@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 +1,588 @@
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
+ fitMissileToBudget,
16
+ getBlinkToDecreaseDistance,
17
+ getBlinkToIncreaseDistance,
18
+ shouldForceShield,
19
+ MIN_BLINK_ESCAPE_DISTANCE,
20
+ MAX_CAST_BUDGET,
21
+ MIN_USEFUL_DAMAGE,
22
+ getEnemyVulnerabilityTicks,
23
+ isSafeToAttack,
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
+ /**
49
+ * Smart combat movement with threat-aware dodging.
50
+ */
51
+ function combatMove(
52
+ position: {x: number; y: number},
53
+ enemy: {position: {x: number; y: number}},
54
+ currentDistance: number,
55
+ targetDistance: number,
56
+ dodgeDirection: {x: number; y: number} | null,
57
+ tick: number,
58
+ strafeCyclePeriod: number,
59
+ strafeIntensity: number,
60
+ approachSpeed: number,
61
+ distanceDeadZone: number,
62
+ ): {x: number; y: number}
63
+ {
64
+ const deltaX = enemy.position.x - position.x;
65
+ const deltaY = enemy.position.y - position.y;
66
+ const normalizedDistance = currentDistance > 0 ? currentDistance : 1;
67
+
68
+ const strafeClockwise = {
69
+ x: -deltaY / normalizedDistance,
70
+ y: deltaX / normalizedDistance,
71
+ };
72
+ const strafeCounterClockwise = {
73
+ x: deltaY / normalizedDistance,
74
+ y: -deltaX / normalizedDistance,
75
+ };
76
+
77
+ let strafeDirection: {x: number; y: number};
78
+
79
+ if (dodgeDirection)
80
+ {
81
+ strafeDirection = dodgeDirection;
82
+ }
83
+ else if (isNearWall(position))
84
+ {
85
+ const futureClockwise = {
86
+ x: position.x + strafeClockwise.x * 100,
87
+ y: position.y + strafeClockwise.y * 100,
88
+ };
89
+ const futureCounterClockwise = {
90
+ x: position.x + strafeCounterClockwise.x * 100,
91
+ y: position.y + strafeCounterClockwise.y * 100,
92
+ };
93
+ const scoreClockwise = Math.min(
94
+ futureClockwise.x,
95
+ ARENA_SIZE - futureClockwise.x,
96
+ futureClockwise.y,
97
+ ARENA_SIZE - futureClockwise.y,
98
+ );
99
+ const scoreCounterClockwise = Math.min(
100
+ futureCounterClockwise.x,
101
+ ARENA_SIZE - futureCounterClockwise.x,
102
+ futureCounterClockwise.y,
103
+ ARENA_SIZE - futureCounterClockwise.y,
104
+ );
105
+ strafeDirection =
106
+ scoreClockwise > scoreCounterClockwise
107
+ ? strafeClockwise
108
+ : strafeCounterClockwise;
109
+ }
110
+ else
111
+ {
112
+ const cycle = Math.floor(tick / strafeCyclePeriod) % 2;
113
+ strafeDirection = cycle === 0 ? strafeClockwise : strafeCounterClockwise;
114
+ }
115
+
116
+ if (dodgeDirection)
117
+ {
118
+ return {x: strafeDirection.x * 100, y: strafeDirection.y * 100};
119
+ }
120
+
121
+ let moveX = strafeDirection.x * strafeIntensity;
122
+ let moveY = strafeDirection.y * strafeIntensity;
123
+
124
+ if (currentDistance > targetDistance + distanceDeadZone)
125
+ {
126
+ moveX += (deltaX / normalizedDistance) * approachSpeed;
127
+ moveY += (deltaY / normalizedDistance) * approachSpeed;
128
+ }
129
+ else if (currentDistance < targetDistance - distanceDeadZone)
130
+ {
131
+ let retreatX = -(deltaX / normalizedDistance) * approachSpeed;
132
+ let retreatY = -(deltaY / normalizedDistance) * approachSpeed;
133
+ if (position.x < WALL_BUFFER && retreatX < 0) retreatX = 0;
134
+ if (position.x > ARENA_SIZE - WALL_BUFFER && retreatX > 0) retreatX = 0;
135
+ if (position.y < WALL_BUFFER && retreatY < 0) retreatY = 0;
136
+ if (position.y > ARENA_SIZE - WALL_BUFFER && retreatY > 0) retreatY = 0;
137
+ moveX += retreatX;
138
+ moveY += retreatY;
139
+ }
140
+
141
+ const magnitude = Math.sqrt(moveX * moveX + moveY * moveY);
142
+ if (magnitude > 100)
143
+ {
144
+ moveX = (moveX / magnitude) * 100;
145
+ moveY = (moveY / magnitude) * 100;
146
+ }
147
+
148
+ return {x: moveX, y: moveY};
149
+ }
150
+
151
+ /**
152
+ * Bot: Archmage
153
+ *
154
+ * BEHAVIOR: Versatile duelist that adapts missile choice based on distance and HP.
