@rpgjs/action-battle 5.0.0-beta.3 → 5.0.0-beta.5

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Files changed (52) hide show
  1. package/README.md +137 -0
  2. package/dist/ai.server.d.ts +8 -1
  3. package/dist/client/index.js +8 -4
  4. package/dist/client/index10.js +97 -330
  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 +30 -0
  11. package/dist/client/index3.js +33 -1
  12. package/dist/client/index4.js +7 -3
  13. package/dist/client/index7.js +76 -32
  14. package/dist/client/index8.js +24 -4
  15. package/dist/client/index9.js +94 -1165
  16. package/dist/core/context.d.ts +5 -0
  17. package/dist/core/defaults.d.ts +81 -0
  18. package/dist/core/hit.d.ts +2 -0
  19. package/dist/enemies/factory.d.ts +7 -0
  20. package/dist/index.d.ts +6 -1
  21. package/dist/server/index.js +7 -3
  22. package/dist/server/index10.js +10 -0
  23. package/dist/server/index2.js +23 -3
  24. package/dist/server/index3.js +30 -0
  25. package/dist/server/index4.js +137 -1163
  26. package/dist/server/index5.js +22 -34
  27. package/dist/server/index6.js +1190 -345
  28. package/dist/server/index7.js +37 -0
  29. package/dist/server/index8.js +46 -0
  30. package/dist/server/index9.js +447 -0
  31. package/dist/server.d.ts +2 -0
  32. package/dist/ui/state.d.ts +17 -0
  33. package/package.json +5 -5
  34. package/src/ai.server.ts +91 -24
  35. package/src/animations.ts +43 -4
  36. package/src/canvas-engine-shim.ts +4 -0
  37. package/src/client.ts +122 -2
  38. package/src/components/action-bar.ce +5 -3
  39. package/src/components/attack-preview.ce +90 -0
  40. package/src/config.ts +30 -0
  41. package/src/core/context.ts +35 -0
  42. package/src/core/contracts.ts +123 -0
  43. package/src/core/defaults.ts +162 -0
  44. package/src/core/hit.spec.ts +58 -0
  45. package/src/core/hit.ts +66 -0
  46. package/src/enemies/factory.ts +25 -0
  47. package/src/index.ts +40 -0
  48. package/src/server.ts +235 -71
  49. package/src/targeting.spec.ts +24 -0
  50. package/src/types/canvas-engine.d.ts +4 -0
  51. package/src/types.ts +46 -1
  52. package/src/ui/state.ts +57 -0
package/README.md CHANGED
@@ -7,6 +7,7 @@ The AI controller manages **behavior only** - all stats (HP, ATK, skills, items,
7
7
  ## Features
8
8
 
9
9
  - **State Machine AI**: Enemies with dynamic behaviors (Idle, Alert, Combat, Flee, Stunned)
10
+ - **Plugin-first architecture**: Replace damage, hitboxes, knockback, hooks, and AI behaviors independently
10
11
  - **Multiple Enemy Types**: Aggressive, Defensive, Ranged, Tank, Berserker
11
12
  - **Attack Patterns**: Melee, Combo, Charged, Zone, Dash Attack
12
13
  - **Skill Support**: AI can use any RPGJS skill
@@ -22,6 +23,90 @@ The AI controller manages **behavior only** - all stats (HP, ATK, skills, items,
22
23
  npm install @rpgjs/action-battle
23
24
  ```
24
25
 
26
+ ## Plugin-First Customization
27
+
28
+ `provideActionBattle()` ships with Zelda-like defaults, but each combat system
29
+ can be replaced without rewriting the module.
