@vibemancer/core 0.1.0
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 -0
- package/dist/chunk-L7Z7OFXD.js +9140 -0
- package/dist/chunk-L7Z7OFXD.js.map +1 -0
- package/dist/index-browser.d.ts +2602 -0
- package/dist/index-browser.js +407 -0
- package/dist/index-browser.js.map +1 -0
- package/dist/index.d.ts +150 -0
- package/dist/index.js +750 -0
- package/dist/index.js.map +1 -0
- package/package.json +79 -0
- package/src/bots/berserker/01_Stormchaser.ts +457 -0
- package/src/bots/berserker/02_Stormcaller.ts +417 -0
- package/src/bots/berserker/03_Stormforger.ts +481 -0
- package/src/bots/caster/01_Flamecaller.ts +286 -0
- package/src/bots/caster/02_Pyromancer.ts +350 -0
- package/src/bots/caster/03_Infernalist.ts +492 -0
- package/src/bots/defensive/01_Turtle.ts +151 -0
- package/src/bots/defensive/02_Sentinel.ts +134 -0
- package/src/bots/defensive/03_Golem.ts +357 -0
- package/src/bots/duelist/01_Battlemage.ts +433 -0
- package/src/bots/duelist/02_Warmage.ts +438 -0
- package/src/bots/duelist/03_Archmage.ts +588 -0
- package/src/bots/homing/01_Bonemancer.ts +67 -0
- package/src/bots/homing/02_Lich.ts +356 -0
- package/src/bots/homing/03_Archlich.ts +220 -0
- package/src/bots/index.ts +30 -0
- package/src/bots/kiter/01_Spellspinner.ts +398 -0
- package/src/bots/kiter/02_Spellweaver.ts +378 -0
- package/src/bots/kiter/03_Spellbinder.ts +448 -0
- package/src/bots/melee/01_Shadowblade.ts +270 -0
- package/src/bots/melee/02_Nightblade.ts +437 -0
- package/src/bots/melee/03_Voidblade.ts +582 -0
- package/src/bots/registry.ts +207 -0
- package/src/bots/shared.ts +472 -0
- package/src/bots/sniper/01_Spellshot.ts +385 -0
- package/src/bots/sniper/02_Spelltracer.ts +441 -0
- package/src/bots/sniper/03_Spellseeker.ts +546 -0
- package/src/bots/standalone/Critter.ts +89 -0
- package/src/bots/standalone/Doombringer.ts +91 -0
- package/src/bots/standalone/Hogger.ts +228 -0
- package/src/bots/standalone/Rookie.ts +50 -0
- package/src/bots/standalone/TargetDummy.ts +21 -0
- package/src/bots/test/cheater.ts +405 -0
- package/src/bots/test/crasher.ts +81 -0
- package/src/engine/hooks-runtime.ts +394 -0
- package/src/engine/manual-match.ts +289 -0
- package/src/engine/missile-templates.ts +155 -0
- package/src/engine/optimizer.ts +220 -0
- package/src/engine/params-runtime.ts +189 -0
- package/src/engine/physics.ts +143 -0
- package/src/engine/sandbox-browser.ts +671 -0
- package/src/engine/sandbox-compile.ts +197 -0
- package/src/engine/sandbox-harness.ts +367 -0
- package/src/engine/sandbox.ts +332 -0
- package/src/engine/simulation.ts +828 -0
- package/src/engine/spells.ts +128 -0
- package/src/engine-version.ts +11 -0
- package/src/hooks/action-builders.ts +210 -0
- package/src/hooks/bot-wrapper.ts +84 -0
- package/src/hooks/index.ts +75 -0
- package/src/hooks/state-hooks.ts +354 -0
- package/src/hooks/threat-analysis.ts +365 -0
- package/src/hooks/types.ts +142 -0
- package/src/index-browser.ts +30 -0
- package/src/index.ts +24 -0
- package/src/rules.ts +254 -0
- package/src/stats.ts +262 -0
- package/src/testing.ts +207 -0
- package/src/trace.ts +430 -0
- package/src/types.ts +193 -0
- package/src/utils/angles.ts +47 -0
- package/src/utils/combat.ts +279 -0
- package/src/utils/distance.ts +21 -0
- package/src/utils/index.ts +7 -0
- package/src/utils/movement.ts +108 -0
- package/src/utils/random.ts +65 -0
- package/src/utils/spatial.ts +63 -0
- package/src/utils/targeting.ts +45 -0
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import {
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WizardFunction,
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MissileAIFunction,
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MissileActions,
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} 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 {
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getThreats,
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getMostUrgentThreat,
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getDodgeDirectionForMovement,
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fitMissileToBudget,
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getBlinkToDecreaseDistance,
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getBlinkToIncreaseDistance,
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shouldForceShield,
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MIN_BLINK_ESCAPE_DISTANCE,
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MAX_CAST_BUDGET,
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MIN_USEFUL_DAMAGE,
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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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/**
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* Standard homing missile AI.
