@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 +1,417 @@
1
+ import {
2
+ WizardFunction,
3
+ MissileAIFunction,
4
+ MissileActions,
5
+ } from '../../types.js';
6
+ import {angleTo} from '../../utils/angles.js';
7
+ import {distanceTo} from '../../utils/distance.js';
8
+ import {interceptAngle, moveInDirection} from '../../utils/movement.js';
9
+ import {ARENA_SIZE, GCD_DURATION, SHIELD_CAST_TIME} from '../../rules.js';
10
+ import {
11
+ getThreats,
12
+ getMostUrgentThreat,
13
+ getDodgeDirectionForMovement,
14
+ getBlinkToCenter,
15
+ fitMissileToBudget,
16
+ shouldForceShield,
17
+ MAX_CAST_BUDGET,
18
+ MIN_USEFUL_DAMAGE,
19
+ } from '../shared.js';
20
+ import {useParam} from '../../engine/params-runtime.js';
21
+ const WALL_BUFFER = 80;
22
+
23
+ const SHIELD_BUFFER = 3;
24
+
25
+ /**
26
+ * Predictive homing missile AI - leads the target.
27
+ */
28
+ const StormcallerMissileAI: MissileAIFunction = ({
29
+ worldState,
30
+ missileState,
31
+ }) =>
32
+ {
33
+ const enemy = worldState.enemies[0];
34
+ if (!enemy) return {};
35
+
36
+ const angle = interceptAngle(
37
+ missileState.position,
38
+ enemy.position,
39
+ enemy.velocity,
40
+ missileState.speed,
41
+ );
42
+ if (angle !== null)
43
+ {
44
+ return {turnToward: moveInDirection(missileState.position, angle, 100)};
45
+ }
46
+ return {turnToward: enemy.position};
47
+ };
48
+
49
+ /**
50
+ * Check if position is near a wall.
51
+ */
52
+ function isNearWall(position: {x: number; y: number}): boolean
53
+ {
54
+ return (
55
+ position.x < WALL_BUFFER ||
56
+ position.x > ARENA_SIZE - WALL_BUFFER ||
57
+ position.y < WALL_BUFFER ||
58
+ position.y > ARENA_SIZE - WALL_BUFFER
59
+ );
60
+ }
61
+
62
+ /**
63
+ * Smart combat movement with threat-aware dodging.
64
+ */
65
+ function combatMove(
66
+ position: {x: number; y: number},
67
+ enemy: {position: {x: number; y: number}},
68
+ currentDistance: number,
69
+ targetDistance: number,
70
+ dodgeDirection: {x: number; y: number} | null,
71
+ tick: number,
72
+ strafeCyclePeriod: number,
73
+ strafeIntensity: number,
74
+ approachSpeed: number,
75
+ distanceDeadZone: number,
76
+ ): {x: number; y: number}
77
+ {
78
+ const deltaX = enemy.position.x - position.x;
79
+ const deltaY = enemy.position.y - position.y;
80
+ const normalizedDistance = currentDistance > 0 ? currentDistance : 1;
81
+
82
+ const strafeClockwise = {
83
+ x: -deltaY / normalizedDistance,
84
+ y: deltaX / normalizedDistance,
85
+ };
86
+ const strafeCounterClockwise = {
87
+ x: deltaY / normalizedDistance,
88
+ y: -deltaX / normalizedDistance,
89
+ };
90
+
91
+ let strafeDirection: {x: number; y: number};
92
+
93
+ if (dodgeDirection)
94
+ {
95
+ strafeDirection = dodgeDirection;
96
+ }
97
