@vibemancer/core 1.0.9 → 1.0.11

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+ {"version":3,"sources":["../src/rules.ts","../src/engine-version.ts","../src/replay-compat.ts","../src/engine/hooks-runtime.ts","../src/hooks/action-builders.ts","../src/engine/physics.ts","../src/engine/spells.ts","../src/utils/angles.ts","../src/engine/bot-compute-budget.ts","../src/utils/random.ts","../src/engine/bot-error-capture.ts","../src/engine/simulation.ts","../src/engine/manual-match.ts","../src/engine/missile-templates.ts","../src/utils/distance.ts","../src/utils/movement.ts","../src/utils/targeting.ts","../src/utils/spatial.ts","../src/utils/combat.ts","../src/hooks/threat-analysis.ts","../src/hooks/state-hooks.ts","../src/engine/params-runtime.ts","../src/bots/standalone/TargetDummy.ts","../src/bots/standalone/Rookie.ts","../src/bots/shared.ts","../src/bots/standalone/Critter.ts","../src/bots/standalone/Hogger.ts","../src/bots/standalone/Doombringer.ts","../src/bots/defensive/01_Turtle.ts","../src/bots/defensive/02_Sentinel.ts","../src/bots/defensive/03_Golem.ts","../src/bots/melee/01_Shadowblade.ts","../src/bots/melee/02_Nightblade.ts","../src/bots/melee/03_Voidblade.ts","../src/bots/homing/01_Bonemancer.ts","../src/bots/homing/02_Lich.ts","../src/bots/homing/03_Archlich.ts","../src/bots/caster/01_Flamecaller.ts","../src/bots/caster/02_Pyromancer.ts","../src/bots/caster/03_Infernalist.ts","../src/bots/sniper/01_Spellshot.ts","../src/bots/sniper/02_Spelltracer.ts","../src/bots/sniper/03_Spellseeker.ts","../src/bots/duelist/01_Battlemage.ts","../src/bots/duelist/02_Warmage.ts","../src/bots/duelist/03_Archmage.ts","../src/bots/berserker/01_Stormchaser.ts","../src/bots/berserker/02_Stormcaller.ts","../src/bots/berserker/03_Stormforger.ts","../src/bots/kiter/01_Spellspinner.ts","../src/bots/kiter/02_Spellweaver.ts","../src/bots/kiter/03_Spellbinder.ts","../src/bots/Hero.ts","../src/bots/registry.ts","../src/bots/index.ts","../src/engine/optimizer.ts","../src/banned-bot-names.ts","../src/engine/sandbox-browser.ts","../src/stats.ts","../src/testing.ts","../src/trace.ts"],"sourcesContent":["/**\n * VIBEMANCER - GAME RULES\n *\n * This is the single source of truth for all game constants.\n * All game logic imports from here. Read this to understand the game.\n *\n * SWEEPABLE CONSTANTS — the balance-search ruleset:\n * Every combat-balance constant lives on the mutable `RULES` object. The engine\n * and bots read `RULES.X` so the balance-search optimizer can override any of\n * them at runtime via applyRulesetOverrides() — object property reads are live\n * across every module and survive bundling (unlike a reassigned `let`, which\n * esbuild/Vite snapshot at the import site). Structural constants (arena size,\n * tick rate, hitbox radius, missile floors) stay plain `const`.\n *\n * The UPPER_CASE named exports below (WIZARD_HEALTH, SHIELD_CAST_TIME, …) are\n * default SNAPSHOTS for external/UI/MCP consumers that only need the factory\n * value. They do NOT track overrides — anything that must respond to a sweep\n * reads `RULES.X`.\n */\n\nimport {MissileConfig} from './types.js';\n\n// === TIMING (structural) ===\nexport const TICKS_PER_SECOND = 100;\nexport const TICK_DURATION_MS = 10;\n\n/* eslint-disable @typescript-eslint/naming-convention -- keys mirror constant names */\n/**\n * The mutable ruleset: the single source of truth for every sweepable combat\n * constant. Engine + bots read these via `RULES.X`. Override with\n * applyRulesetOverrides(); restore with resetRuleset().\n */\nexport const RULES = {\n\t// Wizard\n\tWIZARD_HEALTH: 60,\n\tMOVEMENT_SPEED: 1.5, // units per tick (150 units/sec)\n\tCASTING_MOVEMENT_MULT: 0.33, // 33% speed while casting\n\n\t// GCD\n\tGCD_DURATION: 100, // ticks (1 second)\n\n\t// Shield\n\tSHIELD_CAST_TIME: 20, // ticks (0.2s)\n\tSHIELD_MAX_BLOCK: 0.9, // 90%\n\tSHIELD_DECAY_PER_SECOND: 0.2, // loses 20% per second\n\tSHIELD_MIN_BLOCK: 0.3, // 30% minimum\n\n\t// Blink\n\tBLINK_CAST_TIME: 10, // ticks (0.1s)\n\tBLINK_RANGE: 300, // units\n\tBLINK_MAX_COOLDOWN: 2000, // ticks (20 seconds) — full-range blink\n\tBLINK_MIN_COOLDOWN: 100, // ticks (1 second) — micro-blink floor\n\n\t// Knockback\n\tKNOCKBACK_DAMAGE_THRESHOLD: 10, // damage above this causes knockback\n\tKNOCKBACK_SPEED_PER_DAMAGE: 2, // knockback speed per damage over threshold\n\tKNOCKBACK_DELAY: 5, // ticks before the impulse applies (explosion expand)\n\tKNOCKBACK_DECAY: 0.7, // per-tick knockback velocity decay\n\n\t// Missile cast-time formula\n\tMISSILE_MIN_CAST_TIME: 0.1, // seconds\n\tMISSILE_BASE_RADIUS: 2, // base hitbox radius in units\n\tMISSILE_DAMAGE_RADIUS_SCALE: 0.1, // additional radius per damage point\n\t// The real hitbox is THREE TIMES the base+scale figure. This lived as a bare `* 3` inside\n\t// calculateMissileRadius, outside RULES, so no document could interpolate it — and five\n\t// of them consequently stated the unmultiplied formula, understating the hit window by\n\t// 43-57%. It is a rule, so it lives with the rules.\n\tMISSILE_RADIUS_MULTIPLIER: 3,\n\tMISSILE_BASE_CAST: 0.1,\n\tMISSILE_DAMAGE_SCALE: 0.226,\n\tMISSILE_DAMAGE_POWER: 2 / 3, // sublinear: DPS always increases with damage\n\tMISSILE_HOMING_COEFF: 0.12,\n\tMISSILE_TURN_DURATION_COEFF: 0.10,\n\tMISSILE_SPEED_DURATION_BASELINE: 1.5,\n\tMISSILE_SPEED_DURATION_COEFF: 0.025,\n\n\t// Cast warmup\n\tWARMUP_MAX_BONUS: 0.20, // 20% cast time reduction at full warmup\n\tWARMUP_MAX_PENALTY: 0.20, // 20% cast time increase when switching\n};\n/* eslint-enable @typescript-eslint/naming-convention */\n\n// === WIZARD (default snapshots — engine/bots read RULES.X) ===\nexport const WIZARD_HEALTH = RULES.WIZARD_HEALTH;\nexport const WIZARD_RADIUS = 5; // units (structural — hitbox)\nexport const MOVEMENT_SPEED = RULES.MOVEMENT_SPEED;\nexport const CASTING_MOVEMENT_MULT = RULES.CASTING_MOVEMENT_MULT;\n\n// === GCD ===\nexport const GCD_DURATION = RULES.GCD_DURATION;\n\n// === SHIELD ===\nexport const SHIELD_CAST_TIME = RULES.SHIELD_CAST_TIME;\nexport const SHIELD_MAX_BLOCK = RULES.SHIELD_MAX_BLOCK;\nexport const SHIELD_DECAY_PER_SECOND = RULES.SHIELD_DECAY_PER_SECOND;\nexport const SHIELD_MIN_BLOCK = RULES.SHIELD_MIN_BLOCK;\n// Note: Shield block % is applied directly to damage (no additional scaling)\n\n// === BLINK ===\nexport const BLINK_CAST_TIME = RULES.BLINK_CAST_TIME;\nexport const BLINK_RANGE = RULES.BLINK_RANGE;\nexport const BLINK_MAX_COOLDOWN = RULES.BLINK_MAX_COOLDOWN; // full-range blink\nexport const BLINK_MIN_COOLDOWN = RULES.BLINK_MIN_COOLDOWN; // micro-blink floor\n/** @deprecated Use BLINK_MAX_COOLDOWN */\nexport const BLINK_COOLDOWN = RULES.BLINK_MAX_COOLDOWN;\n\n// === KNOCKBACK ===\nexport const KNOCKBACK_DAMAGE_THRESHOLD = RULES.KNOCKBACK_DAMAGE_THRESHOLD;\nexport const KNOCKBACK_SPEED_PER_DAMAGE = RULES.KNOCKBACK_SPEED_PER_DAMAGE;\nexport const KNOCKBACK_DELAY = RULES.KNOCKBACK_DELAY;\nexport const KNOCKBACK_DECAY = RULES.KNOCKBACK_DECAY;\n\n// === ARENA (structural) ===\nexport const ARENA_SIZE = 860;\nexport const LAVA_BORDER_WIDTH = 30;\nexport const ARENA_MIN = LAVA_BORDER_WIDTH; // playfield starts here (30)\nexport const ARENA_MAX = ARENA_SIZE - LAVA_BORDER_WIDTH; // playfield ends here (830)\nexport const SPAWN_DISTANCE = 600;\n\n// === MISSILE CONSTRAINTS (structural) ===\nexport const MISSILE_MIN_DAMAGE = 1;\nexport const MISSILE_MIN_SPEED = 1.5; // must be faster than player\nexport const MISSILE_MIN_DURATION = 10; // ticks (0.1 seconds)\nexport const MISSILE_MIN_CAST_TIME = RULES.MISSILE_MIN_CAST_TIME;\n\n// === MISSILE HITBOX ===\n// Missile hitbox scales with damage (design doc line 1122)\n// Visual size reference (design doc lines 349-354):\n// - 1-5 damage: Tiny\n// - 6-15 damage: Small-Medium\n// - 16-30 damage: Large\n// - 31+ damage: Huge\nexport const MISSILE_BASE_RADIUS = RULES.MISSILE_BASE_RADIUS;\nexport const MISSILE_DAMAGE_RADIUS_SCALE = RULES.MISSILE_DAMAGE_RADIUS_SCALE;\n\n/**\n * Calculate missile hitbox radius based on damage.