@rpgjs/action-battle 5.0.0-beta.5 → 5.0.0-beta.6

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 (63) hide show
  1. package/README.md +115 -0
  2. package/dist/ai.server.d.ts +17 -2
  3. package/dist/client/index.js +13 -8
  4. package/dist/client/index10.js +54 -136
  5. package/dist/client/index11.js +52 -23
  6. package/dist/client/index12.js +101 -1217
  7. package/dist/client/index13.js +139 -42
  8. package/dist/client/index14.js +23 -8
  9. package/dist/client/index15.js +68 -444
  10. package/dist/client/index16.js +1281 -0
  11. package/dist/client/index17.js +13 -0
  12. package/dist/client/index18.js +60 -0
  13. package/dist/client/index19.js +10 -0
  14. package/dist/client/index2.js +25 -87
  15. package/dist/client/index20.js +504 -0
  16. package/dist/client/index3.js +45 -83
  17. package/dist/client/index4.js +98 -297
  18. package/dist/client/index5.js +81 -33
  19. package/dist/client/index6.js +284 -78
  20. package/dist/client/index7.js +33 -74
  21. package/dist/client/index8.js +95 -55
  22. package/dist/client/index9.js +75 -96
  23. package/dist/core/attack-profile.d.ts +9 -0
  24. package/dist/core/attack-runtime.d.ts +20 -0
  25. package/dist/core/enemy-attack-profiles.d.ts +6 -0
  26. package/dist/core/equipment.d.ts +2 -0
  27. package/dist/core/hit-reaction.d.ts +5 -0
  28. package/dist/index.d.ts +6 -1
  29. package/dist/server/index.js +12 -7
  30. package/dist/server/index10.js +1278 -8
  31. package/dist/server/index11.js +37 -0
  32. package/dist/server/index12.js +60 -0
  33. package/dist/server/index13.js +13 -0
  34. package/dist/server/index14.js +503 -0
  35. package/dist/server/index15.js +10 -0
  36. package/dist/server/index3.js +25 -87
  37. package/dist/server/index4.js +45 -141
  38. package/dist/server/index5.js +104 -21
  39. package/dist/server/index6.js +137 -1215
  40. package/dist/server/index7.js +22 -34
  41. package/dist/server/index8.js +70 -44
  42. package/dist/server/index9.js +44 -437
  43. package/dist/server.d.ts +7 -1
  44. package/package.json +5 -5
  45. package/src/ai.server.ts +172 -43
  46. package/src/client.ts +21 -12
  47. package/src/config.ts +17 -2
  48. package/src/core/attack-profile.spec.ts +118 -0
  49. package/src/core/attack-profile.ts +100 -0
  50. package/src/core/attack-runtime.spec.ts +103 -0
  51. package/src/core/attack-runtime.ts +83 -0
  52. package/src/core/contracts.ts +3 -0
  53. package/src/core/enemy-attack-profiles.spec.ts +35 -0
  54. package/src/core/enemy-attack-profiles.ts +103 -0
  55. package/src/core/equipment.spec.ts +37 -0
  56. package/src/core/equipment.ts +17 -0
  57. package/src/core/hit-reaction.spec.ts +43 -0
  58. package/src/core/hit-reaction.ts +70 -0
  59. package/src/core/hit.spec.ts +54 -1
  60. package/src/core/hit.ts +26 -0
  61. package/src/index.ts +36 -0
  62. package/src/server.ts +180 -33
  63. package/src/types.ts +62 -6
@@ -1,448 +1,72 @@
1
- import { normalizeActionBattleOptions, setActionBattleOptions } from "./index2.js";
2
- import { manhattanDistance, parseAoeMask } from "./index5.js";
3
- import { playActionBattleAnimation } from "./index8.js";
4
- import { DEFAULT_ZELDA_PLAYER_HITBOXES } from "./index10.js";
5
- import { getActionBattleSystems, setActionBattleSystems } from "./index11.js";
6
- import "./index12.js";
7
- import { applyActionBattleHit } from "./index13.js";
8
- import { Control, defineModule } from "@rpgjs/common";
9
- //#region src/server.ts
10
- var RpgEvent = null;
11
- var DEFAULT_KNOCKBACK = null;
12
- var ACTION_BATTLE_ACTION_BAR_GUI_ID = "action-battle-action-bar";
13
- var DEFAULT_ATTACK_LOCK_DURATION_MS = 350;
14
- /**
15
- * Default player attack hitboxes offsets for each direction
16
- *
17
- * These hitboxes define the attack areas relative to the player's position
18
- * for each cardinal direction. They are converted to absolute coordinates
19
- * when creating the moving hitbox.