155
+ * Close range → straight missiles (no turn cost = more damage). Mid/far range → homing.
156
+ * Uses dual-blink aggressively (gap-close during vulnerability, escape when trade is bad).
157
+ * HP-aware: ahead → aggressive close range; behind → defensive ranged kiting.
158
+ *
159
+ * KEY IMPROVEMENTS OVER WARMAGE:
160
+ * - Range-adaptive missiles: straight close, homing far
161
+ * - Vulnerability-timed blinks: gap-close during enemy cast/GCD
162
+ * - HP-aware aggression: adjusts distance + risk tolerance based on HP differential
163
+ * - Progressive cast-cancel: graduated thresholds
164
+ *
165
+ * PROGRESSION LINE: Battlemage → Warmage → Archmage
166
+ * TIER: 3 (elite Duelist line)
167
+ */
168
+ export const Archmage: WizardFunction = ({state}) =>
169
+ {
170
+ const targetDistance = useParam('targetDistance', 214, {
171
+ range: 150,
172
+ min: 0,
173
+ });
174
+ const minTurnRate = useParam('minTurnRate', -14.6, {range: 1.5, steps: 5});
175
+ const blinkEscapeDistance = useParam('blinkEscapeDistance', 442, {
176
+ range: 190,
177
+ min: 0,
178
+ steps: 7,
179
+ });
180
+ const punishMinVulnerability = useParam('punishMinVulnerability', 85, {
181
+ range: 30,
182
+ min: 10,
183
+ steps: 5,
184
+ });
185
+ const aggressiveHPThreshold = useParam('aggressiveHPThreshold', 4, {
186
+ range: 20,
187
+ min: 0,
188
+ steps: 5,
189
+ });
190
+ const preferBlinkDodge =
191
+ useParam('preferBlinkDodge', 1, {min: 0, max: 1, steps: 2}) >= 0.5;
192
+ const strafeCyclePeriod = useParam('strafeCyclePeriod', 248, {
193
+ range: 75,
194
+ min: 80,
195
+ max: 250,
196
+ });
197
+ const strafeIntensity = useParam('strafeIntensity', 100, {
198
+ range: 40,
199
+ min: 20,
200
+ max: 100,
201
+ steps: 7,
202
+ });
203
+ const approachSpeed = useParam('approachSpeed', 57, {
204
+ range: 30,
205
+ min: 10,
206
+ max: 80,
207
+ steps: 7,
208
+ });
209
+ const distanceDeadZone = useParam('distanceDeadZone', 37, {
210
+ range: 30,
211
+ min: 10,
212
+ max: 80,
213
+ steps: 7,
214
+ });
215
+ const aggressiveDistanceOffset = useParam('aggressiveDistanceOffset', 99, {
216
+ range: 50,
217
+ min: 0,
218
+ max: 100,
219
+ steps: 7,
220
+ });
221
+ const cautiousDistanceOffset = useParam('cautiousDistanceOffset', 42, {
222
+ range: 50,
223
+ min: 0,
224
+ max: 120,
225
+ steps: 7,
226
+ });
227
+ const cancelHeavyDmg = useParam('cancelHeavyDmg', 40, {
228
+ range: 15,
229
+ min: 5,
230
+ max: 40,
231
+ steps: 5,
232
+ });
233
+ const cancelMediumDmg = useParam('cancelMediumDmg', 20, {
234
+ range: 10,
235
+ min: 3,
236
+ max: 25,
237
+ steps: 5,
238
+ });
239
+ const cancelCastRatio = useParam('cancelCastRatio', 0.74, {
240
+ range: 0.4,
241
+ min: 0.3,
242
+ max: 1.0,
243
+ steps: 5,
244
+ });
245
+ const shieldCancelThreshold = useParam('shieldCancelThreshold', 100, {
246
+ range: 75,
247
+ min: 50,
248
+ max: 300,
249
+ });
250
+ const blinkWindowMax = useParam('blinkWindowMax', 29, {
251
+ range: 40,
252
+ min: 20,
253
+ max: 120,
254
+ steps: 7,
