@vibemancer/core 0.1.0

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Files changed (78) hide show
  1. package/README.md +28 -0
  2. package/dist/chunk-L7Z7OFXD.js +9140 -0
  3. package/dist/chunk-L7Z7OFXD.js.map +1 -0
  4. package/dist/index-browser.d.ts +2602 -0
  5. package/dist/index-browser.js +407 -0
  6. package/dist/index-browser.js.map +1 -0
  7. package/dist/index.d.ts +150 -0
  8. package/dist/index.js +750 -0
  9. package/dist/index.js.map +1 -0
  10. package/package.json +79 -0
  11. package/src/bots/berserker/01_Stormchaser.ts +457 -0
  12. package/src/bots/berserker/02_Stormcaller.ts +417 -0
  13. package/src/bots/berserker/03_Stormforger.ts +481 -0
  14. package/src/bots/caster/01_Flamecaller.ts +286 -0
  15. package/src/bots/caster/02_Pyromancer.ts +350 -0
  16. package/src/bots/caster/03_Infernalist.ts +492 -0
  17. package/src/bots/defensive/01_Turtle.ts +151 -0
  18. package/src/bots/defensive/02_Sentinel.ts +134 -0
  19. package/src/bots/defensive/03_Golem.ts +357 -0
  20. package/src/bots/duelist/01_Battlemage.ts +433 -0
  21. package/src/bots/duelist/02_Warmage.ts +438 -0
  22. package/src/bots/duelist/03_Archmage.ts +588 -0
  23. package/src/bots/homing/01_Bonemancer.ts +67 -0
  24. package/src/bots/homing/02_Lich.ts +356 -0
  25. package/src/bots/homing/03_Archlich.ts +220 -0
  26. package/src/bots/index.ts +30 -0
  27. package/src/bots/kiter/01_Spellspinner.ts +398 -0
  28. package/src/bots/kiter/02_Spellweaver.ts +378 -0
  29. package/src/bots/kiter/03_Spellbinder.ts +448 -0
  30. package/src/bots/melee/01_Shadowblade.ts +270 -0
  31. package/src/bots/melee/02_Nightblade.ts +437 -0
  32. package/src/bots/melee/03_Voidblade.ts +582 -0
  33. package/src/bots/registry.ts +207 -0
  34. package/src/bots/shared.ts +472 -0
  35. package/src/bots/sniper/01_Spellshot.ts +385 -0
  36. package/src/bots/sniper/02_Spelltracer.ts +441 -0
  37. package/src/bots/sniper/03_Spellseeker.ts +546 -0
  38. package/src/bots/standalone/Critter.ts +89 -0
  39. package/src/bots/standalone/Doombringer.ts +91 -0
  40. package/src/bots/standalone/Hogger.ts +228 -0
  41. package/src/bots/standalone/Rookie.ts +50 -0
  42. package/src/bots/standalone/TargetDummy.ts +21 -0
  43. package/src/bots/test/cheater.ts +405 -0
  44. package/src/bots/test/crasher.ts +81 -0
  45. package/src/engine/hooks-runtime.ts +394 -0
  46. package/src/engine/manual-match.ts +289 -0
  47. package/src/engine/missile-templates.ts +155 -0
  48. package/src/engine/optimizer.ts +220 -0
  49. package/src/engine/params-runtime.ts +189 -0
  50. package/src/engine/physics.ts +143 -0
  51. package/src/engine/sandbox-browser.ts +671 -0
  52. package/src/engine/sandbox-compile.ts +197 -0
  53. package/src/engine/sandbox-harness.ts +367 -0
  54. package/src/engine/sandbox.ts +332 -0
  55. package/src/engine/simulation.ts +828 -0
  56. package/src/engine/spells.ts +128 -0
  57. package/src/engine-version.ts +11 -0
  58. package/src/hooks/action-builders.ts +210 -0
  59. package/src/hooks/bot-wrapper.ts +84 -0
  60. package/src/hooks/index.ts +75 -0
  61. package/src/hooks/state-hooks.ts +354 -0
  62. package/src/hooks/threat-analysis.ts +365 -0
  63. package/src/hooks/types.ts +142 -0
  64. package/src/index-browser.ts +30 -0
  65. package/src/index.ts +24 -0
  66. package/src/rules.ts +254 -0
  67. package/src/stats.ts +262 -0
