@vibemancer/core 1.0.7 → 1.0.9

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package/LICENSE ADDED
@@ -0,0 +1,21 @@
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+ MIT License
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+
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+ Copyright (c) 2026 Low Entry
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+
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+ Permission is hereby granted, free of charge, to any person obtaining a copy
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+ of this software and associated documentation files (the "Software"), to deal
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+ in the Software without restriction, including without limitation the rights
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+ to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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+ copies of the Software, and to permit persons to whom the Software is
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+ furnished to do so, subject to the following conditions:
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+
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+ The above copyright notice and this permission notice shall be included in all
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+ copies or substantial portions of the Software.
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+
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+ THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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+ IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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+ FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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+ AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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+ LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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+ OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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+ SOFTWARE.
@@ -51,6 +51,11 @@ var RULES = {
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  // base hitbox radius in units
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  MISSILE_DAMAGE_RADIUS_SCALE: 0.1,
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  // additional radius per damage point
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+ // The real hitbox is THREE TIMES the base+scale figure. This lived as a bare `* 3` inside
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+ // calculateMissileRadius, outside RULES, so no document could interpolate it — and five
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+ // of them consequently stated the unmultiplied formula, understating the hit window by
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+ // 43-57%. It is a rule, so it lives with the rules.
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+ MISSILE_RADIUS_MULTIPLIER: 3,
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  MISSILE_BASE_CAST: 0.1,
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  MISSILE_DAMAGE_SCALE: 0.226,
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  MISSILE_DAMAGE_POWER: 2 / 3,
@@ -95,7 +100,7 @@ var MISSILE_MIN_CAST_TIME = RULES.MISSILE_MIN_CAST_TIME;
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  var MISSILE_BASE_RADIUS = RULES.MISSILE_BASE_RADIUS;
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  var MISSILE_DAMAGE_RADIUS_SCALE = RULES.MISSILE_DAMAGE_RADIUS_SCALE;
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  function calculateMissileRadius(damage) {
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- return (RULES.MISSILE_BASE_RADIUS + damage * RULES.MISSILE_DAMAGE_RADIUS_SCALE) * 3;
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+ return (RULES.MISSILE_BASE_RADIUS + damage * RULES.MISSILE_DAMAGE_RADIUS_SCALE) * RULES.MISSILE_RADIUS_MULTIPLIER;
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  }
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  var MISSILE_BASE_CAST = RULES.MISSILE_BASE_CAST;
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  var MISSILE_DAMAGE_SCALE = RULES.MISSILE_DAMAGE_SCALE;
@@ -208,7 +213,7 @@ function currentRuleset() {
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  }
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  // src/engine-version.ts
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- var ENGINE_VERSION = 4204441759696527;
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+ var ENGINE_VERSION = 293192982913104;
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  var EQUIVALENT_ENGINE_VERSIONS = [1688330189011034];
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  // src/replay-compat.ts
@@ -444,6 +449,12 @@ function createActionBuilder(baseAction) {
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  ...action,
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  move: { x, y }
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  });
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+ },
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+ lockAim() {
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+ const cast = action.startCast;
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+ const direction = cast && cast.spell === "missile" ? cast.direction : void 0;
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+ if (direction === void 0 || !Number.isFinite(direction)) return createActionBuilder(baseAction);
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+ return createActionBuilder({ ...baseAction, aimDirection: direction });
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  }
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  };
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  }
@@ -462,6 +473,9 @@ function missile(config, ai, direction) {
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  }
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  });
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  }
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+ function aim(degrees) {
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+ return createActionBuilder(Number.isFinite(degrees) ? { aimDirection: degrees } : {});
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+ }
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  function blink(x, y) {
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  return createFinalAction({
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  move: { x: 0, y: 0 },
@@ -511,8 +525,8 @@ function extractAction(finalAction) {
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  // src/engine/physics.ts
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  function moveWizard(wizard, move2, deltaTicks) {
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- let dx = move2.x || 0;
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- let dy = move2.y || 0;
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+ let dx = Number.isFinite(move2?.x) ? move2.x : 0;
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+ let dy = Number.isFinite(move2?.y) ? move2.y : 0;
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  const magnitude2 = Math.sqrt(dx * dx + dy * dy);
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  if (magnitude2 > 1) {
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  dx = dx / magnitude2;
@@ -865,6 +879,8 @@ function tick(currentTick, wizard1AI, wizard2AI, config, wizards, projectiles, m
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  const enemy = wizards[1 - i];
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  if (action.aimDirection !== void 0 && Number.isFinite(action.aimDirection)) {
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  wizard.rotation = action.aimDirection;
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+ } else if (wizard.state === "casting" && wizard.castingSpell === "missile" && wizard.castAimDirection !== void 0) {
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+ wizard.rotation = wizard.castAimDirection;
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  } else {
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  wizard.rotation = angleTo(wizard.position, enemy.position);
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  }
@@ -888,6 +904,7 @@ function tick(currentTick, wizard1AI, wizard2AI, config, wizards, projectiles, m
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  remainingTicks: validConfig.duration
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  };
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  projectiles.push(projectile);
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+ wizard.castAimDirection = void 0;
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  missileAIs.set(id, wizard.missileAI);
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  events.push({ type: "missile-launch", position: { ...wizard.position }, damage: validConfig.damage, speed: validConfig.speed, ownerId: wizard.id, rotation: wizard.rotation });
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  wizard.lastMissileConfig = { ...validConfig };