\n */\nexport function calculateMissileRadius(damage: number): number\n{\n\treturn (RULES.MISSILE_BASE_RADIUS + damage * RULES.MISSILE_DAMAGE_RADIUS_SCALE) * RULES.MISSILE_RADIUS_MULTIPLIER;\n}\n\n// === MISSILE CAST TIME FORMULA ===\n// cast_time = BASE + SCALE × damage^POWER + delivery costs\n//\n// Power-law scaling: DPS always increases with damage (higher damage = more\n// DPS but longer casts that are easier to shield/dodge). Fast casts (low\n// damage) can't be shielded — that's their advantage over raw DPS.\n//\n// Reference points (stab, no delivery cost):\n// d=10: ~1.15s cast → DPS 4.65, TTK 11.9s (fast, unshieldable)\n// d=20: ~1.77s cast → DPS 7.23, TTK 7.3s (medium, borderline shieldable)\n// d=30: ~2.28s cast → DPS 9.14, TTK 5.6s (slow, shieldable)\n// d=60: ~3.57s cast → DPS 13.1, TTK 3.6s (very slow, easily shielded)\nexport const MISSILE_BASE_CAST = RULES.MISSILE_BASE_CAST;\nexport const MISSILE_DAMAGE_SCALE = RULES.MISSILE_DAMAGE_SCALE;\nexport const MISSILE_DAMAGE_POWER = RULES.MISSILE_DAMAGE_POWER; // sublinear: DPS always increases with damage\nexport const MISSILE_HOMING_COEFF = RULES.MISSILE_HOMING_COEFF;\nexport const MISSILE_TURN_DURATION_COEFF = RULES.MISSILE_TURN_DURATION_COEFF;\nexport const MISSILE_SPEED_DURATION_BASELINE = RULES.MISSILE_SPEED_DURATION_BASELINE;\nexport const MISSILE_SPEED_DURATION_COEFF = RULES.MISSILE_SPEED_DURATION_COEFF;\n\n/**\n * Maps turnRate to effective cost for the cast time formula.\n * Higher turn rate = more expensive cast. Negative values clamped to 0.\n */\nexport function effectiveTurnRateCost(turnRate: number): number\n{\n\treturn Math.max(0, turnRate);\n}\n\n/**\n * Validate and sanitize missile config.\n * Ensures all values meet minimum requirements (Lesson #9).\n */\nexport function validateMissileConfig(config: MissileConfig): MissileConfig\n{\n\treturn {\n\t\tdamage: Math.max(MISSILE_MIN_DAMAGE, Number.isFinite(config.damage) ? config.damage : MISSILE_MIN_DAMAGE),\n\t\tspeed: Math.max(MISSILE_MIN_SPEED, Number.isFinite(config.speed) ? config.speed : MISSILE_MIN_SPEED),\n\t\tturnRate: Math.max(0, Number.isFinite(config.turnRate) ? config.turnRate : 0),\n\t\tduration: Math.max(MISSILE_MIN_DURATION, Number.isFinite(config.duration) ? Math.floor(config.duration) : MISSILE_MIN_DURATION),\n\t};\n}\n\n/**\n * Calculate missile cast time from config.\n *\n * Base formula:\n * cast_time = 0.1\n * + 0.226 × damage^(2/3)\n * + 0.12 × effectiveTurnRateCost(turnRate)\n * + 0.10 × (effectiveTurnRateCost(turnRate) × durationSeconds)\n * + 0.025 × (speed × durationSeconds - 1.5)\n *\n * turnRate is clamped to >= 0. Cost is linear.\n *\n * If lastMissileConfig is a MissileConfig, applies warmup multiplier:\n * - Similar to previous: up to 20% faster\n * - Very different: up to 20% slower (switching penalty)\n *\n * @returns cast time in SECONDS — multiply by TICKS_PER_SECOND for ticks.\n *\n * Bot authors almost always want `getMissileCastTime` from utils/combat.ts instead, which\n * has the identical signature and returns TICKS, the unit the guide and every other number in\n * the API use. Both are exported and both appear in vibemancer_api as `(config, last?) =>\n * number`, so the unit was impossible to tell apart: 2.747 read as three ticks rather than\n * 275.\n */\nexport function calculateMissileCastTime(config: MissileConfig, lastMissileConfig: MissileConfig | undefined | null = null): number\n{\n\tconst {damage, speed, turnRate, duration} = config;\n\tconst durationSeconds = duration / TICKS_PER_SECOND;\n\tconst turnCost = effectiveTurnRateCost(turnRate);\n\n\tconst raw = RULES.MISSILE_BASE_CAST\n\t\t+ RULES.MISSILE_DAMAGE_SCALE * Math.pow(damage, RULES.MISSILE_DAMAGE_POWER)\n\t\t+ RULES.MISSILE_HOMING_COEFF * turnCost\n\t\t+ RULES.MISSILE_TURN_DURATION_COEFF * (turnCost * durationSeconds)\n\t\t+ RULES.MISSILE_SPEED_DURATION_COEFF * (speed * durationSeconds - RULES.MISSILE_SPEED_DURATION_BASELINE);\n\n\tconst baseCast = Math.max(RULES.MISSILE_MIN_CAST_TIME, raw);\n\n\t// Warmup is applied when lastMissileConfig is an actual MissileConfig.\n\t// Note: passing undefined triggers the default (null) due to JS semantics,\n\t// so in practice only an explicit MissileConfig activates warmup.\n\t// - null/undefined/omitted: return base cast time (no warmup)\n\t// - MissileConfig: apply warmup multiplier based on similarity to previous\n\tif (lastMissileConfig !== null)\n\t{\n\t\tconst multiplier = calculateWarmupMultiplier(lastMissileConfig, config);\n\t\treturn Math.max(RULES.MISSILE_MIN_CAST_TIME, baseCast * multiplier);\n\t}\n\n\treturn baseCast;\n}\n\n// === CAST WARMUP ===\n// Repeated similar missile casts get faster (\"muscle memory\"), while\n// switching to a very different config incurs a penalty (slower cast).\n// This rewards specialization: melee bots that always stab have faster\n// casts than ranged bots that switch to stabs opportunistically.\n//\n// The warmup multiplier ranges from (1 - MAX_BONUS) to (1 + MAX_PENALTY):\n// Similar to previous: cast × 0.80 (20% faster)\n// First cast (no previous): cast × 0.80 (full warmup, no conflict)\n// Very different from previous: cast × 1.20 (20% slower, switching penalty)\nexport const WARMUP_MAX_BONUS = RULES.WARMUP_MAX_BONUS;\nexport const WARMUP_MAX_PENALTY = RULES.WARMUP_MAX_PENALTY;\n// Tolerances for similarity calculation (differences within tolerance are \"similar\"):\n// Note: damage is intentionally excluded — it doesn't define playstyle.\n// A melee bot stabbing at d=10 and d=25 is the same style, just different power.\nexport const WARMUP_SPEED_TOLERANCE = 3; // speed can vary ±3\nexport const WARMUP_TURN_TOLERANCE = 1; // turnRate can vary ±1\nexport const WARMUP_DURATION_TOLERANCE = 50; // duration (ticks) can vary ±50\n\n/**\n * Calculate how similar two missile configs are (0 to 1).\n * Returns 1 for identical configs, 0 for very different ones.\n * Used by the warmup system to determine cast time multiplier.\n *\n * Only compares speed, turnRate, and duration — these define the missile\n * \"style\" (melee stab vs ranged homing vs fast snipe). Damage is excluded\n * because varying power doesn't change playstyle.\n */\nexport function calculateMissileSimilarity(prev: MissileConfig | undefined, current: MissileConfig): number\n{\n\tif (!prev) return 1; // No previous missile = no conflicting muscle memory = full warmup\n\n\t// Stryker disable all: /WARMUP_TURN_TOLERANCE equivalent when tolerance=1 (dividing by 1 = multiplying by 1)\n\tconst dist = Math.abs(prev.speed - current.speed) / WARMUP_SPEED_TOLERANCE\n\t\t+ Math.abs(prev.turnRate - current.turnRate) / WARMUP_TURN_TOLERANCE\n\t\t+ Math.abs(prev.duration - current.duration) / WARMUP_DURATION_TOLERANCE;\n\t// Stryker restore all\n\n\treturn Math.max(0, 1 - dist / 3);\n}\n\n/**\n * Calculate the cast time multiplier from the warmup system.\n * Returns < 1 for bonus (faster), > 1 for penalty (slower), 1 for neutral.\n *\n * Similar to previous cast → multiplier approaches (1 - MAX_BONUS) = 0.80\n * Very different from previous → multiplier approaches (1 + MAX_PENALTY) = 1.20\n * No previous cast → full bonus (1 - MAX_BONUS) = 0.80\n */\nexport function calculateWarmupMultiplier(prev: MissileConfig | undefined, current: MissileConfig): number\n{\n\tconst similarity = calculateMissileSimilarity(prev, current);\n\t// similarity=1 → bonus (faster): 1 - MAX_BONUS\n\t// similarity=0 → penalty (slower): 1 + MAX_PENALTY\n\t// Linear interpolation between penalty and bonus\n\treturn (1 + RULES.WARMUP_MAX_PENALTY) - similarity * (RULES.WARMUP_MAX_BONUS + RULES.WARMUP_MAX_PENALTY);\n}\n\n// === MATCH (structural) ===\nexport const MATCH_DURATION = 30000; // ticks (5 minutes)\n\n// Deterministic default seed. Fights/simulations are fully reproducible unless a caller\n// EXPLICITLY passes a seed. Only the ranked matchmaker overrides it (a random seed it\n// records, so the spectator UI can replay the exact match) — everything else gets this\n// fixed default, so non-determinism never sneaks in by omission.