@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.
Files changed (50) hide show
  1. package/README.md +28 -28
  2. package/dist/{chunk-L7Z7OFXD.js → chunk-OL7ETV6V.js} +3 -3
  3. package/dist/chunk-OL7ETV6V.js.map +1 -0
  4. package/dist/index-browser.d.ts +1 -1
  5. package/dist/index-browser.js +1 -1
  6. package/dist/index.js +1 -1
  7. package/package.json +79 -78
  8. package/src/bots/berserker/01_Stormchaser.ts +457 -457
  9. package/src/bots/berserker/02_Stormcaller.ts +417 -417
  10. package/src/bots/berserker/03_Stormforger.ts +481 -481
  11. package/src/bots/caster/01_Flamecaller.ts +286 -286
  12. package/src/bots/caster/02_Pyromancer.ts +350 -350
  13. package/src/bots/caster/03_Infernalist.ts +492 -492
  14. package/src/bots/defensive/01_Turtle.ts +151 -151
  15. package/src/bots/defensive/02_Sentinel.ts +134 -134
  16. package/src/bots/defensive/03_Golem.ts +357 -357
  17. package/src/bots/duelist/01_Battlemage.ts +433 -433
  18. package/src/bots/duelist/02_Warmage.ts +438 -438
  19. package/src/bots/duelist/03_Archmage.ts +588 -588
  20. package/src/bots/homing/01_Bonemancer.ts +67 -67
  21. package/src/bots/homing/02_Lich.ts +356 -356
  22. package/src/bots/homing/03_Archlich.ts +220 -220
  23. package/src/bots/kiter/01_Spellspinner.ts +398 -398
  24. package/src/bots/kiter/02_Spellweaver.ts +378 -378
  25. package/src/bots/kiter/03_Spellbinder.ts +448 -448
  26. package/src/bots/melee/01_Shadowblade.ts +270 -270
  27. package/src/bots/melee/02_Nightblade.ts +437 -437
  28. package/src/bots/melee/03_Voidblade.ts +582 -582
  29. package/src/bots/sniper/01_Spellshot.ts +385 -385
  30. package/src/bots/sniper/02_Spelltracer.ts +441 -441
  31. package/src/bots/sniper/03_Spellseeker.ts +546 -546
  32. package/src/bots/standalone/Critter.ts +89 -89
  33. package/src/bots/standalone/Doombringer.ts +91 -91
  34. package/src/bots/standalone/Hogger.ts +228 -228
  35. package/src/bots/standalone/Rookie.ts +50 -50
  36. package/src/bots/standalone/TargetDummy.ts +21 -21
  37. package/src/bots/test/cheater.ts +405 -405
  38. package/src/bots/test/crasher.ts +81 -81
  39. package/src/engine/hooks-runtime.ts +394 -394
  40. package/src/engine/manual-match.ts +289 -289
  41. package/src/engine/missile-templates.ts +155 -155
  42. package/src/engine/physics.ts +143 -143
  43. package/src/engine/simulation.ts +828 -828
  44. package/src/engine/spells.ts +128 -128
  45. package/src/engine-version.ts +1 -1
  46. package/src/index.ts +23 -23
  47. package/src/rules.ts +254 -254
  48. package/src/types.ts +193 -193
  49. package/src/utils/index.ts +6 -6
  50. package/dist/chunk-L7Z7OFXD.js.map +0 -1
@@ -1,448 +1,448 @@
1
- import {WizardFunction, MissileAIFunction} from '../../types.js';
2
- import {angleTo} from '../../utils/angles.js';
3
- import {distanceTo} from '../../utils/distance.js';
4
- import {ARENA_SIZE, GCD_DURATION, SHIELD_CAST_TIME} from '../../rules.js';
5
- import {getMissileCastTime, getLeadPosition} from '../../utils/combat.js';
6
- import {
7
- getThreats,
8
- getMostUrgentThreat,
9
- getDodgeDirectionForMovement,
10
- getBlinkToCenter,
11
- getBlinkToIncreaseDistance,
12
- fitMissileToBudget,
13
- MIN_BLINK_ESCAPE_DISTANCE,
14
- shouldForceShield,
15
- MAX_CAST_BUDGET,
16
- MIN_USEFUL_DAMAGE,
17
- getEnemyVulnerabilityTicks,
18
- } from '../shared.js';
19
- import {useParam} from '../../engine/params-runtime.js';
20
- const WALL_BUFFER = 60;
21
-
22
- const SHIELD_BUFFER = 3;
23
-
24
- /**
25
- * Standard homing missile AI.
26
- */
27
- const HomingAI: MissileAIFunction = ({worldState}) =>
28
- {
29
- const enemy = worldState.enemies[0];
30
- return {
31
- turnToward: enemy?.position,
32
- };
33
- };
34
-
35
- /**
36
- * Straight missile AI — no homing, flies in initial direction.