+ else if (isNearWall(position))
98
+ {
99
+ const futureClockwise = {
100
+ x: position.x + strafeClockwise.x * 100,
101
+ y: position.y + strafeClockwise.y * 100,
102
+ };
103
+ const futureCounterClockwise = {
104
+ x: position.x + strafeCounterClockwise.x * 100,
105
+ y: position.y + strafeCounterClockwise.y * 100,
106
+ };
107
+ const scoreClockwise = Math.min(
108
+ futureClockwise.x,
109
+ ARENA_SIZE - futureClockwise.x,
110
+ futureClockwise.y,
111
+ ARENA_SIZE - futureClockwise.y,
112
+ );
113
+ const scoreCounterClockwise = Math.min(
114
+ futureCounterClockwise.x,
115
+ ARENA_SIZE - futureCounterClockwise.x,
116
+ futureCounterClockwise.y,
117
+ ARENA_SIZE - futureCounterClockwise.y,
118
+ );
119
+ strafeDirection =
120
+ scoreClockwise > scoreCounterClockwise
121
+ ? strafeClockwise
122
+ : strafeCounterClockwise;
123
+ }
124
+ else
125
+ {
126
+ const cycle = Math.floor(tick / strafeCyclePeriod) % 2;
127
+ strafeDirection = cycle === 0 ? strafeClockwise : strafeCounterClockwise;
128
+ }
129
+
130
+ if (dodgeDirection)
131
+ {
132
+ return {x: strafeDirection.x * 100, y: strafeDirection.y * 100};
133
+ }
134
+
135
+ let moveX = strafeDirection.x * strafeIntensity;
136
+ let moveY = strafeDirection.y * strafeIntensity;
137
+
138
+ if (currentDistance > targetDistance + distanceDeadZone)
139
+ {
140
+ moveX += (deltaX / normalizedDistance) * approachSpeed;
141
+ moveY += (deltaY / normalizedDistance) * approachSpeed;
142
+ }
143
+ else if (currentDistance < targetDistance - distanceDeadZone)
144
+ {
145
+ let retreatX = -(deltaX / normalizedDistance) * approachSpeed;
146
+ let retreatY = -(deltaY / normalizedDistance) * approachSpeed;
147
+ if (position.x < WALL_BUFFER && retreatX < 0) retreatX = 0;
148
+ if (position.x > ARENA_SIZE - WALL_BUFFER && retreatX > 0) retreatX = 0;
149
+ if (position.y < WALL_BUFFER && retreatY < 0) retreatY = 0;
150
+ if (position.y > ARENA_SIZE - WALL_BUFFER && retreatY > 0) retreatY = 0;
151
+ moveX += retreatX;
152
+ moveY += retreatY;
153
+ }
154
+
155
+ const magnitude = Math.sqrt(moveX * moveX + moveY * moveY);
156
+ if (magnitude > 100)
157
+ {
158
+ moveX = (moveX / magnitude) * 100;
159
+ moveY = (moveY / magnitude) * 100;
160
+ }
161
+
162
+ return {x: moveX, y: moveY};
163
+ }
164
+
165
+ /**
166
+ * Bot: Stormcaller
167
+ *
168
+ * BEHAVIOR: Enhanced Stormchaser with adaptive missile fitting (fitMissileToBudget)
169
+ * AND predictive homing missiles. Combines aggressive fighting philosophy with
170
+ * optimized damage output. Uses budget-based missile fitting to maximize damage
171
+ * within safe windows. Falls back to quick missiles under pressure. Same smart
172
+ * trade/shield decisions as Stormchaser but with better resource usage.