\nexport const DEFAULT_SEED = 42;\n\n// ============================================================\n// NEW API CONSTANT ALIASES\n// These are the preferred names for the new hooks-based API\n// ============================================================\n\n// Health & Combat\nexport const MAX_HEALTH = RULES.WIZARD_HEALTH;\nexport const COLLISION_RADIUS = WIZARD_RADIUS;\n\n// Movement\nexport const MOVE_SPEED = RULES.MOVEMENT_SPEED;\n\n// Missiles\nexport const MISSILE_RADIUS_PER_DAMAGE = RULES.MISSILE_DAMAGE_RADIUS_SCALE;\n\n// Shield (aliases for consistency)\nexport const SHIELD_MAX_STRENGTH = RULES.SHIELD_MAX_BLOCK;\nexport const SHIELD_MIN_STRENGTH = RULES.SHIELD_MIN_BLOCK;\nexport const SHIELD_DECAY_RATE = RULES.SHIELD_DECAY_PER_SECOND;\n\n// Blink (aliases for consistency)\nexport const BLINK_MAX_RANGE = RULES.BLINK_RANGE;\n\n/**\n * Calculate blink cooldown based on distance traveled.\n * Short blinks get short cooldowns, full-range blinks get the maximum.\n */\nexport function calculateBlinkCooldown(distance: number): number\n{\n\tconst ratio = Math.min(1, distance / RULES.BLINK_RANGE);\n\treturn Math.max(RULES.BLINK_MIN_COOLDOWN, Math.round(ratio * RULES.BLINK_MAX_COOLDOWN));\n}\n\n// Arena\nexport const ARENA_WATER_BUFFER = 200; // units - missiles can fly this far past arena bounds\n\n// ============================================================\n// RULESET OVERRIDES (for the balance-search optimizer)\n// ============================================================\n//\n// applyRulesetOverrides() mutates the RULES object in place; every engine/bot\n// read of RULES.X sees the new value immediately. Each optimizer worker calls\n// applyRulesetOverrides() before a batch of sims and resetRuleset() after, so a\n// sweep never leaks across evaluations.\n\n/** Factory defaults, snapshotted from the live values at module load (no drift). */\nconst RULES_DEFAULTS: Record<string, number> = {...RULES};\n\n/* eslint-disable @typescript-eslint/naming-convention -- keys mirror constant names */\n/**\n * Search bounds for each sweepable constant. The current value is the start.\n * Every key here is read by the engine/bots through `RULES.X`, so overrides\n * take effect across the whole simulation.\n */\nexport const RULESET_RANGES: Record<string, {min: number; max: number}> = {\n\t// Wizard\n\tWIZARD_HEALTH: {min: 30, max: 120},\n\tMOVEMENT_SPEED: {min: 0.75, max: 3},\n\tCASTING_MOVEMENT_MULT: {min: 0, max: 1},\n\t// GCD\n\tGCD_DURATION: {min: 50, max: 200},\n\t// Shield\n\tSHIELD_CAST_TIME: {min: 5, max: 60},\n\tSHIELD_MAX_BLOCK: {min: 0.5, max: 0.95},\n\tSHIELD_DECAY_PER_SECOND: {min: 0, max: 0.6},\n\tSHIELD_MIN_BLOCK: {min: 0, max: 0.6},\n\t// Blink\n\tBLINK_CAST_TIME: {min: 2, max: 40},\n\tBLINK_RANGE: {min: 150, max: 500},\n\tBLINK_MAX_COOLDOWN: {min: 500, max: 4000},\n\tBLINK_MIN_COOLDOWN: {min: 20, max: 400},\n\t// Knockback (anti-melee lever)\n\tKNOCKBACK_DAMAGE_THRESHOLD: {min: 0, max: 30},\n\tKNOCKBACK_SPEED_PER_DAMAGE: {min: 0, max: 8},\n\tKNOCKBACK_DELAY: {min: 0, max: 15},\n\tKNOCKBACK_DECAY: {min: 0.3, max: 0.95},\n\t// Missile cast-time formula (the core \"cast speed\" balance lever)\n\tMISSILE_BASE_CAST: {min: 0, max: 0.5},\n\tMISSILE_DAMAGE_SCALE: {min: 0.1, max: 0.5},\n\tMISSILE_DAMAGE_POWER: {min: 0.4, max: 1},\n\tMISSILE_HOMING_COEFF: {min: 0, max: 0.4},\n\tMISSILE_TURN_DURATION_COEFF: {min: 0, max: 0.3},\n\tMISSILE_SPEED_DURATION_BASELINE: {min: 0.5, max: 3},\n\tMISSILE_SPEED_DURATION_COEFF: {min: 0, max: 0.1},\n\tMISSILE_MIN_CAST_TIME: {min: 0.05, max: 0.5},\n\t// Missile hitbox\n\tMISSILE_BASE_RADIUS: {min: 0.5, max: 5},\n\tMISSILE_DAMAGE_RADIUS_SCALE: {min: 0, max: 0.3},\n\t// Warmup\n\tWARMUP_MAX_BONUS: {min: 0, max: 0.5},\n\tWARMUP_MAX_PENALTY: {min: 0, max: 0.5},\n};\n/* eslint-enable @typescript-eslint/naming-convention */\n\n/** Merge overrides onto the RULES object and apply them globally. */\nexport function applyRulesetOverrides(overrides: Record<string, number>): void\n{\n\tfor (const [key, value] of Object.entries(overrides))\n\t{\n\t\tif (key in RULES) (RULES as Record<string, number>)[key] = value;\n\t}\n}\n\n/** Restore all swept constants to their factory defaults. */\nexport function resetRuleset(): void\n{\n\tObject.assign(RULES, RULES_DEFAULTS);\n}\n\n/** Current value of every sweepable constant (the optimizer's starting point). */\nexport function currentRuleset(): Record<string, number>\n{\n\treturn {...RULES};\n}\n","/**\n * Engine version — a stable content hash of packages/core/src.\n *\n * Derived by `scripts/update-engine-version.mjs` from the engine sources, so it changes\n * only when the engine changes — NOT on every build.\n * The same value is propagated to `packages/functions/src/engine-version.generated.ts`\n * so cloud functions and the core engine always agree on one version.\n *\n * Used to gate spectator replays: a recorded match can only be re-simulated when\n * the runtime engine version matches the version that produced the match.\n */\nexport const ENGINE_VERSION = 2983169471988242;\n\n/**\n * Historical versions that denote the SAME engine as `ENGINE_VERSION`.\n *\n * A content hash answers \"is this the same source?\", not \"is this the same behaviour?\" —\n * and those come apart when the HASHING is corrected rather than the engine. Spectate\n * consults this through `canReplayMatch` so a stored match is not thrown away over a\n * number that moved for a reason no player could act on.\n *\n * Generated from `scripts/engine-version-equivalents.json`, which holds the reason for\n * each entry and the rule for adding one. A wrong entry fails OPEN; read it first.\n */\nexport const EQUIVALENT_ENGINE_VERSIONS: readonly number[] = [1688330189011034];\n","/**\n * Whether a stored match can still be replayed by the running engine.\n *\n * Spectate re-simulates a recorded match from its seed, so it may only do that when the\n * engine is the one that produced it. The check used to be `match.engineVersion ===\n * ENGINE_VERSION`, which is right in spirit and slightly too strict in fact.\n *\n * ENGINE_VERSION is a CONTENT HASH, so it answers \"is this the same source?\" rather than\n * \"is this the same behaviour?\". Those come apart when the hashing itself is corrected. On\n * 2026-09-09 the comment stripper was fixed — it had been hashing most comments as if they\n * were code — and the value moved from 1688330189011034 to 3884810833238487 without\n * packages/core/src changing by a byte. Under an exact comparison that would have stranded\n * 26,948 of the 42,896 stored matches, 63% of them, for no reason a player could act on.\n *\n * So the gate consults a short list of historical values known to describe the same engine.\n * See scripts/engine-version-equivalents.json for what may go in it, and for why a wrong\n * entry is the dangerous kind of wrong: it fails OPEN.\n */\n\nimport {ENGINE_VERSION, EQUIVALENT_ENGINE_VERSIONS} from './engine-version.js';\n\n/**\n * @param matchEngineVersion the `engineVersion` field as read from a stored match.\n * Deliberately typed to admit the junk a database can hand back: a document written\n * before the field existed returns undefined, and a missing version is never a match.\n */\nexport function canReplayMatch(matchEngineVersion: number | null | undefined): boolean\n{\n\tif (typeof matchEngineVersion !== 'number') return false;\n\t// NaN would fail `===` against everything, so an exact gate happened to reject it. Being\n\t// explicit keeps that true now that the comparison is a lookup.\n\tif (!Number.isSafeInteger(matchEngineVersion)) return false;\n\tif (matchEngineVersion === ENGINE_VERSION) return true;\n\treturn EQUIVALENT_ENGINE_VERSIONS.includes(matchEngineVersion);\n}\n","/**\n * VIBEMANCER - HOOKS RUNTIME\n *\n * This file implements a minimal React-like hooks runtime for AI programming.