@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 +1,378 @@
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
+ getBlinkToIncreaseDistance,
11
+ fitMissileToBudget,
12
+ MIN_BLINK_ESCAPE_DISTANCE,
13
+ shouldForceShield,
14
+ MAX_CAST_BUDGET,
15
+ MIN_USEFUL_DAMAGE,
16
+ } from '../shared.js';
17
+ import {useParam} from '../../engine/params-runtime.js';
18
+ const WALL_BUFFER = 60;
19
+
20
+ const SHIELD_BUFFER = 3;
21
+
22
+ /**
23
+ * Standard homing missile AI.
24
+ */
25
+ const HomingAI: MissileAIFunction = ({worldState}) =>
26
+ {
27
+ const enemy = worldState.enemies[0];
28
+ return {
29
+ turnToward: enemy?.position,
30
+ };
31
+ };
32
+
33
+ /**
34
+ * Check if near wall.
35
+ */
36
+ function isNearWall(position: {x: number; y: number}): boolean
37
+ {
38
+ return (
39
+ position.x < WALL_BUFFER ||
40
+ position.x > ARENA_SIZE - WALL_BUFFER ||
41
+ position.y < WALL_BUFFER ||
42
+ position.y > ARENA_SIZE - WALL_BUFFER
43
+ );
44
+ }
45
+
46
+ /**
47
+ * Smart strafe with threat-aware dodging and wall avoidance.
48
+ */
49
+ function smartStrafe(
50
+ position: {x: number; y: number},
51
+ enemy: {position: {x: number; y: number}},
52
+ dodgeDirection: {x: number; y: number} | null,
53
+ tick: number,
54
+ strafeCyclePeriod: number,
55
+ strafeIntensity: number,
56
+ ): {x: number; y: number}
57
+ {
58
+ const deltaX = enemy.position.x - position.x;
59
+ const deltaY = enemy.position.y - position.y;
60
+ const normalizedDistance = Math.sqrt(deltaX * deltaX + deltaY * deltaY);
61
+ if (normalizedDistance === 0) return {x: 0, y: 0};
62
+
63
+ const strafeClockwise = {
64
+ x: -deltaY / normalizedDistance,
65
+ y: deltaX / normalizedDistance,
66
+ };
67
+ const strafeCounterClockwise = {
68
+ x: deltaY / normalizedDistance,
69
+ y: -deltaX / normalizedDistance,
70
+ };
71
+
72
+ let strafeDir: {x: number; y: number};
73
+
74
+ if (dodgeDirection)
75
+ {
76
+ strafeDir = dodgeDirection;
77
+ }
78
+ else if (isNearWall(position))
79
+ {
80
+ const futureClockwise = {
81
+ x: position.x + strafeClockwise.x * 100,
82
+ y: position.y + strafeClockwise.y * 100,
83
+ };
84
+ const futureCounterClockwise = {
85
+ x: position.x + strafeCounterClockwise.x * 100,
86
+ y: position.y + strafeCounterClockwise.y * 100,
87
+ };
88
+ const scoreClockwise = Math.min(
89
+ futureClockwise.x,
90
+ ARENA_SIZE - futureClockwise.x,
91
+ futureClockwise.y,
92
+ ARENA_SIZE - futureClockwise.y,
93
+ );
94
+ const scoreCounterClockwise = Math.min(
95
+ futureCounterClockwise.x,
96
+ ARENA_SIZE - futureCounterClockwise.x,
97
+ futureCounterClockwise.y,
98
+ ARENA_SIZE - futureCounterClockwise.y,
99
+ );
100
+ strafeDir =
101
+ scoreClockwise > scoreCounterClockwise
102
+ ? strafeClockwise
103
+ : strafeCounterClockwise;
104
+ }
105
+ else
106
+ {
107
+ const cycle = Math.floor(tick / strafeCyclePeriod) % 2;
108
+ strafeDir = cycle === 0 ? strafeClockwise : strafeCounterClockwise;
109
+ }
110
+
111
+ const intensity = dodgeDirection ? 100 : strafeIntensity;
112
+ return {x: strafeDir.x * intensity, y: strafeDir.y * intensity};
113
+ }
114
+
115
+ /**
116
+ * Bot: Spellweaver
117
+ *
118
+ * BEHAVIOR: Enhanced Spellspinner with adaptive missile fitting. Same medium-range
119
+ * kiting playstyle — maintains distance, strafes heavily — but uses fitMissileToBudget
120
+ * to maximize damage within safe attack windows. Always uses homing missiles since
121
+ * kiting means enemies are always moving. More sophisticated than Spellspinner's
122
+ * fixed damage/speed/turnRate configuration.
123
+ *
124
+ * NAMING RATIONALE: A weaver creates intricate patterns from raw thread. Where the
125
+ * Spellspinner produces raw threads of magic (fixed missiles), the Spellweaver
126
+ * combines them into optimized patterns (adaptive fitting). The name suggests
127
+ * craftsmanship and sophistication — the same kiting web, but deliberately woven
128
+ * rather than chaotically spun.
