@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 +1,356 @@
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 {
6
+ getThreats,
7
+ getMostUrgentThreat,
8
+ getDodgeDirectionForMovement,
9
+ getBlinkToCenter,
10
+ fitMissileToBudget,
11
+ shouldForceShield,
12
+ MAX_CAST_BUDGET,
13
+ MIN_USEFUL_DAMAGE,
14
+ } from '../shared.js';
15
+ import {useParam} from '../../engine/params-runtime.js';
16
+
17
+ const WALL_BUFFER = 60;
18
+
19
+ const SHIELD_BUFFER = 3;
20
+
21
+ const HomingAI: MissileAIFunction = ({worldState}) =>
22
+ {
23
+ const enemy = worldState.enemies[0];
24
+ return {turnToward: enemy?.position};
25
+ };
26
+
27
+ function isNearWall(position: {x: number; y: number}): boolean
28
+ {
29
+ return (
30
+ position.x < WALL_BUFFER ||
31
+ position.x > ARENA_SIZE - WALL_BUFFER ||
32
+ position.y < WALL_BUFFER ||
33
+ position.y > ARENA_SIZE - WALL_BUFFER
34
+ );
35
+ }
36
+
37
+ function smartStrafe(
38
+ position: {x: number; y: number},
39
+ enemy: {position: {x: number; y: number}},
40
+ dodgeDirection: {x: number; y: number} | null,
41
+ tick: number,
42
+ strafeCyclePeriod: number,
43
+ strafeIntensity: number,
44
+ ): {x: number; y: number}
45
+ {
46
+ const deltaX = enemy.position.x - position.x;
47
+ const deltaY = enemy.position.y - position.y;
48
+ const normalizedDistance = Math.sqrt(deltaX * deltaX + deltaY * deltaY);
49
+ if (normalizedDistance === 0) return {x: 0, y: 0};
50
+
51
+ const strafeClockwise = {
52
+ x: -deltaY / normalizedDistance,
53
+ y: deltaX / normalizedDistance,
54
+ };
55
+ const strafeCounterClockwise = {
56
+ x: deltaY / normalizedDistance,
57
+ y: -deltaX / normalizedDistance,
58
+ };
59
+
60
+ let strafeDir: {x: number; y: number};
61
+
62
+ if (dodgeDirection)
63
+ {
64
+ strafeDir = dodgeDirection;
65
+ }
66
+ else if (isNearWall(position))
67
+ {
68
+ const futureClockwise = {
69
+ x: position.x + strafeClockwise.x * 100,
70
+ y: position.y + strafeClockwise.y * 100,
71
+ };
72
+ const futureCounterClockwise = {
73
+ x: position.x + strafeCounterClockwise.x * 100,
74
+ y: position.y + strafeCounterClockwise.y * 100,
75
+ };
76
+ const scoreClockwise = Math.min(
77
+ futureClockwise.x,
78
+ ARENA_SIZE - futureClockwise.x,
79
+ futureClockwise.y,
80
+ ARENA_SIZE - futureClockwise.y,
81
+ );
82
+ const scoreCounterClockwise = Math.min(
83
+ futureCounterClockwise.x,
84
+ ARENA_SIZE - futureCounterClockwise.x,
85
+ futureCounterClockwise.y,
86
+ ARENA_SIZE - futureCounterClockwise.y,
87
+ );
88
+ strafeDir =
89
+ scoreClockwise > scoreCounterClockwise
90
+ ? strafeClockwise
91
+ : strafeCounterClockwise;
92
+ }
93
+ else
94
+ {
95
+ const cycle = Math.floor(tick / strafeCyclePeriod) % 2;
96
+ strafeDir = cycle === 0 ? strafeClockwise : strafeCounterClockwise;
97
+ }
98
+
99
+ const intensity = dodgeDirection ? 100 : strafeIntensity;
100
+ return {x: strafeDir.x * intensity, y: strafeDir.y * intensity};
101
+ }
102
+
103
+ /**
104
+ * Bot: Lich
105
+ *
106
+ * BEHAVIOR: Homing missile specialist with strong-tracking adaptive missiles.