30
+
31
+ ```ts
32
+ import { provideActionBattle } from "@rpgjs/action-battle/server";
33
+
34
+ export default provideActionBattle({
35
+ attack: {
36
+ lockMovement: true,
37
+ lockDurationMs: 280,
38
+ hitboxes: {
39
+ right: { offsetX: 18, offsetY: -18, width: 42, height: 36 }
40
+ }
41
+ },
42
+ systems: {
43
+ combat: {
44
+ damage({ attacker, target, skill }) {
45
+ const raw = target.applyDamage(attacker, skill);
46
+ return {
47
+ damage: raw.damage,
48
+ defeated: target.hp <= 0,
49
+ raw
50
+ };
51
+ },
52
+ knockback({ attacker, target }) {
53
+ const dx = target.x() - attacker.x();
54
+ const dy = target.y() - attacker.y();
55
+ const distance = Math.max(1, Math.sqrt(dx * dx + dy * dy));
56
+ return {
57
+ force: 70,
58
+ duration: 220,
59
+ direction: { x: dx / distance, y: dy / distance }
60
+ };
61
+ },
62
+ hooks: {
63
+ beforeHit(context) {
64
+ // Return false to cancel a hit, or return a modified context.
65
+ return context;
66
+ },
67
+ afterHit(result) {
68
+ console.log(`Damage: ${result.damage}`);
69
+ }
70
+ }
71
+ },
72
+ ai: {
73
+ behaviors: {
74
+ slime({ hpPercent }) {
75
+ return {
76
+ mode: hpPercent !== null && hpPercent < 0.25 ? "retreat" : "assault",
77
+ attackCooldown: 900
78
+ };
79
+ }
80
+ }
81
+ }
82
+ }
83
+ });
84
+ ```
85
+
86
+ The main extension contracts are:
87
+
88
+ - `ActionBattleCombatSystem`: resolves hitboxes, damage, knockback, and hooks.
89
+ - `ActionBattleAiBehavior`: returns lightweight AI decisions from event state.
90
+ - `ActionBattleHitHooks`: `beforeHit`, `afterDamage`, and `afterHit`.
91
+
92
+ Use `createActionEnemy()` when you want data-driven enemy presets:
93
+
94
+ ```ts
95
+ import { createActionEnemy, EnemyType } from "@rpgjs/action-battle/server";
96
+
97
+ const enemyPresets = {
98
+ slime: {
99
+ enemyType: EnemyType.Aggressive,
100
+ behaviorKey: "slime",
101
+ stats(event) {
102
+ event.hp = 40;
103
+ }
104
+ }
105
+ };
106
+
107
+ createActionEnemy(this, "slime", enemyPresets);
108
+ ```
109
+
25
110
  ## Quick Start
26
111
 
27
112
  ```typescript
@@ -496,6 +581,36 @@ The module handles player attacks via the `action` input:
496
581
  // Knockback force is based on equipped weapon's knockbackForce property
497
582
  ```
498
583
 
584
+ By default, the player is locked in place for `350ms` when attacking, similar
585
+ to classic A-RPG combat where the attack resolves before movement resumes.
586
+
587
+ ```ts
588
+ provideActionBattle({
589
+ attack: {
590
+ lockMovement: true,
591
+ lockDurationMs: 350,
592
+ showPreview: true,
593
+ previewDurationMs: 180,
594
+ previewColor: 0xfff3b0,
595
+ previewAccentColor: 0xffffff
596
+ }
597
+ });
598
+ ```
599
+
600
+ Set `lockMovement` to `false` if your game should allow moving attacks.
601
+ The client also stops predicted movement immediately and shows a short slash
602
+ preview so the action feels responsive even before the server hit resolves. Set
603
+ `showPreview` to `false` if your project uses only spritesheet combat
604
+ animations.
605
+
606
+ Player attacks are resolved with `createMovingHitbox()` instead of a passive
607
+ contact collision. You can still customize the generated hitboxes with
608
+ `attack.hitboxes` or `attack.resolveHitboxes`.
609
+
610
+ When the action targets a normal event with no `BattleAi`, the server lets the
611
+ event handle `onAction` and does not create the combat hitbox. Enemy events
612
+ with `BattleAi` still trigger the A-RPG attack.
