@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.
Files changed (55) hide show
  1. package/README.md +137 -0
  2. package/dist/ai.server.d.ts +8 -1
  3. package/dist/client/index.js +19 -31
  4. package/dist/client/index10.js +142 -29
  5. package/dist/client/index11.js +25 -0
  6. package/dist/client/index12.js +1222 -0
  7. package/dist/client/index13.js +46 -0
  8. package/dist/client/index14.js +10 -0
  9. package/dist/client/index15.js +448 -0
  10. package/dist/client/index2.js +93 -46
  11. package/dist/client/index3.js +82 -1329
  12. package/dist/client/index4.js +305 -344
  13. package/dist/client/index5.js +36 -291
  14. package/dist/client/index6.js +99 -95
  15. package/dist/client/index7.js +78 -61
  16. package/dist/client/index8.js +57 -65
  17. package/dist/client/index9.js +97 -62
  18. package/dist/client.d.ts +3 -2
  19. package/dist/core/context.d.ts +5 -0
  20. package/dist/core/defaults.d.ts +81 -0
  21. package/dist/core/hit.d.ts +2 -0
  22. package/dist/enemies/factory.d.ts +7 -0
  23. package/dist/index.d.ts +9 -4
  24. package/dist/server/index.js +18 -31
  25. package/dist/server/index10.js +10 -0
  26. package/dist/server/index2.js +59 -345
  27. package/dist/server/index3.js +92 -1329
  28. package/dist/server/index4.js +141 -67
  29. package/dist/server/index5.js +24 -29
  30. package/dist/server/index6.js +1219 -62
  31. package/dist/server/index7.js +37 -0
  32. package/dist/server/index8.js +46 -0
  33. package/dist/server/index9.js +447 -0
  34. package/dist/server.d.ts +5 -3
  35. package/dist/ui/state.d.ts +20 -3
  36. package/package.json +5 -5
  37. package/src/ai.server.ts +91 -24
  38. package/src/animations.ts +43 -4
  39. package/src/canvas-engine-shim.ts +4 -0
  40. package/src/client.ts +122 -2
  41. package/src/components/action-bar.ce +5 -3
  42. package/src/components/attack-preview.ce +90 -0
  43. package/src/config.ts +30 -0
  44. package/src/core/context.ts +35 -0
  45. package/src/core/contracts.ts +123 -0
  46. package/src/core/defaults.ts +162 -0
  47. package/src/core/hit.spec.ts +58 -0
  48. package/src/core/hit.ts +66 -0
  49. package/src/enemies/factory.ts +25 -0
  50. package/src/index.ts +40 -0
  51. package/src/server.ts +235 -71
  52. package/src/targeting.spec.ts +24 -0
  53. package/src/types/canvas-engine.d.ts +4 -0
  54. package/src/types.ts +46 -1
  55. package/src/ui/state.ts +57 -0
@@ -1,1331 +1,94 @@
1
- import { MAXHP, RpgPlayer } from "@rpgjs/server";
2
- import { playActionBattleAnimation, getActionBattleAnimationRemovalDelay } from "./index6.js";
3
- import { getActionBattleOptions } from "./index4.js";
4
- const AiDebug = {
5
- /** Enable/disable all AI debug logs */
6
- enabled: typeof process !== "undefined" && process.env?.RPGJS_DEBUG_AI === "1" || false,
7
- /** Filter logs to a specific event ID (null = all events) */
8
- filterEventId: null,
9
- /** Log categories to enable (empty = all) */
10
- categories: [],
11
- /**
12
- * Log an AI debug message
13
- *
14
- * @param category - Log category (e.g., 'state', 'attack', 'movement', 'damage')
15
- * @param eventId - Event ID for filtering
16
- * @param message - Log message
17
- * @param data - Optional additional data
18
- */
19
- log(category, eventId, message, data) {
20
- if (!this.enabled) return;
21
- if (this.filterEventId && eventId !== this.filterEventId) return;
22
- if (this.categories.length > 0 && !this.categories.includes(category)) return;
23
- const prefix = `[AI:${category}]${eventId ? ` [${eventId.substring(0, 8)}]` : ""}`;
24
- if (data !== void 0) {
25
- console.log(prefix, message, data);
26
- } else {
27
- console.log(prefix, message);
28
- }
29
- }
1
+ //#region src/config.ts
2
+ var DEFAULT_ACTION_BATTLE_OPTIONS = {
3
+ ui: {
4
+ actionBar: {
5
+ enabled: false,
6
+ autoOpen: false,
7
+ mode: "both"
8
+ },
9
+ targeting: {
10
+ enabled: true,
11
+ showGrid: true,
12
+ colors: {
13
+ area: 3120887,
14
+ edge: 1796760,
15
+ cursor: 16765286
16
+ }
17
+ }
18
+ },
19
+ skills: { defaultAoeMask: ["#"] },
20
+ targeting: {
21
+ affects: "events",
22
+ allowEmptyTarget: true
23
+ },
24
+ attack: {
25
+ lockMovement: true,
26
+ lockDurationMs: 350,
27
+ showPreview: true,
28
+ previewDurationMs: 180,
29
+ previewColor: 16774064,
30
+ previewAccentColor: 16777215
31
+ },
32
+ animations: {}
30
33
  };
31
- var AiState = /* @__PURE__ */ ((AiState2) => {
32
- AiState2["Idle"] = "idle";
33
- AiState2["Alert"] = "alert";
34
- AiState2["Combat"] = "combat";
35
- AiState2["Flee"] = "flee";
36
- AiState2["Stunned"] = "stunned";
37
- return AiState2;
38
- })(AiState || {});
39
- var EnemyType = /* @__PURE__ */ ((EnemyType2) => {
40
- EnemyType2["Aggressive"] = "aggressive";
41
- EnemyType2["Defensive"] = "defensive";
42
- EnemyType2["Ranged"] = "ranged";
43
- EnemyType2["Tank"] = "tank";
44
- EnemyType2["Berserker"] = "berserker";
45
- return EnemyType2;
46
- })(EnemyType || {});
47
- var AttackPattern = /* @__PURE__ */ ((AttackPattern2) => {
48
- AttackPattern2["Melee"] = "melee";
49
- AttackPattern2["Combo"] = "combo";
50
- AttackPattern2["Charged"] = "charged";
51
- AttackPattern2["Zone"] = "zone";
52
- AttackPattern2["DashAttack"] = "dashAttack";
53
- return AttackPattern2;
54
- })(AttackPattern || {});
55
- const DEFAULT_KNOCKBACK = {
56
- /** Default knockback force */
57
- force: 50,
58
- /** Default knockback duration in milliseconds */
59
- duration: 300
60
- };
61
- class BattleAi {
62
- /**
63
- * Create a new Battle AI Controller
64
- *
65
- * The AI controls behavior only. Stats should be set on the event
66
- * using standard RPGJS methods (hp, param, learnSkill, etc.)