107
+ * Uses fitMissileToBudget with minTurnRate 1.0 — higher than other bots (0.5) —
108
+ * producing missiles with superior tracking at the cost of some damage/speed.
109
+ * Strafing launches missiles from different angles, creating multi-angle pressure.
110
+ *
111
+ * Shields undodgeable/critical threats, emergency blinks. Cancels missile cast
112
+ * only for lethal incoming damage.
113
+ *
114
+ * KEY DIFFERENCES FROM BONEMANCER:
115
+ * - Bonemancer: stationary, no defense, fixed d=7/s=3/t=2/dur=300
116
+ * - Lich: mobile, full defense, adaptive strong-tracking homing missiles
117
+ *
118
+ * PROGRESSION LINE: Bonemancer → Lich → Archlich
119
+ * - Bonemancer (tier 1): Stationary, spams fixed slow homing missiles, no defense
120
+ * - Lich (tier 2): Mobile + defense, adaptive strong-tracking missiles (minTurnRate 1.0)
121
+ * - Archlich (tier 3): Future — converging web patterns, impossible to escape
122
+ *
123
+ * TIER: 2 (enhanced Bonemancer)
124
+ */
125
+ export const Lich: WizardFunction = ({state}) =>
126
+ {
127
+ const targetDistance = useParam('targetDistance', 768, {
128
+ range: 175,
129
+ min: 0,
130
+ });
131
+ const minTurnRate = useParam('minTurnRate', 0.4, {range: 1.5, steps: 5});
132
+ const shieldHealthThreshold = useParam('shieldHealthThreshold', 99, {
133
+ range: 23,
134
+ min: 1,
135
+ steps: 7,
136
+ });
137
+ const strafeCyclePeriod = useParam('strafeCyclePeriod', 138, {
138
+ range: 75,
139
+ min: 80,
140
+ max: 300,
141
+ });
142
+ const strafeIntensity = useParam('strafeIntensity', 100, {
143
+ range: 40,
144
+ min: 20,
145
+ max: 100,
146
+ steps: 7,
147
+ });
148
+ const approachSpeed = useParam('approachSpeed', 62, {
149
+ range: 30,
150
+ min: 10,
151
+ max: 70,
152
+ steps: 7,
153
+ });
154
+ const distanceDeadZone = useParam('distanceDeadZone', 7, {
155
+ range: 30,
156
+ min: 5,
157
+ max: 80,
158
+ steps: 7,
159
+ });
160
+ const shieldCancelThreshold = useParam('shieldCancelThreshold', 150, {
161
+ range: 75,
162
+ min: 50,
163
+ max: 300,
164
+ });
165
+ const blinkWindowMax = useParam('blinkWindowMax', 27, {
166
+ range: 30,
167
+ min: 15,
168
+ max: 80,
169
+ steps: 7,
170
+ });
171
+ const flightTimeDivisor = useParam('flightTimeDivisor', 5.8, {
172
+ range: 4,
173
+ min: 2,
174
+ max: 12,
175
+ steps: 5,
176
+ });
177
+
178
+ const enemy = state.enemies[0];
179
+ if (!enemy)
180
+ {
181
+ return {move: {x: 0, y: 0}};
182
+ }
183
+
184
+ const distance = distanceTo(state.position, enemy.position);
185
+
186
+ const threats = getThreats(state);
187
+ const urgentThreat = getMostUrgentThreat(threats);
188
+
189
+ const dodgeDirection = getDodgeDirectionForMovement(threats, state.position);
190
+ const strafe = smartStrafe(
191
+ state.position,
192
+ enemy,
193
+ dodgeDirection,
194
+ state.tick,
195
+ strafeCyclePeriod,
196
+ strafeIntensity,
197
+ );
198
+
199
+ // Distance management (retreat if too close, approach if too far)
200
+ let moveX = strafe.x;
201
+ let moveY = strafe.y;
202
+
203
+ if (!dodgeDirection)
204
+ {
205
+ const deltaX = enemy.position.x - state.position.x;
206