613
+
499
614
  ## Configurable Combat Animations
500
615
 
501
616
  By default, player and AI attacks keep using the existing `attack` animation:
@@ -524,6 +639,28 @@ export default provideActionBattle({
524
639
  });
525
640
  ```
526
641
 
642
+ RPGJS Studio stores combat animations as spritesheet media ids. If
643
+ `provideStudioGame()` is installed, `createStudioActionBattleAnimations()` can
644
+ read the project animations attached to the player at runtime. By default, the
645
+ helper plays Studio attack spritesheets with
646
+ `setGraphicAnimation("attack", graphic, 1)`:
647
+
648
+ ```ts
649
+ import { provideActionBattle } from "@rpgjs/action-battle/server";
650
+ import { createStudioActionBattleAnimations } from "@rpgjs/studio/server";
651
+
652
+ export default provideActionBattle({
653
+ animations: createStudioActionBattleAnimations()
654
+ });
655
+ ```
656
+
657
+ You can also pass a static Studio animation object to override the media ids
658
+ manually. Animation values may be media ids or media objects returned by the
659
+ Studio game API.
660
+
661
+ The Studio field `castSpell` is accepted as an alias for action-battle's
662
+ `castSkill` animation key.
663
+
527
664
  For data-driven spritesheets, use resolver functions:
528
665
 
529
666
  ```ts
@@ -1,7 +1,8 @@
1
1
  import { RpgEvent, RpgPlayer } from '@rpgjs/server';
2
+ import { ActionBattleDamageResult } from './core/contracts';
2
3
  import { ActionBattleAnimationOptions } from './types';
3
4
  type RpgEventWithBattleAi = RpgEvent & {
4
- battleAi: BattleAi;
5
+ battleAi?: BattleAi;
5
6
  };
6
7
  export interface BattleAiOptions {
7
8
  enemyType?: EnemyType;
@@ -27,6 +28,7 @@ export interface BattleAiOptions {
27
28
  assaultThreshold?: number;
28
29
  retreatThreshold?: number;
29
30
  };
31
+ behaviorKey?: string;
30
32
  animations?: ActionBattleAnimationOptions;
31
33
  /** Callback called when the AI is defeated */
32
34
  onDefeated?: (event: RpgEvent, attacker?: RpgPlayer) => void;
@@ -277,6 +279,8 @@ export declare class BattleAi {
277
279
  private lastMoveToTime;
278
280
  private retreatCooldown;
279
281
  private lastRetreatTime;
282
+ private timers;
283
+ private behaviorKey?;
280
284
  /**
281
285
  * Create a new Battle AI Controller
282
286
  *
@@ -483,6 +487,7 @@ export declare class BattleAi {
483
487
  * The actual damage is applied externally via RPGJS API.
484
488
  */
485
489
  takeDamage(attacker: RpgPlayer): boolean;
490
+ handleDamage(attacker: RpgPlayer, damageResult: ActionBattleDamageResult): boolean;
486
491
  /**
487
492
  * Kill this AI
488
493
  *
@@ -495,9 +500,11 @@ export declare class BattleAi {
495
500
  */
496
501
  private getDistance;
497
502
  private updateBehavior;
503
+ private applyCustomBehavior;
498
504
  private handleTacticalMovement;
499
505
  private handleAssaultMovement;
500
506
  private requestMoveTo;
507
+ private schedule;
501
508
  getHealth(): number;
502
509
  getMaxHealth(): number;
503
510
  getTarget(): InstanceType<typeof RpgPlayer> | null;
@@ -1,6 +1,10 @@
1
- import client_default, { createActionBattleClient } from "./index7.js";
2
- import { AiDebug, AiState, AttackPattern, BattleAi, DEFAULT_KNOCKBACK, EnemyType } from "./index9.js";
3
- import { ACTION_BATTLE_ACTION_BAR_GUI_ID, DEFAULT_PLAYER_ATTACK_HITBOXES, applyPlayerHitToEvent, createActionBattleServer, getPlayerWeaponKnockbackForce, openActionBattleActionBar, updateActionBattleActionBar } from "./index10.js";
1