129
+ *
130
+ * PROGRESSION LINE: Spellspinner → Spellweaver → Spellbinder
131
+ * - Spellspinner (tier 1): Fixed homing missiles, constant strafe, basic defense
132
+ * - Spellweaver (tier 2): + adaptive missile fitting, more sophisticated patterns
133
+ * - Spellbinder (tier 3): Future — inescapable web, perfect distance control
134
+ *
135
+ * TIER: 2 (enhanced Spellspinner)
136
+ */
137
+ export const Spellweaver: WizardFunction = ({state}) =>
138
+ {
139
+ const targetDistance = useParam('targetDistance', 322, {
140
+ range: 150,
141
+ min: 0,
142
+ });
143
+ const dangerDistance = useParam('dangerDistance', 272, {
144
+ range: 125,
145
+ min: 0,
146
+ });
147
+ const minTurnRate = useParam('minTurnRate', 0.2, {range: 1.5, steps: 5});
148
+ const strafeCyclePeriod = useParam('strafeCyclePeriod', 296, {
149
+ range: 75,
150
+ min: 80,
151
+ max: 300,
152
+ });
153
+ const strafeIntensity = useParam('strafeIntensity', 42, {
154
+ range: 40,
155
+ min: 30,
156
+ max: 100,
157
+ steps: 7,
158
+ });
159
+ const approachSpeed = useParam('approachSpeed', 68, {
160
+ range: 30,
161
+ min: 10,
162
+ max: 70,
163
+ steps: 7,
164
+ });
165
+ const distanceDeadZone = useParam('distanceDeadZone', 12, {
166
+ range: 30,
167
+ min: 5,
168
+ max: 80,
169
+ steps: 7,
170
+ });
171
+ const shieldCancelThreshold = useParam('shieldCancelThreshold', 150, {
172
+ range: 75,
173
+ min: 50,
174
+ max: 300,
175
+ });
176
+ const flightTimeDivisor = useParam('flightTimeDivisor', 2, {
177
+ range: 4,
178
+ min: 2,
179
+ max: 12,
180
+ steps: 5,
181
+ });
182
+
183
+ const enemy = state.enemies[0];
184
+ if (!enemy)
185
+ {
186
+ return {move: {x: 0, y: 0}};
187
+ }
188
+
189
+ const distance = distanceTo(state.position, enemy.position);
190
+
191
+ // Analyze threats using simulation
192
+ const threats = getThreats(state);
193
+ const urgentThreat = getMostUrgentThreat(threats);
194
+
195
+ // Smart strafe
196
+ const dodgeDirection = getDodgeDirectionForMovement(threats, state.position);
197
+ const strafe = smartStrafe(
198
+ state.position,
199
+ enemy,
200
+ dodgeDirection,
201
+ state.tick,
202
+ strafeCyclePeriod,
203
+ strafeIntensity,
204
+ );
205
+
206
+ // Distance management (only when not dodging)
207
+ let moveX = strafe.x;
208
+ let moveY = strafe.y;
209
+
210
+ if (!dodgeDirection)
211
+ {
212
+ const deltaX = enemy.position.x - state.position.x;
213
+ const deltaY = enemy.position.y - state.position.y;
214
+ const normalizedDistance = distance > 0 ? distance : 1;
215
+
216
+ if (distance > targetDistance + distanceDeadZone)
217
+ {
218
+ moveX += (deltaX / normalizedDistance) * approachSpeed;
219
+ moveY += (deltaY / normalizedDistance) * approachSpeed;
220
+ }
221
+ else if (distance < targetDistance - distanceDeadZone)
222
+ {
223
+ let retreatX = -(deltaX / normalizedDistance) * approachSpeed;
224
+ let retreatY = -(deltaY / normalizedDistance) * approachSpeed;
225
+ if (state.position.x < WALL_BUFFER && retreatX < 0) retreatX = 0;
226
+ if (state.position.x > ARENA_SIZE - WALL_BUFFER && retreatX > 0)
227
+ retreatX = 0;
228
+ if (state.position.y < WALL_BUFFER && retreatY < 0) retreatY = 0;
229
+ if (state.position.y > ARENA_SIZE - WALL_BUFFER && retreatY > 0)
230
+ retreatY = 0;
231
+ moveX += retreatX;
232
+ moveY += retreatY;
233
+ }
234
+ }
235
+
236
+ const magnitude = Math.sqrt(moveX * moveX + moveY * moveY);
237
+ if (magnitude > 100)
238
+ {
239
+ moveX = (moveX / magnitude) * 100;
240
+ moveY = (moveY / magnitude) * 100;
241
+ }
242
+
243
+ const move = {x: moveX, y: moveY};
244
+
245
+ // === DEFENSE: Handle channeling ===
246
+ if (state.state === 'channeling')
247
+ {
248
+ if (!urgentThreat || urgentThreat.ticksToImpact > shieldCancelThreshold)
249
+ {
250
+ return {move, cancel: true};
251
+ }
252
+ return {move: {x: 0, y: 0}};
253
+ }
254
+
255
+ // === DEFENSE: Cancel missile cast only for LETHAL incoming damage ===
256
+ // DPS trade: we accepted the hit when we started casting. Only cancel to survive.