\n * It supports useState, useEffect, useMemo, useRef, and useParam with entity isolation.\n *\n * RULES OF HOOKS (same as React):\n * - Hooks must be called at the top level of the bot function\n * - Hooks must be called in the same order every tick\n * - Hooks must NOT be called conditionally\n *\n * Violating these rules throws an error (detected via hook index validation).\n */\n\nimport type {WizardContext, MissileContext} from '../hooks/types.js';\n\nexport interface HookState\n{\n\tvalues: unknown[];\n\teffects: {\n\t\tcallback: () => void | (() => void);\n\t\tdeps?: unknown[];\n\t\tcleanup?: () => void;\n\t}[];\n\tmemos: {\n\t\tvalue: unknown;\n\t\tdeps?: unknown[];\n\t}[];\n\t/** Type of each hook call in order (for validation). */\n\thookTypes: string[];\n\t/** Total hooks called on first successful tick. */\n\thookCount: number;\n\t/** Whether the first tick has completed successfully (hook pattern established). */\n\tinitialized: boolean;\n}\n\n// Use globalThis for hooks state so that multiple copies of the hooks runtime\n// (e.g., engine template + bot bundle in sandboxed execution) share the same state.\n// Without this, bot bundles that inline their own copy of the hooks runtime would\n// have separate currentEntityId etc., causing \"useParam can only be used inside\n// a bot function\" errors.\nconst _g = globalThis as Record<string, unknown>;\n// eslint-disable-next-line @typescript-eslint/no-unsafe-type-assertion -- we own __vibemancer_entityHooks\nconst entityHooks: Map<string, HookState> = (_g.__vibemancer_entityHooks as Map<string, HookState>)\n\t?? (_g.__vibemancer_entityHooks = new Map<string, HookState>());\n\n// Accessor functions for shared mutable state on globalThis\nfunction _getCurrentEntityId(): string | null\n{\n\t// eslint-disable-next-line @typescript-eslint/no-unsafe-type-assertion -- we own __vibemancer_currentEntityId\n\treturn (_g.__vibemancer_currentEntityId as string | null) ?? null;\n}\nfunction _setCurrentEntityId(id: string | null): void\n{\n\t_g.__vibemancer_currentEntityId = id;\n}\nfunction _getCurrentHookIndex(): number\n{\n\t// eslint-disable-next-line @typescript-eslint/no-unsafe-type-assertion -- we own __vibemancer_currentHookIndex\n\treturn (_g.__vibemancer_currentHookIndex as number) ?? 0;\n}\nfunction _setCurrentHookIndex(idx: number): void\n{\n\t_g.__vibemancer_currentHookIndex = idx;\n}\nfunction _getCurrentWizardContext(): WizardContext | null\n{\n\t// eslint-disable-next-line @typescript-eslint/no-unsafe-type-assertion -- we own __vibemancer_currentWizardContext\n\treturn (_g.__vibemancer_currentWizardContext as WizardContext | null) ?? null;\n}\nfunction _setCurrentWizardContext(ctx: WizardContext | null): void\n{\n\t_g.__vibemancer_currentWizardContext = ctx;\n}\nfunction _getCurrentMissileContext(): MissileContext | null\n{\n\t// eslint-disable-next-line @typescript-eslint/no-unsafe-type-assertion -- we own __vibemancer_currentMissileContext\n\treturn (_g.__vibemancer_currentMissileContext as MissileContext | null) ?? null;\n}\nfunction _setCurrentMissileContext(ctx: MissileContext | null): void\n{\n\t_g.__vibemancer_currentMissileContext = ctx;\n}\n\n/**\n * Get or create the hook state for an entity.\n */\nfunction getHookState(entityId: string): HookState\n{\n\tlet state = entityHooks.get(entityId);\n\tif (!state)\n\t{\n\t\tstate = {\n\t\t\tvalues: [],\n\t\t\teffects: [],\n\t\t\tmemos: [],\n\t\t\thookTypes: [],\n\t\t\thookCount: 0,\n\t\t\tinitialized: false,\n\t\t};\n\t\tentityHooks.set(entityId, state);\n\t}\n\treturn state;\n}\n\n/**\n * Validate a hook call and return its sequential index.\n * Ensures hooks are called in the same order every tick.\n *\n * On the first tick: records the hook type at this index.\n * On subsequent ticks: validates the hook type matches.\n *\n * @param type - The hook type name (e.g., 'useState', 'useEffect', 'useParam')\n * @returns The sequential hook index\n * @throws If called outside runWithHooks or if hook order changed\n */\nexport function validateHookCall(type: string): number\n{\n\tif (!_getCurrentEntityId())\n\t{\n\t\tthrow new Error(`${type} can only be used inside a bot function (runWithHooks)`);\n\t}\n\n\tconst state = getHookState(_getCurrentEntityId()!);\n\tconst index = _getCurrentHookIndex();\n\t_setCurrentHookIndex(index + 1);\n\n\tif (state.initialized)\n\t{\n\t\t// Validate: not more hooks than first tick\n\t\tif (index >= state.hookCount)\n\t\t{\n\t\t\tthrow new Error(\n\t\t\t\t`Hook \"${type}\" called at index ${index}, but only ${state.hookCount} hooks were registered on the first tick. ` +\n\t\t\t\t'This likely means a hook was called conditionally. Hooks must be called in the same order every tick.',\n\t\t\t);\n\t\t}\n\t\t// Validate: same hook type at this index\n\t\tif (state.hookTypes[index] !== type)\n\t\t{\n\t\t\tthrow new Error(\n\t\t\t\t`Hook order changed at index ${index}: expected \"${state.hookTypes[index]}\", got \"${type}\". ` +\n\t\t\t\t'Hooks must be called in the same order every tick.',\n\t\t\t);\n\t\t}\n\t}\n\telse\n\t{\n\t\t// First tick: record hook type\n\t\tstate.hookTypes[index] = type;\n\t}\n\n\treturn index;\n}\n\n/**\n * Finalize hook count after a successful tick.\n * On first tick: establishes the hook pattern.\n * On subsequent ticks: validates the count matches.\n */\nfunction finalizeHookCount(entityId: string): void\n{\n\tconst state = entityHooks.get(entityId);\n\tif (!state) return;\n\n\tif (state.initialized)\n\t{\n\t\tif (_getCurrentHookIndex() < state.hookCount)\n\t\t{\n\t\t\tthrow new Error(\n\t\t\t\t`Fewer hooks were called (${_getCurrentHookIndex()}) than on the first tick (${state.hookCount}). ` +\n\t\t\t\t'This likely means a hook was called conditionally. Hooks must be called in the same order every tick.',\n\t\t\t);\n\t\t}\n\t}\n\telse\n\t{\n\t\tstate.hookCount = _getCurrentHookIndex();\n\t\tstate.initialized = true;\n\t}\n}\n\n/**\n * Run a function with a specific entity's hook context.\n */\nexport function runWithHooks<T>(entityId: string, fn: () => T): T\n{\n\tconst previousEntityId = _getCurrentEntityId();\n\tconst previousHookIndex = _getCurrentHookIndex();\n\n\t_setCurrentEntityId(entityId);\n\t_setCurrentHookIndex(0);\n\n\t// If the first tick failed, reset hook type tracking so next attempt starts clean\n\tconst state = entityHooks.get(entityId);\n\tif (state && !state.initialized)\n\t{\n\t\tstate.hookTypes.length = 0;\n\t}\n\n\ttry\n\t{\n\t\tconst result = fn();\n\t\tfinalizeHookCount(entityId);\n\t\treturn result;\n\t}\n\tfinally\n\t{\n\t\t_setCurrentEntityId(previousEntityId);\n\t\t_setCurrentHookIndex(previousHookIndex);\n\t}\n}\n\n/**\n * Run a bot function with full context (game state + persistence hooks).\n * Use this when you need to set BOTH the entity ID and the game context.\n */\nexport function runWizardWithContext<T>(entityId: string, context: WizardContext, fn: () => T): T\n{\n\tconst previousContext = _getCurrentWizardContext();\n\t_setCurrentWizardContext(context);\n\n\ttry\n\t{\n\t\treturn runWithHooks(entityId, fn);\n\t}\n\tfinally\n\t{\n\t\t_setCurrentWizardContext(previousContext);\n\t}\n}\n\n/**\n * Run a function with game state context only, preserving the current entity ID.\n * Used by the simulation to set up WizardContext before calling hooks-style bots.\n */\nexport function withWizardContext<T>(context: WizardContext, fn: () => T): T\n{\n\tconst previousContext = _getCurrentWizardContext();\n\t_setCurrentWizardContext(context);\n\n\ttry\n\t{\n\t\treturn fn();\n\t}\n\tfinally\n\t{\n\t\t_setCurrentWizardContext(previousContext);\n\t}\n}\n\n/**\n * Get the current bot context. Throws if called outside bot execution.\n */\nexport function getWizardContext(): WizardContext\n{\n\tif (!_getCurrentWizardContext())\n\t{\n\t\tthrow new Error('Game state hooks can only be used inside a bot function');\n\t}\n\treturn _getCurrentWizardContext()!;\n}\n\n/**\n * Run a function with missile context set, preserving the current entity ID.