+ import client_default, { createActionBattleClient } from "./index9.js";
2
+ import { DEFAULT_ZELDA_PLAYER_HITBOXES, createDefaultPlayerHitboxResolver, defaultCombatSystem, defaultEnemyBehaviors, defaultKnockbackResolver, defaultRpgjsDamageResolver } from "./index10.js";
3
+ import { createActionBattleSystems, getActionBattleSystems } from "./index11.js";
4
+ import { AiDebug, AiState, AttackPattern, BattleAi, DEFAULT_KNOCKBACK, EnemyType } from "./index12.js";
5
+ import { applyActionBattleHit } from "./index13.js";
6
+ import { createActionEnemy } from "./index14.js";
7
+ import { ACTION_BATTLE_ACTION_BAR_GUI_ID, DEFAULT_PLAYER_ATTACK_HITBOXES, applyPlayerHitToEvent, createActionBattleServer, getPlayerWeaponKnockbackForce, openActionBattleActionBar, updateActionBattleActionBar } from "./index15.js";
4
8
  import { createModule } from "@rpgjs/common";
5
9
  //#region src/index.ts
6
10
  var server = null;
@@ -16,4 +20,4 @@ var src_default = {
16
20
  client: client_default
17
21
  };
18
22
  //#endregion
19
- export { ACTION_BATTLE_ACTION_BAR_GUI_ID, AiDebug, AiState, AttackPattern, BattleAi, DEFAULT_KNOCKBACK, DEFAULT_PLAYER_ATTACK_HITBOXES, EnemyType, applyPlayerHitToEvent, createActionBattleServer, src_default as default, getPlayerWeaponKnockbackForce, openActionBattleActionBar, provideActionBattle, updateActionBattleActionBar };
23
+ export { ACTION_BATTLE_ACTION_BAR_GUI_ID, AiDebug, AiState, AttackPattern, BattleAi, DEFAULT_KNOCKBACK, DEFAULT_PLAYER_ATTACK_HITBOXES, DEFAULT_ZELDA_PLAYER_HITBOXES, EnemyType, applyActionBattleHit, applyPlayerHitToEvent, createActionBattleServer, createActionBattleSystems, createActionEnemy, createDefaultPlayerHitboxResolver, src_default as default, defaultCombatSystem, defaultEnemyBehaviors, defaultKnockbackResolver, defaultRpgjsDamageResolver, getActionBattleSystems, getPlayerWeaponKnockbackForce, openActionBattleActionBar, provideActionBattle, updateActionBattleActionBar };
@@ -1,19 +1,23 @@
1
- import { normalizeActionBattleOptions, setActionBattleOptions } from "./index2.js";
2
- import { manhattanDistance, parseAoeMask } from "./index5.js";
3
- import { playActionBattleAnimation } from "./index8.js";
4
- import { Control, defineModule } from "@rpgjs/common";
5
- //#region src/server.ts
6
- var RpgEvent = null;
7
- var DEFAULT_KNOCKBACK = null;
8
- var ACTION_BATTLE_ACTION_BAR_GUI_ID = "action-battle-action-bar";
9
- /**
10
- * Default player attack hitboxes offsets for each direction
11
- *
12
- * These hitboxes define the attack areas relative to the player's position
13
- * for each cardinal direction. They are converted to absolute coordinates
14
- * when creating the moving hitbox.
15
- */
16
- var DEFAULT_PLAYER_ATTACK_HITBOXES = {
1
+ //#region src/core/defaults.ts
2
+ var DEFAULT_CORE_KNOCKBACK = {
3
+ force: 50,
4
+ duration: 300
5
+ };
6
+ var CoreAttackPattern = {
7
+ Melee: "melee",
8
+ Combo: "combo",
9
+ Charged: "charged",
10
+ Zone: "zone",
11
+ DashAttack: "dashAttack"
12
+ };
13
+ var CoreEnemyType = {
14
+ Aggressive: "aggressive",
15
+ Defensive: "defensive",
16
+ Ranged: "ranged",
17
+ Tank: "tank",
18
+ Berserker: "berserker"
19
+ };
20
+ var DEFAULT_ZELDA_PLAYER_HITBOXES = {
17
21
  up: {
18
22
  offsetX: -16,
19
23
  offsetY: -48,
@@ -45,332 +49,95 @@ var DEFAULT_PLAYER_ATTACK_HITBOXES = {
45
49
  height: 32
46
50
  }
47
51
  };
48
- /**
49
- * Get knockback force from player's equipped weapon
50
- *
51
- * Retrieves the knockbackForce property from the player's equipped weapon.