  68. package/src/testing.ts +207 -0
  69. package/src/trace.ts +430 -0
  70. package/src/types.ts +193 -0
  71. package/src/utils/angles.ts +47 -0
  72. package/src/utils/combat.ts +279 -0
  73. package/src/utils/distance.ts +21 -0
  74. package/src/utils/index.ts +7 -0
  75. package/src/utils/movement.ts +108 -0
  76. package/src/utils/random.ts +65 -0
  77. package/src/utils/spatial.ts +63 -0
  78. package/src/utils/targeting.ts +45 -0
@@ -0,0 +1,492 @@
1
+ import {WizardFunction, MissileAIFunction} from '../../types.js';
2
+ import {angleTo} from '../../utils/angles.js';
3
+ import {distanceTo} from '../../utils/distance.js';
4
+ import {
5
+ ARENA_SIZE,
6
+ GCD_DURATION,
7
+ SHIELD_CAST_TIME,
8
+ BLINK_CAST_TIME,
9
+ } from '../../rules.js';
10
+ import {getMissileCastTime, getLeadPosition} from '../../utils/combat.js';
11
+ import {
12
+ getThreats,
13
+ getMostUrgentThreat,
14
+ getDodgeDirectionForMovement,
15
+ isSafeToAttack,
16
+ getBlinkToIncreaseDistance,
17
+ fitMissileToBudget,
18
+ shouldForceShield,
19
+ MIN_BLINK_ESCAPE_DISTANCE,
20
+ MAX_CAST_BUDGET,
21
+ MIN_USEFUL_DAMAGE,
22
+ getClosingRate,
23
+ getEnemyVulnerabilityTicks,
24
+ } from '../shared.js';
25
+ import {useParam} from '../../engine/params-runtime.js';
26
+
27
+ const WALL_BUFFER = 60;
28
+ const SHIELD_BUFFER = 3;
29
+
30
+ const HomingAI: MissileAIFunction = ({worldState}) =>
31
+ {
32
+ const enemy = worldState.enemies[0];
33
+ return {turnToward: enemy?.position};
34
+ };
35
+
36
+ const StraightAI: MissileAIFunction = () => ({});
37
+
38
+ function isNearWall(position: {x: number; y: number}): boolean
39
+ {
40
+ return (
41
+ position.x < WALL_BUFFER ||
42
+ position.x > ARENA_SIZE - WALL_BUFFER ||
43
+ position.y < WALL_BUFFER ||
44
+ position.y > ARENA_SIZE - WALL_BUFFER
45
+ );
46
+ }
47
+
48
+ function smartStrafe(
49
+ position: {x: number; y: number},
50
+ enemy: {position: {x: number; y: number}},
51
+ dodgeDirection: {x: number; y: number} | null,
52
+ tick: number,
53
+ strafeCyclePeriod: number,
54
+ strafeIntensity: number,
55
+ ): {x: number; y: number}
56
+ {
57
+ const deltaX = enemy.position.x - position.x;
58
+ const deltaY = enemy.position.y - position.y;
59
+ const len = Math.sqrt(deltaX * deltaX + deltaY * deltaY);
60
+ if (len === 0) return {x: 0, y: 0};
61
+
62
+ const cw = {x: -deltaY / len, y: deltaX / len};
63
+ const ccw = {x: deltaY / len, y: -deltaX / len};
64
+
65
+ let dir: {x: number; y: number};
66
+
67
+ if (dodgeDirection)
68
+ {
69
+ dir = dodgeDirection;
70
+ }
71
+ else if (isNearWall(position))
72
+ {
73
+ const fCw = {x: position.x + cw.x * 100, y: position.y + cw.y * 100};
74
+ const fCcw = {x: position.x + ccw.x * 100, y: position.y + ccw.y * 100};
75
+ const sCw = Math.min(fCw.x, ARENA_SIZE - fCw.x, fCw.y, ARENA_SIZE - fCw.y);
76
+ const sCcw = Math.min(
77
+ fCcw.x,
78
+ ARENA_SIZE - fCcw.x,
79
+ fCcw.y,
80
+ ARENA_SIZE - fCcw.y,
81
+ );
82
+ dir = sCw > sCcw ? cw : ccw;
83
+ }
84
+ else
85
+ {
86
+ const cycle = Math.floor(tick / strafeCyclePeriod) % 2;
87
+ dir = cycle === 0 ? cw : ccw;
88
+ }
89
+
90
+ const intensity = dodgeDirection ? 100 : strafeIntensity;
91
+ return {x: dir.x * intensity, y: dir.y * intensity};
92
+ }
93
+
94
+ /**
95
+ * Bot: Infernalist
96
+ *
97
+ * BEHAVIOR: Rapid-fire caster that exploits warmup bonus for accelerating DPS.