37
- */
38
- const StraightAI: MissileAIFunction = () => ({});
39
-
40
- /**
41
- * Check if near wall.
42
- */
43
- function isNearWall(position: {x: number; y: number}): boolean
44
- {
45
- return (
46
- position.x < WALL_BUFFER ||
47
- position.x > ARENA_SIZE - WALL_BUFFER ||
48
- position.y < WALL_BUFFER ||
49
- position.y > ARENA_SIZE - WALL_BUFFER
50
- );
51
- }
52
-
53
- /**
54
- * Smart strafe with threat-aware dodging and wall avoidance.
55
- */
56
- function smartStrafe(
57
- position: {x: number; y: number},
58
- enemy: {position: {x: number; y: number}},
59
- dodgeDirection: {x: number; y: number} | null,
60
- tick: number,
61
- strafeCyclePeriod: number,
62
- strafeIntensity: number,
63
- ): {x: number; y: number}
64
- {
65
- const deltaX = enemy.position.x - position.x;
66
- const deltaY = enemy.position.y - position.y;
67
- const normalizedDistance = Math.sqrt(deltaX * deltaX + deltaY * deltaY);
68
- if (normalizedDistance === 0) return {x: 0, y: 0};
69
-
70
- const strafeClockwise = {
71
- x: -deltaY / normalizedDistance,
72
- y: deltaX / normalizedDistance,
73
- };
74
- const strafeCounterClockwise = {
75
- x: deltaY / normalizedDistance,
76
- y: -deltaX / normalizedDistance,
77
- };
78
-
79
- let strafeDir: {x: number; y: number};
80
-
81
- if (dodgeDirection)
82
- {
83
- strafeDir = dodgeDirection;
84
- }
85
- else if (isNearWall(position))
86
- {
87
- const futureClockwise = {
88
- x: position.x + strafeClockwise.x * 100,
89
- y: position.y + strafeClockwise.y * 100,
90
- };
91
- const futureCounterClockwise = {
92
- x: position.x + strafeCounterClockwise.x * 100,
93
- y: position.y + strafeCounterClockwise.y * 100,
94
- };
95
- const scoreClockwise = Math.min(
96
- futureClockwise.x,
97
- ARENA_SIZE - futureClockwise.x,
98
- futureClockwise.y,
99
- ARENA_SIZE - futureClockwise.y,
100
- );
101
- const scoreCounterClockwise = Math.min(
102
- futureCounterClockwise.x,
103
- ARENA_SIZE - futureCounterClockwise.x,
104
- futureCounterClockwise.y,
105
- ARENA_SIZE - futureCounterClockwise.y,
106
- );
107
- strafeDir =
108
- scoreClockwise > scoreCounterClockwise
109
- ? strafeClockwise
110
- : strafeCounterClockwise;
111
- }
112
- else
113
- {
114
- const cycle = Math.floor(tick / strafeCyclePeriod) % 2;
115
- strafeDir = cycle === 0 ? strafeClockwise : strafeCounterClockwise;
116
- }
117
-
118
- const intensity = dodgeDirection ? 100 : strafeIntensity;
119
- return {x: strafeDir.x * intensity, y: strafeDir.y * intensity};
120
- }
121
-
122
- /**
123
- * Bot: Spellbinder
124
- *
125
- * BEHAVIOR: Enhanced Spellweaver with vulnerability exploitation. Same medium-range
126
- * kiting playstyle — maintains distance, strafes heavily, uses fitMissileToBudget
127
- * for adaptive homing missiles. The T3 upgrade adds a punish mode that fires fast
128
- * straight missiles timed to land while the enemy is locked in a cast or GCD,
129
- * when they cannot shield. Defense, movement, and standard offense are identical
130
- * to Spellweaver.
131
- *
132
- * NAMING RATIONALE: A binder constrains and locks down opponents. Where the
133
- * Spellweaver optimizes missile patterns (adaptive fitting), the Spellbinder
134
- * reads the enemy's state and punishes vulnerability windows — binding them
135
- * to their commitments with unavoidable damage.