20
- */
21
- var DEFAULT_PLAYER_ATTACK_HITBOXES = { ...DEFAULT_ZELDA_PLAYER_HITBOXES };
22
- var beginPlayerAttackLock = (player, map, durationMs) => {
23
- if (durationMs <= 0) return true;
24
- const runtimePlayer = player;
25
- const now = Date.now();
26
- if (typeof runtimePlayer.__actionBattleAttackLockedUntil === "number" && runtimePlayer.__actionBattleAttackLockedUntil > now) return false;
27
- const lockId = (runtimePlayer.__actionBattleAttackLockId ?? 0) + 1;
28
- runtimePlayer.__actionBattleAttackLockId = lockId;
29
- runtimePlayer.__actionBattleAttackLockedUntil = now + durationMs;
30
- const previousCanMove = typeof player.canMove === "function" ? player.canMove() : true;
31
- const previousDirectionFixed = player.directionFixed;
32
- const previousAnimationFixed = player.animationFixed;
33
- player.pendingInputs = [];
34
- player.lastProcessedInputTs = 0;
35
- map?.stopMovement?.(player);
36
- player.canMove.set(false);
37
- player.directionFixed = true;
38
- setTimeout(() => {
39
- if (runtimePlayer.__actionBattleAttackLockId !== lockId) return;
40
- runtimePlayer.__actionBattleAttackLockedUntil = 0;
41
- player.canMove.set(previousCanMove);
42
- player.directionFixed = previousDirectionFixed;
43
- player.animationFixed = previousAnimationFixed;
44
- }, durationMs);
45
- return true;
46
- };
47
- var isBattleEvent = (event) => !!event.battleAi;
48
- var rectsOverlap = (a, b) => a.x < b.x + b.width && a.x + a.width > b.x && a.y < b.y + b.height && a.y + a.height > b.y;
49
- var eventRect = (event) => {
50
- const hitbox = typeof event.hitbox === "function" ? event.hitbox() : event.hitbox;
51
- return {
52
- x: event.x(),
53
- y: event.y(),
54
- width: hitbox?.w ?? 32,
55
- height: hitbox?.h ?? 32
56
- };
57
- };
58
- var getVisibleActionEvents = (player, map, hitboxes) => {
59
- if (!map) return [];
60
- const eventsById = /* @__PURE__ */ new Map();
61
- const addEvent = (event) => {
62
- if (!event) return;
63
- if (!(typeof map.isEventVisibleForPlayer === "function" ? map.isEventVisibleForPlayer(event, player) : true)) return;
64
- eventsById.set(event.id, event);
65
- };
66
- const collisions = map.getCollisions?.(player.id);
67
- if (Array.isArray(collisions)) collisions.forEach((id) => addEvent(map.getEvent(id)));
68
- for (const event of map.getEvents()) {
69
- const rect = eventRect(event);
70
- if (hitboxes.some((hitbox) => rectsOverlap(hitbox, rect))) addEvent(event);
71
- }
72
- return Array.from(eventsById.values());
73
- };
74
- var isActionReservedForNormalEvent = (player, map, hitboxes) => {
75
- const events = getVisibleActionEvents(player, map, hitboxes);
76
- return events.length > 0 && !events.some(isBattleEvent);
77
- };
78
- /**
79
- * Get knockback force from player's equipped weapon
80
- *
81
- * Retrieves the knockbackForce property from the player's equipped weapon.
82
- * Falls back to DEFAULT_KNOCKBACK.force if no weapon or property is set.