52
- * Falls back to DEFAULT_KNOCKBACK.force if no weapon or property is set.
53
- *
54
- * @param player - The player to get weapon knockback from
55
- * @returns Knockback force value
56
- *
57
- * @example
58
- * ```ts
59
- * // Player with weapon having knockbackForce: 80
60
- * const force = getPlayerWeaponKnockbackForce(player); // 80
61
- *
62
- * // No weapon equipped
63
- * const force = getPlayerWeaponKnockbackForce(player); // 50 (default)
64
- * ```
65
- */
66
- function getPlayerWeaponKnockbackForce(player) {
67
- try {
68
- const equipments = player.equipments?.() || [];
69
- for (const item of equipments) {
70
- const itemData = player.databaseById?.(item.id());
71
- if (itemData?._type === "weapon" && itemData.knockbackForce !== void 0) return itemData.knockbackForce;
72
- }
73
- } catch {}
74
- return DEFAULT_KNOCKBACK.force;
75
- }
76
- /**
77
- * Apply hit from player to target (event with AI)
78
- *
79
- * Handles damage calculation, knockback based on weapon, and visual effects.
80
- * Can be customized using hooks.
81
- *
82
- * @param player - The attacking player
83
- * @param target - The event being hit
84
- * @param hooks - Optional hooks for customizing hit behavior
85
- * @returns Hit result if AI exists, undefined otherwise
86
- *
87
- * @example
88
- * ```ts
89
- * // Basic hit
90
- * const result = applyPlayerHitToEvent(player, event);
91
- *
92
- * // With custom hooks
93
- * const result = applyPlayerHitToEvent(player, event, {
94
- * onBeforeHit(result) {
95
- * result.knockbackForce *= 2; // Double knockback
96
- * return result;
97
- * },
98
- * onAfterHit(result) {
99
- * if (result.defeated) {
100
- * player.gold += 10;
101
- * }
102
- * }
103
- * });
104
- * ```
105
- */
106
- function applyPlayerHitToEvent(player, target, hooks) {
107
- const ai = target.battleAi;
108
- if (!ai) return void 0;
109
- const knockbackForce = getPlayerWeaponKnockbackForce(player);
110
- const defeated = ai.takeDamage(player);
111
- const dx = target.x() - player.x();
112
- const dy = target.y() - player.y();
113
- const distance = Math.sqrt(dx * dx + dy * dy);
114
- let hitResult = {
115
- damage: 0,
116
- knockbackForce,
117
- knockbackDuration: DEFAULT_KNOCKBACK.duration,
118
- defeated,
119
- attacker: player,
120
- target
121
- };
122
- if (hooks?.onBeforeHit) {
123
- const modified = hooks.onBeforeHit(hitResult);
124
- if (modified) hitResult = modified;
125
- }
126
- if (!hitResult.defeated && hitResult.knockbackForce > 0 && distance > 0) {
127
- const knockbackDirection = {
128
- x: dx / distance,
129
- y: dy / distance
130
- };
131
- target.knockback(knockbackDirection, hitResult.knockbackForce, hitResult.knockbackDuration);
132
- }
133
- if (hooks?.onAfterHit) hooks.onAfterHit(hitResult);
134
- return hitResult;
135
- }
136
- var resolveSignal = (value) => typeof value === "function" ? value() : value;
137
- var resolveItemData = (player, itemId) => {
138
- try {
139
- return player.databaseById?.(itemId);
140
- } catch {
141
- return null;
142
- }
143
- };
144
- var resolveSkillData = (player, skillId) => {
145
- try {
146
- return player.databaseById?.(skillId);
147
- } catch {
148
- return null;
52
+ var resolveEquippedWeapon = (entity) => {
53
+ const equipments = entity?.equipments?.() || [];
54
