0
- package/src/core/hit.spec.ts +58 -0
- package/src/core/hit.ts +66 -0
- package/src/enemies/factory.ts +25 -0
- package/src/index.ts +40 -0
- package/src/server.ts +235 -71
- package/src/targeting.spec.ts +24 -0
- package/src/types/canvas-engine.d.ts +4 -0
- package/src/types.ts +46 -1
- package/src/ui/state.ts +57 -0
package/dist/server/index4.js
CHANGED
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autoOpen: false,
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mode: "both"
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},
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targeting: {
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enabled: true,
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showGrid: true,
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colors: {
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area: 3120887,
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edge: 1796760,
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cursor: 16765286
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}
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}
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},
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skills: {
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defaultAoeMask: ["#"]
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},
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targeting: {
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affects: "events",
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allowEmptyTarget: true
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},
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animations: {}
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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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...options.ui?.actionBar
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},
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targeting: {
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...DEFAULT_ACTION_BATTLE_OPTIONS.ui?.targeting,
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...options.ui?.targeting,
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colors: {
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...DEFAULT_ACTION_BATTLE_OPTIONS.ui?.targeting?.colors,
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...options.ui?.targeting?.colors
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}
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}
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},
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skills: {
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...DEFAULT_ACTION_BATTLE_OPTIONS.skills,
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...options.skills
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},
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targeting: {
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...DEFAULT_ACTION_BATTLE_OPTIONS.targeting,
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...options.targeting
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},
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animations: {
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...DEFAULT_ACTION_BATTLE_OPTIONS.animations,
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...options.animations
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}
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};
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}
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function setActionBattleOptions(options) {
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currentActionBattleOptions = options;
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}
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function getActionBattleOptions() {
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return currentActionBattleOptions;
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}
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export {
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DEFAULT_ACTION_BATTLE_OPTIONS,
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getActionBattleOptions,
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normalizeActionBattleOptions,
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setActionBattleOptions
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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)),
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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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};
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var defaultActionBattleSystems = {
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combat: defaultCombatSystem,
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ai: { behaviors: defaultEnemyBehaviors }
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};
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//#endregion
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export { DEFAULT_ZELDA_PLAYER_HITBOXES, createDefaultPlayerHitboxResolver, defaultActionBattleSystems, defaultCombatSystem, defaultEnemyBehaviors, defaultKnockbackResolver, defaultRpgjsDamageResolver };
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package/dist/server/index5.js
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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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import { defaultActionBattleSystems } from "./index4.js";
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//#region src/core/context.ts
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var mergeSystems = (options = {}) => ({
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combat: {
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...defaultActionBattleSystems.combat,
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resolveDamage: options.systems?.combat?.damage ?? defaultActionBattleSystems.combat.resolveDamage,
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resolveKnockback: options.systems?.combat?.knockback ?? defaultActionBattleSystems.combat.resolveKnockback,
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hooks: {
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...defaultActionBattleSystems.combat.hooks,
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...options.systems?.combat?.hooks
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}
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},
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ai: { behaviors: {
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...defaultActionBattleSystems.ai.behaviors,
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...options.systems?.ai?.behaviors
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} }
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});
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var currentActionBattleSystems = mergeSystems();
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var setActionBattleSystems = (options = {}) => {
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currentActionBattleSystems = mergeSystems(options);
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};
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var getActionBattleSystems = () => currentActionBattleSystems;
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var createActionBattleSystems = mergeSystems;
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//#endregion
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export { createActionBattleSystems, getActionBattleSystems, setActionBattleSystems };
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