@vibemancer/core 1.0.7 → 1.0.8

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/LICENSE ADDED
@@ -0,0 +1,21 @@
1
+ MIT License
2
+
3
+ Copyright (c) 2026 Low Entry
4
+
5
+ Permission is hereby granted, free of charge, to any person obtaining a copy
6
+ of this software and associated documentation files (the "Software"), to deal
7
+ in the Software without restriction, including without limitation the rights
8
+ to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
9
+ copies of the Software, and to permit persons to whom the Software is
10
+ furnished to do so, subject to the following conditions:
11
+
12
+ The above copyright notice and this permission notice shall be included in all
13
+ copies or substantial portions of the Software.
14
+
15
+ THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16
+ IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17
+ FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
18
+ AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19
+ LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
20
+ OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
21
+ SOFTWARE.
@@ -51,6 +51,11 @@ var RULES = {
51
51
  // base hitbox radius in units
52
52
  MISSILE_DAMAGE_RADIUS_SCALE: 0.1,
53
53
  // additional radius per damage point
54
+ // The real hitbox is THREE TIMES the base+scale figure. This lived as a bare `* 3` inside
55
+ // calculateMissileRadius, outside RULES, so no document could interpolate it — and five
56
+ // of them consequently stated the unmultiplied formula, understating the hit window by
57
+ // 43-57%. It is a rule, so it lives with the rules.
58
+ MISSILE_RADIUS_MULTIPLIER: 3,
54
59
  MISSILE_BASE_CAST: 0.1,
55
60
  MISSILE_DAMAGE_SCALE: 0.226,
56
61
  MISSILE_DAMAGE_POWER: 2 / 3,
@@ -95,7 +100,7 @@ var MISSILE_MIN_CAST_TIME = RULES.MISSILE_MIN_CAST_TIME;
95
100
  var MISSILE_BASE_RADIUS = RULES.MISSILE_BASE_RADIUS;
96
101
  var MISSILE_DAMAGE_RADIUS_SCALE = RULES.MISSILE_DAMAGE_RADIUS_SCALE;
97
102
  function calculateMissileRadius(damage) {
98
- return (RULES.MISSILE_BASE_RADIUS + damage * RULES.MISSILE_DAMAGE_RADIUS_SCALE) * 3;
103
+ return (RULES.MISSILE_BASE_RADIUS + damage * RULES.MISSILE_DAMAGE_RADIUS_SCALE) * RULES.MISSILE_RADIUS_MULTIPLIER;
99
104
  }
100
105
  var MISSILE_BASE_CAST = RULES.MISSILE_BASE_CAST;
101
106
  var MISSILE_DAMAGE_SCALE = RULES.MISSILE_DAMAGE_SCALE;
@@ -208,7 +213,7 @@ function currentRuleset() {
208
213
  }
209
214
 
210
215
  // src/engine-version.ts
211
- var ENGINE_VERSION = 4204441759696527;
216
+ var ENGINE_VERSION = 3523070221336433;
212
217
  var EQUIVALENT_ENGINE_VERSIONS = [1688330189011034];
213
218
 
214
219
  // src/replay-compat.ts
@@ -1923,7 +1928,7 @@ function analyzeThreats(myPos, projectiles, myProjectiles, ticksUntilReady) {
1923
1928
  return threats;
1924
1929
  }
1925
1930
  function analyzeOneThreat(targetPos, projectile, ticksUntilReady) {
1926
- const missileRadius = MISSILE_BASE_RADIUS + projectile.damage * MISSILE_RADIUS_PER_DAMAGE;
1931
+ const missileRadius = calculateMissileRadius(projectile.damage);
1927
1932
  const collisionDist = COLLISION_RADIUS + missileRadius;
1928
1933
  const dodgeCollisionDist = collisionDist + projectile.speed * 0.5;
1929
1934
  const { willHit, ticksToImpact } = simulateMissileToTarget(
@@ -10693,4 +10698,4 @@ export {
10693
10698
  diagnoseTrace,
10694
10699
  formatDiagnosis
10695
10700
  };
10696
- //# sourceMappingURL=chunk-NR326XEY.js.map
10701
+ //# sourceMappingURL=chunk-MUU3ELH5.js.map