136
- *
137
- * PROGRESSION LINE: Spellspinner → Spellweaver → Spellbinder
138
- * - Spellspinner (tier 1): Fixed homing missiles, constant strafe, basic defense
139
- * - Spellweaver (tier 2): + adaptive missile fitting, more sophisticated patterns
140
- * - Spellbinder (tier 3): + vulnerability punish mode with fast straight missiles
141
- *
142
- * TIER: 3 (elite Spellspinner line)
143
- */
144
- export const Spellbinder: WizardFunction = ({state}) =>
145
- {
146
- const targetDistance = useParam('targetDistance', 134, {
147
- range: 150,
148
- min: 0,
149
- });
150
- const dangerDistance = useParam('dangerDistance', 389, {
151
- range: 125,
152
- min: 0,
153
- });
154
- const minTurnRate = useParam('minTurnRate', 0.2, {range: 1.5, steps: 5});
155
- const strafeCyclePeriod = useParam('strafeCyclePeriod', 123, {
156
- range: 75,
157
- min: 80,
158
- max: 300,
159
- });
160
- const strafeIntensity = useParam('strafeIntensity', 30, {
161
- range: 40,
162
- min: 30,
163
- max: 100,
164
- steps: 7,
165
- });
166
- const approachSpeed = useParam('approachSpeed', 50, {
167
- range: 30,
168
- min: 10,
169
- max: 70,
170
- steps: 7,
171
- });
172
- const distanceDeadZone = useParam('distanceDeadZone', 7, {
173
- range: 30,
174
- min: 5,
175
- max: 80,
176
- steps: 7,
177
- });
178
- const shieldCancelThreshold = useParam('shieldCancelThreshold', 150, {
179
- range: 75,
180
- min: 50,
181
- max: 300,
182
- });
183
- const flightTimeDivisor = useParam('flightTimeDivisor', 10.8, {
184
- range: 4,
185
- min: 2,
186
- max: 12,
187
- steps: 5,
188
- });
189
- const punishMinVulnerability = useParam('punishMinVulnerability', 30, {
190
- range: 80,
191
- min: 30,
192
- steps: 7,
193
- });
194
-
195
- const enemy = state.enemies[0];
196
- if (!enemy)
197
- {
198
- return {move: {x: 0, y: 0}};
199
- }
200
-
201
- const distance = distanceTo(state.position, enemy.position);
202
-
203
- // Analyze threats using simulation
204
- const threats = getThreats(state);
205
- const urgentThreat = getMostUrgentThreat(threats);
206
-
207
- // Smart strafe
208
- const dodgeDirection = getDodgeDirectionForMovement(threats, state.position);
209
- const strafe = smartStrafe(
210
- state.position,
211
- enemy,
212
- dodgeDirection,
213
- state.tick,
214
- strafeCyclePeriod,
215
- strafeIntensity,
216
- );
217
-
218
- // Distance management (only when not dodging)
219
- let moveX = strafe.x;
220
- let moveY = strafe.y;
221
-
222
- if (!dodgeDirection)
223
- {
224
- const deltaX = enemy.position.x - state.position.x;
225
- const deltaY = enemy.position.y - state.position.y;
226
- const normalizedDistance = distance > 0 ? distance : 1;
227
-
228
- if (distance > targetDistance + distanceDeadZone)
229
- {
230
- moveX += (deltaX / normalizedDistance) * approachSpeed;
231
- moveY += (deltaY / normalizedDistance) * approachSpeed;
232
- }
233
- else if (distance < targetDistance - distanceDeadZone)
234
- {
235
- let retreatX = -(deltaX / normalizedDistance) * approachSpeed;
236
- let retreatY = -(deltaY / normalizedDistance) * approachSpeed;
237
- if (state.position.x < WALL_BUFFER && retreatX < 0) retreatX = 0;
238
- if (state.position.x > ARENA_SIZE - WALL_BUFFER && retreatX > 0)
239
- retreatX = 0;
240
- if (state.position.y < WALL_BUFFER && retreatY < 0) retreatY = 0;
241
- if (state.position.y > ARENA_SIZE - WALL_BUFFER && retreatY > 0)
242
- retreatY = 0;
243
- moveX += retreatX;
244
- moveY += retreatY;
245
- }
246
- }
247
-
248
- const magnitude = Math.sqrt(moveX * moveX + moveY * moveY);
249
- if (magnitude > 100)
250
- {
251
- moveX = (moveX / magnitude) * 100;
252
- moveY = (moveY / magnitude) * 100;
253
- }
254
-
255
- const move = {x: moveX, y: moveY};
256
-
257
- // === DEFENSE: Handle channeling ===
258
- if (state.state === 'channeling')
259
- {
260
- if (!urgentThreat || urgentThreat.ticksToImpact > shieldCancelThreshold)
261
- {
262
- return {move, cancel: true};
263
- }
264
- return {move: {x: 0, y: 0}};
265
- }
266
-
267
- // === DEFENSE: Cancel missile cast only for LETHAL incoming damage ===
268
- // DPS trade: we accepted the hit when we started casting. Only cancel to survive.
