@vibemancer/core 0.1.0 → 0.1.2
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 +28 -28
- package/dist/{chunk-L7Z7OFXD.js → chunk-OL7ETV6V.js} +3 -3
- package/dist/chunk-OL7ETV6V.js.map +1 -0
- package/dist/index-browser.d.ts +1 -1
- package/dist/index-browser.js +1 -1
- package/dist/index.js +1 -1
- package/package.json +79 -78
- package/src/bots/berserker/01_Stormchaser.ts +457 -457
- package/src/bots/berserker/02_Stormcaller.ts +417 -417
- package/src/bots/berserker/03_Stormforger.ts +481 -481
- package/src/bots/caster/01_Flamecaller.ts +286 -286
- package/src/bots/caster/02_Pyromancer.ts +350 -350
- package/src/bots/caster/03_Infernalist.ts +492 -492
- package/src/bots/defensive/01_Turtle.ts +151 -151
- package/src/bots/defensive/02_Sentinel.ts +134 -134
- package/src/bots/defensive/03_Golem.ts +357 -357
- package/src/bots/duelist/01_Battlemage.ts +433 -433
- package/src/bots/duelist/02_Warmage.ts +438 -438
- package/src/bots/duelist/03_Archmage.ts +588 -588
- package/src/bots/homing/01_Bonemancer.ts +67 -67
- package/src/bots/homing/02_Lich.ts +356 -356
- package/src/bots/homing/03_Archlich.ts +220 -220
- package/src/bots/kiter/01_Spellspinner.ts +398 -398
- package/src/bots/kiter/02_Spellweaver.ts +378 -378
- package/src/bots/kiter/03_Spellbinder.ts +448 -448
- package/src/bots/melee/01_Shadowblade.ts +270 -270
- package/src/bots/melee/02_Nightblade.ts +437 -437
- package/src/bots/melee/03_Voidblade.ts +582 -582
- package/src/bots/sniper/01_Spellshot.ts +385 -385
- package/src/bots/sniper/02_Spelltracer.ts +441 -441
- package/src/bots/sniper/03_Spellseeker.ts +546 -546
- package/src/bots/standalone/Critter.ts +89 -89
- package/src/bots/standalone/Doombringer.ts +91 -91
- package/src/bots/standalone/Hogger.ts +228 -228
- package/src/bots/standalone/Rookie.ts +50 -50
- package/src/bots/standalone/TargetDummy.ts +21 -21
- package/src/bots/test/cheater.ts +405 -405
- package/src/bots/test/crasher.ts +81 -81
- package/src/engine/hooks-runtime.ts +394 -394
- package/src/engine/manual-match.ts +289 -289
- package/src/engine/missile-templates.ts +155 -155
- package/src/engine/physics.ts +143 -143
- package/src/engine/simulation.ts +828 -828
- package/src/engine/spells.ts +128 -128
- package/src/engine-version.ts +1 -1
- package/src/index.ts +23 -23
- package/src/rules.ts +254 -254
- package/src/types.ts +193 -193
- package/src/utils/index.ts +6 -6
- package/dist/chunk-L7Z7OFXD.js.map +0 -1
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import {WizardFunction, MissileAIFunction} from '../../types.js';
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import {angleTo} from '../../utils/angles.js';
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import {distanceTo} from '../../utils/distance.js';
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import {ARENA_SIZE, GCD_DURATION, SHIELD_CAST_TIME} from '../../rules.js';
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import {getMissileCastTime, getLeadPosition} from '../../utils/combat.js';
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import {
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getThreats,
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getMostUrgentThreat,
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getDodgeDirectionForMovement,
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getBlinkToCenter,
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fitMissileToBudget,
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shouldForceShield,
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MAX_CAST_BUDGET,
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MIN_USEFUL_DAMAGE,
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getEnemyVulnerabilityTicks,
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} from '../shared.js';
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import {useParam} from '../../engine/params-runtime.js';
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const WALL_BUFFER = 60;
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const SHIELD_BUFFER = 3;
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const HomingAI: MissileAIFunction = ({worldState}) =>
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{
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const enemy = worldState.enemies[0];
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return {turnToward: enemy?.position};
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};
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const StraightAI: MissileAIFunction = () => ({});
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function isNearWall(position: {x: number; y: number}): boolean
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{