67
- *
68
- * @param event - The event to control
69
- * @param options - AI behavior configuration
70
- *
71
- * @example
72
- * ```ts
73
- * // In your event's onInit
74
- * this.hp = 100;
75
- * this.param[ATK] = 20;
76
- * this.learnSkill(FireBall);
77
- *
78
- * new BattleAi(this, {
79
- * enemyType: EnemyType.Ranged,
80
- * attackSkill: FireBall,
81
- * visionRange: 200,
82
- * fleeThreshold: 0.2
83
- * });
84
- * ```
85
- */
86
- constructor(event, options = {}) {
87
- this.target = null;
88
- this.lastAttackTime = 0;
89
- this.state = "idle";
90
- this.stateStartTime = 0;
91
- this.stunnedUntil = 0;
92
- this.lastDodgeTime = 0;
93
- this.comboCount = 0;
94
- this.comboMax = 3;
95
- this.chargingAttack = false;
96
- this.nearbyEnemies = [];
97
- this.groupUpdateInterval = 0;
98
- this.patrolWaypoints = [];
99
- this.currentPatrolIndex = 0;
100
- this.lastHpCheck = 0;
101
- this.recentDamageTaken = 0;
102
- this.damageCheckInterval = 2e3;
103
- this.isMovingToTarget = false;
104
- this.lastFacingDirection = null;
105
- this.behaviorScore = 50;
106
- this.behaviorMode = "tactical";
107
- this.behaviorLastUpdate = 0;
108
- this.behaviorUpdateInterval = 400;
109
- this.behaviorAssaultThreshold = 65;
110
- this.behaviorRetreatThreshold = 35;
111
- this.behaviorMinStateDuration = 600;
112
- this.behaviorEnabled = false;
113
- this.moveToCooldown = 400;
114
- this.lastMoveToTime = 0;
115
- this.retreatCooldown = 600;
116
- this.lastRetreatTime = 0;
117
- event.battleAi = this;
118
- this.event = event;
119
- this.enemyType = options.enemyType || "aggressive";
120
- this.applyEnemyTypeBehavior(options);
121
- this.attackSkill = options.attackSkill || null;
122
- this.animations = {
123
- ...getActionBattleOptions().animations,
124
- ...options.animations
125
- };
126
- this.attackPatterns = options.attackPatterns || [
127
- "melee",
128
- "combo",
129
- "dashAttack"
130
- /* DashAttack */
131
- ];
132
- this.groupBehavior = options.groupBehavior || false;
133
- this.patrolWaypoints = options.patrolWaypoints || [];
134
- this.currentPatrolIndex = 0;
135
- this.onDefeatedCallback = options.onDefeated;
136
- if (options.behavior) {
137
- this.behaviorEnabled = true;
138
- if (options.behavior.baseScore !== void 0) {
139
- this.behaviorScore = options.behavior.baseScore;
140
- }
141
- if (options.behavior.updateInterval !== void 0) {
142
- this.behaviorUpdateInterval = options.behavior.updateInterval;
143
- }
144
- if (options.behavior.minStateDuration !== void 0) {
145
- this.behaviorMinStateDuration = options.behavior.minStateDuration;
146
- }
147
- if (options.behavior.assaultThreshold !== void 0) {
148
- this.behaviorAssaultThreshold = options.behavior.assaultThreshold;
149
- }
150
- if (options.behavior.retreatThreshold !== void 0) {
151
- this.behaviorRetreatThreshold = options.behavior.retreatThreshold;
152
- }
153
- }
154
- if (options.moveToCooldown !== void 0) {
155
- this.moveToCooldown = options.moveToCooldown;
156
- }
157
- if (options.retreatCooldown !== void 0) {
158
- this.retreatCooldown = options.retreatCooldown;
159
- }
160
- this.setupVision();
161
- this.startAiBehaviorLoop();
162
- this.changeState(
163
- "idle"
164
- /* Idle */
165
- );
166
- this.debugLog("init", `AI created (type=${this.enemyType}, visionRange=${this.visionRange}, attackRange=${this.attackRange})`);
167
- }
168
- /**
169
- * Log AI debug message for this event
170
- */
171
- debugLog(category, message, data) {
172
- AiDebug.log(category, this.event.id, message, data);
173
- }
174
- /**
175
- * Apply enemy type-specific behavior modifiers
176
- *
177
- * This only affects AI behavior (cooldowns, ranges, dodge).
178
- * Stats should be set on the event itself.
179
- */
180
- applyEnemyTypeBehavior(options) {
181
- switch (this.enemyType) {
182
- case "aggressive":
183
- this.attackCooldown = options.attackCooldown ?? 600;
184
- this.visionRange = options.visionRange ?? 150;
185
- this.attackRange = options.attackRange ?? 50;
186
- this.dodgeChance = options.dodgeChance ?? 0.1;
187
- this.dodgeCooldown = options.dodgeCooldown ?? 3e3;
188
- this.fleeThreshold = options.fleeThreshold ?? 0.15;
189
- break;
190
- case "defensive":
191
- this.attackCooldown = options.attackCooldown ?? 1500;
192
- this.visionRange = options.visionRange ?? 120;
193
- this.attackRange = options.attackRange ?? 60;
194
- this.dodgeChance = options.dodgeChance ?? 0.5;
195
- this.dodgeCooldown = options.dodgeCooldown ?? 1500;
196
- this.fleeThreshold = options.fleeThreshold ?? 0.3;
197
- break;
198
- case "ranged":
199
- this.attackCooldown = options.attackCooldown ?? 1200;
200
- this.visionRange = options.visionRange ?? 200;
201
- this.attackRange = options.attackRange ?? 120;
202
- this.dodgeChance = options.dodgeChance ?? 0.4;
203
- this.dodgeCooldown = options.dodgeCooldown ?? 2e3;
204
- this.fleeThreshold = options.fleeThreshold ?? 0.25;
205
- break;
206
- case "tank":
207
- this.attackCooldown = options.attackCooldown ?? 2e3;
208
- this.visionRange = options.visionRange ?? 100;
209
- this.attackRange = options.attackRange ?? 50;
210
- this.dodgeChance = 0;
211
- this.dodgeCooldown = options.dodgeCooldown ?? 5e3;
212
- this.fleeThreshold = options.fleeThreshold ?? 0.1;
213
- break;
214
- case "berserker":
215
- this.attackCooldown = options.attackCooldown ?? 800;
216
- this.visionRange = options.visionRange ?? 180;
217
- this.attackRange = options.attackRange ?? 55;
218
- this.dodgeChance = options.dodgeChance ?? 0.15;
219
- this.dodgeCooldown = options.dodgeCooldown ?? 2500;
220
- this.fleeThreshold = options.fleeThreshold ?? 0.05;
221
- break;
222
- default:
223
- this.attackCooldown = options.attackCooldown ?? 1e3;
224
- this.visionRange = options.visionRange ?? 150;
225
- this.attackRange = options.attackRange ?? 60;
226
- this.dodgeChance = options.dodgeChance ?? 0.2;
227
- this.dodgeCooldown = options.dodgeCooldown ?? 2e3;
228
- this.fleeThreshold = options.fleeThreshold ?? 0.2;
229
- }
230
- }
231
- /**
232
- * Setup vision detection
233
- */
234
- setupVision() {
235