\n * Used by the simulation to set up MissileContext before calling hooks-style missile AIs.\n */\nexport function withMissileContext<T>(context: MissileContext, fn: () => T): T\n{\n\tconst previousContext = _getCurrentMissileContext();\n\t_setCurrentMissileContext(context);\n\n\ttry\n\t{\n\t\treturn fn();\n\t}\n\tfinally\n\t{\n\t\t_setCurrentMissileContext(previousContext);\n\t}\n}\n\n/**\n * Get the current missile context. Throws if called outside missile AI execution.\n */\nexport function getMissileContext(): MissileContext\n{\n\tif (!_getCurrentMissileContext())\n\t{\n\t\tthrow new Error('getMissileContext() can only be used inside a missile AI function');\n\t}\n\treturn _getCurrentMissileContext()!;\n}\n\n/**\n * Persist state between ticks.\n */\nexport function useState<T>(initialValue: T | (() => T)): [T, (newValue: T | ((prev: T) => T)) => void]\n{\n\tconst index = validateHookCall('useState');\n\tconst state = getHookState(_getCurrentEntityId()!);\n\n\tif (state.values.length <= index)\n\t{\n\t\t// eslint-disable-next-line @typescript-eslint/no-unsafe-type-assertion\n\t\tstate.values[index] = (typeof initialValue === 'function') ? (initialValue as () => T)() : initialValue;\n\t}\n\n\tconst setter = (newValue: T | ((prev: T) => T)): void =>\n\t{\n\t\tif (typeof newValue === 'function')\n\t\t{\n\t\t\t// eslint-disable-next-line @typescript-eslint/no-unsafe-type-assertion\n\t\t\tstate.values[index] = (newValue as (prev: T) => T)(state.values[index] as T);\n\t\t}\n\t\telse\n\t\t{\n\t\t\tstate.values[index] = newValue;\n\t\t}\n\t};\n\n\t// eslint-disable-next-line @typescript-eslint/no-unsafe-type-assertion\n\treturn [state.values[index] as T, setter];\n}\n\n/**\n * React to state changes.\n */\nexport function useEffect(callback: () => void | (() => void), deps?: unknown[]): void\n{\n\tconst index = validateHookCall('useEffect');\n\tconst state = getHookState(_getCurrentEntityId()!);\n\n\tconst oldEffect = state.effects[index];\n\tconst hasChanged = !oldEffect || !deps ||\n\t\tdeps.length !== oldEffect.deps?.length ||\n\t\t!deps.every((dep, i) => dep === oldEffect.deps?.[i]);\n\n\tif (hasChanged)\n\t{\n\t\t// Cleanup old effect if it exists\n\t\tif (oldEffect?.cleanup)\n\t\t{\n\t\t\toldEffect.cleanup();\n\t\t}\n\n\t\t// Run new effect\n\t\tconst cleanup = callback();\n\t\tstate.effects[index] = {\n\t\t\tcallback,\n\t\t\tdeps,\n\t\t\tcleanup: typeof cleanup === 'function' ? cleanup : undefined,\n\t\t};\n\t}\n}\n\n/**\n * Memoize expensive calculations.\n */\nexport function useMemo<T>(factory: () => T, deps?: unknown[]): T\n{\n\tconst index = validateHookCall('useMemo');\n\tconst state = getHookState(_getCurrentEntityId()!);\n\n\tconst oldMemo = state.memos[index];\n\tconst hasChanged = !oldMemo || !deps ||\n\t\tdeps.length !== oldMemo.deps?.length ||\n\t\t!deps.every((dep, i) => dep === oldMemo.deps?.[i]);\n\n\tif (hasChanged)\n\t{\n\t\tconst value = factory();\n\t\tstate.memos[index] = {\n\t\t\tvalue,\n\t\t\tdeps,\n\t\t};\n\t\treturn value;\n\t}\n\n\t// eslint-disable-next-line @typescript-eslint/no-unsafe-type-assertion\n\treturn oldMemo.value as T;\n}\n\n/**\n * Mutable reference that persists across ticks.\n * Unlike useState, mutations don't need a setter - just modify .current directly.\n */\nexport interface RefObject<T>\n{\n\tcurrent: T;\n}\n\nexport function useRef<T>(initialValue: T): RefObject<T>\n{\n\tconst index = validateHookCall('useRef');\n\tconst state = getHookState(_getCurrentEntityId()!);\n\n\tif (state.values.length <= index)\n\t{\n\t\tstate.values[index] = {current: initialValue};\n\t}\n\n\t// eslint-disable-next-line @typescript-eslint/no-unsafe-type-assertion\n\treturn state.values[index] as RefObject<T>;\n}\n\n/**\n * Clear hook state for an entity (e.g., when it dies).\n */\nexport function clearHooks(entityId: string): void\n{\n\tconst state = entityHooks.get(entityId);\n\tif (state)\n\t{\n\t\tstate.effects.forEach((effect) =>\n\t\t{\n\t\t\tif (effect.cleanup)\n\t\t\t{\n\t\t\t\teffect.cleanup();\n\t\t\t}\n\t\t});\n\t\tentityHooks.delete(entityId);\n\t}\n}\n\n/**\n * Reset all hook states (e.g., when a match restarts).\n */\nexport function resetAllHooks(): void\n{\n\tentityHooks.forEach((_, entityId) => clearHooks(entityId));\n\tentityHooks.clear();\n}\n\n","/**\n * VIBEMANCER - ACTION BUILDERS\n *\n * Fluent API for constructing bot actions with type-safe chaining.\n *\n * UNITS REFERENCE (100 ticks = 1 second):\n * Position: absolute world coordinates, 0-860 on each axis (860×860 arena, of which\n * the outer 30 units on every side are lethal lava — playfield is [30, 830])\n * Movement: direction vector, magnitude clamped to max 1 (speed in [0, 1])\n * Speed: units per tick (player moves at 1.5 units/tick = 150 units/sec)\n * Duration: ticks (divide by 100 for seconds)\n * Angles: degrees (0°=right, 90°=down, 180°=left, 270°=up)\n * Damage: raw HP removed on hit (wizard has 60 HP)\n * Turn rate: degrees per tick the missile can rotate\n */\n\nimport {WizardActions, MissileConfig, MissileActions} from '../types.js';\nimport type {FinalAction, ActionBuilder, MissileAction, MissileFunction} from './types.js';\n\n/**\n * Create a FinalAction (no further chaining possible).\n */\nfunction createFinalAction(action: WizardActions): FinalAction\n{\n\treturn {\n\t\t_toAction: () => action,\n\t};\n}\n\n/**\n * Create an ActionBuilder (can chain .move()).\n */\nfunction createActionBuilder(baseAction: Omit<WizardActions, 'move'>): ActionBuilder\n{\n\tconst action: WizardActions = {\n\t\t...baseAction,\n\t\tmove: {x: 0, y: 0},\n\t};\n\n\treturn {\n\t\t_toAction: () => action,\n\t\tmove(x: number, y: number): FinalAction\n\t\t{\n\t\t\treturn createFinalAction({\n\t\t\t\t...action,\n\t\t\t\tmove: {x, y},\n\t\t\t});\n\t\t},\n\t\tlockAim(): ActionBuilder\n\t\t{\n\t\t\t// Opting out of auto-aim for this action. The engine holds `aimDirection` for the\n\t\t\t// duration of a missile cast, so the angle survives to launch — without this, the\n\t\t\t// per-tick auto-aim overwrites it and the shot goes at the enemy instead.\n\t\t\t//\n\t\t\t// Nothing happens if the action names no direction: there is no angle to keep, and\n\t\t\t// silently facing 0 degrees would be worse than doing nothing.\n\t\t\tconst cast = action.startCast;\n\t\t\tconst direction = cast && cast.spell === 'missile' ? cast.direction : undefined;\n\t\t\tif (direction === undefined || !Number.isFinite(direction)) return createActionBuilder(baseAction);\n\t\t\treturn createActionBuilder({...baseAction, aimDirection: direction});\n\t\t},\n\t};\n}\n\n// ============================================================\n// ACTION BUILDERS\n// ============================================================\n\n/**\n * Channel a shield that blocks incoming damage.\n *\n * Starts at 90% block, decays by 20% per second, minimum 30%.\n * Takes 20 ticks (0.2s) to activate. Movement is disabled while channeling.\n * Cancel anytime with cancel(). Cancelling costs NO GCD — you are idle the next tick.\n *\n * Can chain .move() — movement applies during the 20-tick cast, NOT during channel.\n *\n * @example\n * return shield(); // shield and stay still\n * return shield().move(1, 0); // move right while cast starts\n */\nexport function shield(): ActionBuilder\n{\n\treturn createActionBuilder({\n\t\tstartCast: {spell: 'shield'},\n\t});\n}\n\n/**\n * Cast a missile spell.\n *\n * Cast time scales with damage, speed, duration, and turn rate — bigger missiles\n * take longer to cast. While casting you move at 33% speed. After firing, 100-tick\n * (1s) GCD before next spell.\n *\n * Repeated similar missiles cast 20% faster (warmup bonus). Switching styles\n * incurs a 20% penalty.\n *\n * Can chain .move() for simultaneous movement while casting.\n *\n * @param config - Missile stats:\n * - damage: HP removed on hit (1-60 typical). Also sets hitbox: radius = 2 + 0.1×damage.