+ const deltaY = enemy.position.y - state.position.y;
207
+ const normalizedDistance = distance > 0 ? distance : 1;
208
+
209
+ if (distance > targetDistance + distanceDeadZone)
210
+ {
211
+ moveX += (deltaX / normalizedDistance) * approachSpeed;
212
+ moveY += (deltaY / normalizedDistance) * approachSpeed;
213
+ }
214
+ else if (distance < targetDistance - distanceDeadZone)
215
+ {
216
+ moveX -= (deltaX / normalizedDistance) * approachSpeed;
217
+ moveY -= (deltaY / normalizedDistance) * approachSpeed;
218
+ }
219
+ }
220
+
221
+ const magnitude = Math.sqrt(moveX * moveX + moveY * moveY);
222
+ if (magnitude > 100)
223
+ {
224
+ moveX = (moveX / magnitude) * 100;
225
+ moveY = (moveY / magnitude) * 100;
226
+ }
227
+
228
+ const move = {x: moveX, y: moveY};
229
+
230
+ // === DEFENSE: Handle channeling ===
231
+ if (state.state === 'channeling')
232
+ {
233
+ if (!urgentThreat || urgentThreat.ticksToImpact > shieldCancelThreshold)
234
+ {
235
+ return {move, cancel: true};
236
+ }
237
+ return {move: {x: 0, y: 0}};
238
+ }
239
+
240
+ // === DEFENSE: Cancel missile cast only for LETHAL incoming damage ===
241
+ if (
242
+ state.state === 'casting' &&
243
+ state.castingSpell === 'missile' &&
244
+ urgentThreat &&
245
+ urgentThreat.projectile.damage >= state.health
246
+ )
247
+ {
248
+ const remainingCast = (state.castDuration ?? 0) - (state.castProgress ?? 0);
249
+ if (
250
+ urgentThreat.ticksToImpact <=
251
+ remainingCast + GCD_DURATION + SHIELD_CAST_TIME + SHIELD_BUFFER
252
+ )
253
+ {
254
+ return {move, cancel: true};
255
+ }
256
+ }
257
+
258
+ // === BLINK: Dodge missile + reposition (first priority) ===
259
+ // Blink dodges the incoming missile — no GCD after, so can immediately resume casting.
260
+ // Only shield when blink is on cooldown.
261
+ if (
262
+ state.state === 'idle' &&
263
+ urgentThreat &&
264
+ state.blinkCooldown === 0 &&
265
+ urgentThreat.ticksToImpact >= 10 &&
266
+ urgentThreat.ticksToImpact <= blinkWindowMax
267
+ )
268
+ {
269
+ return {
270
+ move: {x: 0, y: 0},
271
+ startCast: {spell: 'blink', target: getBlinkToCenter(state.position)},
272
+ };
273
+ }
274
+
275
+ // === DEFENSE: Shield threats (when blink on cooldown) ===
276
+ // Shield undodgeable, high-damage homing, or when health is critical
277
+ if (state.state === 'idle' && urgentThreat)
278
+ {
279
+ const forceShield = shouldForceShield(urgentThreat);
280
+ const undodgeable = !urgentThreat.bestDodgeDirection;
281
+ const healthLow = state.health < shieldHealthThreshold;
282
+ const healthCritical =
283
+ state.health <= urgentThreat.projectile.damage * 2 + 1;
284
+ const doShield =
285
+ forceShield || (undodgeable && healthLow) || healthCritical;
286
+
287
+ if (
288
+ doShield &&
289
+ urgentThreat.canBlockInTime &&
290
+ urgentThreat.ticksToStartShield <= SHIELD_BUFFER
291
+ )
292
+ {
293
+ return {
294
+ move: {x: 0, y: 0},
295
+ startCast: {spell: 'shield'},
296
+ };
297
+ }
298
+ }
299
+
300
+ // === OFFENSE: Adaptive strong-tracking homing missiles ===
301
+ // minTurnRate 1.0 gives better tracking than other bots (0.5) at the cost of damage/speed.