- const diameter = this.visionRange * 2;
236
- this.event.attachShape(`vision_${this.event.id}`, {
237
- radius: this.visionRange,
238
- width: diameter,
239
- height: diameter,
240
- angle: 360
241
- });
242
- }
243
- /**
244
- * Start the AI behavior loop
245
- */
246
- startAiBehaviorLoop() {
247
- const updateInterval = setInterval(() => {
248
- if (!this.event.getCurrentMap()) {
249
- this.destroy();
250
- return;
251
- }
252
- this.updateAiBehavior();
253
- }, 100);
254
- this.updateInterval = updateInterval;
255
- }
256
- /**
257
- * Change AI state with validated transitions
258
- */
259
- changeState(newState) {
260
- const validTransitions = {
261
- [
262
- "idle"
263
- /* Idle */
264
- ]: [
265
- "alert",
266
- "combat"
267
- /* Combat */
268
- ],
269
- [
270
- "alert"
271
- /* Alert */
272
- ]: [
273
- "idle",
274
- "combat"
275
- /* Combat */
276
- ],
277
- [
278
- "combat"
279
- /* Combat */
280
- ]: [
281
- "idle",
282
- "flee",
283
- "stunned"
284
- /* Stunned */
285
- ],
286
- [
287
- "flee"
288
- /* Flee */
289
- ]: [
290
- "idle",
291
- "combat"
292
- /* Combat */
293
- ],
294
- [
295
- "stunned"
296
- /* Stunned */
297
- ]: [
298
- "combat",
299
- "idle"
300
- /* Idle */
301
- ]
302
- };
303
- if (!validTransitions[this.state].includes(newState)) {
304
- this.debugLog("state", `INVALID transition ${this.state} -> ${newState}`);
305
- return;
306
- }
307
- this.debugLog("state", `STATE change: ${this.state} -> ${newState}`);
308
- this.state = newState;
309
- this.stateStartTime = Date.now();
310
- switch (newState) {
311
- case "idle":
312
- if (this.patrolWaypoints.length > 0) {
313
- this.startPatrol();
314
- }
315
- break;
316
- case "alert":
317
- this.event.stopMoveTo();
318
- break;
319
- case "combat":
320
- this.comboCount = 0;
321
- break;
322
- case "flee":
323
- if (this.target) {
324
- this.fleeFromTarget();
325
- }
326
- break;
327
- case "stunned":
328
- this.event.stopMoveTo();
329
- break;
330
- }
331
- }
332
- /**
333
- * Main AI behavior update loop
334
- */
335
- updateAiBehavior() {
336
- const currentTime = Date.now();
337
- if (this.groupBehavior) {
338
- this.updateGroupBehavior();
339
- }
340
- if (this.state === "stunned") {
341
- if (currentTime >= this.stunnedUntil) {
342
- this.changeState(
343
- "combat"
344
- /* Combat */
345
- );
346
- }
347
- return;
348
- }
349
- if (this.enemyType === "berserker" && this.event.param[MAXHP]) {
350
- const hpPercent = this.event.hp / this.event.param[MAXHP];
351
- const berserkerModifier = Math.max(0.3, hpPercent);
352
- this.attackCooldown = 800 * berserkerModifier;
353
- }
354
- if (this.behaviorEnabled) {
355
- this.updateBehavior(currentTime);
356
- }
357
- switch (this.state) {
358
- case "idle":
359
- this.updateIdleBehavior();
360
- break;
361
- case "alert":
362
- this.updateAlertBehavior();
363
- break;
364
- case "combat":
365
- this.updateCombatBehavior(currentTime);
366
- break;
367
- case "flee":
368
- this.updateFleeBehavior();
369
- break;
370
- }
371
- this.checkDamageTaken();
372
- }
373
- /**
374
- * Update idle behavior (patrolling)
375
- */
376
- updateIdleBehavior() {
377
- if (this.patrolWaypoints.length > 0) {
378
- const waypoint = this.patrolWaypoints[this.currentPatrolIndex];
379
- const distance = this.getDistance(this.event, {
380
- x: () => waypoint.x,
381
- y: () => waypoint.y
382
- });
383
- if (distance < 10) {
384
- this.currentPatrolIndex = (this.currentPatrolIndex + 1) % this.patrolWaypoints.length;
385
- }
386
- }
387
- }
388
- /**
389
- * Update alert behavior
390
- */
391
- updateAlertBehavior() {
392
- if (this.target) {
393
- this.faceTarget();
394
- const distance = this.getDistance(this.event, this.target);
395
- if (distance <= this.attackRange * 1.5) {
396
- this.changeState(
397
- "combat"
398
- /* Combat */
399
- );
400
- }
401
- } else {
402
- this.changeState(
403
- "idle"
404
- /* Idle */
405
- );
406
- }
407
- }
408
- /**
409
- * Update combat behavior
410
- */
411
- updateCombatBehavior(currentTime) {
412
- if (!this.target) {
413
- this.debugLog("combat", "No target, returning to idle");
414
- this.changeState(
415
- "idle"
416
- /* Idle */
417
- );
418
- return;
419
- }
420
- const distance = this.getDistance(this.event, this.target);
421
- if (distance > this.visionRange * 1.5) {
422
- this.debugLog("combat", `Target out of range (dist=${distance.toFixed(1)}, maxRange=${(this.visionRange * 1.5).toFixed(1)})`);
423
- this.target = null;
424
- this.isMovingToTarget = false;
425
- this.event.stopMoveTo();
426
- this.changeState(
427
- "idle"
428
- /* Idle */
429
- );
430
- return;
431
- }
432
- if (this.event.param[MAXHP]) {
433
- const hpPercent = this.event.hp / this.event.param[MAXHP];
434
- if (hpPercent <= this.fleeThreshold) {
435
- this.debugLog("combat", `HP low (${(hpPercent * 100).toFixed(0)}%), fleeing`);
436
- this.isMovingToTarget = false;
437
- this.changeState(
438
- "flee"
439
- /* Flee */
440
- );
441
- return;
442
- }
443
- }
444
- if (this.canDodge() && this.shouldDodge()) {
445
- this.debugLog("combat", "Attempting dodge");
446
- this.isMovingToTarget = false;
447
- this.tryDodge();
448
- return;
449
- }
450
- if (this.behaviorEnabled) {
451
- if (this.behaviorMode === "tactical") {
452
- this.handleTacticalMovement(distance);
453
- } else if (this.behaviorMode === "assault") {
454
- this.handleAssaultMovement(distance);
455
- } else if (this.behaviorMode === "retreat") {
456
- this.isMovingToTarget = false;
457
- this.fleeFromTarget();
458
- return;
459
- }
460
- }
461
- if (this.behaviorEnabled && this.behaviorMode === "assault") ;
462
- else if (this.behaviorEnabled && this.behaviorMode === "tactical") ;
463
- else if (this.enemyType === "ranged") {
464
- if (distance < this.attackRange * 0.6) {
465
- this.debugLog("movement", `Retreating (dist=${distance.toFixed(1)}, minRange=${(this.attackRange * 0.6).toFixed(1)})`);
466
- this.isMovingToTarget = false;
467
- this.retreatFromTarget();
468
- } else if (distance > this.attackRange) {
469
- if (!this.isMovingToTarget) {
470