98
+ * Fires consistent homing missiles to build warmup, punishes vulnerability windows
99
+ * with warmup-boosted fast casts. Proactive blink kiting when enemy closes.
100
+ *
101
+ * KEY IMPROVEMENTS OVER PYROMANCER:
102
+ * - Warmup exploitation: always passes lastMissileConfig for bonus
103
+ * - Punish mode: straight missiles during enemy vulnerability
104
+ * - Proactive blink kiting: monitors closing rate
105
+ * - Progressive cast-cancel: graduated thresholds
106
+ *
107
+ * PROGRESSION LINE: Flamecaller → Pyromancer → Infernalist
108
+ * TIER: 3 (elite Caster line)
109
+ */
110
+ export const Infernalist: WizardFunction = ({state}) =>
111
+ {
112
+ const targetDistance = useParam('targetDistance', 285, {range: 225, min: 0});
113
+ const minTurnRate = useParam('minTurnRate', 0.2, {range: 1.5, steps: 5});
114
+ const dangerDistance = useParam('dangerDistance', 222, {
115
+ range: 150,
116
+ min: 0,
117
+ });
118
+ const closingRateThreshold = useParam('closingRateThreshold', 0.94, {
119
+ range: 0.65,
120
+ min: 0,
121
+ steps: 5,
122
+ });
123
+ const punishMinVulnerability = useParam('punishMinVulnerability', 340, {
124
+ range: 30,
125
+ min: 10,
126
+ steps: 5,
127
+ });
128
+ const preferBlinkDodge =
129
+ useParam('preferBlinkDodge', 0, {min: 0, max: 1, steps: 2}) >= 0.5;
130
+ const strafeCyclePeriod = useParam('strafeCyclePeriod', 109, {
131
+ range: 75,
132
+ min: 80,
133
+ max: 250,
134
+ });
135
+ const strafeIntensity = useParam('strafeIntensity', 23, {
136
+ range: 40,
137
+ min: 20,
138
+ max: 100,
139
+ steps: 7,
140
+ });
141
+ const approachSpeed = useParam('approachSpeed', 53, {
142
+ range: 30,
143
+ min: 10,
144
+ max: 70,
145
+ steps: 7,
146
+ });
147
+ const distanceDeadZone = useParam('distanceDeadZone', 34, {
148
+ range: 30,
149
+ min: 5,
150
+ max: 80,
151
+ steps: 7,
152
+ });
153
+ const cancelHeavyDmg = useParam('cancelHeavyDmg', 40, {
154
+ range: 15,
155
+ min: 5,
156
+ max: 40,
157
+ steps: 5,
158
+ });
159
+ const cancelMediumDmg = useParam('cancelMediumDmg', 9, {
160
+ range: 10,
161
+ min: 3,
162
+ max: 25,
163
+ steps: 5,
164
+ });
165
+ const cancelCastRatio = useParam('cancelCastRatio', 0.78, {
166
+ range: 0.4,
167
+ min: 0.3,
168
+ max: 1.0,
169
+ steps: 5,
170
+ });
171
+ const shieldCancelThreshold = useParam('shieldCancelThreshold', 100, {
172
+ range: 75,
173
+ min: 50,
174
+ max: 300,
175
+ });
176
+ const blinkWindowMax = useParam('blinkWindowMax', 75, {
177
+ range: 40,
178
+ min: 20,
179
+ max: 120,
180
+ steps: 7,
181
+ });
182
+ const proactiveBlinkRange = useParam('proactiveBlinkRange', 100, {
183
+ range: 150,
184
+ min: 100,
185
+ max: 500,
186
+ steps: 7,
187
+ });
188
+ const flightTimeDivisor = useParam('flightTimeDivisor', 5.4, {
189
+ range: 4,
190
+ min: 2,
191
+ max: 12,
192
+ steps: 5,
193
+ });
194
+ const safeAttackCastEstimate = useParam('safeAttackCastEstimate', 35, {
195
+ range: 25,
196
+ min: 10,
197
+ max: 80,
198
+ steps: 5,
199
+ });
200
+
201
+ const enemy = state.enemies[0];
202
+ if (!enemy)
203
+ {
204
+ return {move: {x: 0, y: 0}};
205
+ }
206
+
207
+ const distance = distanceTo(state.position, enemy.position);
208
+ const threats = getThreats(state);
209