302
+ // Skip offense when a lethal missile could reach us during cast+GCD — dodge at full speed instead
303
+ const myProjectileIds = new Set(state.myProjectiles.map((p) => p.id));
304
+ const hasNearbyLethalMissile = state.projectiles.some(
305
+ (p) =>
306
+ !myProjectileIds.has(p.id) &&
307
+ p.damage >= state.health &&
308
+ distanceTo(state.position, p.position) / p.speed <
309
+ MAX_CAST_BUDGET + GCD_DURATION,
310
+ );
311
+ if (state.state === 'idle' && !hasNearbyLethalMissile)
312
+ {
313
+ let nextThreatTime = urgentThreat?.ticksToImpact ?? Infinity;
314
+
315
+ // Account for enemy's active cast — their missile will arrive after cast completes + flight time
316
+ if (enemy.state === 'casting' && enemy.castingSpell === 'missile')
317
+ {
318
+ const remainingEnemyCast =
319
+ (enemy.castDuration ?? 0) - (enemy.castProgress ?? 0);
320
+ const estimatedFlightTime = distance / flightTimeDivisor;
321
+ nextThreatTime = Math.min(
322
+ nextThreatTime,
323
+ remainingEnemyCast + estimatedFlightTime,
324
+ );
325
+ }
326
+
327
+ const safeBudget =
328
+ nextThreatTime - GCD_DURATION - SHIELD_CAST_TIME - SHIELD_BUFFER;
329
+ const budgetTicks = Math.min(safeBudget, MAX_CAST_BUDGET);
330
+
331
+ // Lich specializes in strong tracking (minTurnRate 1.0 vs typical 0.5)
332
+ const enemyHP = Math.ceil(enemy.health);
333
+ const minDmg = Math.min(MIN_USEFUL_DAMAGE, enemyHP);
334
+ const config = fitMissileToBudget(budgetTicks, distance, {
335
+ minTurnRate,
336
+ lastMissileConfig: state.lastMissileConfig,
337
+ });
338
+
339
+ if (config && config.damage >= minDmg)
340
+ {
341
+ return {
342
+ move,
343
+ startCast: {
344
+ spell: 'missile',
345
+ config,
346
+ missileAI: HomingAI,
347
+ direction: angleTo(state.position, enemy.position),
348
+ },
349
+ };
350
+ }
351
+
352
+ // Budget too small for useful missile — wait for threat to pass, then fire
353
+ }
354
+
355
+ return {move};
356
+ };
@@ -0,0 +1,220 @@
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
+ fitMissileToBudget,
12
+ shouldForceShield,
13
+ MAX_CAST_BUDGET,
14
+ MIN_USEFUL_DAMAGE,
15
+ getEnemyVulnerabilityTicks,
16
+ } from '../shared.js';
17
+ import {useParam} from '../../engine/params-runtime.js';
18
+
19
+ const WALL_BUFFER = 60;
20
+ const SHIELD_BUFFER = 3;
21
+
22
+ const HomingAI: MissileAIFunction = ({worldState}) =>
23
+ {
24
+ const enemy = worldState.enemies[0];
25
+ return {turnToward: enemy?.position};
26
+ };
27
+
28
+ const StraightAI: MissileAIFunction = () => ({});
29
+
30
+ function isNearWall(position: {x: number; y: number}): boolean
31
+ {
32
+ return (
33
+ position.x < WALL_BUFFER ||
34
+ position.x > ARENA_SIZE - WALL_BUFFER ||
35
+ position.y < WALL_BUFFER ||
36
+ position.y > ARENA_SIZE - WALL_BUFFER
37
+ );
38
+ }
39
+
40
+ function smartStrafe(
41
+ position: {x: number; y: number},
42
+ enemy: {position: {x: number; y: number}},
43
+ dodgeDirection: {x: number; y: number} | null,
44
+ tick: number,
45
+ strafeCyclePeriod: number,
46
+ strafeIntensity: number,
47
+ ): {x: number; y: number}
48
+ {
49
+ const deltaX = enemy.position.x - position.x;
50
+ const deltaY = enemy.position.y - position.y;