83
- *
84
- * @param player - The player to get weapon knockback from
85
- * @returns Knockback force value
86
- *
87
- * @example
88
- * ```ts
89
- * // Player with weapon having knockbackForce: 80
90
- * const force = getPlayerWeaponKnockbackForce(player); // 80
91
- *
92
- * // No weapon equipped
93
- * const force = getPlayerWeaponKnockbackForce(player); // 50 (default)
94
- * ```
95
- */
96
- function getPlayerWeaponKnockbackForce(player) {
97
- try {
98
- const equipments = player.equipments?.() || [];
99
- for (const item of equipments) {
100
- const itemData = player.databaseById?.(item.id());
101
- if (itemData?._type === "weapon" && itemData.knockbackForce !== void 0) return itemData.knockbackForce;
1
+ import { normalizeActionBattleAttackProfile } from "./index3.js";
2
+ //#region src/core/enemy-attack-profiles.ts
3
+ var DEFAULT_ACTION_BATTLE_ENEMY_ATTACK_PROFILES = {
4
+ melee: {
5
+ id: "enemy-melee",
6
+ startupMs: 120,
7
+ activeMs: 100,
8
+ recoveryMs: 220,
9
+ cooldownMs: 440,
10
+ reaction: {
11
+ invincibilityMs: 250,
12
+ hitstunMs: 120,
13
+ staggerPower: 1
102
14
  }
103
- } catch {}
104
- return DEFAULT_KNOCKBACK.force;
105
- }
106
- /**
107
- * Apply hit from player to target (event with AI)
108
- *
109
- * Handles damage calculation, knockback based on weapon, and visual effects.
110
- * Can be customized using hooks.
111
- *
112
- * @param player - The attacking player
113
- * @param target - The event being hit
114
- * @param hooks - Optional hooks for customizing hit behavior
115
- * @returns Hit result if AI exists, undefined otherwise
116
- *
117
- * @example
118
- * ```ts
119
- * // Basic hit
120
- * const result = applyPlayerHitToEvent(player, event);
121
- *
122
- * // With custom hooks
123
- * const result = applyPlayerHitToEvent(player, event, {
124
- * onBeforeHit(result) {
125
- * result.knockbackForce *= 2; // Double knockback
126
- * return result;
127
- * },
128
- * onAfterHit(result) {
129
- * if (result.defeated) {
130
- * player.gold += 10;
131
- * }
132
- * }
133
- * });
134
- * ```
135
- */
136
- function applyPlayerHitToEvent(player, target, hooks) {
137
- const ai = target.battleAi;
138
- if (!ai) return void 0;
139
- const systems = getActionBattleSystems();
140
- const result = applyActionBattleHit({
141
- ...systems.combat,
142
- hooks: hooks ? {
143
- ...systems.combat.hooks,
144
- beforeHit(context) {
145
- const before = systems.combat.hooks?.beforeHit?.(context);
146
- if (before === false) return false;
147
- const nextContext = before || context;
148
- const legacyResult = toLegacyHitResult(nextContext);
149
- const modified = hooks.onBeforeHit?.(legacyResult);
150
- if (!modified) return nextContext;
151
- return {
152
- ...nextContext,
153
- damage: {
154
- damage: modified.damage,
155
- defeated: modified.defeated,
156
- raw: nextContext.damage?.raw
157
- },
158
- knockback: {
159
- force: modified.knockbackForce,
160
- duration: modified.knockbackDuration,
161
- direction: nextContext.knockback?.direction
162
- }
163
- };
164
- },
165
- afterHit(result) {
166
- systems.combat.hooks?.afterHit?.(result);
167
- hooks.onAfterHit?.(result);
168
- }
169
- } : systems.combat.hooks
170
- }, {
171
- attacker: player,
172
- target
173
- });
174
- if (!result.cancelled) ai.handleDamage(player, {
175
- damage: result.damage,
176
- defeated: result.defeated,
177
- raw: result.rawDamage
178
- });
179
- return result;
180
- }
181
- var toLegacyHitResult = (context) => ({
182
- damage: context.damage?.damage ?? 0,
183
- knockbackForce: context.knockback?.force ?? getPlayerWeaponKnockbackForce(context.attacker),
184
- knockbackDuration: context.knockback?.duration ?? DEFAULT_KNOCKBACK.duration,
185
- defeated: context.damage?.defeated ?? false,
186
- attacker: context.attacker,
187
- target: context.target
188
- });
189
- var resolvePlayerAttackHitboxes = (player, directionKey, options) => {