269
- if (
270
- state.state === 'casting' &&
271
- state.castingSpell === 'missile' &&
272
- urgentThreat &&
273
- urgentThreat.projectile.damage >= state.health
274
- )
275
- {
276
- const remainingCast = (state.castDuration ?? 0) - (state.castProgress ?? 0);
277
- if (
278
- urgentThreat.ticksToImpact <=
279
- remainingCast + GCD_DURATION + SHIELD_CAST_TIME + SHIELD_BUFFER
280
- )
281
- {
282
- return {move, cancel: true};
283
- }
284
- }
285
-
286
- // === DEFENSE: Shield undodgeable or high-damage homing threats ===
287
- if (
288
- state.state === 'idle' &&
289
- urgentThreat &&
290
- (!urgentThreat.bestDodgeDirection || shouldForceShield(urgentThreat))
291
- )
292
- {
293
- if (urgentThreat.canBlockInTime)
294
- {
295
- if (urgentThreat.ticksToStartShield <= SHIELD_BUFFER)
296
- {
297
- return {
298
- move: {x: 0, y: 0},
299
- startCast: {spell: 'shield'},
300
- };
301
- }
302
- }
303
- else if (state.blinkCooldown === 0)
304
- {
305
- return {
306
- move: {x: 0, y: 0},
307
- startCast: {spell: 'blink', target: getBlinkToCenter(state.position)},
308
- };
309
- }
310
- }
311
-
312
- // === DISTANCE BLINK: enemy too close, blink to reestablish kiting range ===
313
- if (
314
- state.state === 'idle' &&
315
- distance < dangerDistance &&
316
- state.blinkCooldown === 0 &&
317
- (!urgentThreat || urgentThreat.bestDodgeDirection !== null)
318
- )
319
- {
320
- const blinkTarget = getBlinkToIncreaseDistance(
321
- state.position,
322
- enemy.position,
323
- state.projectiles,
324
- MIN_BLINK_ESCAPE_DISTANCE,
325
- );
326
- if (blinkTarget)
327
- {
328
- return {
329
- move: {x: 0, y: 0},
330
- startCast: {spell: 'blink', target: blinkTarget},
331
- };
332
- }
333
- }
334
-
335
- // === OFFENSE: Punish mode — fast straight missiles during enemy vulnerability ===
336
- if (
337
- state.state === 'idle' &&
338
- getEnemyVulnerabilityTicks(enemy) >= punishMinVulnerability &&
339
- distance < 500
340
- )
341
- {
342
- const vulnerabilityTicks = getEnemyVulnerabilityTicks(enemy);
343
- const flightTimeEstimate = distance / flightTimeDivisor;
344
- const punishBudget = vulnerabilityTicks - flightTimeEstimate;
345
- const nextThreatTime = urgentThreat?.ticksToImpact ?? Infinity;
346
- const safeBudget =
347
- nextThreatTime - GCD_DURATION - SHIELD_CAST_TIME - SHIELD_BUFFER;
348
- const effectiveBudget = Math.min(
349
- punishBudget,
350
- safeBudget,
351
- MAX_CAST_BUDGET,
352
- );
353
-
354
- if (effectiveBudget > 0)
355
- {
356
- const enemyHP = Math.ceil(enemy.health);
357
- const config = fitMissileToBudget(effectiveBudget, distance, {
358
- minTurnRate: 0,
359
- maxDamage: enemyHP,
360
- lastMissileConfig: state.lastMissileConfig,
361
- });
362
-
363
- if (config && config.damage >= MIN_USEFUL_DAMAGE)
364
- {
365
- const castTime = getMissileCastTime(config, state.lastMissileConfig);
366
- const actualFlight = distance / config.speed;
367
-
368
- if (castTime + actualFlight < vulnerabilityTicks)
369
- {
370
- const aimTarget =
371
- config.turnRate > 0
372
- ? enemy.position
373
- : getLeadPosition(
374
- enemy.position,
375
- enemy.velocity,
376
- config.speed,
377
- state.position,
378
- );
379
- return {
380
- move,
381
- startCast: {
382
- spell: 'missile',
383
- config,
384
- missileAI: config.turnRate > 0 ? HomingAI : StraightAI,
385
- direction: angleTo(state.position, aimTarget),
386
- },
387
- };
388
- }
389
- }
390
- }
391
- }
392
-
393
- // === OFFENSE: Adaptive missile fitting (identical to Spellweaver) ===
394
- // Skip offense when a lethal missile could reach us during cast+GCD — dodge at full speed instead
395
- const myProjectileIds = new Set(state.myProjectiles.map((p) => p.id));
396
- const hasNearbyLethalMissile = state.projectiles.some(
397
- (p) =>
398
- !myProjectileIds.has(p.id) &&
399
- p.damage >= state.health &&
400
- distanceTo(state.position, p.position) / p.speed <
401