51
+ const normalizedDistance = Math.sqrt(deltaX * deltaX + deltaY * deltaY);
52
+ if (normalizedDistance === 0) return {x: 0, y: 0};
53
+
54
+ const cw = {x: -deltaY / normalizedDistance, y: deltaX / normalizedDistance};
55
+ const ccw = {x: deltaY / normalizedDistance, y: -deltaX / normalizedDistance};
56
+
57
+ let dir: {x: number; y: number};
58
+
59
+ if (dodgeDirection)
60
+ {
61
+ dir = dodgeDirection;
62
+ }
63
+ else if (isNearWall(position))
64
+ {
65
+ const fCw = {x: position.x + cw.x * 100, y: position.y + cw.y * 100};
66
+ const fCcw = {x: position.x + ccw.x * 100, y: position.y + ccw.y * 100};
67
+ const sCw = Math.min(fCw.x, ARENA_SIZE - fCw.x, fCw.y, ARENA_SIZE - fCw.y);
68
+ const sCcw = Math.min(fCcw.x, ARENA_SIZE - fCcw.x, fCcw.y, ARENA_SIZE - fCcw.y);
69
+ dir = sCw > sCcw ? cw : ccw;
70
+ }
71
+ else
72
+ {
73
+ const cycle = Math.floor(tick / strafeCyclePeriod) % 2;
74
+ dir = cycle === 0 ? cw : ccw;
75
+ }
76
+
77
+ const intensity = dodgeDirection ? 100 : strafeIntensity;
78
+ return {x: dir.x * intensity, y: dir.y * intensity};
79
+ }
80
+
81
+ /**
82
+ * Bot: Archlich
83
+ *
84
+ * BEHAVIOR: Lich's proven core (mobile homing specialist) plus vulnerability
85
+ * exploitation. Defense, movement, and standard offense are identical to Lich.
86
+ * The T3 advantage: when the enemy is locked in GCD/cast, fires fast straight
87
+ * punish missiles that land during the vulnerability window.
88
+ *
89
+ * PROGRESSION LINE: Bonemancer → Lich → Archlich
90
+ * TIER: 3 (elite Homing line)
91
+ */
92
+ export const Archlich: WizardFunction = ({state}) =>
93
+ {
94
+ // Same params as Lich — Archlich is Lich + punish mode (disabled by default, optimizer tunes)
95
+ const targetDistance = useParam('targetDistance', 737, {range: 175, min: 0});
96
+ const minTurnRate = useParam('minTurnRate', 0.4, {range: 1.5, steps: 5});
97
+ const shieldHealthThreshold = useParam('shieldHealthThreshold', 99, {range: 23, min: 1, steps: 7});
98
+ const strafeCyclePeriod = useParam('strafeCyclePeriod', 300, {range: 75, min: 80, max: 300});
99
+ const strafeIntensity = useParam('strafeIntensity', 96, {range: 40, min: 20, max: 100, steps: 7});
100
+ const approachSpeed = useParam('approachSpeed', 65, {range: 30, min: 10, max: 70, steps: 7});
101
+ const distanceDeadZone = useParam('distanceDeadZone', 7, {range: 30, min: 5, max: 80, steps: 7});
102
+ const shieldCancelThreshold = useParam('shieldCancelThreshold', 150, {range: 75, min: 50, max: 300});
103
+ const blinkWindowMax = useParam('blinkWindowMax', 38, {range: 30, min: 15, max: 80, steps: 7});
104
+ const flightTimeDivisor = useParam('flightTimeDivisor', 5.8, {range: 4, min: 2, max: 12, steps: 5});
105
+ const punishMinVulnerability = useParam('punishMinVulnerability', 500, {range: 80, min: 30, steps: 7});
106
+
107
+ const enemy = state.enemies[0];
108
+ if (!enemy) return {move: {x: 0, y: 0}};
109
+
110
+ const distance = distanceTo(state.position, enemy.position);
111
+ const threats = getThreats(state);
112
+ const urgentThreat = getMostUrgentThreat(threats);
113
+ const dodgeDirection = getDodgeDirectionForMovement(threats, state.position);