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return (
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position.x < WALL_BUFFER ||
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position.x > ARENA_SIZE - WALL_BUFFER ||
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position.y < WALL_BUFFER ||
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position.y > ARENA_SIZE - WALL_BUFFER
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);
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}
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function smartStrafe(
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position: {x: number; y: number},
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enemy: {position: {x: number; y: number}},
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dodgeDirection: {x: number; y: number} | null,
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tick: number,
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strafeCyclePeriod: number,
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strafeIntensity: number,
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): {x: number; y: number}
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{
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const deltaX = enemy.position.x - position.x;
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const deltaY = enemy.position.y - position.y;
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const normalizedDistance = Math.sqrt(deltaX * deltaX + deltaY * deltaY);
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if (normalizedDistance === 0) return {x: 0, y: 0};
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const cw = {x: -deltaY / normalizedDistance, y: deltaX / normalizedDistance};
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const ccw = {x: deltaY / normalizedDistance, y: -deltaX / normalizedDistance};
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let dir: {x: number; y: number};
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if (dodgeDirection)
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{
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dir = dodgeDirection;
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}
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else if (isNearWall(position))
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{
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const fCw = {x: position.x + cw.x * 100, y: position.y + cw.y * 100};
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const fCcw = {x: position.x + ccw.x * 100, y: position.y + ccw.y * 100};
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const sCw = Math.min(fCw.x, ARENA_SIZE - fCw.x, fCw.y, ARENA_SIZE - fCw.y);
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const sCcw = Math.min(fCcw.x, ARENA_SIZE - fCcw.x, fCcw.y, ARENA_SIZE - fCcw.y);
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dir = sCw > sCcw ? cw : ccw;
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}
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else
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{
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const cycle = Math.floor(tick / strafeCyclePeriod) % 2;
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dir = cycle === 0 ? cw : ccw;
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}
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const intensity = dodgeDirection ? 100 : strafeIntensity;
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return {x: dir.x * intensity, y: dir.y * intensity};
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}
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/**
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* Bot: Archlich
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*
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* BEHAVIOR: Lich's proven core (mobile homing specialist) plus vulnerability
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* exploitation. Defense, movement, and standard offense are identical to Lich.
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* The T3 advantage: when the enemy is locked in GCD/cast, fires fast straight
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* punish missiles that land during the vulnerability window.
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*
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* PROGRESSION LINE: Bonemancer → Lich → Archlich
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* TIER: 3 (elite Homing line)
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*/