\n * - speed: units/tick (min 1.5). Player moves at 1 u/t, so 5 = 5× player speed.\n * - duration: ticks the missile lives (min 10). Range ≈ speed × duration.\n * - turnRate: degrees/tick of homing (0 = straight line, 3 = moderate homing, 5+ = strong).\n * Negative = no homing + minor speed cost reduction.\n * @param ai - Called every tick to control missile steering. Use getMissileContext()\n * to read the missile's state (position, rotation, speed, etc.), the full game\n * state (worldState), and a seeded PRNG (random). Return turnToward(x, y) to home\n * toward a position, or flyStraight() to fly straight.\n * @param direction - Launch angle in degrees (0°=right, 90°=down, 180°=left, 270°=up).\n * Tip: use Math.atan2(dy, dx) * (180 / Math.PI) to aim at a target.\n *\n * @example\n * // Straight missile aimed at enemy\n * const angle = Math.atan2(dy, dx) * (180 / Math.PI);\n * return missile({damage: 15, speed: 6, duration: 200, turnRate: 0}, () => flyStraight(), angle);\n *\n * // Homing missile that tracks enemy\n * return missile(\n * {damage: 10, speed: 5, duration: 300, turnRate: 3},\n * () => {\n * const ctx = getMissileContext();\n * const enemy = ctx.worldState.enemies[0];\n * return enemy ? turnToward(enemy.position.x, enemy.position.y) : flyStraight();\n * },\n * angle,\n * );\n */\nexport function missile(config: MissileConfig, ai: MissileFunction, direction: number): ActionBuilder\n{\n\treturn createActionBuilder({\n\t\tstartCast: {\n\t\t\tspell: 'missile',\n\t\t\tconfig,\n\t\t\tmissileAI: ai,\n\t\t\tdirection,\n\t\t},\n\t});\n}\n\n/**\n * Face a specific direction this tick, instead of auto-aiming at the enemy.\n *\n * Useful on its own (turning to cover an approach) and during a cast, where it keeps a\n * locked shot pointed where you want it. Angles are degrees, 0 = right, 90 = down.\n *\n * A non-finite angle is ignored rather than applied, because a NaN rotation propagates into\n * every position calculation that follows it.\n */\nexport function aim(degrees: number): ActionBuilder\n{\n\treturn createActionBuilder(Number.isFinite(degrees) ? {aimDirection: degrees} : {});\n}\n\n/**\n * Teleport to an absolute position on the arena.\n *\n * Max range: 300 units from current position (clamped by engine if further).\n * Cast time: 10 ticks (0.1s). Cooldown scales with distance:\n * - 10 units → 100 ticks (1s); 100 units → 667 ticks; 150 → 1000 (10s); 300 → 2000 (20s).\n * The cooldown scales with DISTANCE — a micro-blink costs a second, a full-range one\n * costs twenty. This line used to claim 100 units → 100 ticks, understating it 6.7x.\n * - 300 units → 2000 ticks (20s)\n *\n * Cannot chain .move() — blink IS the movement.\n *\n * @param x - Target X position (absolute world coordinate; arena is 0-860, and the\n * survivable playfield is [30, 830] — outside that band is lava)\n * @param y - Target Y position (absolute world coordinate; see x)\n *\n * @example\n * return blink(400, 400); // blink to center\n * return blink(enemy.position.x, enemy.position.y); // blink to enemy\n */\nexport function blink(x: number, y: number): FinalAction\n{\n\treturn createFinalAction({\n\t\tmove: {x: 0, y: 0}, // No manual movement with blink\n\t\tstartCast: {\n\t\t\tspell: 'blink',\n\t\t\ttarget: {x, y},\n\t\t},\n\t});\n}\n\n/**\n * Cancel current cast or channel (e.g. stop shielding to attack).\n *\n * Cancelling costs NO GCD. `gcdRemaining` is set only when a spell COMPLETES; the cancel\n * handlers just return you to idle, so you can act on the very next tick.\n *\n * This said \"triggers 100-tick (1s) GCD\" and was wrong for as long as anyone can tell. It\n * matters more than a typo: it makes every defender look 100 ticks slower than they are, so\n * attacks that appear unpunishable on paper are not. Cancel-then-shield really costs 1 tick\n * plus the 20-tick shield cast, not 120.\n * Can chain .move() for simultaneous movement.\n *\n * @example\n * return cancel().move(-1, 0); // cancel and dodge left\n */\nexport function cancel(): ActionBuilder\n{\n\treturn createActionBuilder({\n\t\tcancel: true,\n\t});\n}\n\n/**\n * Move in a direction without casting any spell.\n *\n * This is a **direction vector**, not a target position. Values are in the\n * range [-1, 1] where 1 = full speed. Larger values (like raw position\n * deltas) are clamped to full speed automatically.\n *\n * @param x - Horizontal direction (positive = right, negative = left)\n * @param y - Vertical direction (positive = down, negative = up)\n *\n * @example\n * return move(1, 0); // move right at full speed\n * return move(dx / dist, dy / dist); // normalized unit vector = full speed\n * return move(enemy.position.x - myPos.x, enemy.position.y - myPos.y); // raw delta = clamped to full speed\n */\nexport function move(x: number, y: number): FinalAction\n{\n\treturn createFinalAction({\n\t\tmove: {x, y},\n\t});\n}\n\n/**\n * Do nothing — no action, no movement.\n */\nexport function idle(): FinalAction\n{\n\treturn createFinalAction({\n\t\tmove: {x: 0, y: 0},\n\t});\n}\n\n// ============================================================\n// MISSILE ACTION BUILDERS\n// ============================================================\n\n/**\n * Steer the missile toward a world position.\n * The engine clamps the actual turn to the missile's turnRate.\n *\n * @param x - Target X position (world coordinates)\n * @param y - Target Y position (world coordinates)\n */\nexport function turnToward(x: number, y: number): MissileAction\n{\n\treturn {\n\t\t_toMissileAction: () => ({turnToward: {x, y}}),\n\t};\n}\n\n/**\n * Steer the missile toward a specific angle (degrees).\n * The engine clamps the actual turn to the missile's turnRate.\n *\n * @param degrees - Target rotation in degrees (0=right, 90=down, 180=left, 270=up)\n */\nexport function turnToAngle(degrees: number): MissileAction\n{\n\treturn {\n\t\t_toMissileAction: () => ({turnToAngle: degrees}),\n\t};\n}\n\n/**\n * Fly straight — no steering this tick.\n */\nexport function flyStraight(): MissileAction\n{\n\treturn {\n\t\t_toMissileAction: () => ({}),\n\t};\n}\n\n/**\n * Extract MissileActions from a MissileAction.\n * Used by the engine to get the actual missile action.\n */\nexport function extractMissileAction(action: MissileAction): MissileActions\n{\n\treturn action._toMissileAction();\n}\n\n// ============================================================\n// WIZARD ACTION EXTRACTION\n// ============================================================\n\n/**\n * Extract WizardActions from a FinalAction.\n * Used by the engine to get the actual action.\n */\nexport function extractAction(finalAction: FinalAction): WizardActions\n{\n\t// Checked rather than assumed, because the failure message is what a player debugs from.\n\t//\n\t// This used to be a bare `finalAction._toAction()`, so returning undefined gave \"Cannot\n\t// read properties of undefined (reading '_toAction')\" and returning a plain object gave\n\t// \"finalAction._toAction is not a function\". `_toAction` is internal and appears nowhere\n\t// in the player-facing API, so the message named the one thing they cannot look up.\n\t//\n\t// Returning `{move: {x: 1, y: 0}}` is the most common version of this mistake — it is\n\t// exactly the shape of WizardActions — which made the likeliest error the least useful.\n\tif (finalAction === null || finalAction === undefined || typeof finalAction._toAction !== 'function')\n\t{\n\t\t// Named specifically rather than by bare typeof: \"a object\" is both ungrammatical and\n\t\t// unhelpful, and the realistic version of this mistake is `async function MyBot()`,\n\t\t// where the value is a Promise and the fix is to remove the `async`.