255
+ });
256
+ const blinkGapThreshold = useParam('blinkGapThreshold', 80, {
257
+ range: 75,
258
+ min: 20,
259
+ max: 200,
260
+ steps: 7,
261
+ });
262
+ const flightTimeDivisor = useParam('flightTimeDivisor', 4.5, {
263
+ range: 4,
264
+ min: 2,
265
+ max: 12,
266
+ steps: 5,
267
+ });
268
+ const closeRangeStraightThreshold = useParam(
269
+ 'closeRangeStraightThreshold',
270
+ 50,
271
+ {range: 100, min: 50, max: 300, steps: 7},
272
+ );
273
+ const safeAttackCastEstimate = useParam('safeAttackCastEstimate', 35, {
274
+ range: 25,
275
+ min: 10,
276
+ max: 80,
277
+ steps: 5,
278
+ });
279
+
280
+ const enemy = state.enemies[0];
281
+ if (!enemy)
282
+ {
283
+ return {move: {x: 0, y: 0}};
284
+ }
285
+
286
+ const distance = distanceTo(state.position, enemy.position);
287
+ const threats = getThreats(state);
288
+ const urgentThreat = getMostUrgentThreat(threats);
289
+ const dodgeDirection = getDodgeDirectionForMovement(threats, state.position);
290
+
291
+ // HP-aware distance: ahead → fight closer, behind → kite at range
292
+ const hpDiff = state.health - enemy.health;
293
+ const isAggressive = hpDiff >= -aggressiveHPThreshold;
294
+ const effectiveTargetDistance = isAggressive
295
+ ? targetDistance - aggressiveDistanceOffset
296
+ : targetDistance + cautiousDistanceOffset;
297
+
298
+ const move = combatMove(
299
+ state.position,
300
+ enemy,
301
+ distance,
302
+ effectiveTargetDistance,
303
+ dodgeDirection,
304
+ state.tick,
305
+ strafeCyclePeriod,
306
+ strafeIntensity,
307
+ approachSpeed,
308
+ distanceDeadZone,
309
+ );
310
+
311
+ // === STEP 1: CHANNELING ===
312
+ if (state.state === 'channeling')
313
+ {
314
+ if (!urgentThreat || urgentThreat.ticksToImpact > shieldCancelThreshold)
315
+ {
316
+ return {move, cancel: true};
317
+ }
318
+ return {move: {x: 0, y: 0}};
319
+ }
320
+
321
+ // === STEP 2: PROGRESSIVE CAST-CANCEL ===
322
+ if (
323
+ state.state === 'casting' &&
324
+ state.castingSpell === 'missile' &&
325
+ urgentThreat &&
326
+ !urgentThreat.bestDodgeDirection
327
+ )
328
+ {
329
+ const remainingCast = (state.castDuration ?? 0) - (state.castProgress ?? 0);
330
+ const defenseTime =
331
+ state.blinkCooldown === 0
332
+ ? BLINK_CAST_TIME
333
+ : SHIELD_CAST_TIME + SHIELD_BUFFER;
334
+ const willArriveInWindow =
335
+ urgentThreat.ticksToImpact <= remainingCast + GCD_DURATION + defenseTime;
336
+
337
+ if (willArriveInWindow)
338
+ {
339
+ const incomingDamage = urgentThreat.projectile.damage;
340
+ const castRatio = (state.castProgress ?? 0) / (state.castDuration ?? 1);
341
+
342
+ if (incomingDamage >= state.health || incomingDamage >= cancelHeavyDmg)
343
+ {
344
+ return {move, cancel: true};
345
+ }
346
+ if (incomingDamage >= cancelMediumDmg && castRatio < cancelCastRatio)
347
+ {
348
+ return {move, cancel: true};
349
+ }
350
+ }
351
+ }
352
+
353
+ // === STEP 3: BLINK-DODGE — 100% damage avoidance (optimizer-controlled) ===
354
+ if (
355
+ preferBlinkDodge &&
356
+ state.state === 'idle' &&
