@rpgjs/action-battle 5.0.0-beta.5 → 5.0.0-beta.7
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/README.md +161 -22
- package/dist/ai.server.d.ts +55 -4
- package/dist/client/index.js +13 -8
- package/dist/client/index10.js +54 -136
- package/dist/client/index11.js +52 -23
- package/dist/client/index12.js +101 -1217
- package/dist/client/index13.js +139 -42
- package/dist/client/index14.js +23 -8
- package/dist/client/index15.js +68 -444
- package/dist/client/index16.js +1343 -0
- package/dist/client/index17.js +13 -0
- package/dist/client/index18.js +60 -0
- package/dist/client/index19.js +10 -0
- package/dist/client/index2.js +25 -87
- package/dist/client/index20.js +504 -0
- package/dist/client/index3.js +45 -83
- package/dist/client/index4.js +98 -297
- package/dist/client/index5.js +81 -33
- package/dist/client/index6.js +284 -78
- package/dist/client/index7.js +33 -74
- package/dist/client/index8.js +95 -55
- package/dist/client/index9.js +75 -96
- package/dist/core/attack-profile.d.ts +9 -0
- package/dist/core/attack-runtime.d.ts +20 -0
- package/dist/core/enemy-attack-profiles.d.ts +6 -0
- package/dist/core/equipment.d.ts +2 -0
- package/dist/core/hit-reaction.d.ts +5 -0
- package/dist/index.d.ts +7 -2
- package/dist/server/index.js +12 -7
- package/dist/server/index10.js +1340 -8
- package/dist/server/index11.js +37 -0
- package/dist/server/index12.js +60 -0
- package/dist/server/index13.js +13 -0
- package/dist/server/index14.js +503 -0
- package/dist/server/index15.js +10 -0
- package/dist/server/index2.js +1 -1
- package/dist/server/index3.js +25 -87
- package/dist/server/index4.js +45 -141
- package/dist/server/index5.js +104 -21
- package/dist/server/index6.js +137 -1215
- package/dist/server/index7.js +22 -34
- package/dist/server/index8.js +70 -44
- package/dist/server/index9.js +44 -437
- package/dist/server.d.ts +8 -2
- package/dist/ui/state.d.ts +5 -5
- package/package.json +5 -5
- package/src/ai.server.spec.ts +120 -0
- package/src/ai.server.ts +362 -56
- package/src/client.ts +21 -12
- package/src/config.ts +17 -2
- package/src/core/attack-profile.spec.ts +118 -0
- package/src/core/attack-profile.ts +100 -0
- package/src/core/attack-runtime.spec.ts +103 -0
- package/src/core/attack-runtime.ts +83 -0
- package/src/core/contracts.ts +3 -0
- package/src/core/enemy-attack-profiles.spec.ts +35 -0
- package/src/core/enemy-attack-profiles.ts +103 -0
- package/src/core/equipment.spec.ts +37 -0
- package/src/core/equipment.ts +17 -0
- package/src/core/hit-reaction.spec.ts +43 -0
- package/src/core/hit-reaction.ts +70 -0
- package/src/core/hit.spec.ts +54 -1
- package/src/core/hit.ts +26 -0
- package/src/index.ts +48 -1
- package/src/server.ts +192 -34
- package/src/types.ts +62 -6
package/dist/server/index3.js
CHANGED
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@@ -1,94 +1,32 @@
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//#region src/
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var
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autoOpen: false,
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mode: "both"
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},
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targeting: {
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enabled: true,
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showGrid: true,
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colors: {
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area: 3120887,
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edge: 1796760,
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cursor: 16765286
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}
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}
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},
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skills: { defaultAoeMask: ["#"] },
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targeting: {
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affects: "events",
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allowEmptyTarget: true
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},
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attack: {
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lockMovement: true,
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lockDurationMs: 350,
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showPreview: true,
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previewDurationMs: 180,
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previewColor: 16774064,
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previewAccentColor: 16777215
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},
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animations: {}
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//#region src/core/hit-reaction.ts
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var DEFAULT_ACTION_BATTLE_HIT_REACTION = {
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invincibilityMs: 250,
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hitstunMs: 150,
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staggerPower: 1
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};
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var