- this.debugLog("movement", `Moving to target (dist=${distance.toFixed(1)}, attackRange=${this.attackRange})`);
471
- this.isMovingToTarget = true;
472
- this.requestMoveTo(this.target);
473
- }
474
- } else {
475
- if (this.isMovingToTarget) {
476
- this.debugLog("movement", `In range, stopping (dist=${distance.toFixed(1)})`);
477
- this.isMovingToTarget = false;
478
- this.event.stopMoveTo();
479
- }
480
- }
481
- } else {
482
- if (distance > this.attackRange) {
483
- if (!this.isMovingToTarget) {
484
- this.debugLog("movement", `Moving to target (dist=${distance.toFixed(1)}, attackRange=${this.attackRange})`);
485
- this.isMovingToTarget = true;
486
- this.requestMoveTo(this.target);
487
- }
488
- } else {
489
- if (this.isMovingToTarget) {
490
- this.debugLog("movement", `In range, stopping (dist=${distance.toFixed(1)})`);
491
- this.isMovingToTarget = false;
492
- this.event.stopMoveTo();
493
- }
494
- }
495
- }
496
- if (distance <= this.attackRange && currentTime - this.lastAttackTime >= this.attackCooldown) {
497
- if (!this.chargingAttack) {
498
- this.debugLog("attack", `Attacking (dist=${distance.toFixed(1)}, cooldown=${this.attackCooldown}ms)`);
499
- this.selectAndPerformAttack();
500
- this.lastAttackTime = currentTime;
501
- }
502
- }
503
- }
504
- /**
505
- * Update flee behavior
506
- */
507
- updateFleeBehavior() {
508
- if (!this.target) {
509
- this.changeState(
510
- "idle"
511
- /* Idle */
512
- );
513
- return;
514
- }
515
- const distance = this.getDistance(this.event, this.target);
516
- if (this.event.param[MAXHP]) {
517
- const hpPercent = this.event.hp / this.event.param[MAXHP];
518
- if (hpPercent > this.fleeThreshold * 1.5 || distance > this.visionRange * 2) {
519
- this.changeState(
520
- "combat"
521
- /* Combat */
522
- );
523
- return;
524
- }
525
- }
526
- this.fleeFromTarget();
527
- }
528
- /**
529
- * Select and perform an attack pattern
530
- */
531
- selectAndPerformAttack() {
532
- if (!this.target) return;
533
- if (this.comboCount > 0 && this.comboCount < this.comboMax) {
534
- this.debugLog("attack", `Continuing combo (${this.comboCount}/${this.comboMax})`);
535
- this.performComboAttack();
536
- return;
537
- }
538
- const pattern = this.selectAttackPattern();
539
- this.debugLog("attack", `Selected pattern: ${pattern}`);
540
- this.performAttackPattern(pattern);
541
- }
542
- /**
543
- * Select attack pattern with weighted probability
544
- */
545
- selectAttackPattern() {
546
- const weights = {
547
- [
548
- "melee"
549
- /* Melee */
550
- ]: 40,
551
- [
552
- "combo"
553
- /* Combo */
554
- ]: 25,
555
- [
556
- "charged"
557
- /* Charged */
558
- ]: 15,
559
- [
560
- "zone"
561
- /* Zone */
562
- ]: 10,
563
- [
564
- "dashAttack"
565
- /* DashAttack */
566
- ]: 10
567
- };
568
- switch (this.enemyType) {
569
- case "aggressive":
570
- weights[
571
- "combo"
572
- /* Combo */
573
- ] += 20;
574
- weights[
575
- "dashAttack"
576
- /* DashAttack */
577
- ] += 15;
578
- break;
579
- case "defensive":
580
- weights[
581
- "charged"
582
- /* Charged */
583
- ] += 25;
584
- break;
585
- case "ranged":
586
- weights[
587
- "zone"
588
- /* Zone */
589
- ] += 20;
590
- break;
591
- case "tank":
592
- weights[
593
- "charged"
594
- /* Charged */
595
- ] += 30;
596
- weights[
597
- "zone"
598
- /* Zone */
599
- ] += 15;
600
- break;
601
- case "berserker":
602
- weights[
603
- "combo"
604
- /* Combo */
605
- ] += 35;
606
- break;
607
- }
608
- let total = 0;
609
- const available = [];
610
- this.attackPatterns.forEach((p) => {
611
- const weight = weights[p] || 10;
612
- total += weight;
613
- available.push({ pattern: p, weight });
614
- });
615
- let random = Math.random() * total;
616
- for (const item of available) {
617
- random -= item.weight;
618
- if (random <= 0) return item.pattern;
619
- }
620
- return this.attackPatterns[0] || "melee";
621
- }
622
- /**
623
- * Perform attack pattern
624
- */
625
- performAttackPattern(pattern) {
626
- switch (pattern) {
627
- case "melee":
628
- this.performMeleeAttack();
629
- break;
630
- case "combo":
631
- this.performComboAttack();
632
- break;
633
- case "charged":
634
- this.performChargedAttack();
635
- break;
636
- case "zone":
637
- this.performZoneAttack();
638
- break;
639
- case "dashAttack":
640
- this.performDashAttack();
641
- break;
642
- }
643
- }
644
- /**
645
- * Perform melee attack
646
- * Uses skill if configured, otherwise creates hitbox
647
- */
648
- performMeleeAttack() {
649
- if (!this.target) return;
650
- this.faceTarget();
651
- playActionBattleAnimation("attack", this.event, this.animations, {
652
- target: this.target
653
- });
654
- if (this.attackSkill) {
655
- try {
656
- playActionBattleAnimation("castSkill", this.event, this.animations, {
657
- skill: this.attackSkill,
658
- target: this.target
659
- });
660
- this.event.useSkill(this.attackSkill, this.target);
661
- } catch (e) {
662
- this.performBasicHitbox();
663
- }
664
- } else {
665
- this.performBasicHitbox();
666
- }
667
- }
668
- /**
669
- * Perform basic hitbox attack when no skill is set
670
- */
671
- performBasicHitbox() {
672
- if (!this.target) return;
673
- const eventX = this.event.x();
674
- const eventY = this.event.y();
675
- const dx = this.target.x() - eventX;
676
- const dy = this.target.y() - eventY;
677
- const dist = Math.sqrt(dx * dx + dy * dy);
678
- if (dist === 0) return;
679
- const dirX = dx / dist;
680
- const dirY = dy / dist;
681
- const hitboxes = [{
682
- x: eventX + dirX * 30,
683
- y: eventY + dirY * 30,
684
- width: 40,
685
- height: 40
686
- }];
687
- const map = this.event.getCurrentMap();
688
- map?.createMovingHitbox(hitboxes, { speed: 5 }).subscribe({
689
- next: (hits) => {
690
- hits.forEach((hit) => {
691
- if (hit instanceof RpgPlayer && hit !== this.event) {
692
- this.applyHit(hit);
693
- }
694
- });
695
- }
696
- });
697
- }
698
- /**
699
- * Apply hit to target using RPGJS damage system with knockback
700
- *
701
- * Calculates damage using RPGJS formula, applies knockback based on
702
- * equipped weapon's knockbackForce property, and triggers visual effects.