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export const Archlich: WizardFunction = ({state}) =>
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{
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// Same params as Lich — Archlich is Lich + punish mode (disabled by default, optimizer tunes)
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const targetDistance = useParam('targetDistance', 737, {range: 175, min: 0});
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const minTurnRate = useParam('minTurnRate', 0.4, {range: 1.5, steps: 5});
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const shieldHealthThreshold = useParam('shieldHealthThreshold', 99, {range: 23, min: 1, steps: 7});
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const strafeCyclePeriod = useParam('strafeCyclePeriod', 300, {range: 75, min: 80, max: 300});
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const strafeIntensity = useParam('strafeIntensity', 96, {range: 40, min: 20, max: 100, steps: 7});
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const approachSpeed = useParam('approachSpeed', 65, {range: 30, min: 10, max: 70, steps: 7});
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const distanceDeadZone = useParam('distanceDeadZone', 7, {range: 30, min: 5, max: 80, steps: 7});
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const shieldCancelThreshold = useParam('shieldCancelThreshold', 150, {range: 75, min: 50, max: 300});
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const blinkWindowMax = useParam('blinkWindowMax', 38, {range: 30, min: 15, max: 80, steps: 7});
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const flightTimeDivisor = useParam('flightTimeDivisor', 5.8, {range: 4, min: 2, max: 12, steps: 5});
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const punishMinVulnerability = useParam('punishMinVulnerability', 500, {range: 80, min: 30, steps: 7});
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const enemy = state.enemies[0];
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if (!enemy) return {move: {x: 0, y: 0}};
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const distance = distanceTo(state.position, enemy.position);
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const threats = getThreats(state);
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const urgentThreat = getMostUrgentThreat(threats);
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const dodgeDirection = getDodgeDirectionForMovement(threats, state.position);
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const strafe = smartStrafe(state.position, enemy, dodgeDirection, state.tick, strafeCyclePeriod, strafeIntensity);
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let moveX = strafe.x;
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let moveY = strafe.y;
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if (!dodgeDirection)
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{
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const dx = enemy.position.x - state.position.x;
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const dy = enemy.position.y - state.position.y;
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const nd = distance > 0 ? distance : 1;
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if (distance > targetDistance + distanceDeadZone)
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{
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moveX += (dx / nd) * approachSpeed;
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moveY += (dy / nd) * approachSpeed;
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}
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else if (distance < targetDistance - distanceDeadZone)
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{
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moveX -= (dx / nd) * approachSpeed;
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moveY -= (dy / nd) * approachSpeed;
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}
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}
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const mag = Math.sqrt(moveX * moveX + moveY * moveY);
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if (mag > 100)
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{
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moveX = (moveX / mag) * 100; moveY = (moveY / mag) * 100;
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}
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const move = {x: moveX, y: moveY};
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// === DEFENSE: identical to Lich ===
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if (state.state === 'channeling')