+ for (const item of equipments) {
55
+ const itemId = item?.id?.() ?? item?.id;
56
+ const itemData = entity?.databaseById?.(itemId);
57
+ if (itemData?._type === "weapon") return itemData;
149
58
  }
59
+ return null;
150
60
  };
151
- var resolveSkillTargeting = (player, skillId, options) => {
152
- const skillsOptions = options.skills;
153
- const skillData = resolveSkillData(player, skillId);
154
- if (skillsOptions?.getTargeting) return skillsOptions.getTargeting(skillData);
155
- const range = skillData?.range ?? skillData?.targeting?.range ?? skillData?.targeting?.distance;
156
- const aoeMask = skillData?.aoeMask ?? skillData?.targeting?.aoeMask ?? skillData?.targeting?.mask;
157
- if (range === void 0 && aoeMask === void 0) return null;
61
+ var resolveDirection = (attacker, target) => {
62
+ const dx = target.x() - attacker.x();
63
+ const dy = target.y() - attacker.y();
64
+ const distance = Math.sqrt(dx * dx + dy * dy);
65
+ if (distance <= 0) return void 0;
158
66
  return {
159
- range: range ?? 0,
160
- aoeMask
67
+ x: dx / distance,
68
+ y: dy / distance
161
69
  };
162
70
  };
163
- var normalizeMaskRows = (mask) => {
164
- if (!mask) return [];
165
- if (Array.isArray(mask)) return mask;
166
- return mask.trim().split("\n").map((row) => row.replace(/\r/g, ""));
71
+ var createDefaultPlayerHitboxResolver = (hitboxes = DEFAULT_ZELDA_PLAYER_HITBOXES) => (context) => {
72
+ const attacker = context.attacker;
73
+ const config = hitboxes[context.direction ?? (typeof attacker.getDirection === "function" ? attacker.getDirection() : "default")] || hitboxes.default;
74
+ return [{
75
+ x: attacker.x() + config.offsetX,
76
+ y: attacker.y() + config.offsetY,
77
+ width: config.width,
78
+ height: config.height
79
+ }];
167
80
  };
168
- var buildActionBarData = (player, options) => {
81
+ var defaultRpgjsDamageResolver = (context) => {
82
+ const target = context.target;
83
+ const raw = target.applyDamage(context.attacker, context.skill);
169
84
  return {
170
- items: (player.items?.() || []).map((item) => {
171
- const id = item.id?.() ?? item.id;
172
- const data = resolveItemData(player, id);
173
- const name = resolveSignal(data?.name) ?? resolveSignal(item.name) ?? id;
174
- const description = resolveSignal(data?.description) ?? resolveSignal(item.description) ?? "";
175
- const icon = resolveSignal(data?.icon) ?? resolveSignal(item.icon);
176
- const quantity = resolveSignal(item.quantity) ?? 1;
177
- const consumable = resolveSignal(data?.consumable);
178
- const itemType = resolveSignal(data?._type);
179
- return {
180
- id,
181
- name,
182
- description,
183
- icon,
184
- quantity,
185
- usable: quantity > 0 && consumable !== false && (itemType ? itemType === "item" : true)
186
- };
187
- }),
188
- skills: (player.skills?.() || []).map((skill) => {
189
- const id = skill.id?.() ?? skill.id;
190
- const data = resolveSkillData(player, id) || skill;
191
- const name = resolveSignal(data?.name) ?? resolveSignal(skill.name) ?? id;
192
- const description = resolveSignal(data?.description) ?? resolveSignal(skill.description) ?? "";
193
- const icon = resolveSignal(data?.icon) ?? resolveSignal(skill.icon);
194
- const spCost = resolveSignal(data?.spCost) ?? resolveSignal(skill.spCost) ?? 0;
195
- const usable = spCost <= player.sp;
196