+ const urgentThreat = getMostUrgentThreat(threats);
210
+ const dodgeDirection = getDodgeDirectionForMovement(threats, state.position);
211
+ const strafe = smartStrafe(
212
+ state.position,
213
+ enemy,
214
+ dodgeDirection,
215
+ state.tick,
216
+ strafeCyclePeriod,
217
+ strafeIntensity,
218
+ );
219
+
220
+ // Distance management with wall-aware retreat
221
+ let moveX = strafe.x;
222
+ let moveY = strafe.y;
223
+
224
+ if (!dodgeDirection)
225
+ {
226
+ const deltaX = enemy.position.x - state.position.x;
227
+ const deltaY = enemy.position.y - state.position.y;
228
+ const norm = distance > 0 ? distance : 1;
229
+
230
+ if (distance > targetDistance + distanceDeadZone)
231
+ {
232
+ moveX += (deltaX / norm) * approachSpeed;
233
+ moveY += (deltaY / norm) * approachSpeed;
234
+ }
235
+ else if (distance < targetDistance - distanceDeadZone)
236
+ {
237
+ let rx = -(deltaX / norm) * approachSpeed;
238
+ let ry = -(deltaY / norm) * approachSpeed;
239
+ if (state.position.x < WALL_BUFFER && rx < 0) rx = 0;
240
+ if (state.position.x > ARENA_SIZE - WALL_BUFFER && rx > 0) rx = 0;
241
+ if (state.position.y < WALL_BUFFER && ry < 0) ry = 0;
242
+ if (state.position.y > ARENA_SIZE - WALL_BUFFER && ry > 0) ry = 0;
243
+ moveX += rx;
244
+ moveY += ry;
245
+ }
246
+ }
247
+
248
+ const mag = Math.sqrt(moveX * moveX + moveY * moveY);
249
+ if (mag > 100)
250
+ {
251
+ moveX = (moveX / mag) * 100;
252
+ moveY = (moveY / mag) * 100;
253
+ }
254
+
255
+ const move = {x: moveX, y: moveY};
256
+
257
+ // === STEP 1: 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
+ // === STEP 2: PROGRESSIVE CAST-CANCEL ===
268
+ if (
269
+ state.state === 'casting' &&
270
+ state.castingSpell === 'missile' &&
271
+ urgentThreat &&
272
+ !urgentThreat.bestDodgeDirection
273
+ )
274
+ {
275
+ const remainingCast = (state.castDuration ?? 0) - (state.castProgress ?? 0);
276
+ const defenseTime =
277
+ state.blinkCooldown === 0
278
+ ? BLINK_CAST_TIME
279
+ : SHIELD_CAST_TIME + SHIELD_BUFFER;
280
+ const willArriveInWindow =
281
+ urgentThreat.ticksToImpact <= remainingCast + GCD_DURATION + defenseTime;
282
+
283
+ if (willArriveInWindow)
284
+ {
285
+ const incomingDamage = urgentThreat.projectile.damage;
286
+ const castRatio = (state.castProgress ?? 0) / (state.castDuration ?? 1);
287
+
288
+ if (incomingDamage >= state.health || incomingDamage >= cancelHeavyDmg)
289
+ {
290
+ return {move, cancel: true};
291
+ }
292
+ if (incomingDamage >= cancelMediumDmg && castRatio < cancelCastRatio)
293
+ {
294
+ return {move, cancel: true};
295
+ }
296
+ }
297
+ }
298
+
299
+ // === BLINK-DODGE — optimizer-controlled alternative to shield ===
300
+ if (
301
+ preferBlinkDodge &&
302
+ state.state === 'idle' &&
303
+ urgentThreat &&
304
+ state.blinkCooldown === 0 &&
305
+ (!urgentThreat.bestDodgeDirection || shouldForceShield(urgentThreat)) &&
306
+ urgentThreat.ticksToImpact >= BLINK_CAST_TIME &&
307
+ urgentThreat.ticksToImpact <= blinkWindowMax
308
+ )
309
+ {
310
+ const blinkTarget = getBlinkToIncreaseDistance(
311
+ state.position,
312
+ enemy.position,
313
+ state.projectiles,
314
+ MIN_BLINK_ESCAPE_DISTANCE,
315
+ );
316
+ if (blinkTarget)
317
+ {
318
+ return {
319