173
+ *
174
+ * PROGRESSION LINE: Stormchaser → Stormcaller → Stormforger
175
+ * - Stormchaser (tier 1): Adaptive missiles, smart trading, aggressive defense
176
+ * - Stormcaller (tier 2): + fitMissileToBudget, predictive homing, optimized damage
177
+ * - Stormforger (tier 3): Future — supreme berserker, perfect aggression
178
+ *
179
+ * TIER: 2 (enhanced Stormchaser)
180
+ */
181
+ export const Stormcaller: WizardFunction = ({state}) =>
182
+ {
183
+ // Tunable parameters (run optimizer script to find optimal values)
184
+ const targetDistance = useParam('targetDistance', 129, {
185
+ range: 200,
186
+ min: 0,
187
+ });
188
+ const minTurnRate = useParam('minTurnRate', 0.5, {range: 1.5, steps: 5});
189
+ const shieldHealthThreshold = useParam('shieldHealthThreshold', 20, {
190
+ range: 23,
191
+ min: 1,
192
+ steps: 7,
193
+ });
194
+ const strafeCyclePeriod = useParam('strafeCyclePeriod', 281, {
195
+ range: 75,
196
+ min: 80,
197
+ max: 300,
198
+ });
199
+ const strafeIntensity = useParam('strafeIntensity', 69, {
200
+ range: 40,
201
+ min: 20,
202
+ max: 100,
203
+ steps: 7,
204
+ });
205
+ const approachSpeed = useParam('approachSpeed', 69, {
206
+ range: 30,
207
+ min: 10,
208
+ max: 70,
209
+ steps: 7,
210
+ });
211
+ const distanceDeadZone = useParam('distanceDeadZone', 18, {
212
+ range: 25,
213
+ min: 10,
214
+ max: 60,
215
+ steps: 7,
216
+ });
217
+ const shieldCancelThreshold = useParam('shieldCancelThreshold', 150, {
218
+ range: 75,
219
+ min: 50,
220
+ max: 300,
221
+ });
222
+ const blinkWindowMax = useParam('blinkWindowMax', 70, {
223
+ range: 40,
224
+ min: 20,
225
+ max: 120,
226
+ steps: 7,
227
+ });
228
+ const attackRange = useParam('attackRange', 430, {
229
+ range: 200,
230
+ min: 300,
231
+ max: 800,
232
+ });
233
+ const flightTimeDivisor = useParam('flightTimeDivisor', 10.8, {
234
+ range: 4,
235
+ min: 2,
236
+ max: 12,
237
+ steps: 5,
238
+ });
239
+
240
+ const enemy = state.enemies[0];
241
+ if (!enemy)
242
+ {
243
+ return {move: {x: 0, y: 0}};
244
+ }
245
+
246
+ const distance = distanceTo(state.position, enemy.position);
247
+
248
+ // Analyze threats using simulation
249
+ const threats = getThreats(state);
250
+ const urgentThreat = getMostUrgentThreat(threats);
251
+
252
+ // === DEFENSE: Handle channeling state ===
253
+ if (state.state === 'channeling')
254
+ {
255
+ if (!urgentThreat || urgentThreat.ticksToImpact > shieldCancelThreshold)
256
+ {
257
+ return {move: {x: 0, y: 0}, cancel: true};
258
+ }
259
+ return {move: {x: 0, y: 0}};
260
+ }
261
+
262
+ // === DEFENSE: Cancel missile cast only for LETHAL incoming damage ===
263
+ // DPS trade: we accepted the hit when we started casting. Only cancel to survive.
264
+ if (
265
+ state.state === 'casting' &&
266
+ state.castingSpell === 'missile' &&
267
+ urgentThreat &&
268
+ urgentThreat.projectile.damage >= state.health
269
+ )
270
+ {
271
+ const remainingCast = (state.castDuration ?? 0) - (state.castProgress ?? 0);
272
+ if (
273
+ urgentThreat.ticksToImpact <=
274
+ remainingCast + GCD_DURATION + SHIELD_CAST_TIME + 1
275
+ )
276
+ {
277
+ const dodgeDirection = getDodgeDirectionForMovement(
278
+ threats,
279
+ state.position,
280
+ );
281
+ const move = combatMove(
282
+ state.position,
283
+ enemy,
284
+ distance,
285
+ targetDistance,
286
+ dodgeDirection,
287
+ state.tick,
288
+ strafeCyclePeriod,
289
+ strafeIntensity,
290
+ approachSpeed,
291
+ distanceDeadZone,
292
+ );
293
+ return {move, cancel: true};
294
+ }
295
+ }
296
+
297
+ // === BLINK: Dodge missile + reposition (first priority) ===
298
+ // Blink dodges the incoming missile — no GCD after, so can immediately fire back.
299
+ // Only shield when blink is on cooldown.