114
+ const strafe = smartStrafe(state.position, enemy, dodgeDirection, state.tick, strafeCyclePeriod, strafeIntensity);
115
+
116
+ let moveX = strafe.x;
117
+ let moveY = strafe.y;
118
+ if (!dodgeDirection)
119
+ {
120
+ const dx = enemy.position.x - state.position.x;
121
+ const dy = enemy.position.y - state.position.y;
122
+ const nd = distance > 0 ? distance : 1;
123
+ if (distance > targetDistance + distanceDeadZone)
124
+ {
125
+ moveX += (dx / nd) * approachSpeed;
126
+ moveY += (dy / nd) * approachSpeed;
127
+ }
128
+ else if (distance < targetDistance - distanceDeadZone)
129
+ {
130
+ moveX -= (dx / nd) * approachSpeed;
131
+ moveY -= (dy / nd) * approachSpeed;
132
+ }
133
+ }
134
+ const mag = Math.sqrt(moveX * moveX + moveY * moveY);
135
+ if (mag > 100)
136
+ {
137
+ moveX = (moveX / mag) * 100; moveY = (moveY / mag) * 100;
138
+ }
139
+ const move = {x: moveX, y: moveY};
140
+
141
+ // === DEFENSE: identical to Lich ===
142
+ if (state.state === 'channeling')
143
+ {
144
+ if (!urgentThreat || urgentThreat.ticksToImpact > shieldCancelThreshold) return {move, cancel: true};
145
+ return {move: {x: 0, y: 0}};
146
+ }
147
+
148
+ if (state.state === 'casting' && state.castingSpell === 'missile' && urgentThreat && urgentThreat.projectile.damage >= state.health)
149
+ {
150
+ const rem = (state.castDuration ?? 0) - (state.castProgress ?? 0);
151
+ if (urgentThreat.ticksToImpact <= rem + GCD_DURATION + SHIELD_CAST_TIME + SHIELD_BUFFER) return {move, cancel: true};
152
+ }
153
+
154
+ if (state.state === 'idle' && urgentThreat && state.blinkCooldown === 0 && urgentThreat.ticksToImpact >= 10 && urgentThreat.ticksToImpact <= blinkWindowMax)
155
+ {
156
+ return {move: {x: 0, y: 0}, startCast: {spell: 'blink', target: getBlinkToCenter(state.position)}};
157
+ }
158
+
159
+ if (state.state === 'idle' && urgentThreat)
160
+ {
161
+ const forceShield = shouldForceShield(urgentThreat);
162
+ const undodgeable = !urgentThreat.bestDodgeDirection;
163
+ const healthLow = state.health < shieldHealthThreshold;
164
+ const healthCritical = state.health <= urgentThreat.projectile.damage * 2 + 1;
165
+ if ((forceShield || (undodgeable && healthLow) || healthCritical) && urgentThreat.canBlockInTime && urgentThreat.ticksToStartShield <= SHIELD_BUFFER)
166
+ {
167
+ return {move: {x: 0, y: 0}, startCast: {spell: 'shield'}};
168
+ }
169
+ }
170
+
171
+ // === OFFENSE ===
172
+ const myIds = new Set(state.myProjectiles.map((p) => p.id));
173
+ const hasLethal = state.projectiles.some((p) => !myIds.has(p.id) && p.damage >= state.health && distanceTo(state.position, p.position) / p.speed < MAX_CAST_BUDGET + GCD_DURATION);
174
+ if (state.state === 'idle' && !hasLethal)
175
+ {
176
+ const enemyHP = Math.ceil(enemy.health);
177
+
178
+ // T3 PUNISH: fast straight missiles during vulnerability
179
+ const vulnTicks = getEnemyVulnerabilityTicks(enemy);
180
+ if (vulnTicks >= punishMinVulnerability && distance < 300)
181
+ {
182
+ const flight = distance / flightTimeDivisor;
183
+ const pBudget = vulnTicks - flight;
184
+ const ntt = urgentThreat?.ticksToImpact ?? Infinity;