357
+ urgentThreat &&
358
+ state.blinkCooldown === 0 &&
359
+ (!urgentThreat.bestDodgeDirection || shouldForceShield(urgentThreat)) &&
360
+ urgentThreat.ticksToImpact >= BLINK_CAST_TIME &&
361
+ urgentThreat.ticksToImpact <= blinkWindowMax
362
+ )
363
+ {
364
+ // Aggressive: blink toward enemy to dodge + close gap
365
+ // Defensive: blink away to dodge + increase distance
366
+ if (isAggressive && distance > effectiveTargetDistance)
367
+ {
368
+ const blinkTarget = getBlinkToDecreaseDistance(
369
+ state.position,
370
+ enemy.position,
371
+ state.projectiles,
372
+ );
373
+ if (blinkTarget)
374
+ {
375
+ return {
376
+ move: {x: 0, y: 0},
377
+ startCast: {spell: 'blink', target: blinkTarget},
378
+ };
379
+ }
380
+ }
381
+ const blinkTarget = getBlinkToIncreaseDistance(
382
+ state.position,
383
+ enemy.position,
384
+ state.projectiles,
385
+ MIN_BLINK_ESCAPE_DISTANCE,
386
+ );
387
+ if (blinkTarget)
388
+ {
389
+ return {
390
+ move: {x: 0, y: 0},
391
+ startCast: {spell: 'blink', target: blinkTarget},
392
+ };
393
+ }
394
+ }
395
+
396
+ // === STEP 4: BLINK ESCAPE — enemy too close ===
397
+ if (
398
+ state.state === 'idle' &&
399
+ distance < blinkEscapeDistance &&
400
+ state.blinkCooldown === 0 &&
401
+ (!urgentThreat || urgentThreat.bestDodgeDirection !== null)
402
+ )
403
+ {
404
+ const escapeTarget = getBlinkToIncreaseDistance(
405
+ state.position,
406
+ enemy.position,
407
+ state.projectiles,
408
+ MIN_BLINK_ESCAPE_DISTANCE,
409
+ );
410
+ if (escapeTarget)
411
+ {
412
+ return {
413
+ move: {x: 0, y: 0},
414
+ startCast: {spell: 'blink', target: escapeTarget},
415
+ };
416
+ }
417
+ }
418
+
419
+ // === STEP 5: SHIELD ===
420
+ if (
421
+ state.state === 'idle' &&
422
+ urgentThreat &&
423
+ (!urgentThreat.bestDodgeDirection || shouldForceShield(urgentThreat))
424
+ )
425
+ {
426
+ if (
427
+ urgentThreat.canBlockInTime &&
428
+ urgentThreat.ticksToStartShield <= SHIELD_BUFFER &&
429
+ (state.blinkCooldown > 0 || urgentThreat.ticksToImpact < 10)
430
+ )
431
+ {
432
+ return {
433
+ move: {x: 0, y: 0},
434
+ startCast: {spell: 'shield'},
435
+ };
436
+ }
437
+ }
438
+
439
+ // === STEP 6: VULNERABILITY BLINK — gap-close during enemy cast/GCD ===
440
+ if (
441
+ state.state === 'idle' &&
442
+ state.blinkCooldown === 0 &&
443
+ isAggressive &&
444
+ distance > effectiveTargetDistance + blinkGapThreshold &&
445
+ (!urgentThreat || urgentThreat.bestDodgeDirection !== null)
446
+ )
447
+ {
448
+ const vulnerabilityTicks = getEnemyVulnerabilityTicks(enemy);
449
+ if (vulnerabilityTicks >= punishMinVulnerability)
450
+ {
451
+ const blinkTarget = getBlinkToDecreaseDistance(
452
+ state.position,
453
+ enemy.position,
454
+ state.projectiles,
455
+ );
456
+ if (blinkTarget)
457
+ {
458
+ return {
459
+ move: {x: 0, y: 0},
460
+ startCast: {spell: 'blink', target: blinkTarget},
461
+ };
462
+ }
463
+ }
464
+ }
465
+
466
+ // === STEP 7: OFFENSE ===
467
+ if (state.state === 'idle' && distance < 500)
468