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var STATE_KEY = "__actionBattleHitReaction";
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var isFiniteNumber = (value) => typeof value === "number" && Number.isFinite(value);
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var nonNegativeMs = (value, fallback) => isFiniteNumber(value) ? Math.max(0, value) : fallback;
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var nonNegativeValue = (value, fallback) => isFiniteNumber(value) ? Math.max(0, value) : fallback;
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var getRuntimeState = (entity) => {
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if (!entity[STATE_KEY]) entity[STATE_KEY] = { invincibleUntil: 0 };
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return entity[STATE_KEY];
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};
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function normalizeActionBattleHitReaction(reaction, defaults = DEFAULT_ACTION_BATTLE_HIT_REACTION) {
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return {
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...options.ui?.actionBar
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},
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targeting: {
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...DEFAULT_ACTION_BATTLE_OPTIONS.ui?.targeting,
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...options.ui?.targeting,
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colors: {
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...DEFAULT_ACTION_BATTLE_OPTIONS.ui?.targeting?.colors,
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...options.ui?.targeting?.colors
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}
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}
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},
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skills: {
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...DEFAULT_ACTION_BATTLE_OPTIONS.skills,
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...options.skills
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},
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targeting: {
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...DEFAULT_ACTION_BATTLE_OPTIONS.targeting,
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...options.targeting
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},
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attack: {
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...DEFAULT_ACTION_BATTLE_OPTIONS.attack,
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...options.attack
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},
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animations: {
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...DEFAULT_ACTION_BATTLE_OPTIONS.animations,
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...options.animations
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},
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systems: {
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combat: {
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...DEFAULT_ACTION_BATTLE_OPTIONS.systems?.combat,
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...options.systems?.combat,
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hooks: {
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...DEFAULT_ACTION_BATTLE_OPTIONS.systems?.combat?.hooks,
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...options.systems?.combat?.hooks
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}
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},
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ai: {
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...DEFAULT_ACTION_BATTLE_OPTIONS.systems?.ai,
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...options.systems?.ai,
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behaviors: {
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...DEFAULT_ACTION_BATTLE_OPTIONS.systems?.ai?.behaviors,
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...options.systems?.ai?.behaviors
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}
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}
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}
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invincibilityMs: nonNegativeMs(reaction?.invincibilityMs, defaults.invincibilityMs),
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hitstunMs: nonNegativeMs(reaction?.hitstunMs, defaults.hitstunMs),
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staggerPower: nonNegativeValue(reaction?.staggerPower, defaults.staggerPower)
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};
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}
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function
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function isActionBattleEntityInvincible(entity, now = Date.now()) {
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if (!entity) return false;
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return getRuntimeState(entity).invincibleUntil > now;
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}