703
- * Supports hooks for customizing behavior.
704
- *
705
- * @param target - The player or entity being hit
706
- * @param hooks - Optional hooks for customizing hit behavior
707
- * @returns The hit result containing damage and knockback info
708
- *
709
- * @example
710
- * ```ts
711
- * // Basic hit
712
- * this.applyHit(player);
713
- *
714
- * // With custom hooks
715
- * this.applyHit(player, {
716
- * onBeforeHit(result) {
717
- * result.knockbackForce *= 1.5; // Increase knockback
718
- * return result;
719
- * },
720
- * onAfterHit(result) {
721
- * console.log(`Dealt ${result.damage} damage!`);
722
- * }
723
- * });
724
- * ```
725
- */
726
- applyHit(target, hooks) {
727
- const { damage } = target.applyDamage(this.event);
728
- const knockbackForce = this.getWeaponKnockbackForce();
729
- const knockbackDuration = DEFAULT_KNOCKBACK.duration;
730
- let hitResult = {
731
- damage,
732
- knockbackForce,
733
- knockbackDuration,
734
- defeated: target.hp <= 0,
735
- attacker: this.event,
736
- target
737
- };
738
- if (hooks?.onBeforeHit) {
739
- const modified = hooks.onBeforeHit(hitResult);
740
- if (modified) {
741
- hitResult = modified;
742
- }
743
- }
744
- target.flash({
745
- type: "tint",
746
- tint: "red",
747
- duration: 200,
748
- cycles: 1
749
- });
750
- target.showHit(`-${hitResult.damage}`);
751
- if (hitResult.knockbackForce > 0) {
752
- const dx = target.x() - this.event.x();
753
- const dy = target.y() - this.event.y();
754
- const distance = Math.sqrt(dx * dx + dy * dy);
755
- if (distance > 0) {
756
- const knockbackDirection = {
757
- x: dx / distance,
758
- y: dy / distance
759
- };
760
- target.knockback(knockbackDirection, hitResult.knockbackForce, hitResult.knockbackDuration);
761
- }
762
- }
763
- if (hooks?.onAfterHit) {
764
- hooks.onAfterHit(hitResult);
765
- }
766
- return hitResult;
767
- }
768
- /**
769
- * Get knockback force from equipped weapon
770
- *
771
- * Retrieves the knockbackForce property from the event's equipped weapon.
772
- * Falls back to DEFAULT_KNOCKBACK.force if no weapon or property is set.
773
- *
774
- * @returns Knockback force value
775
- *
776
- * @example
777
- * ```ts
778
- * // Weapon with knockbackForce: 80
779
- * const force = this.getWeaponKnockbackForce(); // 80
780
- *
781
- * // No weapon equipped
782
- * const force = this.getWeaponKnockbackForce(); // 50 (default)
783
- * ```
784
- */
785
- getWeaponKnockbackForce() {
786
- try {
787
- const equipments = this.event.equipments?.() || [];
788
- for (const item of equipments) {
789
- const itemData = this.event.databaseById?.(item.id());
790
- if (itemData?._type === "weapon" && itemData.knockbackForce !== void 0) {
791
- return itemData.knockbackForce;
792
- }
793
- }
794
- } catch {
795
- }
796
- return DEFAULT_KNOCKBACK.force;
797
- }
798
- /**
799
- * Perform combo attack
800
- */
801
- performComboAttack() {
802
- if (!this.target) return;
803
- this.comboCount++;
804
- this.performMeleeAttack();
805
- if (this.comboCount < this.comboMax) {
806
- setTimeout(() => {
807
- if (this.target && this.state === "combat") {
808
- this.performComboAttack();
809
- } else {
810
- this.comboCount = 0;
811
- }
812
- }, 300);
813
- } else {
814
- this.comboCount = 0;
815
- }
816
- }
817
- /**
818
- * Perform charged attack
819
- */
820
- performChargedAttack() {
821
- if (!this.target) return;
822
- this.chargingAttack = true;
823
- this.faceTarget();
824
- playActionBattleAnimation(
825
- "attack",
826
- this.event,
827
- this.animations,
828
- {
829
- target: this.target
830
- },
831
- { repeat: 2 }
832
- );
833
- setTimeout(() => {
834
- if (!this.target || this.state !== "combat") {
835
- this.chargingAttack = false;
836
- return;
837
- }
838
- if (this.attackSkill) {
839
- try {
840
- playActionBattleAnimation("castSkill", this.event, this.animations, {
841
- skill: this.attackSkill,
842
- target: this.target
843
- });
844
- this.event.useSkill(this.attackSkill, this.target);
845
- } catch (e) {
846
- this.performBasicHitbox();
847
- }
848
- } else {
849
- this.performBasicHitbox();
850
- }
851
- this.chargingAttack = false;
852
- }, 800);
853
- }
854
- /**
855
- * Perform zone attack (360 degrees)
856
- */
857
- performZoneAttack() {
858
- playActionBattleAnimation("attack", this.event, this.animations, {
859
- target: this.target ?? void 0
860
- });
861
- const eventX = this.event.x();
862
- const eventY = this.event.y();
863
- const radius = 50;
864
- const hitboxes = [];
865
- const angles = [0, 90, 180, 270];
866
- angles.forEach((angle) => {
867
- const rad = angle * Math.PI / 180;
868
- hitboxes.push({
869
- x: eventX + Math.cos(rad) * radius,
870
- y: eventY + Math.sin(rad) * radius,
871
- width: 40,
872
- height: 40
873
- });
874
- });
875
- const map = this.event.getCurrentMap();
876
- map?.createMovingHitbox(hitboxes, { speed: 5 }).subscribe({
877
- next: (hits) => {
878
- hits.forEach((hit) => {
879
- if (hit instanceof RpgPlayer && hit !== this.event) {
880
- this.applyHit(hit);
881
- }
882
- });
883
- }
884
- });
885
- }
886
- /**
887
- * Perform dash attack
888
- */
889
- performDashAttack() {
890
- if (!this.target) return;
891
- const dx = this.target.x() - this.event.x();
892
- const dy = this.target.y() - this.event.y();
893
- const dist = Math.sqrt(dx * dx + dy * dy);
894
- if (dist === 0) return;
895
- const dirX = dx / dist;
896