+ {
469
+ const offenseDefenseTime =
470
+ state.blinkCooldown === 0
471
+ ? BLINK_CAST_TIME
472
+ : SHIELD_CAST_TIME + SHIELD_BUFFER;
473
+ const enemyHP = Math.ceil(enemy.health);
474
+ const vulnerabilityTicks = getEnemyVulnerabilityTicks(enemy);
475
+
476
+ // --- PUNISH MODE: range-adaptive missiles during vulnerability ---
477
+ if (vulnerabilityTicks >= punishMinVulnerability)
478
+ {
479
+ const flightTimeEstimate = distance / flightTimeDivisor;
480
+ const punishBudget = vulnerabilityTicks - flightTimeEstimate;
481
+ const nextThreatTime = urgentThreat?.ticksToImpact ?? Infinity;
482
+ const safeBudget = nextThreatTime - GCD_DURATION - offenseDefenseTime;
483
+ const effectiveBudget = Math.min(
484
+ punishBudget,
485
+ safeBudget,
486
+ MAX_CAST_BUDGET,
487
+ );
488
+
489
+ if (effectiveBudget > 0)
490
+ {
491
+ // Close range → straight for max damage, far → light homing
492
+ const punishTurnRate = distance < closeRangeStraightThreshold ? 0 : 0.2;
493
+ const config = fitMissileToBudget(effectiveBudget, distance, {
494
+ minTurnRate: punishTurnRate,
495
+ maxDamage: enemyHP,
496
+ lastMissileConfig: state.lastMissileConfig,
497
+ });
498
+
499
+ if (config && config.damage >= MIN_USEFUL_DAMAGE)
500
+ {
501
+ const castTime = getMissileCastTime(config, state.lastMissileConfig);
502
+ const actualFlight = distance / config.speed;
503
+
504
+ if (
505
+ castTime + actualFlight < vulnerabilityTicks &&
506
+ isSafeToAttack(threats, castTime)
507
+ )
508
+ {
509
+ const aimTarget =
510
+ config.turnRate > 0
511
+ ? enemy.position
512
+ : getLeadPosition(
513
+ enemy.position,
514
+ enemy.velocity,
515
+ config.speed,
516
+ state.position,
517
+ );
518
+ return {
519
+ move,
520
+ startCast: {
521
+ spell: 'missile',
522
+ config,
523
+ missileAI: config.turnRate > 0 ? HomingAI : StraightAI,
524
+ direction: angleTo(state.position, aimTarget),
525
+ },
526
+ };
527
+ }
528
+ }
529
+ }
530
+ }
531
+
532
+ // --- STANDARD MODE: range-adaptive missiles ---
533
+ const nextThreatTime = urgentThreat?.ticksToImpact ?? Infinity;
534
+ const safeBudget = nextThreatTime - GCD_DURATION - offenseDefenseTime;
535
+ const budgetTicks = Math.min(safeBudget, MAX_CAST_BUDGET);
536
+
537
+ // Adapt turn rate to distance: close → straight, far → homing
538
+ const effectiveMinTurnRate =
539
+ distance < closeRangeStraightThreshold ? 0 : minTurnRate;
540
+ const minDmg = Math.min(MIN_USEFUL_DAMAGE, enemyHP);
541
+ let config = fitMissileToBudget(budgetTicks, distance, {
542
+ minTurnRate: effectiveMinTurnRate,
543
+ maxDamage: enemyHP,
544
+ lastMissileConfig: state.lastMissileConfig,
545
+ });
546
+
547
+ if (
548
+ config &&
549
+ config.damage >= minDmg &&
550
+ isSafeToAttack(threats, safeAttackCastEstimate)
551
+ )
552
+ {
553
+ return {
554
+ move,
555
+ startCast: {
556
+ spell: 'missile',
557
+ config,
558
+ missileAI: config.turnRate > 0 ? HomingAI : StraightAI,
559
+ direction: angleTo(state.position, enemy.position),
560
+ },
561
+ };