- const targeting = resolveSkillTargeting(player, id, options);
197
- const skillEntry = {
198
- id,
199
- name,
200
- description,
201
- icon,
202
- spCost,
203
- usable,
204
- range: targeting?.range ?? 0
205
- };
206
- if (targeting) {
207
- const mask = targeting.aoeMask ?? options.skills?.defaultAoeMask;
208
- if (mask) skillEntry.aoeMask = normalizeMaskRows(mask);
209
- }
210
- return skillEntry;
211
- })
85
+ damage: raw?.damage ?? 0,
86
+ defeated: target.hp <= 0,
87
+ raw
212
88
  };
213
89
  };
214
- var ensureActionBarGui = (player, options) => {
215
- const gui = player.getGui?.("action-battle-action-bar") || player.gui("action-battle-action-bar");
216
- if (!gui.__actionBattleReady) {
217
- gui.__actionBattleReady = true;
218
- gui.on("useItem", ({ id }) => {
219
- try {
220
- player.useItem(id);
221
- } catch {}
222
- gui.update(buildActionBarData(player, options));
223
- });
224
- gui.on("useSkill", ({ id, target }) => {
225
- handleActionBattleSkillUse(player, id, target, options);
226
- gui.update(buildActionBarData(player, options));
227
- });
228
- gui.on("refresh", () => {
229
- gui.update(buildActionBarData(player, options));
230
- });
231
- }
232
- return gui;
233
- };
234
- var openActionBattleActionBar = (player, rawOptions = {}) => {
235
- const options = normalizeActionBattleOptions(rawOptions);
236
- ensureActionBarGui(player, options).open(buildActionBarData(player, options));
237
- };
238
- var updateActionBattleActionBar = (player, rawOptions = {}) => {
239
- const options = normalizeActionBattleOptions(rawOptions);
240
- const gui = player.getGui?.(ACTION_BATTLE_ACTION_BAR_GUI_ID);
241
- if (gui) gui.update(buildActionBarData(player, options));
242
- };
243
- var getTileSize = (map) => ({
244
- width: map?.tileWidth ?? 32,
245
- height: map?.tileHeight ?? 32
246
- });
247
- var getEntityTile = (entity, tileSize) => {
248
- const hitbox = entity.hitbox?.() || {
249
- w: tileSize.width,
250
- h: tileSize.height
251
- };
90
+ var defaultKnockbackResolver = (context) => {
91
+ const weapon = context.weapon ?? resolveEquippedWeapon(context.attacker);
252
92
  return {
253
- x: Math.floor((entity.x() + hitbox.w / 2) / tileSize.width),
254
- y: Math.floor((entity.y() + hitbox.h / 2) / tileSize.height)
93
+ force: weapon?.knockbackForce ?? DEFAULT_CORE_KNOCKBACK.force,
94
+ duration: weapon?.knockbackDuration ?? DEFAULT_CORE_KNOCKBACK.duration,
95
+ direction: resolveDirection(context.attacker, context.target)
255
96
  };
256
97
  };
257
- var handleActionBattleSkillUse = (player, skillId, target, options) => {
258
- const skillData = resolveSkillData(player, skillId);
259
- const map = player.getCurrentMap();
260
- if (!map) {
261
- playActionBattleAnimation("castSkill", player, options.animations, { skill: skillData });
262
- player.useSkill(skillId);
263
- return;
264
- }
265
- const targeting = resolveSkillTargeting(player, skillId, options);
266
- if (!targeting || !target) {
267
- playActionBattleAnimation("castSkill", player, options.animations, { skill: skillData });
268
- player.useSkill(skillId);
269
- return;
270
- }
271
- const tileSize = getTileSize(map);
272
- const origin = getEntityTile(player, tileSize);
273
- const targetTile = {
274
- x: target.x,
275
- y: target.y
276
- };
277