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function
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return
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function setActionBattleInvincibility(entity, durationMs, now = Date.now()) {
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if (!entity || durationMs <= 0) return;
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const state = getRuntimeState(entity);
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state.invincibleUntil = Math.max(state.invincibleUntil, now + durationMs);
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}
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//#endregion
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export {
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export { DEFAULT_ACTION_BATTLE_HIT_REACTION, isActionBattleEntityInvincible, normalizeActionBattleHitReaction, setActionBattleInvincibility };
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package/dist/server/index4.js
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width: 32,
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height: 32
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},
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default: {
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offsetX: 0,
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offsetY: -32,
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width: 32,
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height: 32
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}
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};
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var resolveEquippedWeapon = (entity) => {
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const equipments = entity?.equipments?.() || [];
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for (const item of equipments) {
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const itemId = item?.id?.() ?? item?.id;
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const itemData = entity?.databaseById?.(itemId);
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if (itemData?._type === "weapon") return itemData;
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}
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return null;
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};
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var resolveDirection = (attacker, target) => {
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const dx = target.x() - attacker.x();
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const dy = target.y() - attacker.y();
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const distance = Math.sqrt(dx * dx + dy * dy);
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if (distance <= 0) return void 0;
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return {
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x: dx / distance,
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y: dy / distance
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};
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};
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var createDefaultPlayerHitboxResolver = (hitboxes = DEFAULT_ZELDA_PLAYER_HITBOXES) => (context) => {
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const attacker = context.attacker;
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const config = hitboxes[context.direction ?? (typeof attacker.getDirection === "function" ? attacker.getDirection() : "default")] || hitboxes.default;
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return [{
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x: attacker.x() + config.offsetX,
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width: config.width,
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height: config.height
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}];
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};
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var defaultRpgjsDamageResolver = (context) => {
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const target = context.target;
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const raw = target.applyDamage(context.attacker, context.skill);
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return {
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damage: raw?.damage ?? 0,
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defeated: target.hp <= 0,
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raw
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};
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};
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var defaultKnockbackResolver = (context) => {
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const weapon = context.weapon ?? resolveEquippedWeapon(context.attacker);
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return {
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force: weapon?.knockbackForce ?? DEFAULT_CORE_KNOCKBACK.force,
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duration: weapon?.knockbackDuration ?? DEFAULT_CORE_KNOCKBACK.duration,
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direction: resolveDirection(context.attacker, context.target)