- MAX_CAST_BUDGET + GCD_DURATION,
402
- );
403
- if (state.state === 'idle' && distance < 600 && !hasNearbyLethalMissile)
404
- {
405
- let nextThreatTime = urgentThreat?.ticksToImpact ?? Infinity;
406
-
407
- // Account for enemy's active cast
408
- if (enemy.state === 'casting' && enemy.castingSpell === 'missile')
409
- {
410
- const remainingEnemyCast =
411
- (enemy.castDuration ?? 0) - (enemy.castProgress ?? 0);
412
- const estimatedFlightTime = distance / flightTimeDivisor;
413
- nextThreatTime = Math.min(
414
- nextThreatTime,
415
- remainingEnemyCast + estimatedFlightTime,
416
- );
417
- }
418
- const safeBudget =
419
- nextThreatTime - GCD_DURATION - SHIELD_CAST_TIME - SHIELD_BUFFER;
420
- const budgetTicks = Math.min(safeBudget, MAX_CAST_BUDGET);
421
-
422
- // Spellbinder always uses homing in standard mode (kiting means enemies are always moving)
423
- const enemyHP = Math.ceil(enemy.health);
424
- const minDmg = Math.min(MIN_USEFUL_DAMAGE, enemyHP);
425
- const config = fitMissileToBudget(budgetTicks, distance, {
426
- minTurnRate,
427
- maxDamage: enemyHP,
428
- lastMissileConfig: state.lastMissileConfig,
429
- });
430
-
431
- if (config && config.damage >= minDmg)
432
- {
433
- return {
434
- move,
435
- startCast: {
436
- spell: 'missile',
437
- config,
438
- missileAI: HomingAI,
439
- direction: angleTo(state.position, enemy.position),
440
- },
441
- };
442
- }
443
-
444
- // Budget too small for useful missile — wait for threat to pass, then fire
445
- }
446
-
447
- return {move};
448
- };
1
+ import {WizardFunction, MissileAIFunction} from '../../types.js';
2
+ import {angleTo} from '../../utils/angles.js';
3
+ import {distanceTo} from '../../utils/distance.js';
4
+ import {ARENA_SIZE, GCD_DURATION, SHIELD_CAST_TIME} from '../../rules.js';
5
+ import {getMissileCastTime, getLeadPosition} from '../../utils/combat.js';
6
+ import {
7
+ getThreats,
8
+ getMostUrgentThreat,
9
+ getDodgeDirectionForMovement,
10
+ getBlinkToCenter,
11
+ getBlinkToIncreaseDistance,
12
+ fitMissileToBudget,
13
+ MIN_BLINK_ESCAPE_DISTANCE,
14
+ shouldForceShield,
15
+ MAX_CAST_BUDGET,
16
+ MIN_USEFUL_DAMAGE,
17
+ getEnemyVulnerabilityTicks,
18
+ } from '../shared.js';
19
+ import {useParam} from '../../engine/params-runtime.js';
20
+ const WALL_BUFFER = 60;
21
+
22
+ const SHIELD_BUFFER = 3;
23
+
24
+ /**
25
+ * Standard homing missile AI.
26
+ */
27
+ const HomingAI: MissileAIFunction = ({worldState}) =>
28
+ {
29
+ const enemy = worldState.enemies[0];
30
+ return {
31
+ turnToward: enemy?.position,
32
+ };
33
+ };
34
+
35
+ /**
36
+ * Straight missile AI — no homing, flies in initial direction.
37
+ */
38
+ const StraightAI: MissileAIFunction = () => ({});
39
+
40
+ /**
41
+ * Check if near wall.
42
+ */
43
+ function isNearWall(position: {x: number; y: number}): boolean
44
+ {
45
+ return (
46
+ position.x < WALL_BUFFER ||
47
+ position.x > ARENA_SIZE - WALL_BUFFER ||
48
+ position.y < WALL_BUFFER ||
49
+ position.y > ARENA_SIZE - WALL_BUFFER
50
+ );
51
+ }
52
+
53
+ /**
54
+ * Smart strafe with threat-aware dodging and wall avoidance.
55
+ */
56
+ function smartStrafe(
57
+ position: {x: number; y: number},
58
+ enemy: {position: {x: number; y: number}},
59
+ dodgeDirection: {x: number; y: number} | null,
60
+ tick: number,
61
+ strafeCyclePeriod: number,
62
+ strafeIntensity: number,
63
+ ): {x: number; y: number}
64
+ {
65
+ const deltaX = enemy.position.x - position.x;
66
+ const deltaY = enemy.position.y - position.y;
67
+ const normalizedDistance = Math.sqrt(deltaX * deltaX + deltaY * deltaY);
68
+ if (normalizedDistance === 0) return {x: 0, y: 0};
69
+
70
+ const strafeClockwise = {
71
+ x: -deltaY / normalizedDistance,
72
+ y: deltaX / normalizedDistance,
73
+ };
74
+ const strafeCounterClockwise = {
75
+ x: deltaY / normalizedDistance,
76
+ y: -deltaX / normalizedDistance,
77
+ };
78
+
79