257
+ if (
258
+ state.state === 'casting' &&
259
+ state.castingSpell === 'missile' &&
260
+ urgentThreat &&
261
+ urgentThreat.projectile.damage >= state.health
262
+ )
263
+ {
264
+ const remainingCast = (state.castDuration ?? 0) - (state.castProgress ?? 0);
265
+ if (
266
+ urgentThreat.ticksToImpact <=
267
+ remainingCast + GCD_DURATION + SHIELD_CAST_TIME + SHIELD_BUFFER
268
+ )
269
+ {
270
+ return {move, cancel: true};
271
+ }
272
+ }
273
+
274
+ // === DEFENSE: Shield undodgeable or high-damage homing threats ===
275
+ if (
276
+ state.state === 'idle' &&
277
+ urgentThreat &&
278
+ (!urgentThreat.bestDodgeDirection || shouldForceShield(urgentThreat))
279
+ )
280
+ {
281
+ if (urgentThreat.canBlockInTime)
282
+ {
283
+ if (urgentThreat.ticksToStartShield <= SHIELD_BUFFER)
284
+ {
285
+ return {
286
+ move: {x: 0, y: 0},
287
+ startCast: {spell: 'shield'},
288
+ };
289
+ }
290
+ }
291
+ else if (state.blinkCooldown === 0)
292
+ {
293
+ return {
294
+ move: {x: 0, y: 0},
295
+ startCast: {spell: 'blink', target: getBlinkToCenter(state.position)},
296
+ };
297
+ }
298
+ }
299
+
300
+ // === DISTANCE BLINK: enemy too close, blink to reestablish kiting range ===
301
+ if (
302
+ state.state === 'idle' &&
303
+ distance < dangerDistance &&
304
+ state.blinkCooldown === 0 &&
305
+ (!urgentThreat || urgentThreat.bestDodgeDirection !== null)
306
+ )
307
+ {
308
+ const blinkTarget = getBlinkToIncreaseDistance(
309
+ state.position,
310
+ enemy.position,
311
+ state.projectiles,
312
+ MIN_BLINK_ESCAPE_DISTANCE,
313
+ );
314
+ if (blinkTarget)
315
+ {
316
+ return {
317
+ move: {x: 0, y: 0},
318
+ startCast: {spell: 'blink', target: blinkTarget},
319
+ };
320
+ }
321
+ }
322
+
323
+ // === OFFENSE: Adaptive missile fitting ===
324
+ // Skip offense when a lethal missile could reach us during cast+GCD — dodge at full speed instead
325
+ const myProjectileIds = new Set(state.myProjectiles.map((p) => p.id));
326
+ const hasNearbyLethalMissile = state.projectiles.some(
327
+ (p) =>
328
+ !myProjectileIds.has(p.id) &&
329
+ p.damage >= state.health &&
330
+ distanceTo(state.position, p.position) / p.speed <
331
+ MAX_CAST_BUDGET + GCD_DURATION,
332
+ );
333
+ if (state.state === 'idle' && distance < 600 && !hasNearbyLethalMissile)
334
+ {
335
+ let nextThreatTime = urgentThreat?.ticksToImpact ?? Infinity;
336
+
337
+ // Account for enemy's active cast
338
+ if (enemy.state === 'casting' && enemy.castingSpell === 'missile')
339
+ {
340
+ const remainingEnemyCast =
341
+ (enemy.castDuration ?? 0) - (enemy.castProgress ?? 0);
342
+ const estimatedFlightTime = distance / flightTimeDivisor;
343
+ nextThreatTime = Math.min(
344
+ nextThreatTime,
345
+ remainingEnemyCast + estimatedFlightTime,
346
+ );
347
+ }
348
+ const safeBudget =
349
+ nextThreatTime - GCD_DURATION - SHIELD_CAST_TIME - SHIELD_BUFFER;
350
+ const budgetTicks = Math.min(safeBudget, MAX_CAST_BUDGET);
351
+
352
+ // Spellweaver always uses homing (kiting means enemies are always moving)
353
+ const enemyHP = Math.ceil(enemy.health);
354
+ const minDmg = Math.min(MIN_USEFUL_DAMAGE, enemyHP);
355
+ const config = fitMissileToBudget(budgetTicks, distance, {
356
+ minTurnRate,
357
+ maxDamage: enemyHP,
358
+ lastMissileConfig: state.lastMissileConfig,
359
+ });
360
+
361
+ if (config && config.damage >= minDmg)
362
+ {
363
+ return {
364
+ move,
365
+ startCast: {
366
+ spell: 'missile',
367
+ config,
368
+ missileAI: HomingAI,
369
+ direction: angleTo(state.position, enemy.position),
370
+ },
371
+ };
372
+ }
373
+
374
+ // Budget too small for useful missile — wait for threat to pass, then fire
375
+ }
376
+
377
+ return {move};
378
+ };