+ move: {x: 0, y: 0},
320
+ startCast: {spell: 'blink', target: blinkTarget},
321
+ };
322
+ }
323
+ }
324
+
325
+ // === STEP 3: SHIELD — undodgeable or high-damage homing threats ===
326
+ if (
327
+ state.state === 'idle' &&
328
+ urgentThreat &&
329
+ (!urgentThreat.bestDodgeDirection || shouldForceShield(urgentThreat))
330
+ )
331
+ {
332
+ if (
333
+ urgentThreat.canBlockInTime &&
334
+ urgentThreat.ticksToStartShield <= SHIELD_BUFFER
335
+ )
336
+ {
337
+ return {
338
+ move: {x: 0, y: 0},
339
+ startCast: {spell: 'shield'},
340
+ };
341
+ }
342
+ }
343
+
344
+ // === STEP 5: PROACTIVE BLINK KITING ===
345
+ if (
346
+ state.state === 'idle' &&
347
+ state.blinkCooldown === 0 &&
348
+ (!urgentThreat || urgentThreat.bestDodgeDirection !== null)
349
+ )
350
+ {
351
+ const closingRate = getClosingRate(
352
+ state.position,
353
+ enemy.position,
354
+ enemy.velocity,
355
+ );
356
+ if (
357
+ (closingRate > closingRateThreshold && distance < proactiveBlinkRange) ||
358
+ distance < dangerDistance
359
+ )
360
+ {
361
+ const blinkTarget = getBlinkToIncreaseDistance(
362
+ state.position,
363
+ enemy.position,
364
+ state.projectiles,
365
+ MIN_BLINK_ESCAPE_DISTANCE,
366
+ );
367
+ if (blinkTarget)
368
+ {
369
+ return {
370
+ move: {x: 0, y: 0},
371
+ startCast: {spell: 'blink', target: blinkTarget},
372
+ };
373
+ }
374
+ }
375
+ }
376
+
377
+ // === STEP 6: OFFENSE ===
378
+ if (state.state === 'idle')
379
+ {
380
+ const enemyHP = Math.ceil(enemy.health);
381
+ const vulnerabilityTicks = getEnemyVulnerabilityTicks(enemy);
382
+
383
+ // --- PUNISH MODE: warmup-accelerated missiles during vulnerability ---
384
+ if (vulnerabilityTicks >= punishMinVulnerability && distance < 500)
385
+ {
386
+ const flightTimeEstimate = distance / flightTimeDivisor;
387
+ const punishBudget = vulnerabilityTicks - flightTimeEstimate;
388
+ const nextThreatTime = urgentThreat?.ticksToImpact ?? Infinity;
389
+ const safeBudget =
390
+ nextThreatTime - GCD_DURATION - SHIELD_CAST_TIME - SHIELD_BUFFER;
391
+ const effectiveBudget = Math.min(
392
+ punishBudget,
393
+ safeBudget,
394
+ MAX_CAST_BUDGET,
395
+ );
396
+
397
+ if (effectiveBudget > 0)
398
+ {
399
+ const config = fitMissileToBudget(effectiveBudget, distance, {
400
+ minTurnRate: 0,
401
+ maxDamage: enemyHP,
402
+ lastMissileConfig: state.lastMissileConfig,
403
+ });
404
+
405
+ if (config && config.damage >= MIN_USEFUL_DAMAGE)
406
+ {
407
+ const castTime = getMissileCastTime(config, state.lastMissileConfig);
408
+ const actualFlight = distance / config.speed;
409
+
410
+ if (
411
+ castTime + actualFlight < vulnerabilityTicks &&
412
+ isSafeToAttack(threats, castTime)
413
+ )
414
+ {
415
+ const aimTarget =
416
+ config.turnRate > 0
417
+ ? enemy.position
418
+ : getLeadPosition(
419
+ enemy.position,
420
+ enemy.velocity,
421
+ config.speed,
422
+ state.position,
423
+ );
424
+ return {
425
+ move,
426
+ startCast: {
427
+ spell: 'missile',
428
+ config,
429
+ missileAI: config.turnRate > 0 ? HomingAI : StraightAI,
430
+ direction: angleTo(state.position, aimTarget),
431
+ },
432
+ };
433
+ }
434
+ }
435
+ }
436
+ }
437
+
438
+ // --- STANDARD MODE: warmup-consistent homing missiles ---
439