300
+ if (
301
+ state.state === 'idle' &&
302
+ urgentThreat &&
303
+ state.blinkCooldown === 0 &&
304
+ urgentThreat.ticksToImpact >= 10 &&
305
+ urgentThreat.ticksToImpact <= blinkWindowMax
306
+ )
307
+ {
308
+ return {
309
+ move: {x: 0, y: 0},
310
+ startCast: {spell: 'blink', target: getBlinkToCenter(state.position)},
311
+ };
312
+ }
313
+
314
+ // === DEFENSE: Shield threats (when blink is on cooldown) ===
315
+ if (state.state === 'idle' && urgentThreat)
316
+ {
317
+ const forceShield = shouldForceShield(urgentThreat);
318
+ const undodgeable = !urgentThreat.bestDodgeDirection;
319
+ const healthLow = state.health < shieldHealthThreshold;
320
+ const healthCritical =
321
+ state.health <= urgentThreat.projectile.damage * 2 + 1;
322
+ const doShield =
323
+ forceShield || (undodgeable && healthLow) || healthCritical;
324
+
325
+ if (doShield && urgentThreat.canBlockInTime)
326
+ {
327
+ if (urgentThreat.ticksToStartShield <= 3)
328
+ {
329
+ return {
330
+ move: {x: 0, y: 0},
331
+ startCast: {spell: 'shield'},
332
+ };
333
+ }
334
+ }
335
+ }
336
+
337
+ // === MOVEMENT: Smart combat movement ===
338
+ const dodgeDirection = getDodgeDirectionForMovement(threats, state.position);
339
+ const move = combatMove(
340
+ state.position,
341
+ enemy,
342
+ distance,
343
+ targetDistance,
344
+ dodgeDirection,
345
+ state.tick,
346
+ strafeCyclePeriod,
347
+ strafeIntensity,
348
+ approachSpeed,
349
+ distanceDeadZone,
350
+ );
351
+
352
+ // === OFFENSE: Adaptive missile fitting with predictive homing ===
353
+ if (state.state === 'idle' && distance < attackRange)
354
+ {
355
+ let nextThreatTime = urgentThreat?.ticksToImpact ?? Infinity;
356
+
357
+ // Account for enemy's active cast — their missile will arrive after cast completes + flight time
358
+ if (enemy.state === 'casting' && enemy.castingSpell === 'missile')
359
+ {
360
+ const remainingEnemyCast =
361
+ (enemy.castDuration ?? 0) - (enemy.castProgress ?? 0);
362
+ const estimatedFlightTime = distance / flightTimeDivisor;
363
+ nextThreatTime = Math.min(
364
+ nextThreatTime,
365
+ remainingEnemyCast + estimatedFlightTime,
366
+ );
367
+ }
368
+
369
+ const safeBudget =
370
+ nextThreatTime - GCD_DURATION - SHIELD_CAST_TIME - SHIELD_BUFFER;
371
+ const budgetTicks = Math.min(safeBudget, MAX_CAST_BUDGET);
372
+
373
+ // Predictive homing compensates for movement during cast
374
+ const enemyHP = Math.ceil(enemy.health);
375
+ const minDmg = Math.min(MIN_USEFUL_DAMAGE, enemyHP);
376
+ const config = fitMissileToBudget(budgetTicks, distance, {
377
+ minTurnRate,
378
+ maxDamage: enemyHP,
379
+ lastMissileConfig: state.lastMissileConfig,
380
+ });
381
+
382
+ if (config && config.damage >= minDmg)
383
+ {
384
+ return {
385
+ move,
386
+ startCast: {
387
+ spell: 'missile',
388
+ config,
389
+ missileAI:
390
+ config.turnRate > 0
391
+ ? StormcallerMissileAI
392
+ : (): MissileActions => ({}),
393
+ direction: angleTo(state.position, enemy.position),
394
+ },
395
+ };
396
+ }
397
+
398
+ // Budget too small for useful missile — wait for threat to pass, then fire
399
+ }
400
+
401
+ // === FALLBACK DEFENSE: Shield when no attack window exists ===
402
+ if (
403
+ state.state === 'idle' &&
404
+ urgentThreat &&
405
+ !urgentThreat.bestDodgeDirection &&
406
+ urgentThreat.canBlockInTime &&
407
+ urgentThreat.ticksToStartShield <= 3
408
+ )
409
+ {
410
+ return {
411
+ move: {x: 0, y: 0},
412
+ startCast: {spell: 'shield'},
413
+ };
414
+ }
415
+
416
+ return {move};
417
+ };