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*/
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const StandardHoming: MissileAIFunction = ({worldState}) =>
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{
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const enemy = worldState.enemies[0];
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return {
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turnToward: enemy?.position,
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};
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};
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/**
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* Check if near wall.
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*/
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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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/**
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* Smart combat movement with threat-aware dodging.
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*/
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function combatMove(
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position: {x: number; y: number},
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enemy: {position: {x: number; y: number}},
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currentDistance: number,
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targetDistance: 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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approachSpeed: number,
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distanceDeadZone: 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 = currentDistance > 0 ? currentDistance : 1;
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// Perpendicular directions
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const strafeClockwise = {
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x: -deltaY / normalizedDistance,
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y: deltaX / normalizedDistance,
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};
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const strafeCounterClockwise = {
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x: deltaY / normalizedDistance,
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y: -deltaX / normalizedDistance,
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};
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let strafeDirection: {x: number; y: number};
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if (dodgeDirection)
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{
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strafeDirection = dodgeDirection;
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}
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else if (isNearWall(position))
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{
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const futureClockwise = {
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x: position.x + strafeClockwise.x * 100,
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y: position.y + strafeClockwise.y * 100,
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};
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const futureCounterClockwise = {
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x: position.x + strafeCounterClockwise.x * 100,
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y: position.y + strafeCounterClockwise.y * 100,
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};
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const scoreClockwise = Math.min(
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futureClockwise.x,
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ARENA_SIZE - futureClockwise.x,
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futureClockwise.y,
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ARENA_SIZE - futureClockwise.y,
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);
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const scoreCounterClockwise = Math.min(
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futureCounterClockwise.x,
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ARENA_SIZE - futureCounterClockwise.x,
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futureCounterClockwise.y,
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ARENA_SIZE - futureCounterClockwise.y,
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);
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strafeDirection =
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scoreClockwise > scoreCounterClockwise
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? strafeClockwise
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: strafeCounterClockwise;
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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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strafeDirection = cycle === 0 ? strafeClockwise : strafeCounterClockwise;
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}
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if (dodgeDirection)
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{
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return {x: strafeDirection.x * 100, y: strafeDirection.y * 100};
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}
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let moveX = strafeDirection.x * strafeIntensity;
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let moveY = strafeDirection.y * strafeIntensity;
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if (currentDistance > targetDistance + distanceDeadZone)
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{
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moveX += (deltaX / normalizedDistance) * approachSpeed;
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moveY += (deltaY / normalizedDistance) * approachSpeed;
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}
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else if (currentDistance < targetDistance - distanceDeadZone)
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{
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let retreatX = -(deltaX / normalizedDistance) * approachSpeed;
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let retreatY = -(deltaY / normalizedDistance) * approachSpeed;
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if (position.x < WALL_BUFFER && retreatX < 0) retreatX = 0;
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if (position.x > ARENA_SIZE - WALL_BUFFER && retreatX > 0) retreatX = 0;
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if (position.y < WALL_BUFFER && retreatY < 0) retreatY = 0;
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if (position.y > ARENA_SIZE - WALL_BUFFER && retreatY > 0) retreatY = 0;
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moveX += retreatX;
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moveY += retreatY;
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}
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const magnitude = Math.sqrt(moveX * moveX + moveY * moveY);
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if (magnitude > 100)
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{
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moveX = (moveX / magnitude) * 100;
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moveY = (moveY / magnitude) * 100;
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}
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return {x: moveX, y: moveY};
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}
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/**
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* Bot: Warmage
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*
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* BEHAVIOR: Enhanced Battlemage with adaptive missile fitting. Uses fitMissileToBudget
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* to maximize damage within safe attack windows instead of fixed quick/heavy configs.