190
- const configuredHitboxes = {
191
- ...DEFAULT_PLAYER_ATTACK_HITBOXES,
192
- ...options.attack?.hitboxes
193
- };
194
- const hitboxConfig = configuredHitboxes[directionKey] || configuredHitboxes.default;
195
- const defaultHitboxes = [{
196
- x: player.x() + hitboxConfig.offsetX,
197
- y: player.y() + hitboxConfig.offsetY,
198
- width: hitboxConfig.width,
199
- height: hitboxConfig.height
200
- }];
201
- return options.attack?.resolveHitboxes?.({
202
- player,
203
- direction: directionKey,
204
- defaultHitboxes
205
- }) ?? defaultHitboxes;
206
- };
207
- var resolveSignal = (value) => typeof value === "function" ? value() : value;
208
- var resolveItemData = (player, itemId) => {
209
- try {
210
- return player.databaseById?.(itemId);
211
- } catch {
212
- return null;
213
- }
214
- };
215
- var resolveSkillData = (player, skillId) => {
216
- try {
217
- return player.databaseById?.(skillId);
218
- } catch {
219
- return null;
220
- }
221
- };
222
- var resolveSkillTargeting = (player, skillId, options) => {
223
- const skillsOptions = options.skills;
224
- const skillData = resolveSkillData(player, skillId);
225
- if (skillsOptions?.getTargeting) return skillsOptions.getTargeting(skillData);
226
- const range = skillData?.range ?? skillData?.targeting?.range ?? skillData?.targeting?.distance;
227
- const aoeMask = skillData?.aoeMask ?? skillData?.targeting?.aoeMask ?? skillData?.targeting?.mask;
228
- if (range === void 0 && aoeMask === void 0) return null;
229
- return {
230
- range: range ?? 0,
231
- aoeMask
232
- };
233
- };
234
- var normalizeMaskRows = (mask) => {
235
- if (!mask) return [];
236
- if (Array.isArray(mask)) return mask;
237
- return mask.trim().split("\n").map((row) => row.replace(/\r/g, ""));
238
- };
239
- var buildActionBarData = (player, options) => {
240
- return {
241
- items: (player.items?.() || []).map((item) => {
242
- const id = item.id?.() ?? item.id;
243
- const data = resolveItemData(player, id);
244
- const name = resolveSignal(data?.name) ?? resolveSignal(item.name) ?? id;
245
- const description = resolveSignal(data?.description) ?? resolveSignal(item.description) ?? "";
246
- const icon = resolveSignal(data?.icon) ?? resolveSignal(item.icon);
247
- const quantity = resolveSignal(item.quantity) ?? 1;
248
- const consumable = resolveSignal(data?.consumable);
249
- const itemType = resolveSignal(data?._type);
250
- return {
251
- id,
252
- name,
253
- description,
254
- icon,
255
- quantity,
256
- usable: quantity > 0 && consumable !== false && (itemType ? itemType === "item" : true)
257
- };
258
- }),
259
- skills: (player.skills?.() || []).map((skill) => {
260
- const id = skill.id?.() ?? skill.id;
261
- const data = resolveSkillData(player, id) || skill;
262
- const name = resolveSignal(data?.name) ?? resolveSignal(skill.name) ?? id;
263
- const description = resolveSignal(data?.description) ?? resolveSignal(skill.description) ?? "";
264
- const icon = resolveSignal(data?.icon) ?? resolveSignal(skill.icon);
265
- const spCost = resolveSignal(data?.spCost) ?? resolveSignal(skill.spCost) ?? 0;
266
- const usable = spCost <= player.sp;
267
- const targeting = resolveSkillTargeting(player, id, options);
268
- const skillEntry = {
269
- id,
270
- name,
271
- description,
272
- icon,
273
- spCost,
274
- usable,
275
- range: targeting?.range ?? 0
276
- };
277
- if (targeting) {
278
- const mask = targeting.aoeMask ?? options.skills?.defaultAoeMask;
279
- if (mask) skillEntry.aoeMask = normalizeMaskRows(mask);
280
- }
281
- return skillEntry;
282
- })
283
- };
284
- };
285
- var ensureActionBarGui = (player, options) => {
286
- const gui = player.getGui?.("action-battle-action-bar") || player.gui("action-battle-action-bar");
287
- if (!gui.__actionBattleReady) {
288
- gui.__actionBattleReady = true;
289
- gui.on("useItem", ({ id }) => {
290
- try {
291
- player.useItem(id);