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{
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if (!urgentThreat || urgentThreat.ticksToImpact > shieldCancelThreshold) return {move, cancel: true};
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return {move: {x: 0, y: 0}};
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}
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if (state.state === 'casting' && state.castingSpell === 'missile' && urgentThreat && urgentThreat.projectile.damage >= state.health)
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{
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const rem = (state.castDuration ?? 0) - (state.castProgress ?? 0);
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if (urgentThreat.ticksToImpact <= rem + GCD_DURATION + SHIELD_CAST_TIME + SHIELD_BUFFER) return {move, cancel: true};
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}
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if (state.state === 'idle' && urgentThreat && state.blinkCooldown === 0 && urgentThreat.ticksToImpact >= 10 && urgentThreat.ticksToImpact <= blinkWindowMax)
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{
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return {move: {x: 0, y: 0}, startCast: {spell: 'blink', target: getBlinkToCenter(state.position)}};
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}
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if (state.state === 'idle' && urgentThreat)
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{
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const forceShield = shouldForceShield(urgentThreat);
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const undodgeable = !urgentThreat.bestDodgeDirection;
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const healthLow = state.health < shieldHealthThreshold;
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const healthCritical = state.health <= urgentThreat.projectile.damage * 2 + 1;
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if ((forceShield || (undodgeable && healthLow) || healthCritical) && urgentThreat.canBlockInTime && urgentThreat.ticksToStartShield <= SHIELD_BUFFER)
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{
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return {move: {x: 0, y: 0}, startCast: {spell: 'shield'}};
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}
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}
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// === OFFENSE ===
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const myIds = new Set(state.myProjectiles.map((p) => p.id));
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const hasLethal = state.projectiles.some((p) => !myIds.has(p.id) && p.damage >= state.health && distanceTo(state.position, p.position) / p.speed < MAX_CAST_BUDGET + GCD_DURATION);
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if (state.state === 'idle' && !hasLethal)
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{
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const enemyHP = Math.ceil(enemy.health);
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// T3 PUNISH: fast straight missiles during vulnerability
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const vulnTicks = getEnemyVulnerabilityTicks(enemy);
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if (vulnTicks >= punishMinVulnerability && distance < 300)
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{
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const flight = distance / flightTimeDivisor;
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const pBudget = vulnTicks - flight;
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const ntt = urgentThreat?.ticksToImpact ?? Infinity;
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const sBudget = ntt - GCD_DURATION - SHIELD_CAST_TIME - SHIELD_BUFFER;
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const eBudget = Math.min(pBudget, sBudget, MAX_CAST_BUDGET);
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if (eBudget > 0)
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{
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const cfg = fitMissileToBudget(eBudget, distance, {minTurnRate: 0, maxDamage: enemyHP, lastMissileConfig: state.lastMissileConfig});
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if (cfg && cfg.damage >= MIN_USEFUL_DAMAGE)
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{
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const ct = getMissileCastTime(cfg, state.lastMissileConfig);