+ let strafeDir: {x: number; y: number};
80
+
81
+ if (dodgeDirection)
82
+ {
83
+ strafeDir = dodgeDirection;
84
+ }
85
+ else if (isNearWall(position))
86
+ {
87
+ const futureClockwise = {
88
+ x: position.x + strafeClockwise.x * 100,
89
+ y: position.y + strafeClockwise.y * 100,
90
+ };
91
+ const futureCounterClockwise = {
92
+ x: position.x + strafeCounterClockwise.x * 100,
93
+ y: position.y + strafeCounterClockwise.y * 100,
94
+ };
95
+ const scoreClockwise = Math.min(
96
+ futureClockwise.x,
97
+ ARENA_SIZE - futureClockwise.x,
98
+ futureClockwise.y,
99
+ ARENA_SIZE - futureClockwise.y,
100
+ );
101
+ const scoreCounterClockwise = Math.min(
102
+ futureCounterClockwise.x,
103
+ ARENA_SIZE - futureCounterClockwise.x,
104
+ futureCounterClockwise.y,
105
+ ARENA_SIZE - futureCounterClockwise.y,
106
+ );
107
+ strafeDir =
108
+ scoreClockwise > scoreCounterClockwise
109
+ ? strafeClockwise
110
+ : strafeCounterClockwise;
111
+ }
112
+ else
113
+ {
114
+ const cycle = Math.floor(tick / strafeCyclePeriod) % 2;
115
+ strafeDir = cycle === 0 ? strafeClockwise : strafeCounterClockwise;
116
+ }
117
+
118
+ const intensity = dodgeDirection ? 100 : strafeIntensity;
119
+ return {x: strafeDir.x * intensity, y: strafeDir.y * intensity};
120
+ }
121
+
122
+ /**
123
+ * Bot: Spellbinder
124
+ *
125
+ * BEHAVIOR: Enhanced Spellweaver with vulnerability exploitation. Same medium-range
126
+ * kiting playstyle — maintains distance, strafes heavily, uses fitMissileToBudget
127
+ * for adaptive homing missiles. The T3 upgrade adds a punish mode that fires fast
128
+ * straight missiles timed to land while the enemy is locked in a cast or GCD,
129
+ * when they cannot shield. Defense, movement, and standard offense are identical
130
+ * to Spellweaver.
131
+ *
132
+ * NAMING RATIONALE: A binder constrains and locks down opponents. Where the
133
+ * Spellweaver optimizes missile patterns (adaptive fitting), the Spellbinder
134
+ * reads the enemy's state and punishes vulnerability windows — binding them
135
+ * to their commitments with unavoidable damage.
136
+ *
137
+ * PROGRESSION LINE: Spellspinner → Spellweaver → Spellbinder
138
+ * - Spellspinner (tier 1): Fixed homing missiles, constant strafe, basic defense
139
+ * - Spellweaver (tier 2): + adaptive missile fitting, more sophisticated patterns
140
+ * - Spellbinder (tier 3): + vulnerability punish mode with fast straight missiles
141
+ *
142
+ * TIER: 3 (elite Spellspinner line)
143
+ */
144
+ export const Spellbinder: WizardFunction = ({state}) =>
145
+ {
146
+ const targetDistance = useParam('targetDistance', 134, {
147
+ range: 150,
148
+ min: 0,
149
+ });
150
+ const dangerDistance = useParam('dangerDistance', 389, {
151
+ range: 125,
152
+ min: 0,
153
+ });
154
+ const minTurnRate = useParam('minTurnRate', 0.2, {range: 1.5, steps: 5});
155
+ const strafeCyclePeriod = useParam('strafeCyclePeriod', 123, {
156
+ range: 75,
157
+ min: 80,
158
+ max: 300,
159
+ });
160
+ const strafeIntensity = useParam('strafeIntensity', 30, {
161
+ range: 40,
162
+ min: 30,
163
+ max: 100,
164
+ steps: 7,
165
+ });
166
+ const approachSpeed = useParam('approachSpeed', 50, {
167
+ range: 30,
168
+ min: 10,
169
+ max: 70,
170
+ steps: 7,
171
+ });
172
+ const distanceDeadZone = useParam('distanceDeadZone', 7, {
173
+ range: 30,
174
+ min: 5,
175
+ max: 80,
176
+ steps: 7,
177
+ });
178
+ const shieldCancelThreshold = useParam('shieldCancelThreshold', 150, {
179
+ range: 75,
180
+ min: 50,
181
+ max: 300,
182
+ });
183
+ const flightTimeDivisor = useParam('flightTimeDivisor', 10.8, {
184
+ range: 4,
185
+ min: 2,
186
+ max: 12,
187
+ steps: 5,
188
+ });
189
+ const punishMinVulnerability = useParam('punishMinVulnerability', 30, {
190
+ range: 80,
191
+ min: 30,
192
+ steps: 7,
193
+ });
194
+
195
+ const enemy = state.enemies[0];
196
+ if (!enemy)
197
+ {
198
+ return {move: {x: 0, y: 0}};