292
- } catch {}
293
- gui.update(buildActionBarData(player, options));
294
- });
295
- gui.on("useSkill", ({ id, target }) => {
296
- handleActionBattleSkillUse(player, id, target, options);
297
- gui.update(buildActionBarData(player, options));
298
- });
299
- gui.on("refresh", () => {
300
- gui.update(buildActionBarData(player, options));
301
- });
302
- }
303
- return gui;
304
- };
305
- var openActionBattleActionBar = (player, rawOptions = {}) => {
306
- const options = normalizeActionBattleOptions(rawOptions);
307
- ensureActionBarGui(player, options).open(buildActionBarData(player, options));
308
- };
309
- var updateActionBattleActionBar = (player, rawOptions = {}) => {
310
- const options = normalizeActionBattleOptions(rawOptions);
311
- const gui = player.getGui?.(ACTION_BATTLE_ACTION_BAR_GUI_ID);
312
- if (gui) gui.update(buildActionBarData(player, options));
313
- };
314
- var getTileSize = (map) => ({
315
- width: map?.tileWidth ?? 32,
316
- height: map?.tileHeight ?? 32
317
- });
318
- var getEntityTile = (entity, tileSize) => {
319
- const hitbox = entity.hitbox?.() || {
320
- w: tileSize.width,
321
- h: tileSize.height
322
- };
323
- return {
324
- x: Math.floor((entity.x() + hitbox.w / 2) / tileSize.width),
325
- y: Math.floor((entity.y() + hitbox.h / 2) / tileSize.height)
326
- };
327
- };
328
- var handleActionBattleSkillUse = (player, skillId, target, options) => {
329
- const skillData = resolveSkillData(player, skillId);
330
- const map = player.getCurrentMap();
331
- if (!map) {
332
- playActionBattleAnimation("castSkill", player, options.animations, { skill: skillData });
333
- player.useSkill(skillId);
334
- return;
335
- }
336
- const targeting = resolveSkillTargeting(player, skillId, options);
337
- if (!targeting || !target) {
338
- playActionBattleAnimation("castSkill", player, options.animations, { skill: skillData });
339
- player.useSkill(skillId);
340
- return;
341
- }
342
- const tileSize = getTileSize(map);
343
- const origin = getEntityTile(player, tileSize);
344
- const targetTile = {
345
- x: target.x,
346
- y: target.y
347
- };
348
- if (manhattanDistance(origin, targetTile) > targeting.range) return;
349
- const mask = parseAoeMask(targeting.aoeMask || options.skills?.defaultAoeMask);
350
- const affected = /* @__PURE__ */ new Set();
351
- mask.cells.forEach((cell) => {
352
- const x = targetTile.x + cell.dx;
353
- const y = targetTile.y + cell.dy;
354
- affected.add(`${x},${y}`);
355
- });
356
- const targets = [];
357
- const affects = options.targeting?.affects || "events";
358
- if (affects === "events" || affects === "both") map.getEvents().forEach((event) => {
359
- const tile = getEntityTile(event, tileSize);
360
- if (affected.has(`${tile.x},${tile.y}`)) targets.push(event);
361
- });
362
- if (affects === "players" || affects === "both") map.getPlayers().forEach((other) => {
363
- if (other.id === player.id) return;
364
- const tile = getEntityTile(other, tileSize);
365
- if (affected.has(`${tile.x},${tile.y}`)) targets.push(other);
366
- });
367
- if (!options.targeting?.allowEmptyTarget && targets.length === 0) return;
368
- playActionBattleAnimation("castSkill", player, options.animations, {
369
- skill: skillData,
370
- target: targets[0]
371
- });
372
- player.useSkill(skillId, targets);
373
- };
374
- var createActionBattleServer = (rawOptions = {}) => {
375
- const options = normalizeActionBattleOptions(rawOptions);
376
- setActionBattleOptions(options);
377
- setActionBattleSystems(options);
378
- return defineModule({
379
- player: {
380
- /**
381
- * Handle player input for combat actions
382
- *
383
- * When a player presses the action key, create an attack hitbox
384
- * that can damage AI enemies within range and knockback the event.
385
- * Knockback force is based on the player's equipped weapon.
386
- * Triggers attack animation and visual effects.