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if (ct + distance / cfg.speed < vulnTicks)
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{
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const aim = cfg.turnRate > 0 ? enemy.position : getLeadPosition(enemy.position, enemy.velocity, cfg.speed, state.position);
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return {move, startCast: {spell: 'missile', config: cfg, missileAI: cfg.turnRate > 0 ? HomingAI : StraightAI, direction: angleTo(state.position, aim)}};
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}
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}
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}
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}
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// STANDARD MODE: identical to Lich
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let ntt = urgentThreat?.ticksToImpact ?? Infinity;
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if (enemy.state === 'casting' && enemy.castingSpell === 'missile')
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{
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const rem = (enemy.castDuration ?? 0) - (enemy.castProgress ?? 0);
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ntt = Math.min(ntt, rem + distance / flightTimeDivisor);
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}
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const sBudget = ntt - GCD_DURATION - SHIELD_CAST_TIME - SHIELD_BUFFER;
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const budget = Math.min(sBudget, MAX_CAST_BUDGET);
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const minDmg = Math.min(MIN_USEFUL_DAMAGE, enemyHP);
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const cfg = fitMissileToBudget(budget, distance, {minTurnRate, lastMissileConfig: state.lastMissileConfig});
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if (cfg && cfg.damage >= minDmg)
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{
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return {move, startCast: {spell: 'missile', config: cfg, missileAI: HomingAI, direction: angleTo(state.position, enemy.position)}};
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}
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}
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return {move};
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};
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import {WizardFunction, MissileAIFunction} from '../../types.js';
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import {angleTo} from '../../utils/angles.js';
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import {distanceTo} from '../../utils/distance.js';
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import {ARENA_SIZE, GCD_DURATION, SHIELD_CAST_TIME} from '../../rules.js';
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import {getMissileCastTime, getLeadPosition} from '../../utils/combat.js';
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import {
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getThreats,
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getMostUrgentThreat,
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getDodgeDirectionForMovement,
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getBlinkToCenter,
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fitMissileToBudget,
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shouldForceShield,
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MAX_CAST_BUDGET,
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MIN_USEFUL_DAMAGE,
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getEnemyVulnerabilityTicks,
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} from '../shared.js';
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import {useParam} from '../../engine/params-runtime.js';
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const WALL_BUFFER = 60;
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const SHIELD_BUFFER = 3;
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const HomingAI: MissileAIFunction = ({worldState}) =>
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+
{
|
|
24
|
+
const enemy = worldState.enemies[0];
|
|
25
|
+
return {turnToward: enemy?.position};
|
|
26
|
+
};
|
|
27
|
+
|
|
28
|
+
const StraightAI: MissileAIFunction = () => ({});
|
|
29
|
+
|
|
30
|
+
function isNearWall(position: {x: number; y: number}): boolean
|
|
31
|
+
{
|
|
32
|
+
return (
|
|
33
|
+
position.x < WALL_BUFFER ||
|
|
34
|
+
position.x > ARENA_SIZE - WALL_BUFFER ||
|
|
35
|
+
position.y < WALL_BUFFER ||
|
|
36
|
+
position.y > ARENA_SIZE - WALL_BUFFER
|
|
37
|
+
);