199
+ }
200
+
201
+ const distance = distanceTo(state.position, enemy.position);
202
+
203
+ // Analyze threats using simulation
204
+ const threats = getThreats(state);
205
+ const urgentThreat = getMostUrgentThreat(threats);
206
+
207
+ // Smart strafe
208
+ const dodgeDirection = getDodgeDirectionForMovement(threats, state.position);
209
+ const strafe = smartStrafe(
210
+ state.position,
211
+ enemy,
212
+ dodgeDirection,
213
+ state.tick,
214
+ strafeCyclePeriod,
215
+ strafeIntensity,
216
+ );
217
+
218
+ // Distance management (only when not dodging)
219
+ let moveX = strafe.x;
220
+ let moveY = strafe.y;
221
+
222
+ if (!dodgeDirection)
223
+ {
224
+ const deltaX = enemy.position.x - state.position.x;
225
+ const deltaY = enemy.position.y - state.position.y;
226
+ const normalizedDistance = distance > 0 ? distance : 1;
227
+
228
+ if (distance > targetDistance + distanceDeadZone)
229
+ {
230
+ moveX += (deltaX / normalizedDistance) * approachSpeed;
231
+ moveY += (deltaY / normalizedDistance) * approachSpeed;
232
+ }
233
+ else if (distance < targetDistance - distanceDeadZone)
234
+ {
235
+ let retreatX = -(deltaX / normalizedDistance) * approachSpeed;
236
+ let retreatY = -(deltaY / normalizedDistance) * approachSpeed;
237
+ if (state.position.x < WALL_BUFFER && retreatX < 0) retreatX = 0;
238
+ if (state.position.x > ARENA_SIZE - WALL_BUFFER && retreatX > 0)
239
+ retreatX = 0;
240
+ if (state.position.y < WALL_BUFFER && retreatY < 0) retreatY = 0;
241
+ if (state.position.y > ARENA_SIZE - WALL_BUFFER && retreatY > 0)
242
+ retreatY = 0;
243
+ moveX += retreatX;
244
+ moveY += retreatY;
245
+ }
246
+ }
247
+
248
+ const magnitude = Math.sqrt(moveX * moveX + moveY * moveY);
249
+ if (magnitude > 100)
250
+ {
251
+ moveX = (moveX / magnitude) * 100;
252
+ moveY = (moveY / magnitude) * 100;
253
+ }
254
+
255
+ const move = {x: moveX, y: moveY};
256
+
257
+ // === DEFENSE: Handle channeling ===
258
+ if (state.state === 'channeling')
259
+ {
260
+ if (!urgentThreat || urgentThreat.ticksToImpact > shieldCancelThreshold)
261
+ {
262
+ return {move, cancel: true};
263
+ }
264
+ return {move: {x: 0, y: 0}};
265
+ }
266
+
267
+ // === DEFENSE: Cancel missile cast only for LETHAL incoming damage ===
268
+ // DPS trade: we accepted the hit when we started casting. Only cancel to survive.
269
+ if (
270
+ state.state === 'casting' &&
271
+ state.castingSpell === 'missile' &&
272
+ urgentThreat &&
273
+ urgentThreat.projectile.damage >= state.health
274
+ )
275
+ {
276
+ const remainingCast = (state.castDuration ?? 0) - (state.castProgress ?? 0);
277
+ if (
278
+ urgentThreat.ticksToImpact <=
279
+ remainingCast + GCD_DURATION + SHIELD_CAST_TIME + SHIELD_BUFFER
280
+ )
281
+ {
282
+ return {move, cancel: true};
283
+ }
284
+ }
285
+
286
+ // === DEFENSE: Shield undodgeable or high-damage homing threats ===
287
+ if (
288
+ state.state === 'idle' &&
289
+ urgentThreat &&
290
+ (!urgentThreat.bestDodgeDirection || shouldForceShield(urgentThreat))
291
+ )
292
+ {
293
+ if (urgentThreat.canBlockInTime)
294
+ {
295
+ if (urgentThreat.ticksToStartShield <= SHIELD_BUFFER)
296
+ {
297
+ return {
298
+ move: {x: 0, y: 0},
299
+ startCast: {spell: 'shield'},
300
+ };
301
+ }
302
+ }
303
+ else if (state.blinkCooldown === 0)
304
+ {
305
+ return {
306
+ move: {x: 0, y: 0},
307
+ startCast: {spell: 'blink', target: getBlinkToCenter(state.position)},
308
+ };
309
+ }
310
+ }
311
+
312
+ // === DISTANCE BLINK: enemy too close, blink to reestablish kiting range ===
313
+ if (
314
+ state.state === 'idle' &&
315
+ distance < dangerDistance &&
316
+ state.blinkCooldown === 0 &&
317
+ (!urgentThreat || urgentThreat.bestDodgeDirection !== null)
318
+ )
319
+ {
320
+ const blinkTarget = getBlinkToIncreaseDistance(
321
+ state.position,
322
+ enemy.position,
323
+ state.projectiles,
324
+ MIN_BLINK_ESCAPE_DISTANCE,