387
- *
388
- * @param player - The player performing the action
389
- * @param input - Input data containing pressed keys
390
- */
391
- onInput(player, input) {
392
- if (input.action == Control.Action) {
393
- const map = player.getCurrentMap();
394
- const hitboxes = resolvePlayerAttackHitboxes(player, player.getDirection(), options);
395
- if (isActionReservedForNormalEvent(player, map, hitboxes)) return;
396
- const lockMovement = options.attack?.lockMovement !== false;
397
- const lockDurationMs = options.attack?.lockDurationMs ?? DEFAULT_ATTACK_LOCK_DURATION_MS;
398
- let movementLocked = false;
399
- if (lockMovement && !beginPlayerAttackLock(player, map, Math.max(0, lockDurationMs))) return;
400
- movementLocked = lockMovement && lockDurationMs > 0;
401
- playActionBattleAnimation("attack", player, options.animations);
402
- if (movementLocked) player.animationFixed = true;
403
- map?.createMovingHitbox(hitboxes, { speed: 3 }).subscribe({ next(hits) {
404
- hits.forEach((hit) => {
405
- if (hit instanceof RpgEvent) {
406
- if (applyPlayerHitToEvent(player, hit)?.defeated) console.log(`Player ${player.id} defeated AI ${hit.id}`);
407
- }
408
- });
409
- } });
410
- }
411
- },
412
- onConnected(player) {
413
- if (options.ui?.actionBar?.enabled && options.ui?.actionBar?.autoOpen) openActionBattleActionBar(player, options);
414
- }
415
- },
416
- event: {
417
- /**
418
- * Handle player detection when entering AI vision
419
- *
420
- * Called when a player enters an AI event's vision range.
421
- * The AI will start pursuing and attacking the player.
422
- *
423
- * @param event - The AI event
424
- * @param player - The player entering vision
425
- * @param shape - The vision shape
426
- */
427
- onDetectInShape(event, player, shape) {
428
- event.battleAi?.onDetectInShape(player, shape);
429
- },
430
- /**
431
- * Handle player leaving AI vision
432
- *
433
- * Called when a player leaves an AI event's vision range.
434
- * The AI will stop pursuing the player.
435
- *
436
- * @param event - The AI event
437
- * @param player - The player leaving vision
438
- * @param shape - The vision shape
439
- */
440
- onDetectOutShape(event, player, shape) {
441
- event.battleAi?.onDetectOutShape(player, shape);
442
- }
15
+ },
16
+ combo: {
17
+ id: "enemy-combo",
18
+ startupMs: 80,
19
+ activeMs: 80,
20
+ recoveryMs: 140,
21
+ cooldownMs: 300,
22
+ reaction: {
23
+ invincibilityMs: 180,
24
+ hitstunMs: 90,
25
+ staggerPower: .75
26
+ }
27
+ },
28
+ charged: {
29
+ id: "enemy-charged",
30
+ startupMs: 800,
31
+ activeMs: 140,
32
+ recoveryMs: 320,
33
+ cooldownMs: 1260,
34
+ reaction: {
35
+ invincibilityMs: 350,
36
+ hitstunMs: 220,
37
+ staggerPower: 2
38
+ }
39
+ },
40
+ zone: {
41
+ id: "enemy-zone",
42
+ startupMs: 450,
43
+ activeMs: 180,
44
+ recoveryMs: 320,
45
+ cooldownMs: 950,
46
+ reaction: {
47
+ invincibilityMs: 300,
48
+ hitstunMs: 160,
49
+ staggerPower: 1.25
443
50
  }
444
- });
51
+ },
52
+ dashAttack: {
53
+ id: "enemy-dash",
54
+ startupMs: 180,
55
+ activeMs: 120,
56
+ recoveryMs: 260,
57
+ cooldownMs: 560,
58
+ reaction: {
59
+ invincibilityMs: 280,
60
+ hitstunMs: 150,
61
+ staggerPower: 1.2
62
+ }
63
+ }
445
64
  };
446
- createActionBattleServer();
65
+ function normalizeActionBattleEnemyAttackProfiles(overrides = {}) {
66
+ return Object.fromEntries(Object.entries(DEFAULT_ACTION_BATTLE_ENEMY_ATTACK_PROFILES).map(([key, defaultProfile]) => [key, normalizeActionBattleAttackProfile({
67
+ ...defaultProfile,
68
+ ...overrides[key]
69
+ })]));
70
+ }
447
71
  //#endregion
448
- export { ACTION_BATTLE_ACTION_BAR_GUI_ID, DEFAULT_PLAYER_ATTACK_HITBOXES, applyPlayerHitToEvent, createActionBattleServer, getPlayerWeaponKnockbackForce, openActionBattleActionBar, updateActionBattleActionBar };
72
+ export { DEFAULT_ACTION_BATTLE_ENEMY_ATTACK_PROFILES, normalizeActionBattleEnemyAttackProfiles };