+ const nextThreatTime = urgentThreat?.ticksToImpact ?? Infinity;
440
+ const safeBudget =
441
+ nextThreatTime - GCD_DURATION - SHIELD_CAST_TIME - SHIELD_BUFFER;
442
+ const budgetTicks = Math.min(safeBudget, MAX_CAST_BUDGET);
443
+
444
+ const minDmg = Math.min(MIN_USEFUL_DAMAGE, enemyHP);
445
+ let config = fitMissileToBudget(budgetTicks, distance, {
446
+ minTurnRate,
447
+ maxDamage: enemyHP,
448
+ lastMissileConfig: state.lastMissileConfig,
449
+ });
450
+
451
+ if (
452
+ config &&
453
+ config.damage >= minDmg &&
454
+ isSafeToAttack(threats, safeAttackCastEstimate)
455
+ )
456
+ {
457
+ return {
458
+ move,
459
+ startCast: {
460
+ spell: 'missile',
461
+ config,
462
+ missileAI: HomingAI,
463
+ direction: angleTo(state.position, enemy.position),
464
+ },
465
+ };
466
+ }
467
+
468
+ // Fallback: fire bigger missile, accept incoming hit
469
+ if (!config || config.damage < minDmg)
470
+ {
471
+ config = fitMissileToBudget(MAX_CAST_BUDGET, distance, {
472
+ minTurnRate,
473
+ maxDamage: enemyHP,
474
+ lastMissileConfig: state.lastMissileConfig,
475
+ });
476
+ if (config)
477
+ {
478
+ return {
479
+ move,
480
+ startCast: {
481
+ spell: 'missile',
482
+ config,
483
+ missileAI: HomingAI,
484
+ direction: angleTo(state.position, enemy.position),
485
+ },
486
+ };
487
+ }
488
+ }
489
+ }
490
+
491
+ return {move};
492
+ };
@@ -0,0 +1,151 @@
1
+ import {WizardFunction} from '../../types.js';
2
+ import {angleTo} from '../../utils/angles.js';
3
+ import {GCD_DURATION, SHIELD_CAST_TIME} from '../../rules.js';
4
+ import {getMissileCastTime} from '../../utils/combat.js';
5
+ import {
6
+ getThreats,
7
+ getMostUrgentThreat,
8
+ getBlinkToCenter,
9
+ } from '../shared.js';
10
+ import {useParam} from '../../engine/params-runtime.js';
11
+
12
+ /**
13
+ * Bot: Turtle
14
+ *
15
+ * BEHAVIOR: Stationary tank with a simple defense-first loop: shield → missile
16
+ * → wait → shield → repeat. Never moves. Always prioritizes having shield
17
+ * ready over dealing damage.
18
+ *
19
+ * COMBAT LOOP:
20
+ * 1. Incoming missile? → Shield immediately (cancel anything else)
21
+ * 2. Hold shield until missile has actually impacted (don't cancel early!)
22
+ * 3. Cancel shield → GCD → Fire one missile → GCD → idle
23
+ * 4. Wait idle for next threat
24
+ * 5. Goto 1
25
+ *
26
+ * CRITICAL: Does NOT cancel shield until incoming missiles have impacted.
27
+ * Shield must be held through impact to actually block damage.
28
+ *
29
+ * Uses damage 10, speed 5, turnRate 1, duration 180 (~81 tick cast).
30
+ * Emergency blinks toward center when caught in GCD with unavoidable hit.
31
+ *
32
+ * NAMING RATIONALE: "Turtling" is the universal gaming term for extreme
33
+ * defensive play. Sits still and blocks everything.
34
+ *
35
+ * PROGRESSION LINE: Turtle → Sentinel → Golem
36
+ * - Turtle (tier 1): Stationary, fixed missiles, always-shield-first
37
+ * - Sentinel (tier 2): Stationary, adaptive missile fitting (fitMissileToBudget)
38
+ * - Golem (tier 3): Future — immovable fortress, perfect timing, punishing hits
39
+ *
40
+ * TIER: 1 (base)
41
+ */
42
+
43
+ // Homing missile: damage 12, speed 5, turnRate 1, duration 180.
44
+ // Range = 5 × 180 = 900 units.