325
+ );
326
+ if (blinkTarget)
327
+ {
328
+ return {
329
+ move: {x: 0, y: 0},
330
+ startCast: {spell: 'blink', target: blinkTarget},
331
+ };
332
+ }
333
+ }
334
+
335
+ // === OFFENSE: Punish mode — fast straight missiles during enemy vulnerability ===
336
+ if (
337
+ state.state === 'idle' &&
338
+ getEnemyVulnerabilityTicks(enemy) >= punishMinVulnerability &&
339
+ distance < 500
340
+ )
341
+ {
342
+ const vulnerabilityTicks = getEnemyVulnerabilityTicks(enemy);
343
+ const flightTimeEstimate = distance / flightTimeDivisor;
344
+ const punishBudget = vulnerabilityTicks - flightTimeEstimate;
345
+ const nextThreatTime = urgentThreat?.ticksToImpact ?? Infinity;
346
+ const safeBudget =
347
+ nextThreatTime - GCD_DURATION - SHIELD_CAST_TIME - SHIELD_BUFFER;
348
+ const effectiveBudget = Math.min(
349
+ punishBudget,
350
+ safeBudget,
351
+ MAX_CAST_BUDGET,
352
+ );
353
+
354
+ if (effectiveBudget > 0)
355
+ {
356
+ const enemyHP = Math.ceil(enemy.health);
357
+ const config = fitMissileToBudget(effectiveBudget, distance, {
358
+ minTurnRate: 0,
359
+ maxDamage: enemyHP,
360
+ lastMissileConfig: state.lastMissileConfig,
361
+ });
362
+
363
+ if (config && config.damage >= MIN_USEFUL_DAMAGE)
364
+ {
365
+ const castTime = getMissileCastTime(config, state.lastMissileConfig);
366
+ const actualFlight = distance / config.speed;
367
+
368
+ if (castTime + actualFlight < vulnerabilityTicks)
369
+ {
370
+ const aimTarget =
371
+ config.turnRate > 0
372
+ ? enemy.position
373
+ : getLeadPosition(
374
+ enemy.position,
375
+ enemy.velocity,
376
+ config.speed,
377
+ state.position,
378
+ );
379
+ return {
380
+ move,
381
+ startCast: {
382
+ spell: 'missile',
383
+ config,
384
+ missileAI: config.turnRate > 0 ? HomingAI : StraightAI,
385
+ direction: angleTo(state.position, aimTarget),
386
+ },
387
+ };
388
+ }
389
+ }
390
+ }
391
+ }
392
+
393
+ // === OFFENSE: Adaptive missile fitting (identical to Spellweaver) ===
394
+ // Skip offense when a lethal missile could reach us during cast+GCD — dodge at full speed instead
395
+ const myProjectileIds = new Set(state.myProjectiles.map((p) => p.id));
396
+ const hasNearbyLethalMissile = state.projectiles.some(
397
+ (p) =>
398
+ !myProjectileIds.has(p.id) &&
399
+ p.damage >= state.health &&
400
+ distanceTo(state.position, p.position) / p.speed <
401
+ MAX_CAST_BUDGET + GCD_DURATION,
402
+ );
403
+ if (state.state === 'idle' && distance < 600 && !hasNearbyLethalMissile)
404
+ {
405
+ let nextThreatTime = urgentThreat?.ticksToImpact ?? Infinity;
406
+
407
+ // Account for enemy's active cast
408
+ if (enemy.state === 'casting' && enemy.castingSpell === 'missile')
409
+ {
410
+ const remainingEnemyCast =
411
+ (enemy.castDuration ?? 0) - (enemy.castProgress ?? 0);
412
+ const estimatedFlightTime = distance / flightTimeDivisor;
413
+ nextThreatTime = Math.min(
414
+ nextThreatTime,
415
+ remainingEnemyCast + estimatedFlightTime,
416
+ );
417
+ }
418
+ const safeBudget =
419
+ nextThreatTime - GCD_DURATION - SHIELD_CAST_TIME - SHIELD_BUFFER;
420
+ const budgetTicks = Math.min(safeBudget, MAX_CAST_BUDGET);
421
+
422
+ // Spellbinder always uses homing in standard mode (kiting means enemies are always moving)
423
+ const enemyHP = Math.ceil(enemy.health);
424
+ const minDmg = Math.min(MIN_USEFUL_DAMAGE, enemyHP);
425
+ const config = fitMissileToBudget(budgetTicks, distance, {
426
+ minTurnRate,
427
+ maxDamage: enemyHP,
428
+ lastMissileConfig: state.lastMissileConfig,
429
+ });
430
+
431
+ if (config && config.damage >= minDmg)
432
+ {
433
+ return {
434
+ move,
435
+ startCast: {
436
+ spell: 'missile',
437
+ config,
438
+ missileAI: HomingAI,
439
+ direction: angleTo(state.position, enemy.position),
440
+ },
441
+ };
442
+ }
443
+
444
+ // Budget too small for useful missile — wait for threat to pass, then fire
445
+ }
446
+
447
+ return {move};
448
+ };