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* Same close-range playstyle: shields undodgeable threats, blinks to close distance
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* or escape, aggressive hit-trading when health allows. The adaptive fitting means
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* every attack is optimized for the current situation — no wasted cast time.
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*
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* PROGRESSION LINE: Battlemage → Warmage → Archmage
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* - Battlemage (tier 1): Quick/heavy fixed configs, cast interruption, basic defense
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* - Warmage (tier 2): Adaptive missile fitting, optimized damage windows
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* - Archmage (tier 3): Future — supreme duelist, perfect tactical mastery
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*
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* TIER: 2 (enhanced Battlemage)
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*/
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export const Warmage: WizardFunction = ({state}) =>
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{
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const targetDistance = useParam('targetDistance', 188, {
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range: 150,
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min: 0,
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});
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const minTurnRate = useParam('minTurnRate', 0.4, {range: 1.5, steps: 5});
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const blinkEscapeDistance = useParam('blinkEscapeDistance', 42, {
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range: 190,
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min: 0,
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steps: 7,
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});
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const strafeCyclePeriod = useParam('strafeCyclePeriod', 299, {
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range: 75,
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min: 80,
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max: 300,
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});
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const strafeIntensity = useParam('strafeIntensity', 33, {
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range: 40,
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min: 20,
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max: 100,
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steps: 7,
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});
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const approachSpeed = useParam('approachSpeed', 80, {
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range: 30,
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min: 10,
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max: 80,
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steps: 7,
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});
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const distanceDeadZone = useParam('distanceDeadZone', 33, {
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range: 30,
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min: 10,
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max: 80,
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steps: 7,
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});
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const shieldCancelThreshold = useParam('shieldCancelThreshold', 150, {
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range: 75,
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min: 50,
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max: 300,
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});
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const blinkWindowMax = useParam('blinkWindowMax', 37, {
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range: 30,
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min: 15,
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max: 80,
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steps: 7,
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});
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const blinkDistanceOffset = useParam('blinkDistanceOffset', 100, {
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range: 40,
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min: 0,
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max: 100,
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steps: 7,
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});
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const attackRange = useParam('attackRange', 300, {
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range: 150,
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min: 200,
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max: 700,
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});
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const flightTimeDivisor = useParam('flightTimeDivisor', 9.5, {
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range: 4,
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min: 2,
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max: 12,
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steps: 5,
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});
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const enemy = state.enemies[0];
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if (!enemy)
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{
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return {move: {x: 0, y: 0}};
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}
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const distance = distanceTo(state.position, enemy.position);
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// Analyze threats using simulation
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const threats = getThreats(state);
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const urgentThreat = getMostUrgentThreat(threats);
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// === DEFENSE: Handle channeling ===
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if (state.state === 'channeling')
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{
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if (!urgentThreat || urgentThreat.ticksToImpact > shieldCancelThreshold)
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{
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return {move: {x: 0, y: 0}, cancel: true};
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}
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return {move: {x: 0, y: 0}};
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}
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// === DEFENSE: Cancel missile cast only for LETHAL incoming damage ===
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// DPS trade: we accepted the hit when we started casting. Only cancel to survive.
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if (
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state.state === 'casting' &&
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state.castingSpell === 'missile' &&
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urgentThreat &&
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urgentThreat.projectile.damage >= state.health
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)
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{
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const remainingCast = (state.castDuration ?? 0) - (state.castProgress ?? 0);
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if (
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urgentThreat.ticksToImpact <=
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remainingCast + GCD_DURATION + SHIELD_CAST_TIME + 1
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)
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{
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const dodgeDirection = getDodgeDirectionForMovement(
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threats,
|
|
273
|
+
state.position,
|
|
274
|
+
);
|
|
275
|
+
const move = combatMove(
|
|
276
|
+
state.position,
|
|
277
|
+
enemy,
|
|
278
|
+
distance,
|
|
279
|
+
targetDistance,
|
|
280
|
+
dodgeDirection,
|
|
281
|
+
state.tick,
|
|
282
|
+
strafeCyclePeriod,
|
|
283
|
+
strafeIntensity,
|
|
284
|
+
approachSpeed,
|
|
285
|
+
distanceDeadZone,
|
|
286
|
+
);
|
|
287
|
+
return {move, cancel: true};
|
|
288
|
+
}
|
|
289
|
+
}
|
|
290
|
+
|
|
291
|
+
// === BLINK: Dodge missile + close gap simultaneously (first priority) ===
|
|
292
|
+
// Blink both dodges the incoming missile AND closes distance — better than shielding.