- const dirY = dy / dist;
897
- this.faceTarget();
898
- this.event.dash({ x: dirX, y: dirY }, 10, 200);
899
- setTimeout(() => {
900
- if (!this.target || this.state !== "combat") return;
901
- this.performMeleeAttack();
902
- }, 200);
903
- }
904
- /**
905
- * Face the current target with hysteresis to prevent animation flickering
906
- *
907
- * Uses multiple strategies to prevent flickering:
908
- * 1. When very close to target (collision), keep current direction
909
- * 2. When near diagonal, require significant difference to change
910
- * 3. Only change if direction is clearly wrong (opposite)
911
- */
912
- faceTarget() {
913
- if (!this.target) return;
914
- const dx = this.target.x() - this.event.x();
915
- const dy = this.target.y() - this.event.y();
916
- const absX = Math.abs(dx);
917
- const absY = Math.abs(dy);
918
- const distance = Math.sqrt(dx * dx + dy * dy);
919
- const minDistanceForDirectionChange = 40;
920
- if (this.lastFacingDirection && distance < minDistanceForDirectionChange) {
921
- return;
922
- }
923
- let newDirection;
924
- if (absX >= absY) {
925
- newDirection = dx >= 0 ? "right" : "left";
926
- } else {
927
- newDirection = dy >= 0 ? "down" : "up";
928
- }
929
- const hysteresisThreshold = 0.2;
930
- const ratio = absX > 0 || absY > 0 ? Math.min(absX, absY) / Math.max(absX, absY) : 0;
931
- if (this.lastFacingDirection && ratio > 1 - hysteresisThreshold) {
932
- const isOpposite = this.lastFacingDirection === "left" && dx > 20 || this.lastFacingDirection === "right" && dx < -20 || this.lastFacingDirection === "up" && dy > 20 || this.lastFacingDirection === "down" && dy < -20;
933
- if (!isOpposite) {
934
- return;
935
- }
936
- }
937
- this.lastFacingDirection = newDirection;
938
- this.event.changeDirection(newDirection);
939
- }
940
- /**
941
- * Try to dodge
942
- */
943
- tryDodge() {
944
- const currentTime = Date.now();
945
- if (currentTime - this.lastDodgeTime < this.dodgeCooldown) {
946
- this.debugLog("dodge", `Dodge on cooldown (${this.dodgeCooldown - (currentTime - this.lastDodgeTime)}ms remaining)`);
947
- return;
948
- }
949
- if (Math.random() > this.dodgeChance) {
950
- this.debugLog("dodge", `Dodge roll failed (chance=${(this.dodgeChance * 100).toFixed(0)}%)`);
951
- return;
952
- }
953
- if (!this.target) return;
954
- const dx = this.target.x() - this.event.x();
955
- const dy = this.target.y() - this.event.y();
956
- const dist = Math.sqrt(dx * dx + dy * dy);
957
- if (dist === 0) return;
958
- const dodgeDirX = -dy / dist;
959
- const dodgeDirY = dx / dist;
960
- const side = Math.random() > 0.5 ? 1 : -1;
961
- this.debugLog("dodge", `Dodging (dir=${side > 0 ? "right" : "left"})`);
962
- this.event.dash({ x: dodgeDirX * side, y: dodgeDirY * side }, 12, 300);
963
- this.lastDodgeTime = currentTime;
964
- if (this.enemyType === "defensive" && Math.random() < 0.5) {
965
- this.debugLog("dodge", "Counter-attack after dodge");
966
- setTimeout(() => {
967
- if (this.target && this.state === "combat") {
968
- this.selectAndPerformAttack();
969
- }
970
- }, 400);
971
- }
972
- }
973
- canDodge() {
974
- if (this.dodgeChance === 0) return false;
975
- return Date.now() - this.lastDodgeTime >= this.dodgeCooldown;
976
- }
977
- shouldDodge() {
978
- if (!this.target) return false;
979
- const distance = this.getDistance(this.event, this.target);
980
- return distance < this.attackRange * 0.8;
981
- }
982
- /**
983
- * Flee from target
984
- */
985
- fleeFromTarget() {
986
- if (!this.target) return;
987
- const dx = this.event.x() - this.target.x();
988
- const dy = this.event.y() - this.target.y();
989
- const dist = Math.sqrt(dx * dx + dy * dy);
990
- if (dist === 0) return;
991
- const fleeTarget = {
992
- x: () => this.event.x() + dx / dist * 200,
993
- y: () => this.event.y() + dy / dist * 200
994
- };
995
- this.requestMoveTo(fleeTarget);
996
- }
997
- /**
998
- * Retreat from target (temporary)
999
- */
1000
- retreatFromTarget() {
1001
- if (!this.target) return;
1002
- const currentTime = Date.now();
1003
- if (currentTime - this.lastRetreatTime < this.retreatCooldown) {
1004
- return;
1005
- }
1006
- const dx = this.event.x() - this.target.x();
1007
- const dy = this.event.y() - this.target.y();
1008
- const dist = Math.sqrt(dx * dx + dy * dy);
1009
- if (dist === 0) return;
1010
- this.event.dash({ x: dx / dist, y: dy / dist }, 8, 200);
1011
- this.lastRetreatTime = currentTime;
1012
- }
1013
- /**
1014
- * Check damage taken for retreat decision
1015
- */
1016
- checkDamageTaken() {
1017
- const currentTime = Date.now();
1018
- if (currentTime - this.lastHpCheck >= this.damageCheckInterval) {
1019
- this.recentDamageTaken = 0;
1020
- this.lastHpCheck = currentTime;
1021
- }
1022
- }
1023
- /**
1024
- * Start patrol
1025
- */
1026
- startPatrol() {
1027
- if (this.patrolWaypoints.length === 0) return;
1028
- const waypoint = this.patrolWaypoints[this.currentPatrolIndex];
1029
- this.requestMoveTo({ x: () => waypoint.x, y: () => waypoint.y });
1030
- }
1031
- /**
1032
- * Update group behavior
1033
- */
1034
- updateGroupBehavior() {
1035
- if (!this.groupBehavior) return;
1036
- this.groupUpdateInterval++;
1037
- if (this.groupUpdateInterval >= 20) {
1038
- this.groupUpdateInterval = 0;
1039
- this.findNearbyEnemies();
1040
- }
1041
- if (this.nearbyEnemies.length > 0 && this.target && this.state === "combat") {
1042
- this.applyFormation();