|
|
38
|
+
}
|
|
39
|
+
|
|
40
|
+
function smartStrafe(
|
|
41
|
+
position: {x: number; y: number},
|
|
42
|
+
enemy: {position: {x: number; y: number}},
|
|
43
|
+
dodgeDirection: {x: number; y: number} | null,
|
|
44
|
+
tick: number,
|
|
45
|
+
strafeCyclePeriod: number,
|
|
46
|
+
strafeIntensity: number,
|
|
47
|
+
): {x: number; y: number}
|
|
48
|
+
{
|
|
49
|
+
const deltaX = enemy.position.x - position.x;
|
|
50
|
+
const deltaY = enemy.position.y - position.y;
|
|
51
|
+
const normalizedDistance = Math.sqrt(deltaX * deltaX + deltaY * deltaY);
|
|
52
|
+
if (normalizedDistance === 0) return {x: 0, y: 0};
|
|
53
|
+
|
|
54
|
+
const cw = {x: -deltaY / normalizedDistance, y: deltaX / normalizedDistance};
|
|
55
|
+
const ccw = {x: deltaY / normalizedDistance, y: -deltaX / normalizedDistance};
|
|
56
|
+
|
|
57
|
+
let dir: {x: number; y: number};
|
|
58
|
+
|
|
59
|
+
if (dodgeDirection)
|
|
60
|
+
{
|
|
61
|
+
dir = dodgeDirection;
|
|
62
|
+
}
|
|
63
|
+
else if (isNearWall(position))
|
|
64
|
+
{
|
|
65
|
+
const fCw = {x: position.x + cw.x * 100, y: position.y + cw.y * 100};
|
|
66
|
+
const fCcw = {x: position.x + ccw.x * 100, y: position.y + ccw.y * 100};
|
|
67
|
+
const sCw = Math.min(fCw.x, ARENA_SIZE - fCw.x, fCw.y, ARENA_SIZE - fCw.y);
|
|
68
|
+
const sCcw = Math.min(fCcw.x, ARENA_SIZE - fCcw.x, fCcw.y, ARENA_SIZE - fCcw.y);
|
|
69
|
+
dir = sCw > sCcw ? cw : ccw;
|
|
70
|
+
}
|
|
71
|
+
else
|
|
72
|
+
{
|
|
73
|
+
const cycle = Math.floor(tick / strafeCyclePeriod) % 2;
|
|
74
|
+
dir = cycle === 0 ? cw : ccw;
|
|
75
|
+
}
|
|
76
|
+
|
|
77
|
+
const intensity = dodgeDirection ? 100 : strafeIntensity;
|
|
78
|
+
return {x: dir.x * intensity, y: dir.y * intensity};
|
|
79
|
+
}
|
|
80
|
+
|
|
81
|
+
/**
|
|
82
|
+
* Bot: Archlich
|
|
83
|
+
*
|
|
84
|
+
* BEHAVIOR: Lich's proven core (mobile homing specialist) plus vulnerability
|
|
85
|
+
* exploitation. Defense, movement, and standard offense are identical to Lich.
|
|
86
|
+
* The T3 advantage: when the enemy is locked in GCD/cast, fires fast straight
|
|
87
|
+
* punish missiles that land during the vulnerability window.
|
|
88
|
+
*
|
|
89
|
+
* PROGRESSION LINE: Bonemancer → Lich → Archlich
|
|
90
|
+
* TIER: 3 (elite Homing line)
|
|
91
|
+
*/
|
|
92
|
+
export const Archlich: WizardFunction = ({state}) =>
|
|
93
|
+
{
|
|
94
|
+
// Same params as Lich — Archlich is Lich + punish mode (disabled by default, optimizer tunes)
|
|
95
|
+
const targetDistance = useParam('targetDistance', 737, {range: 175, min: 0});
|
|
96
|
+
const minTurnRate = useParam('minTurnRate', 0.4, {range: 1.5, steps: 5});
|
|
97
|
+
const shieldHealthThreshold = useParam('shieldHealthThreshold', 99, {range: 23, min: 1, steps: 7});
|
|
98
|
+
const strafeCyclePeriod = useParam('strafeCyclePeriod', 300, {range: 75, min: 80, max: 300});
|
|
99
|
+
const strafeIntensity = useParam('strafeIntensity', 96, {range: 40, min: 20, max: 100, steps: 7});
|
|
100
|
+
const approachSpeed = useParam('approachSpeed', 65, {range: 30, min: 10, max: 70, steps: 7});
|
|
101
|
+
const distanceDeadZone = useParam('distanceDeadZone', 7, {range: 30, min: 5, max: 80, steps: 7});
|
|
102
|
+
const shieldCancelThreshold = useParam('shieldCancelThreshold', 150, {range: 75, min: 50, max: 300});
|
|
103
|
+
const blinkWindowMax = useParam('blinkWindowMax', 38, {range: 30, min: 15, max: 80, steps: 7});
|
|
104
|
+
const flightTimeDivisor = useParam('flightTimeDivisor', 5.8, {range: 4, min: 2, max: 12, steps: 5});
|
|
105
|
+
const punishMinVulnerability = useParam('punishMinVulnerability', 500, {range: 80, min: 30, steps: 7});
|
|
106
|
+
|
|
107
|
+
const enemy = state.enemies[0];
|
|
108
|
+
if (!enemy) return {move: {x: 0, y: 0}};
|
|
109
|
+
|
|
110
|
+
const distance = distanceTo(state.position, enemy.position);
|
|
111
|
+
const threats = getThreats(state);
|
|
112
|
+
const urgentThreat = getMostUrgentThreat(threats);
|
|
113
|
+
const dodgeDirection = getDodgeDirectionForMovement(threats, state.position);
|
|
114
|
+
const strafe = smartStrafe(state.position, enemy, dodgeDirection, state.tick, strafeCyclePeriod, strafeIntensity);
|
|
115
|
+
|
|
116
|
+
let moveX = strafe.x;
|
|
117
|
+
let moveY = strafe.y;
|
|
118
|
+
if (!dodgeDirection)
|
|
119
|
+
{
|
|
120
|
+
const dx = enemy.position.x - state.position.x;
|
|
121
|
+
const dy = enemy.position.y - state.position.y;
|
|
122
|
+
const nd = distance > 0 ? distance : 1;
|
|
123
|
+
if (distance > targetDistance + distanceDeadZone)
|
|
124
|
+
{
|
|
125
|
+
moveX += (dx / nd) * approachSpeed;
|
|
126
|
+
moveY += (dy / nd) * approachSpeed;
|
|
127
|
+
}
|
|
128
|
+
else if (distance < targetDistance - distanceDeadZone)
|
|
129
|
+
{
|
|
130
|
+