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import { DEFAULT_ACTION_BATTLE_HIT_REACTION, normalizeActionBattleHitReaction } from "./index3.js";
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//#region src/core/attack-profile.ts
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var DEFAULT_ACTION_BATTLE_ATTACK_PROFILE = {
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id: "basic",
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startupMs: 0,
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activeMs: 120,
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recoveryMs: 230,
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cooldownMs: 350,
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movementLock: true,
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directionLock: true,
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animationKey: "attack",
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hitPolicy: "oncePerTarget",
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reaction: DEFAULT_ACTION_BATTLE_HIT_REACTION,
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totalDurationMs: 350
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};
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var isFiniteNumber = (value) => typeof value === "number" && Number.isFinite(value);
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var nonNegativeMs = (value, fallback) => isFiniteNumber(value) ? Math.max(0, value) : fallback;
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var positiveMs = (value, fallback) => isFiniteNumber(value) ? Math.max(1, value) : fallback;
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var resolveHitPolicy = (value) => value === "allowRepeatHits" ? "allowRepeatHits" : "oncePerTarget";
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var resolveAnimationKey = (value) => value ?? DEFAULT_ACTION_BATTLE_ATTACK_PROFILE.animationKey;
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function normalizeActionBattleAttackProfile(profile = {}, fallbacks = {}) {
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const startupMs = nonNegativeMs(profile.startupMs, DEFAULT_ACTION_BATTLE_ATTACK_PROFILE.startupMs);
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const activeMs = positiveMs(profile.activeMs, DEFAULT_ACTION_BATTLE_ATTACK_PROFILE.activeMs);
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const legacyDuration = nonNegativeMs(fallbacks.lockDurationMs, DEFAULT_ACTION_BATTLE_ATTACK_PROFILE.totalDurationMs);
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const fallbackRecoveryMs = Math.max(0, legacyDuration - startupMs - activeMs);
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const recoveryMs = nonNegativeMs(profile.recoveryMs, fallbackRecoveryMs);
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const totalDurationMs = startupMs + activeMs + recoveryMs;
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const cooldownMs = nonNegativeMs(profile.cooldownMs, totalDurationMs);
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const hitboxes = profile.hitboxes ?? fallbacks.hitboxes;
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const normalized = {
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id: profile.id || fallbacks.id || DEFAULT_ACTION_BATTLE_ATTACK_PROFILE.id,
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startupMs,
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activeMs,
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recoveryMs,
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cooldownMs,
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movementLock: profile.movementLock ?? fallbacks.lockMovement ?? DEFAULT_ACTION_BATTLE_ATTACK_PROFILE.movementLock,
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directionLock: profile.directionLock ?? DEFAULT_ACTION_BATTLE_ATTACK_PROFILE.directionLock,
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animationKey: resolveAnimationKey(profile.animationKey),
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hitPolicy: resolveHitPolicy(profile.hitPolicy),
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reaction: normalizeActionBattleHitReaction(profile.reaction),
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totalDurationMs
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};
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resolveDamage: defaultRpgjsDamageResolver,
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resolveKnockback: defaultKnockbackResolver
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};
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var defaultEnemyBehaviors = {
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[CoreEnemyType.Aggressive]: ({ hpPercent }) => ({
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mode: hpPercent !== null && hpPercent < .15 ? "retreat" : "assault",
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attackPatterns: [
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CoreAttackPattern.Melee,
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CoreAttackPattern.Combo,
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CoreAttackPattern.DashAttack
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]