@@ -974,6 +991,7 @@ function tick(currentTick, wizard1AI, wizard2AI, config, wizards, projectiles, m
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  if (action.startCast.direction !== void 0) {
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  wizard.rotation = action.startCast.direction;
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  }
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+ wizard.castAimDirection = action.aimDirection !== void 0 && Number.isFinite(action.aimDirection) ? action.aimDirection : void 0;
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  } else if (castingSpell === "blink") {
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  wizard.blinkTarget = action.startCast.target;
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  }
@@ -1219,9 +1237,18 @@ function getPlayerStateView(playerIndex, wizards, projectiles, tick2) {
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  // AI views don't need events
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  };
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  }
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+ function swapSide(entityId) {
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+ if (entityId === "wizard-1") return "wizard-2";
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+ if (entityId === "wizard-2") return "wizard-1";
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+ if (entityId.startsWith("missile-wizard-1-")) return "missile-wizard-2-" + entityId.slice("missile-wizard-1-".length);
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+ if (entityId.startsWith("missile-wizard-2-")) return "missile-wizard-1-" + entityId.slice("missile-wizard-2-".length);
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+ return entityId;
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+ }
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  var FIGHT_SPAWN_DISTANCES = [500, 550, 600, 650, 700];
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  function fight(wizard1AI, wizard2AI, options = {}) {
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  const matches = [];
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+ const allErrors = [];
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+ let matchNumber = 1;
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  let wizard1Wins = 0;
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  let wizard2Wins = 0;
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  let draws = 0;
@@ -1234,6 +1261,8 @@ function fight(wizard1AI, wizard2AI, options = {}) {
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  budget
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  });
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  matches.push(result);
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+ allErrors.push(...result.errors.map((e) => ({ ...e, match: matchNumber })));
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+ matchNumber++;
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  if (result.winner === "wizard-1") {
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  wizard1Wins++;
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  } else if (result.winner === "wizard-2") {
@@ -1252,6 +1281,8 @@ function fight(wizard1AI, wizard2AI, options = {}) {
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  if (budget && swappedBudget) {
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  budget.states = [swappedBudget.states[1], swappedBudget.states[0]];
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  }
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+ allErrors.push(...swapped.errors.map((e) => ({ ...e, entityId: swapSide(e.entityId), match: matchNumber })));
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+ matchNumber++;
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  if (swapped.winner === "wizard-1") {
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  wizard2Wins++;
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  } else if (swapped.winner === "wizard-2") {
@@ -1261,7 +1292,7 @@ function fight(wizard1AI, wizard2AI, options = {}) {
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  }
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  }
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  const winner = wizard1Wins > wizard2Wins ? "wizard-1" : wizard2Wins > wizard1Wins ? "wizard-2" : "draw";
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- return { wizard1Wins, wizard2Wins, draws, winner, matches };
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+ return { wizard1Wins, wizard2Wins, draws, winner, matches, allErrors };
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  }
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  function simulate(wizard1AI, wizard2AI, options = {}) {
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  if (typeof wizard1AI !== "function") {
@@ -1923,7 +1954,7 @@ function analyzeThreats(myPos, projectiles, myProjectiles, ticksUntilReady) {
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  return threats;
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  }
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  function analyzeOneThreat(targetPos, projectile, ticksUntilReady) {
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- const missileRadius = MISSILE_BASE_RADIUS + projectile.damage * MISSILE_RADIUS_PER_DAMAGE;
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+ const missileRadius = calculateMissileRadius(projectile.damage);
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  const collisionDist = COLLISION_RADIUS + missileRadius;
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  const dodgeCollisionDist = collisionDist + projectile.speed * 0.5;
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  const { willHit, ticksToImpact } = simulateMissileToTarget(
@@ -4469,8 +4500,8 @@ function Archlich() {
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  if (cfg2 && cfg2.damage >= MIN_USEFUL_DAMAGE) {
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  const ct = getMissileCastTime(cfg2, lastMissileConfig);
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  if (ct + distance / cfg2.speed < vulnTicks) {
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- const aim = cfg2.turnRate > 0 ? enemy.position : getLeadPosition(enemy.position, enemy.velocity, cfg2.speed, position);
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- return missile(cfg2, cfg2.turnRate > 0 ? HomingAI4 : StraightAI2, angleTo(position, aim)).move(safeMove.x, safeMove.y);
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+ const aim2 = cfg2.turnRate > 0 ? enemy.position : getLeadPosition(enemy.position, enemy.velocity, cfg2.speed, position);
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+ return missile(cfg2, cfg2.turnRate > 0 ? HomingAI4 : StraightAI2, angleTo(position, aim2)).move(safeMove.x, safeMove.y);
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  }
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  }
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  }
@@ -10306,10 +10337,8 @@ function extractTraceEvents(history, errors) {
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  }
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  if (errors && errors.length > 0) {
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  for (const err of errors) {
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- const actor = err.entityId === "wizard-1" ? "W1" : err.entityId === "wizard-2" ? "W2" : err.entityId.startsWith("missile") ? (
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- /* missile errors attributed to owner */
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- "W1"
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- ) : "W1";
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+ const missileOwner = /^missile-(wizard-[12])-/.exec(err.entityId);
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+ const actor = err.entityId === "wizard-1" ? "W1" : err.entityId === "wizard-2" ? "W2" : missileOwner ? missileOwner[1] === "wizard-2" ? "W2" : "W1" : "W1";
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  events.push({
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  tick: err.tick,
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  actor,
@@ -10544,6 +10573,7 @@ export {
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  resetAllHooks,
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  shield,
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  missile,
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+ aim,
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  blink,
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  cancel,
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  move,
@@ -10693,4 +10723,4 @@ export {
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  diagnoseTrace,
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  formatDiagnosis
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  };
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- //# sourceMappingURL=chunk-NR326XEY.js.map
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+ //# sourceMappingURL=chunk-OLGKLCCB.js.map