moveX -= (dx / nd) * approachSpeed;
|
|
131
|
+
moveY -= (dy / nd) * approachSpeed;
|
|
132
|
+
}
|
|
133
|
+
}
|
|
134
|
+
const mag = Math.sqrt(moveX * moveX + moveY * moveY);
|
|
135
|
+
if (mag > 100)
|
|
136
|
+
{
|
|
137
|
+
moveX = (moveX / mag) * 100; moveY = (moveY / mag) * 100;
|
|
138
|
+
}
|
|
139
|
+
const move = {x: moveX, y: moveY};
|
|
140
|
+
|
|
141
|
+
// === DEFENSE: identical to Lich ===
|
|
142
|
+
if (state.state === 'channeling')
|
|
143
|
+
{
|
|
144
|
+
if (!urgentThreat || urgentThreat.ticksToImpact > shieldCancelThreshold) return {move, cancel: true};
|
|
145
|
+
return {move: {x: 0, y: 0}};
|
|
146
|
+
}
|
|
147
|
+
|
|
148
|
+
if (state.state === 'casting' && state.castingSpell === 'missile' && urgentThreat && urgentThreat.projectile.damage >= state.health)
|
|
149
|
+
{
|
|
150
|
+
const rem = (state.castDuration ?? 0) - (state.castProgress ?? 0);
|
|
151
|
+
if (urgentThreat.ticksToImpact <= rem + GCD_DURATION + SHIELD_CAST_TIME + SHIELD_BUFFER) return {move, cancel: true};
|
|
152
|
+
}
|
|
153
|
+
|
|
154
|
+
if (state.state === 'idle' && urgentThreat && state.blinkCooldown === 0 && urgentThreat.ticksToImpact >= 10 && urgentThreat.ticksToImpact <= blinkWindowMax)
|
|
155
|
+
{
|
|
156
|
+
return {move: {x: 0, y: 0}, startCast: {spell: 'blink', target: getBlinkToCenter(state.position)}};
|
|
157
|
+
}
|
|
158
|
+
|
|
159
|
+
if (state.state === 'idle' && urgentThreat)
|
|
160
|
+
{
|
|
161
|
+
const forceShield = shouldForceShield(urgentThreat);
|
|
162
|
+
const undodgeable = !urgentThreat.bestDodgeDirection;
|
|
163
|
+
const healthLow = state.health < shieldHealthThreshold;
|
|
164
|
+
const healthCritical = state.health <= urgentThreat.projectile.damage * 2 + 1;
|
|
165
|
+
if ((forceShield || (undodgeable && healthLow) || healthCritical) && urgentThreat.canBlockInTime && urgentThreat.ticksToStartShield <= SHIELD_BUFFER)
|
|
166
|
+
{
|
|
167
|
+
return {move: {x: 0, y: 0}, startCast: {spell: 'shield'}};
|
|
168
|
+
}
|
|
169
|
+
}
|
|
170
|
+
|
|
171
|
+
// === OFFENSE ===
|
|
172
|
+
const myIds = new Set(state.myProjectiles.map((p) => p.id));
|
|
173
|
+
const hasLethal = state.projectiles.some((p) => !myIds.has(p.id) && p.damage >= state.health && distanceTo(state.position, p.position) / p.speed < MAX_CAST_BUDGET + GCD_DURATION);
|
|
174
|
+
if (state.state === 'idle' && !hasLethal)
|
|
175
|
+
{
|
|
176
|
+
const enemyHP = Math.ceil(enemy.health);
|
|
177
|
+
|
|
178
|
+
// T3 PUNISH: fast straight missiles during vulnerability
|
|
179
|
+
const vulnTicks = getEnemyVulnerabilityTicks(enemy);
|
|
180
|
+
if (vulnTicks >= punishMinVulnerability && distance < 300)
|
|
181
|
+
{
|
|
182
|
+
const flight = distance / flightTimeDivisor;
|
|
183
|
+
const pBudget = vulnTicks - flight;
|
|
184
|
+
const ntt = urgentThreat?.ticksToImpact ?? Infinity;
|
|
185
|
+
const sBudget = ntt - GCD_DURATION - SHIELD_CAST_TIME - SHIELD_BUFFER;
|
|
186
|
+
const eBudget = Math.min(pBudget, sBudget, MAX_CAST_BUDGET);
|
|
187
|
+
if (eBudget > 0)
|
|
188
|
+
{
|
|
189
|
+
const cfg = fitMissileToBudget(eBudget, distance, {minTurnRate: 0, maxDamage: enemyHP, lastMissileConfig: state.lastMissileConfig});
|
|
190
|
+
if (cfg && cfg.damage >= MIN_USEFUL_DAMAGE)
|
|
191
|
+
{
|
|
192
|
+
const ct = getMissileCastTime(cfg, state.lastMissileConfig);
|
|
193
|
+
if (ct + distance / cfg.speed < vulnTicks)
|
|
194
|
+
{
|
|
195
|
+
const aim = cfg.turnRate > 0 ? enemy.position : getLeadPosition(enemy.position, enemy.velocity, cfg.speed, state.position);
|
|
196
|
+
return {move, startCast: {spell: 'missile', config: cfg, missileAI: cfg.turnRate > 0 ? HomingAI : StraightAI, direction: angleTo(state.position, aim)}};
|
|
197
|
+
}
|
|
198
|
+
}
|
|
199
|
+
}
|
|
200
|
+
}
|
|
201
|
+
|
|
202
|
+
// STANDARD MODE: identical to Lich
|
|
203
|
+
let ntt = urgentThreat?.ticksToImpact ?? Infinity;
|
|
204
|
+
if (enemy.state === 'casting' && enemy.castingSpell === 'missile')
|
|
205
|
+
{
|
|
206
|
+
const rem = (enemy.castDuration ?? 0) - (enemy.castProgress ?? 0);
|
|
207
|
+
ntt = Math.min(ntt, rem + distance / flightTimeDivisor);
|
|
208
|
+
}
|
|
209
|
+
const sBudget = ntt - GCD_DURATION - SHIELD_CAST_TIME - SHIELD_BUFFER;
|
|
210
|
+
const budget = Math.min(sBudget, MAX_CAST_BUDGET);
|
|
211
|
+
const minDmg = Math.min(MIN_USEFUL_DAMAGE, enemyHP);
|
|
212
|
+
const cfg = fitMissileToBudget(budget, distance, {minTurnRate, lastMissileConfig: state.lastMissileConfig});
|
|
213
|
+
if (cfg && cfg.damage >= minDmg)
|
|
214
|
+
{
|
|
215
|
+
return {move, startCast: {spell: 'missile', config: cfg, missileAI: HomingAI, direction: angleTo(state.position, enemy.position)}};
|
|
216
|
+
}
|
|
217
|
+
}
|
|
218
|
+
|
|
219
|
+
return {move};
|
|
220
|
+
};
|