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}),
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[CoreEnemyType.Defensive]: ({ hpPercent }) => ({
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mode: hpPercent !== null && hpPercent < .3 ? "retreat" : "tactical",
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attackPatterns: [CoreAttackPattern.Melee, CoreAttackPattern.Charged]
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}),
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[CoreEnemyType.Ranged]: ({ distance }) => ({
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mode: distance !== null && distance < 80 ? "retreat" : "tactical",
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attackPatterns: [CoreAttackPattern.Melee, CoreAttackPattern.Zone]
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}),
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[CoreEnemyType.Tank]: () => ({
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mode: "assault",
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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
|
-
})
|
|
137
|
-
};
|
|
138
|
-
var defaultActionBattleSystems = {
|
|
139
|
-
combat: defaultCombatSystem,
|
|
140
|
-
ai: { behaviors: defaultEnemyBehaviors }
|
|
141
|
-
};
|
|
43
|
+
if (hitboxes) normalized.hitboxes = hitboxes;
|
|
44
|
+
return normalized;
|
|
45
|
+
}
|
|
142
46
|
//#endregion
|
|
143
|
-
export {
|
|
47
|
+
export { DEFAULT_ACTION_BATTLE_ATTACK_PROFILE, normalizeActionBattleAttackProfile };
|
package/dist/server/index5.js
CHANGED
|
@@ -1,25 +1,108 @@
|
|
|
1
|
-
import {
|
|
2
|
-
//#region src/
|
|
3
|
-
var
|
|
4
|
-
|
|
5
|
-
|
|
6
|
-
|
|
7
|
-
|
|
8
|
-
|
|
9
|
-
|
|
10
|
-
|
|
1
|
+
import { normalizeActionBattleAttackProfile } from "./index4.js";
|
|
2
|
+
//#region src/config.ts
|
|
3
|
+
var DEFAULT_ACTION_BATTLE_OPTIONS = {
|
|
4
|
+
ui: {
|
|
5
|
+
actionBar: {
|
|
6
|
+
enabled: false,
|
|
7
|
+
autoOpen: false,
|
|
8
|
+
mode: "both"
|
|
9
|
+
},
|
|
10
|
+
targeting: {
|
|
11
|
+
enabled: true,
|
|
12
|
+
showGrid: true,
|
|
13
|
+
colors: {
|
|
14
|
+
area: 3120887,
|
|
15
|
+
edge: 1796760,
|
|
16
|
+
cursor: 16765286
|
|
17
|
+
}
|
|
11
18
|
}
|
|
12
19
|
},
|
|
13
|
-
|
|
14
|
-
|
|
15
|
-
|
|
16
|
-
|
|
17
|
-
}
|
|
18
|
-
|
|
19
|
-
|
|
20
|
-
|
|
20
|
+
skills: { defaultAoeMask: ["#"] },
|
|
21
|
+
targeting: {
|
|
22
|
+
affects: "events",
|
|
23
|
+
allowEmptyTarget: true
|
|
24
|
+
},
|
|
25
|
+
attack: {
|
|
26
|
+
lockMovement: true,
|
|
27
|
+
lockDurationMs: 350,
|
|
28
|
+
showPreview: true,
|
|
29
|
+
previewDurationMs: 180,
|
|
30
|
+
previewColor: 16774064,
|
|
31
|
+
previewAccentColor: 16777215
|
|
32
|
+
},
|
|
33
|
+
animations: {}
|
|
21
34
|
};
|
|
22
|
-
var
|
|
23
|
-
|
|
35
|
+
var currentActionBattleOptions = DEFAULT_ACTION_BATTLE_OPTIONS;
|
|
36
|
+
function normalizeActionBattleOptions(options = {}) {
|
|
37
|
+
const attack = {
|
|
38
|
+
...DEFAULT_ACTION_BATTLE_OPTIONS.attack,
|
|
39
|
+
...options.attack
|
|
40
|
+
};
|
|
41
|
+
const attackProfile = normalizeActionBattleAttackProfile(attack.profile, {
|
|
42
|
+
lockMovement: attack.lockMovement,
|
|
43
|
+
lockDurationMs: attack.lockDurationMs,
|
|
44
|
+
hitboxes: attack.hitboxes
|
|
45
|
+
});
|
|
46
|
+
return {
|
|
47
|
+
ui: {
|
|
48
|
+
actionBar: {
|
|
49
|
+
...DEFAULT_ACTION_BATTLE_OPTIONS.ui?.actionBar,
|
|
50
|
+
...options.ui?.actionBar
|
|
51
|
+
},
|
|
52
|
+
targeting: {
|
|
53
|
+
...DEFAULT_ACTION_BATTLE_OPTIONS.ui?.targeting,
|
|
54
|
+
...options.ui?.targeting,
|
|
55
|
+
colors: {
|
|
56
|
+
...DEFAULT_ACTION_BATTLE_OPTIONS.ui?.targeting?.colors,
|
|
57
|
+
...options.ui?.targeting?.colors
|
|
58
|
+
}
|
|
59
|
+
}
|
|
60
|
+
},
|
|
61
|
+
skills: {
|
|
62
|
+
...DEFAULT_ACTION_BATTLE_OPTIONS.skills,
|
|
63
|
+
...options.skills
|
|
64
|
+
},
|
|
65
|
+
targeting: {
|
|
66
|
+
...DEFAULT_ACTION_BATTLE_OPTIONS.targeting,
|
|
67
|
+
...options.targeting
|
|
68
|
+
},
|
|
69
|
+
debug: {
|
|
70
|
+
...DEFAULT_ACTION_BATTLE_OPTIONS.debug,
|
|
71
|
+
...options.debug
|
|
72
|
+
},
|
|
73
|
+
attack: {
|
|
74
|
+
...attack,
|
|
75
|
+
profile: attackProfile
|
|
76
|
+
},
|
|
77
|
+
animations: {
|
|
78
|
+
...DEFAULT_ACTION_BATTLE_OPTIONS.animations,
|
|
79
|
+
...options.animations
|
|
80
|
+
},
|
|
81
|
+
systems: {
|
|
82
|
+
combat: {
|
|
83
|
+
...DEFAULT_ACTION_BATTLE_OPTIONS.systems?.combat,
|
|
84
|
+
...options.systems?.combat,
|
|
85
|
+
hooks: {
|
|
86
|
+
...DEFAULT_ACTION_BATTLE_OPTIONS.systems?.combat?.hooks,
|
|
87
|
+
...options.systems?.combat?.hooks
|
|
88
|
+
}
|
|
89
|
+
},
|
|
90
|
+
ai: {
|
|
91
|
+
...DEFAULT_ACTION_BATTLE_OPTIONS.systems?.ai,
|
|
92
|
+
...options.systems?.ai,
|
|
93
|
+
behaviors: {
|
|
94
|
+
...DEFAULT_ACTION_BATTLE_OPTIONS.systems?.ai?.behaviors,
|
|
95
|
+
...options.systems?.ai?.behaviors
|
|
96
|
+
}
|
|
97
|
+
}
|
|
98
|
+
}
|
|
99
|
+
};
|
|
100
|
+
}
|
|
101
|
+
function setActionBattleOptions(options) {
|
|
102
|
+
currentActionBattleOptions = options;
|
|
103
|
+
}
|
|
104
|
+
function getActionBattleOptions() {
|
|
105
|
+
return currentActionBattleOptions;
|
|
106
|
+
}
|
|
24
107
|
//#endregion
|
|
25
|
-
export {
|
|
108
|
+
export { getActionBattleOptions, normalizeActionBattleOptions, setActionBattleOptions };
|