1043
- }
1044
- }
1045
- /**
1046
- * Find nearby enemies
1047
- */
1048
- findNearbyEnemies() {
1049
- this.nearbyEnemies = [];
1050
- const map = this.event.getCurrentMap();
1051
- if (!map) return;
1052
- const allEvents = Object.values(map.events());
1053
- const groupRadius = 150;
1054
- allEvents.forEach((event) => {
1055
- if (event === this.event) return;
1056
- const ai = event.battleAi;
1057
- if (ai && ai.groupBehavior) {
1058
- const distance = this.getDistance(this.event, event);
1059
- if (distance <= groupRadius) {
1060
- this.nearbyEnemies.push(ai);
1061
- }
1062
- }
1063
- });
1064
- }
1065
- /**
1066
- * Apply formation around target
1067
- */
1068
- applyFormation() {
1069
- if (!this.target || this.nearbyEnemies.length === 0) return;
1070
- const totalEnemies = this.nearbyEnemies.length + 1;
1071
- const angleStep = 2 * Math.PI / totalEnemies;
1072
- let ourIndex = 0;
1073
- for (let i = 0; i < this.nearbyEnemies.length; i++) {
1074
- if (this.nearbyEnemies[i].event.id < this.event.id) {
1075
- ourIndex++;
1076
- }
1077
- }
1078
- const angle = angleStep * ourIndex;
1079
- const formationRadius = this.attackRange * 1.2;
1080
- const formationX = this.target.x() + Math.cos(angle) * formationRadius;
1081
- const formationY = this.target.y() + Math.sin(angle) * formationRadius;
1082
- const distanceToFormation = Math.sqrt(
1083
- Math.pow(this.event.x() - formationX, 2) + Math.pow(this.event.y() - formationY, 2)
1084
- );
1085
- if (distanceToFormation > 20) {
1086
- this.requestMoveTo({ x: () => formationX, y: () => formationY });
1087
- }
1088
- }
1089
- /**
1090
- * Handle player entering vision
1091
- */
1092
- onDetectInShape(player, shape) {
1093
- this.debugLog("vision", `Player ${player.id} entered vision (state=${this.state})`);
1094
- this.target = player;
1095
- if (this.state === "idle") {
1096
- this.changeState(
1097
- "alert"
1098
- /* Alert */
1099
- );
1100
- } else if (this.state === "alert") {
1101
- this.changeState(
1102
- "combat"
1103
- /* Combat */
1104
- );
1105
- }
1106
- }
1107
- /**
1108
- * Handle player leaving vision
1109
- */
1110
- onDetectOutShape(player, shape) {
1111
- this.debugLog("vision", `Player ${player.id} left vision (wasTarget=${this.target === player})`);
1112
- if (this.target === player) {
1113
- this.target = null;
1114
- this.isMovingToTarget = false;
1115
- this.event.stopMoveTo();
1116
- this.changeState(
1117
- "idle"
1118
- /* Idle */
1119
- );
1120
- }
1121
- }
1122
- /**
1123
- * Handle taking damage (called from server.ts)
1124
- *
1125
- * This triggers state changes like stun and flee check.
1126
- * The actual damage is applied externally via RPGJS API.
1127
- */
1128
- takeDamage(attacker) {
1129
- const { damage } = this.event.applyDamage(attacker);
1130
- this.debugLog("damage", `Took ${damage} damage from ${attacker.id} (HP: ${this.event.hp}/${this.event.param[MAXHP] || "?"})`);
1131
- this.event.flash({
1132
- type: "tint",
1133
- tint: "red",
1134
- duration: 200,
1135
- cycles: 1
1136
- });
1137
- this.event.showHit(`-${damage}`);
1138
- playActionBattleAnimation("hurt", this.event, this.animations, {
1139
- attacker
1140
- });
1141
- this.recentDamageTaken += damage;
1142
- if (this.state !== "stunned" && this.state !== "flee") {
1143
- this.debugLog("damage", "Stunned from damage");
1144
- this.isMovingToTarget = false;
1145
- this.stunnedUntil = Date.now() + 150;
1146
- this.changeState(
1147
- "stunned"
1148
- /* Stunned */
1149
- );
1150
- }
1151
- if (this.event.hp <= 0) {
1152
- this.debugLog("damage", "Defeated!");
1153
- this.kill(attacker);
1154
- return true;
1155
- }
1156
- return false;
1157
- }
1158
- /**
1159
- * Kill this AI
1160
- *
1161
- * Stops all movements, cleans up resources, calls the onDefeated hook,
1162
- * and removes the event from the map.
1163
- */
1164
- kill(attacker) {
1165
- const dieAnimation = playActionBattleAnimation(
1166
- "die",
1167
- this.event,
1168
- this.animations,
1169
- {
1170
- attacker
1171
- }
1172
- );
1173
- const removeDelay = getActionBattleAnimationRemovalDelay(dieAnimation);
1174
- if (this.onDefeatedCallback) {
1175
- this.onDefeatedCallback(this.event, attacker);
1176
- }
1177
- this.destroy();
1178
- if (removeDelay > 0) {
1179
- setTimeout(() => this.event.remove(), removeDelay);
1180
- } else {
1181
- this.event.remove();
1182
- }
1183
- }
1184
- /**
1185
- * Get distance between entities
1186
- */
1187
- getDistance(entity1, entity2) {
1188
- const dx = entity1.x() - entity2.x();
1189
- const dy = entity1.y() - entity2.y();
1190
- return Math.sqrt(dx * dx + dy * dy);
1191
- }
1192
- updateBehavior(currentTime) {
1193
- if (currentTime - this.behaviorLastUpdate < this.behaviorUpdateInterval) {
1194
- return;
1195
- }
1196
- this.behaviorLastUpdate = currentTime;
1197
- let score = this.behaviorScore;
1198
- const maxHp = this.event.param[MAXHP];
1199
- if (maxHp) {
1200
- const hpPercent = this.event.hp / maxHp;
1201
- score += (hpPercent - 0.5) * 40;
1202
- }
1203
- if (this.recentDamageTaken > 0) {
1204
- score -= Math.min(30, this.recentDamageTaken * 0.5);
1205
- }
1206
- if (this.target) {
1207
- const distance = this.getDistance(this.event, this.target);
1208
- if (distance <= this.attackRange) {
1209
- score += 10;
1210
- } else if (distance > this.visionRange) {
1211
- score -= 10;
1212
- }
1213
- }
1214