45
+ const MISSILE_CONFIG = {damage: 12, speed: 5, turnRate: 1, duration: 180};
46
+
47
+ export const Turtle: WizardFunction = ({state}) =>
48
+ {
49
+ const shieldBuffer = useParam('shieldBuffer', 3.1, {
50
+ range: 5,
51
+ min: 0,
52
+ steps: 5,
53
+ });
54
+ const shieldHoldTicks = useParam('shieldHoldTicks', 5, {
55
+ range: 5,
56
+ min: 0,
57
+ steps: 5,
58
+ });
59
+ const ticksToReshield = SHIELD_CAST_TIME + shieldBuffer;
60
+
61
+ const enemy = state.enemies[0];
62
+ if (!enemy) return {move: {x: 0, y: 0}};
63
+
64
+ const threats = getThreats(state);
65
+ const urgentThreat = getMostUrgentThreat(threats);
66
+
67
+ const shouldStartShield =
68
+ urgentThreat !== null &&
69
+ urgentThreat.ticksToImpact <= SHIELD_CAST_TIME + shieldBuffer;
70
+
71
+ // === CHANNELING SHIELD ===
72
+ // Hold shield until the imminent missile(s) have actually impacted.
73
+ if (state.state === 'channeling' && state.channelingSpell === 'shield')
74
+ {
75
+ // Don't cancel while a missile is about to hit
76
+ const imminentThreat = threats.find(
77
+ (t) => t.willHit && t.ticksToImpact <= shieldHoldTicks,
78
+ );
79
+ if (imminentThreat)
80
+ {
81
+ return {move: {x: 0, y: 0}};
82
+ }
83
+
84
+ // Safe to cancel if no next threat, or next threat is far enough to reshield
85
+ const nextThreat = threats.find((t) => t.willHit);
86
+ if (!nextThreat || nextThreat.ticksToImpact > ticksToReshield)
87
+ {
88
+ return {move: {x: 0, y: 0}, cancel: true};
89
+ }
90
+ // Next threat too soon — keep channeling
91
+ return {move: {x: 0, y: 0}};
92
+ }
93
+
94
+ // === CASTING SHIELD: let it finish ===
95
+ if (state.state === 'casting' && state.castingSpell === 'shield')
96
+ {
97
+ return {move: {x: 0, y: 0}};
98
+ }
99
+
100
+ // === NEED TO SHIELD NOW: cancel anything else ===
101
+ if (shouldStartShield)
102
+ {
103
+ if (state.state === 'casting')
104
+ {
105
+ return {move: {x: 0, y: 0}, cancel: true};
106
+ }
107
+ if (state.state === 'idle')
108
+ {
109
+ return {move: {x: 0, y: 0}, startCast: {spell: 'shield'}};
110
+ }
111
+ }
112
+
113
+ // === EMERGENCY BLINK: missile too close for shield, blink available ===
114
+ if (
115
+ state.state === 'idle' &&
116
+ urgentThreat &&
117
+ urgentThreat.ticksToImpact < SHIELD_CAST_TIME + shieldBuffer &&
118
+ urgentThreat.ticksToImpact >= 10 &&
119
+ state.blinkCooldown === 0
120
+ )
121
+ {
122
+ return {
123
+ move: {x: 0, y: 0},
124
+ startCast: {spell: 'blink', target: getBlinkToCenter(state.position)},
125
+ };
126
+ }
127
+
128
+ // === ATTACK: one missile if safe window exists ===
129
+ // Dynamic safe window: actual cast time (with warmup) + GCD + shield + buffer
130
+ const castTime = getMissileCastTime(MISSILE_CONFIG, state.lastMissileConfig);
131
+ const safeWindow = castTime + GCD_DURATION + SHIELD_CAST_TIME + shieldBuffer;
132
+ if (
133
+ state.state === 'idle' &&
134
+ (!urgentThreat || urgentThreat.ticksToImpact > safeWindow)
135
+ )
136
+ {
137
+ return {
138
+ move: {x: 0, y: 0},
139
+ startCast: {
140
+ spell: 'missile',
141
+ config: MISSILE_CONFIG,
142
+ missileAI: ({worldState}) => ({
143
+ turnToward: worldState.enemies[0]?.position,
144
+ }),
145
+ direction: angleTo(state.position, enemy.position),
146
+ },
147
+ };
148
+ }
149
+
150
+ return {move: {x: 0, y: 0}};
151
+ };