562
+ }
563
+
564
+ // Fallback: fire bigger missile, accept incoming hit
565
+ if (!config || config.damage < minDmg)
566
+ {
567
+ config = fitMissileToBudget(MAX_CAST_BUDGET, distance, {
568
+ minTurnRate: effectiveMinTurnRate,
569
+ maxDamage: enemyHP,
570
+ lastMissileConfig: state.lastMissileConfig,
571
+ });
572
+ if (config)
573
+ {
574
+ return {
575
+ move,
576
+ startCast: {
577
+ spell: 'missile',
578
+ config,
579
+ missileAI: config.turnRate > 0 ? HomingAI : StraightAI,
580
+ direction: angleTo(state.position, enemy.position),
581
+ },
582
+ };
583
+ }
584
+ }
585
+ }
586
+
587
+ return {move};
588
+ };
@@ -0,0 +1,67 @@
1
+ import {WizardFunction, MissileAIFunction} from '../../types.js';
2
+ import {angleTo} from '../../utils/angles.js';
3
+
4
+ const SimpleHoming: MissileAIFunction = ({worldState}) =>
5
+ {
6
+ // Note: random is available but not used by this simple homing AI
7
+ const enemy = worldState.enemies[0];
8
+ return {
9
+ turnToward: enemy?.position,
10
+ };
11
+ };
12
+
13
+ /**
14
+ * Bot: Bonemancer
15
+ *
16
+ * BEHAVIOR: Stands still and fires slow, homing missiles constantly. Every missile
17
+ * tracks the enemy with turnRate 2 — they curve relentlessly toward the target.
18
+ * No movement, no shields, just an unending stream of seeking projectiles. The
19
+ * missiles are slow (speed 3) but long-lived (300 ticks) and will chase you across
20
+ * the entire arena.
21
+ *
22
+ * NAMING RATIONALE: Named after Diablo 2's Bone Necromancer ("Bonemancer"), whose
23
+ * signature spell Bone Spirit is a slow-moving, auto-tracking projectile that hunts
24
+ * enemies relentlessly. That's exactly what this bot does — it stands in place and
25
+ * spams seeking missiles. The homing behavior is the key identity: these aren't
26
+ * aimed shots, they're heat-seeking spirits that chase you down. Every D2 player
27
+ * knows the Bonemancer — it's one of the most iconic builds.
28
+ *
29
+ * PROGRESSION LINE: Bonemancer → Lich → Archlich
30
+ * - Bonemancer (tier 1): Stationary, spams slow homing missiles
31
+ * - Lich (tier 2): Future — enhanced homing with adaptive missiles and defense
32
+ * - Archlich (tier 3): Future — master of tracking magic, undodgeable death swarm
33
+ * The progression follows the D2 necromancer power fantasy: from bone apprentice
34
+ * to undead overlord, each tier's missiles become harder to escape.
35
+ *
36
+ * TIER: 1 (base)
37
+ */
38
+ export const Bonemancer: WizardFunction = ({state}) =>
39
+ {
40
+ const enemy = state.enemies[0];
41
+ if (!enemy)
42
+ {
43
+ return {move: {x: 0, y: 0}};
44
+ }
45
+
46
+ if (state.state === 'idle')
47
+ {
48
+ return {
49
+ move: {x: 0, y: 0},
50
+ startCast: {
51
+ spell: 'missile',
52
+ config: {
53
+ damage: 12,
54
+ speed: 3,
55
+ turnRate: 2,
56
+ duration: 300,
57
+ },
58
+ missileAI: SimpleHoming,
59
+ direction: angleTo(state.position, enemy.position),
60
+ },
61
+ };
62
+ }
63
+
64
+ return {
65
+ move: {x: 0, y: 0},
66
+ };
67
+ };