- if (this.groupBehavior && this.nearbyEnemies.length > 0) {
1215
- score += Math.min(15, this.nearbyEnemies.length * 5);
1216
- }
1217
- score = Math.max(0, Math.min(100, score));
1218
- this.behaviorScore = score;
1219
- const previousMode = this.behaviorMode;
1220
- if (score >= this.behaviorAssaultThreshold) {
1221
- this.behaviorMode = "assault";
1222
- } else if (score <= this.behaviorRetreatThreshold) {
1223
- this.behaviorMode = "retreat";
1224
- } else {
1225
- this.behaviorMode = "tactical";
1226
- }
1227
- if (previousMode !== this.behaviorMode) {
1228
- this.debugLog("state", `Behavior mode: ${previousMode} -> ${this.behaviorMode} (score=${score.toFixed(0)})`);
1229
- }
1230
- if (this.behaviorMode === "retreat" && this.state === "combat") {
1231
- if (currentTime - this.stateStartTime >= this.behaviorMinStateDuration) {
1232
- this.isMovingToTarget = false;
1233
- this.changeState(
1234
- "flee"
1235
- /* Flee */
1236
- );
1237
- }
1238
- } else if (this.behaviorMode === "assault" && this.state === "flee") {
1239
- if (currentTime - this.stateStartTime >= this.behaviorMinStateDuration) {
1240
- this.changeState(
1241
- "combat"
1242
- /* Combat */
1243
- );
1244
- }
1245
- }
1246
- }
1247
- handleTacticalMovement(distance) {
1248
- if (!this.target) return;
1249
- const minRange = this.attackRange * 0.7;
1250
- const maxRange = this.attackRange * 1.2;
1251
- if (distance < minRange) {
1252
- this.debugLog("movement", `Tactical retreat (dist=${distance.toFixed(1)}, minRange=${minRange.toFixed(1)})`);
1253
- this.isMovingToTarget = false;
1254
- this.retreatFromTarget();
1255
- return;
1256
- }
1257
- if (distance > maxRange) {
1258
- if (!this.isMovingToTarget) {
1259
- this.debugLog("movement", `Tactical approach (dist=${distance.toFixed(1)}, maxRange=${maxRange.toFixed(1)})`);
1260
- this.isMovingToTarget = true;
1261
- this.requestMoveTo(this.target);
1262
- }
1263
- return;
1264
- }
1265
- if (this.isMovingToTarget) {
1266
- this.debugLog("movement", `Tactical hold (dist=${distance.toFixed(1)})`);
1267
- this.isMovingToTarget = false;
1268
- this.event.stopMoveTo();
1269
- }
1270
- }
1271
- handleAssaultMovement(distance) {
1272
- if (!this.target) return;
1273
- if (distance > this.attackRange) {
1274
- if (!this.isMovingToTarget) {
1275
- this.debugLog("movement", `Assault approach (dist=${distance.toFixed(1)}, attackRange=${this.attackRange})`);
1276
- this.isMovingToTarget = true;
1277
- this.requestMoveTo(this.target);
1278
- }
1279
- return;
1280
- }
1281
- if (this.isMovingToTarget) {
1282
- this.debugLog("movement", `Assault hold (dist=${distance.toFixed(1)})`);
1283
- this.isMovingToTarget = false;
1284
- this.event.stopMoveTo();
1285
- }
1286
- }
1287
- requestMoveTo(target) {
1288
- const currentTime = Date.now();
1289
- if (currentTime - this.lastMoveToTime < this.moveToCooldown) {
1290
- return false;
1291
- }
1292
- this.event.moveTo(target);
1293
- this.lastMoveToTime = currentTime;
1294
- return true;
1295
- }
1296
- // Public getters
1297
- getHealth() {
1298
- return this.event.hp;
1299
- }
1300
- getMaxHealth() {
1301
- return this.event.param[MAXHP];
1302
- }
1303
- getTarget() {
1304
- return this.target;
1305
- }
1306
- getState() {
1307
- return this.state;
1308
- }
1309
- getEnemyType() {
1310
- return this.enemyType;
1311
- }
1312
- /**
1313
- * Clean up
1314
- */
1315
- destroy() {
1316
- if (this.updateInterval) {
1317
- clearInterval(this.updateInterval);
1318
- this.updateInterval = void 0;
1319
- }
1320
- this.target = null;
1321
- this.nearbyEnemies = [];
1322
- }
34
+ var currentActionBattleOptions = DEFAULT_ACTION_BATTLE_OPTIONS;
35
+ function normalizeActionBattleOptions(options = {}) {
36
+ return {
37
+ ui: {
38
+ actionBar: {
39
+ ...DEFAULT_ACTION_BATTLE_OPTIONS.ui?.actionBar,
40
+ ...options.ui?.actionBar
41
+ },
42
+ targeting: {
43
+ ...DEFAULT_ACTION_BATTLE_OPTIONS.ui?.targeting,
44
+ ...options.ui?.targeting,
45
+ colors: {
46
+ ...DEFAULT_ACTION_BATTLE_OPTIONS.ui?.targeting?.colors,
47
+ ...options.ui?.targeting?.colors
48
+ }
49
+ }
50
+ },
51
+ skills: {
52
+ ...DEFAULT_ACTION_BATTLE_OPTIONS.skills,
53
+ ...options.skills
54
+ },
55
+ targeting: {
56
+ ...DEFAULT_ACTION_BATTLE_OPTIONS.targeting,
57
+ ...options.targeting
58
+ },
59
+ attack: {
60
+ ...DEFAULT_ACTION_BATTLE_OPTIONS.attack,
61
+ ...options.attack
62
+ },
63
+ animations: {
64
+ ...DEFAULT_ACTION_BATTLE_OPTIONS.animations,
65
+ ...options.animations
66
+ },
67
+ systems: {
68
+ combat: {
69
+ ...DEFAULT_ACTION_BATTLE_OPTIONS.systems?.combat,
70
+ ...options.systems?.combat,
71
+ hooks: {
72
+ ...DEFAULT_ACTION_BATTLE_OPTIONS.systems?.combat?.hooks,
73
+ ...options.systems?.combat?.hooks
74
+ }
75
+ },
76
+ ai: {
77
+ ...DEFAULT_ACTION_BATTLE_OPTIONS.systems?.ai,
78
+ ...options.systems?.ai,
79
+ behaviors: {
80
+ ...DEFAULT_ACTION_BATTLE_OPTIONS.systems?.ai?.behaviors,
81
+ ...options.systems?.ai?.behaviors
82
+ }
83
+ }
84
+ }
85
+ };
1323
86
  }
1324
- export {
1325
- AiDebug,
1326
- AiState,
1327
- AttackPattern,
1328
- BattleAi,
1329
- DEFAULT_KNOCKBACK,
1330
- EnemyType
1331
- };
87
+ function setActionBattleOptions(options) {
88
+ currentActionBattleOptions = options;
89
+ }
90
+ function getActionBattleOptions() {
91
+ return currentActionBattleOptions;
92
+ }
93
+ //#endregion
94
+ export { getActionBattleOptions, normalizeActionBattleOptions, setActionBattleOptions };