\n\t\tconst describeReturned = (value: unknown): string =>\n\t\t{\n\t\t\tif (value === null) return 'null';\n\t\t\tif (value === undefined) return 'undefined';\n\t\t\tif (Array.isArray(value)) return 'an array';\n\t\t\tif (typeof value === 'object')\n\t\t\t{\n\t\t\t\tif ('then' in value && typeof value.then === 'function')\n\t\t\t\t{\n\t\t\t\t\treturn 'a Promise — your bot function is `async`, and it must not be: remove the async keyword';\n\t\t\t\t}\n\t\t\t\treturn 'a plain object';\n\t\t\t}\n\t\t\treturn `a ${typeof value}`;\n\t\t};\n\t\tconst got = describeReturned(finalAction);\n\t\tthrow new Error(\n\t\t\t`Your bot returned ${got}. Return one of: idle(), move(x, y), missile(config, ai, angle), `\n\t\t\t+ 'shield(), blink(x, y), cancel() or aim(degrees). '\n\t\t\t+ 'A bot must return an action every tick — returning nothing throws, it does not skip the tick.',\n\t\t);\n\t}\n\t// Read every number the engine will later use, HERE — inside the bot's own try/catch.\n\t//\n\t// A bot can hand back an object with a throwing `valueOf`, and the engine reads those\n\t// coordinates later, outside runBot's try/catch: `wizard.blinkTarget.x - position.x` at\n\t// blink completion. The throw then escaped tick -> simulate -> fight and surfaced as a\n\t// bare fight failure with NO bot named. Two things followed, both serious:\n\t//\n\t// - the ladder blamed whichever wizard happened to be PICKED, giving an innocent bot a\n\t// loss, a lastError and a crash strike toward deactivation;\n\t// - the message was forgeable. `throw new Error('Script execution timed out')` from a\n\t// valueOf never passes through the harness, so it matched the INFRASTRUCTURE markers\n\t// and the ladder SKIPPED the match — an unlosable bot — while the fight tool printed a\n\t// confident explanation about infinite loops for a bot containing no loop.\n\t//\n\t// Forcing the conversion now means a hostile valueOf throws where every other bot fault\n\t// throws: inside the try, attributed to the bot that wrote it.\n\tconst action = finalAction._toAction();\n\n\t// The shape was checked and the RESULT was trusted. `{_toAction: () => 'junk'}` therefore\n\t// passed straight through: ten draws, zero errors, nothing reported — the same silent\n\t// failure this area exists to remove, one level further in. An action without a `move` is\n\t// not an action, whatever produced it.\n\tif (action === null || typeof action !== 'object' || typeof (action as WizardActions).move !== 'object'\n\t\t|| (action as WizardActions).move === null)\n\t{\n\t\tthrow new Error(\n\t\t\t'Your bot returned something that is not a valid action. Build actions with the provided '\n\t\t\t+ 'functions — idle(), move(x, y), missile(config, ai, angle), shield(), blink(x, y), '\n\t\t\t+ 'cancel() or aim(degrees) — rather than constructing the object yourself.',\n\t\t);\n\t}\n\n\treturn normaliseActionNumbers(action);\n}\n\n/**\n * Coerce an action's numeric fields eagerly, so lazy getters cannot fire inside the engine.\n *\n * Deliberately NOT a validation pass — invalid values are still handled where they always\n * were (moveWizard, the blink guard, validateMissileConfig). This only decides WHEN the\n * numbers are read, and therefore who gets blamed when reading one throws.\n */\nfunction normaliseActionNumbers(action: WizardActions): WizardActions\n{\n\tconst num = (value: unknown): number => Number(value);\n\n\tconst normalised: WizardActions = {\n\t\t...action,\n\t\tmove: {x: num(action.move?.x), y: num(action.move?.y)},\n\t};\n\n\tif (action.aimDirection !== undefined) normalised.aimDirection = num(action.aimDirection);\n\n\tif (action.startCast?.spell === 'missile')\n\t{\n\t\tnormalised.startCast = {\n\t\t\t...action.startCast,\n\t\t\t...(action.startCast.direction !== undefined ? {direction: num(action.startCast.direction)} : {}),\n\t\t};\n\t}\n\telse if (action.startCast?.spell === 'blink')\n\t{\n\t\tnormalised.startCast = {\n\t\t\t...action.startCast,\n\t\t\ttarget: {x: num(action.startCast.target?.x), y: num(action.startCast.target?.y)},\n\t\t};\n\t}\n\n\treturn normalised;\n}\n","import {Position, WizardState, ProjectileState} from '../types.js';\nimport {RULES, ARENA_SIZE, WIZARD_RADIUS, ARENA_MIN, ARENA_MAX} from '../rules.js';\n\n/**\n * Move a wizard based on world-space input direction.\n *\n * Any vector works: direction is preserved, speed is clamped to [0, 1].\n * (0.5, 0) = half speed right. (300, 200) = full speed at 33.7°.\n */\nexport function moveWizard(wizard: WizardState, move: {x: number; y: number}, deltaTicks: number): Position\n{\n\t// A bot's move vector is untrusted input, and it must not be able to poison the\n\t// simulation. This was `move.x || 0`, which neutralises NaN (NaN is falsy) and does\n\t// nothing about Infinity — and `Infinity / magnitude` is NaN, so the position became NaN,\n\t// `isInLava(NaN)` was false so the wizard never died, and `resolveWizardCollision` then\n\t// divided by a NaN distance and wrote NaN into the OPPONENT's position too. Both wizards\n\t// froze, nothing could hit anything, and every match was a silent draw.\n\t//\n\t// On a rated ladder that made `move(1/0, 0)` a one-line way to deny every opponent a win\n\t// and never lose — and it is reachable by accident from any divide-by-zero scale factor.\n\t// A non-finite component is treated as no input on that axis, exactly like move(0, 0).\n\tlet dx = Number.isFinite(move?.x) ? move.x : 0;\n\tlet dy = Number.isFinite(move?.y) ? move.y : 0;\n\n\tconst magnitude = Math.sqrt(dx * dx + dy * dy);\n\t// Stryker disable next-line EqualityOperator: > vs >= equivalent (dividing by exactly 1 is identity)\n\tif (magnitude > 1)\n\t{\n\t\tdx = dx / magnitude;\n\t\tdy = dy / magnitude;\n\t}\n\n\tlet speed = RULES.MOVEMENT_SPEED;\n\tif (wizard.state === 'casting')\n\t{\n\t\tspeed *= RULES.CASTING_MOVEMENT_MULT;\n\t}\n\telse if (wizard.state === 'channeling')\n\t{\n\t\t// Movement keys ignored during channeling (design doc line 197, 1120)\n\t\tspeed = 0;\n\t}\n\n\tconst newPos = {\n\t\tx: wizard.position.x + dx * speed * deltaTicks,\n\t\ty: wizard.position.y + dy * speed * deltaTicks,\n\t};\n\n\treturn clampToArena(newPos, WIZARD_RADIUS);\n}\n\n/**\n * Move a projectile in its current rotation direction.\n */\nexport function moveProjectile(projectile: ProjectileState, deltaTicks: number): Position\n{\n\tconst radians = projectile.rotation * (Math.PI / 180);\n\treturn {\n\t\tx: projectile.position.x + Math.cos(radians) * projectile.speed * deltaTicks,\n\t\ty: projectile.position.y + Math.sin(radians) * projectile.speed * deltaTicks,\n\t};\n}\n\n/**\n * Clamp a position to the full arena bounds (0-860).\n * No playfield clamping — wizards CAN walk/blink into lava.\n */\n/**\n * Clamp a position into the band where a wizard SURVIVES.\n *\n * `clampToArena` clamps to the full 0-860 arena, lava border included, which is what its own\n * JSDoc says and is almost never what a bot wants. The MCP guide nonetheless named it as the\n * remedy for lava, and an agent following that advice verbatim blinked into the lava at tick\n * 11 and lost 0-10 to a bot that does nothing. There was no exported helper that did the\n * survivable thing, so the guide reached for the closest-sounding name.\n *\n * The band is inset by the wizard's RADIUS, not merely to the playfield edge, because death\n * is decided by whether the wizard's EDGE touches lava: the safe range for a centre is\n * [ARENA_MIN + radius, ARENA_MAX - radius].\n *\n * A non-finite input returns the arena centre rather than propagating NaN — a helper whose\n * entire job is safety must not be the thing that poisons the simulation.\n */\nexport function clampToSafeZone(position: Position, radius: number): Position\n{\n\tconst min = ARENA_MIN + radius;\n\tconst max = ARENA_MAX - radius;\n\tconst centre = ARENA_SIZE / 2;\n\tconst axis = (value: number): number =>\n\t{\n\t\tif (!Number.isFinite(value)) return centre;\n\t\treturn Math.max(min, Math.min(max, value));\n\t};\n\treturn {x: axis(position?.x), y: axis(position?.y)};\n}\n\n/**\n * A move vector that walks TOWARD a target without overshooting it.