185
+ const sBudget = ntt - GCD_DURATION - SHIELD_CAST_TIME - SHIELD_BUFFER;
186
+ const eBudget = Math.min(pBudget, sBudget, MAX_CAST_BUDGET);
187
+ if (eBudget > 0)
188
+ {
189
+ const cfg = fitMissileToBudget(eBudget, distance, {minTurnRate: 0, maxDamage: enemyHP, lastMissileConfig: state.lastMissileConfig});
190
+ if (cfg && cfg.damage >= MIN_USEFUL_DAMAGE)
191
+ {
192
+ const ct = getMissileCastTime(cfg, state.lastMissileConfig);
193
+ if (ct + distance / cfg.speed < vulnTicks)
194
+ {
195
+ const aim = cfg.turnRate > 0 ? enemy.position : getLeadPosition(enemy.position, enemy.velocity, cfg.speed, state.position);
196
+ return {move, startCast: {spell: 'missile', config: cfg, missileAI: cfg.turnRate > 0 ? HomingAI : StraightAI, direction: angleTo(state.position, aim)}};
197
+ }
198
+ }
199
+ }
200
+ }
201
+
202
+ // STANDARD MODE: identical to Lich
203
+ let ntt = urgentThreat?.ticksToImpact ?? Infinity;
204
+ if (enemy.state === 'casting' && enemy.castingSpell === 'missile')
205
+ {
206
+ const rem = (enemy.castDuration ?? 0) - (enemy.castProgress ?? 0);
207
+ ntt = Math.min(ntt, rem + distance / flightTimeDivisor);
208
+ }
209
+ const sBudget = ntt - GCD_DURATION - SHIELD_CAST_TIME - SHIELD_BUFFER;
210
+ const budget = Math.min(sBudget, MAX_CAST_BUDGET);
211
+ const minDmg = Math.min(MIN_USEFUL_DAMAGE, enemyHP);
212
+ const cfg = fitMissileToBudget(budget, distance, {minTurnRate, lastMissileConfig: state.lastMissileConfig});
213
+ if (cfg && cfg.damage >= minDmg)
214
+ {
215
+ return {move, startCast: {spell: 'missile', config: cfg, missileAI: HomingAI, direction: angleTo(state.position, enemy.position)}};
216
+ }
217
+ }
218
+
219
+ return {move};
220
+ };
@@ -0,0 +1,30 @@
1
+ export * from './standalone/TargetDummy.js';
2
+ export * from './standalone/Rookie.js';
3
+ export * from './standalone/Critter.js';
4
+ export * from './standalone/Hogger.js';
5
+ export * from './standalone/Doombringer.js';
6
+ export * from './defensive/01_Turtle.js';
7
+ export * from './defensive/02_Sentinel.js';
8
+ export * from './defensive/03_Golem.js';
9
+ export * from './melee/01_Shadowblade.js';
10
+ export * from './melee/02_Nightblade.js';
11
+ export * from './melee/03_Voidblade.js';
12
+ export * from './homing/01_Bonemancer.js';
13
+ export * from './homing/02_Lich.js';
14
+ export * from './homing/03_Archlich.js';
15
+ export * from './caster/01_Flamecaller.js';
16
+ export * from './caster/02_Pyromancer.js';
17
+ export * from './caster/03_Infernalist.js';
18
+ export * from './sniper/01_Spellshot.js';
19
+ export * from './sniper/02_Spelltracer.js';
20
+ export * from './sniper/03_Spellseeker.js';
21
+ export * from './duelist/01_Battlemage.js';
22
+ export * from './duelist/02_Warmage.js';
23
+ export * from './duelist/03_Archmage.js';
24
+ export * from './berserker/01_Stormchaser.js';
25
+ export * from './berserker/02_Stormcaller.js';
26
+ export * from './berserker/03_Stormforger.js';
27
+ export * from './kiter/01_Spellspinner.js';
28
+ export * from './kiter/02_Spellweaver.js';
29
+ export * from './kiter/03_Spellbinder.js';
30
+ export * from './registry.js';