|
|
293
|
+
// Only shield when blink is on cooldown.
|
|
294
|
+
if (
|
|
295
|
+
state.state === 'idle' &&
|
|
296
|
+
urgentThreat &&
|
|
297
|
+
state.blinkCooldown === 0 &&
|
|
298
|
+
distance > targetDistance - blinkDistanceOffset &&
|
|
299
|
+
urgentThreat.ticksToImpact >= 10 &&
|
|
300
|
+
urgentThreat.ticksToImpact <= blinkWindowMax
|
|
301
|
+
)
|
|
302
|
+
{
|
|
303
|
+
const blinkTarget =
|
|
304
|
+
getBlinkToDecreaseDistance(
|
|
305
|
+
state.position,
|
|
306
|
+
enemy.position,
|
|
307
|
+
state.projectiles,
|
|
308
|
+
) ?? enemy.position;
|
|
309
|
+
return {
|
|
310
|
+
move: {x: 0, y: 0},
|
|
311
|
+
startCast: {spell: 'blink', target: blinkTarget},
|
|
312
|
+
};
|
|
313
|
+
}
|
|
314
|
+
|
|
315
|
+
// === BLINK ESCAPE: Enemy too close, blink away to reestablish dueling range ===
|
|
316
|
+
// Warmage is a duelist at 280 range — if enemy closes to melee, blink out.
|
|
317
|
+
if (
|
|
318
|
+
state.state === 'idle' &&
|
|
319
|
+
distance < blinkEscapeDistance &&
|
|
320
|
+
state.blinkCooldown === 0 &&
|
|
321
|
+
(!urgentThreat || urgentThreat.bestDodgeDirection !== null)
|
|
322
|
+
)
|
|
323
|
+
{
|
|
324
|
+
const escapeTarget = getBlinkToIncreaseDistance(
|
|
325
|
+
state.position,
|
|
326
|
+
enemy.position,
|
|
327
|
+
state.projectiles,
|
|
328
|
+
MIN_BLINK_ESCAPE_DISTANCE,
|
|
329
|
+
);
|
|
330
|
+
if (escapeTarget)
|
|
331
|
+
{
|
|
332
|
+
return {
|
|
333
|
+
move: {x: 0, y: 0},
|
|
334
|
+
startCast: {spell: 'blink', target: escapeTarget},
|
|
335
|
+
};
|
|
336
|
+
}
|
|
337
|
+
}
|
|
338
|
+
|
|
339
|
+
// === DEFENSE: Shield undodgeable or high-damage homing threats (only when blink can't handle it) ===
|
|
340
|
+
if (
|
|
341
|
+
state.state === 'idle' &&
|
|
342
|
+
urgentThreat &&
|
|
343
|
+
(!urgentThreat.bestDodgeDirection || shouldForceShield(urgentThreat))
|
|
344
|
+
)
|
|
345
|
+
{
|
|
346
|
+
if (
|
|
347
|
+
urgentThreat.canBlockInTime &&
|
|
348
|
+
urgentThreat.ticksToStartShield <= 3 &&
|
|
349
|
+
(state.blinkCooldown > 0 || urgentThreat.ticksToImpact < 10)
|
|
350
|
+
)
|
|
351
|
+
{
|
|
352
|
+
return {
|
|
353
|
+
move: {x: 0, y: 0},
|
|
354
|
+
startCast: {spell: 'shield'},
|
|
355
|
+
};
|
|
356
|
+
}
|
|
357
|
+
}
|
|
358
|
+
|
|
359
|
+
// Movement
|
|
360
|
+
const dodgeDirection = getDodgeDirectionForMovement(threats, state.position);
|
|
361
|
+
const move = combatMove(
|
|
362
|
+
state.position,
|
|
363
|
+
enemy,
|
|
364
|
+
distance,
|
|
365
|
+
targetDistance,
|
|
366
|
+
dodgeDirection,
|
|
367
|
+
state.tick,
|
|
368
|
+
strafeCyclePeriod,
|
|
369
|
+