- if (manhattanDistance(origin, targetTile) > targeting.range) return;
278
- const mask = parseAoeMask(targeting.aoeMask || options.skills?.defaultAoeMask);
279
- const affected = /* @__PURE__ */ new Set();
280
- mask.cells.forEach((cell) => {
281
- const x = targetTile.x + cell.dx;
282
- const y = targetTile.y + cell.dy;
283
- affected.add(`${x},${y}`);
284
- });
285
- const targets = [];
286
- const affects = options.targeting?.affects || "events";
287
- if (affects === "events" || affects === "both") map.getEvents().forEach((event) => {
288
- const tile = getEntityTile(event, tileSize);
289
- if (affected.has(`${tile.x},${tile.y}`)) targets.push(event);
290
- });
291
- if (affects === "players" || affects === "both") map.getPlayers().forEach((other) => {
292
- if (other.id === player.id) return;
293
- const tile = getEntityTile(other, tileSize);
294
- if (affected.has(`${tile.x},${tile.y}`)) targets.push(other);
295
- });
296
- if (!options.targeting?.allowEmptyTarget && targets.length === 0) return;
297
- playActionBattleAnimation("castSkill", player, options.animations, {
298
- skill: skillData,
299
- target: targets[0]
300
- });
301
- player.useSkill(skillId, targets);
98
+ var defaultCombatSystem = {
99
+ resolveHitboxes: createDefaultPlayerHitboxResolver(),
100
+ resolveDamage: defaultRpgjsDamageResolver,
101
+ resolveKnockback: defaultKnockbackResolver
102
+ };
103
+ var defaultEnemyBehaviors = {
104
+ [CoreEnemyType.Aggressive]: ({ hpPercent }) => ({
105
+ mode: hpPercent !== null && hpPercent < .15 ? "retreat" : "assault",
106
+ attackPatterns: [
107
+ CoreAttackPattern.Melee,
108
+ CoreAttackPattern.Combo,
109
+ CoreAttackPattern.DashAttack
110
+ ]
111
+ }),
112
+ [CoreEnemyType.Defensive]: ({ hpPercent }) => ({
113
+ mode: hpPercent !== null && hpPercent < .3 ? "retreat" : "tactical",
114
+ attackPatterns: [CoreAttackPattern.Melee, CoreAttackPattern.Charged]
115
+ }),
116
+ [CoreEnemyType.Ranged]: ({ distance }) => ({
117
+ mode: distance !== null && distance < 80 ? "retreat" : "tactical",
118
+ attackPatterns: [CoreAttackPattern.Melee, CoreAttackPattern.Zone]
119
+ }),
120
+ [CoreEnemyType.Tank]: () => ({
121
+ mode: "assault",
122
+ attackPatterns: [
123
+ CoreAttackPattern.Melee,
124
+ CoreAttackPattern.Charged,
125
+ CoreAttackPattern.Zone
126
+ ]
127
+ }),
128
+ [CoreEnemyType.Berserker]: ({ hpPercent }) => ({
129
+ mode: "assault",
130
+ attackCooldown: hpPercent === null ? void 0 : Math.max(250, 800 * Math.max(.3, hpPercent)),
131
+ attackPatterns: [
132
+ CoreAttackPattern.Melee,
133
+ CoreAttackPattern.Combo,
134
+ CoreAttackPattern.DashAttack
135
+ ]
136
+ })
302
137
  };
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
- });
138
+ var defaultActionBattleSystems = {
139
+ combat: defaultCombatSystem,
140
+ ai: { behaviors: defaultEnemyBehaviors }
373
141
  };
374
- createActionBattleServer();
375
142
  //#endregion
376
- export { ACTION_BATTLE_ACTION_BAR_GUI_ID, DEFAULT_PLAYER_ATTACK_HITBOXES, applyPlayerHitToEvent, createActionBattleServer, getPlayerWeaponKnockbackForce, openActionBattleActionBar, updateActionBattleActionBar };
143
+ export { DEFAULT_ZELDA_PLAYER_HITBOXES, createDefaultPlayerHitboxResolver, defaultActionBattleSystems, defaultCombatSystem, defaultEnemyBehaviors, defaultKnockbackResolver, defaultRpgjsDamageResolver };