strafeIntensity,
|
|
370
|
+
approachSpeed,
|
|
371
|
+
distanceDeadZone,
|
|
372
|
+
);
|
|
373
|
+
|
|
374
|
+
// === OFFENSE: Adaptive missile fitting ===
|
|
375
|
+
if (state.state === 'idle' && distance < attackRange)
|
|
376
|
+
{
|
|
377
|
+
let nextThreatTime = urgentThreat?.ticksToImpact ?? Infinity;
|
|
378
|
+
|
|
379
|
+
// Account for enemy's active cast — their missile will arrive after cast completes + flight time
|
|
380
|
+
if (enemy.state === 'casting' && enemy.castingSpell === 'missile')
|
|
381
|
+
{
|
|
382
|
+
const remainingEnemyCast =
|
|
383
|
+
(enemy.castDuration ?? 0) - (enemy.castProgress ?? 0);
|
|
384
|
+
const estimatedFlightTime = distance / flightTimeDivisor;
|
|
385
|
+
nextThreatTime = Math.min(
|
|
386
|
+
nextThreatTime,
|
|
387
|
+
remainingEnemyCast + estimatedFlightTime,
|
|
388
|
+
);
|
|
389
|
+
}
|
|
390
|
+
|
|
391
|
+
const safeBudget =
|
|
392
|
+
nextThreatTime - GCD_DURATION - SHIELD_CAST_TIME - SHIELD_BUFFER;
|
|
393
|
+
const budgetTicks = Math.min(safeBudget, MAX_CAST_BUDGET);
|
|
394
|
+
|
|
395
|
+
// Warmage moves while casting, so always need homing to compensate
|
|
396
|
+
const enemyHP = Math.ceil(enemy.health);
|
|
397
|
+
const minDmg = Math.min(MIN_USEFUL_DAMAGE, enemyHP);
|
|
398
|
+
const config = fitMissileToBudget(budgetTicks, distance, {
|
|
399
|
+
minTurnRate,
|
|
400
|
+
maxDamage: enemyHP,
|
|
401
|
+
lastMissileConfig: state.lastMissileConfig,
|
|
402
|
+
});
|
|
403
|
+
|
|
404
|
+
if (config && config.damage >= minDmg)
|
|
405
|
+
{
|
|
406
|
+
return {
|
|
407
|
+
move,
|
|
408
|
+
startCast: {
|
|
409
|
+
spell: 'missile',
|
|
410
|
+
config,
|
|
411
|
+
missileAI:
|
|
412
|
+
config.turnRate > 0 ? StandardHoming : (): MissileActions => ({}),
|
|
413
|
+
direction: angleTo(state.position, enemy.position),
|
|
414
|
+
},
|
|
415
|
+
};
|
|
416
|
+
}
|
|
417
|
+
|
|
418
|
+
// Budget too small for useful missile — wait for threat to pass, then fire
|
|
419
|
+
}
|
|
420
|
+
|
|
421
|
+
// === FALLBACK DEFENSE: Shield when no attack window exists ===
|
|
422
|
+
// If all offense checks failed and there's an undodgeable threat, shield it.
|
|
423
|
+
if (
|
|
424
|
+
state.state === 'idle' &&
|
|
425
|
+
urgentThreat &&
|
|
426
|
+
!urgentThreat.bestDodgeDirection &&
|
|
427
|
+
urgentThreat.canBlockInTime &&
|
|
428
|
+
urgentThreat.ticksToStartShield <= 3
|
|
429
|
+
)
|
|
430
|
+
{
|
|
431
|
+
return {
|
|
432
|
+
move: {x: 0, y: 0},
|
|
433
|
+
startCast: {spell: 'shield'},
|
|
434
|
+
};
|
|
435
|
+
}
|
|
436
|
+
|
|
437
|
+
return {move};
|
|
438
|
+
};
|