\n *\n * `move()` takes a DIRECTION, and `moveWizard` normalises only when the vector's magnitude\n * exceeds 1 — so a shorter vector is a fraction of full speed, not a distance. That makes the\n * obvious composition of the two things the guide recommends quietly fatal:\n *\n * const goal = clampToSafeZone({x: pos.x + dx, y: pos.y + dy}, WIZARD_RADIUS);\n * return move(goal.x - pos.x, goal.y - pos.y); // overshoots the clamp\n *\n * Asking to move 0.09 units moves you 0.14, which at the boundary is 0.03 units into the\n * lava, at full health. An agent died to exactly this at T1040 on 60/60 HP. It is the same\n * shape as the clampToArena defect: the helper was right and the composition was deadly.\n *\n * This scales the step so that ARRIVING is the worst case. It prevents OVERSHOOT, not bad\n * aim — clamp the target first, then walk to it:\n *\n * const goal = clampToSafeZone({x: pos.x + dx, y: pos.y + dy}, WIZARD_RADIUS);\n * return move(...moveTowardSafely(pos, goal)); // safe\n *\n * Aim it at an unclamped point 90 units away and it will take a full-speed step straight into\n * the lava, correctly. I made that exact mistake writing the test for this function, which is\n * the same composition confusion the helper exists to fix — hence spelling it out here.\n */\nexport function moveTowardSafely(from: Position, target: Position): Position\n{\n\tconst dx = target?.x - from?.x;\n\tconst dy = target?.y - from?.y;\n\tif (!Number.isFinite(dx) || !Number.isFinite(dy)) return {x: 0, y: 0};\n\n\tconst distance = Math.sqrt(dx * dx + dy * dy);\n\tif (distance === 0) return {x: 0, y: 0};\n\n\t// Beyond one step, full speed in that direction.\n\tif (distance >= RULES.MOVEMENT_SPEED) return {x: dx / distance, y: dy / distance};\n\n\t// Within one step, scale down so the move lands on the target rather than past it — and\n\t// stop a hair SHORT of it. `isInLava` is exclusive (`x - radius < ARENA_MIN`), so arriving\n\t// exactly on the boundary is safe in exact arithmetic and not in floating point: the\n\t// normalise-then-multiply round trip can leave you a few ulps over, which at the boundary\n\t// is the difference between standing and dying. A micro-unit is invisible in a game where\n\t// a step is 1.5 units and the arena is 860 wide.\n\tconst travel = Math.max(0, distance - 1e-6);\n\tconst fraction = travel / RULES.MOVEMENT_SPEED;\n\treturn {x: (dx / distance) * fraction, y: (dy / distance) * fraction};\n}\n\nexport function clampToArena(position: Position, radius: number): Position\n{\n\treturn {\n\t\tx: Math.max(radius, Math.min(ARENA_SIZE - radius, position.x)),\n\t\ty: Math.max(radius, Math.min(ARENA_SIZE - radius, position.y)),\n\t};\n}\n\n/**\n * Check if a position is in the lava zone (outside the playfield).\n * Lava zones: [0, ARENA_MIN] and [ARENA_MAX, ARENA_SIZE] on each axis.\n */\nexport function isInLava(position: Position, radius: number): boolean\n{\n\treturn (\n\t\tposition.x - radius < ARENA_MIN ||\n\t\tposition.x + radius > ARENA_MAX ||\n\t\tposition.y - radius < ARENA_MIN ||\n\t\tposition.y + radius > ARENA_MAX\n\t);\n}\n\n/**\n * Resolve body collision between two wizards.\n * Pushes both apart equally so they don't overlap. Neither is blocked — they just can't stack.\n * Iterates until stable: wizard push → wall clamp → re-check overlap → repeat.\n */\nexport function resolveWizardCollision(wizard1: WizardState, wizard2: WizardState): void\n{\n\tconst minDist = WIZARD_RADIUS * 2;\n\tconst maxIterations = 5; // Prevents infinite loops in edge cases\n\n\t// Stryker disable next-line EqualityOperator: < vs <= equivalent (one extra iteration produces same result)\n\tfor (let i = 0; i < maxIterations; i++)\n\t{\n\t\tconst dx = wizard2.position.x - wizard1.position.x;\n\t\tconst dy = wizard2.position.y - wizard1.position.y;\n\t\tconst dist = Math.sqrt(dx * dx + dy * dy);\n\n\t\t// Stryker disable next-line EqualityOperator: >= vs > equivalent (at exactly minDist, no push needed either way)\n\t\tif (dist >= minDist) return; // No overlap — done\n\n\t\tif (dist === 0)\n\t\t{\n\t\t\t// Exactly overlapping — push apart along arbitrary axis\n\t\t\twizard1.position = {x: wizard1.position.x - WIZARD_RADIUS, y: wizard1.position.y};\n\t\t\twizard2.position = {x: wizard2.position.x + WIZARD_RADIUS, y: wizard2.position.y};\n\t\t}\n\t\telse\n\t\t{\n\t\t\tconst overlap = minDist - dist;\n\t\t\tconst pushX = (dx / dist) * (overlap / 2);\n\t\t\tconst pushY = (dy / dist) * (overlap / 2);\n\n\t\t\twizard1.position = {x: wizard1.position.x - pushX, y: wizard1.position.y - pushY};\n\t\t\twizard2.position = {x: wizard2.position.x + pushX, y: wizard2.position.y + pushY};\n\t\t}\n\n\t\t// Clamp both to arena — this may re-introduce overlap if one is pushed into a wall\n\t\twizard1.position = clampToArena(wizard1.position, WIZARD_RADIUS);\n\t\twizard2.position = clampToArena(wizard2.position, WIZARD_RADIUS);\n\t}\n}\n\n/**\n * Perform swept circle collision detection between a moving point (projectile) and a stationary circle (wizard).\n * Returns true if a collision occurred during the movement from oldPos to newPos.\n */\nexport function sweptCircleCollision(oldPos: Position, newPos: Position, radius: number, targetPos: Position, targetRadius: number): boolean\n{\n\t// Distance from point to line segment\n\tconst totalRadius = radius + targetRadius;\n\n\t// Vector from oldPos to newPos\n\tconst dx = newPos.x - oldPos.x;\n\tconst dy = newPos.y - oldPos.y;\n\tconst d2 = dx * dx + dy * dy;\n\n\tif (d2 === 0)\n\t{\n\t\tconst dist2 = (oldPos.x - targetPos.x) ** 2 + (oldPos.y - targetPos.y) ** 2;\n\t\t// Stryker disable next-line EqualityOperator: <= vs < equivalent (exact equality of float dist² and integer radius² is vanishingly rare)\n\t\treturn dist2 <= totalRadius * totalRadius;\n\t}\n\n\t// Projection of targetPos onto the line segment (oldPos, newPos)\n\tlet t = ((targetPos.x - oldPos.x) * dx + (targetPos.y - oldPos.y) * dy) / d2;\n\tt = Math.max(0, Math.min(1, t));\n\n\tconst closestX = oldPos.x + t * dx;\n\tconst closestY = oldPos.y + t * dy;\n\n\tconst dist2 = (targetPos.x - closestX) ** 2 + (targetPos.y - closestY) ** 2;\n\t// Stryker disable next-line EqualityOperator: <= vs < equivalent (float dist² rarely equals exact integer radius²)\n\treturn dist2 <= totalRadius * totalRadius;\n}\n","import {WizardState, MissileConfig, ProjectileState} from '../types.js';\nimport {\n\tRULES,\n\tTICKS_PER_SECOND,\n\tcalculateMissileCastTime,\n\tcalculateWarmupMultiplier,\n} from '../rules.js';\n\n/**\n * Start casting a spell.\n * For missiles, applies warmup system (bonus for similar, penalty for switching).\n */\nexport function startCast(wizard: WizardState, spell: 'missile' | 'shield' | 'blink', config?: MissileConfig): void\n{\n\twizard.state = 'casting';\n\twizard.castingSpell = spell;\n\twizard.castProgress = 0;\n\n\t// Stryker disable next-line ConditionalExpression: `true && config` equivalent for valid calls (spell is always correct type)\n\tif (spell === 'missile' && config)\n\t{\n\t\t// calculateMissileCastTime includes warmup when lastMissileConfig is passed\n\t\tconst castTimeSec = calculateMissileCastTime(config, wizard.lastMissileConfig);\n\t\twizard.castDuration = Math.max(1, Math.round(castTimeSec * TICKS_PER_SECOND));\n\t\t// Store warmup multiplier for visualization\n\t\twizard.warmupMultiplier = calculateWarmupMultiplier(wizard.lastMissileConfig, config);\n\t}\n\telse if (spell === 'shield')\n\t{\n\t\twizard.castDuration = RULES.SHIELD_CAST_TIME;\n\t}\n\telse\n\t{\n\t\t// Blink is the only remaining case after missile and shield\n\t\twizard.castDuration = RULES.BLINK_CAST_TIME;\n\t}\n}\n\n/**\n * Cancel the current cast.\n */\nexport function cancelCast(wizard: WizardState): void\n{\n\twizard.state = 'idle';\n\tdelete wizard.castingSpell;\n\tdelete wizard.castProgress;\n\tdelete wizard.castDuration;\n}\n\n/**\n * Complete the current cast and trigger the spell effect.\n */\nexport function completeCast(wizard: WizardState): void\n{\n\tconst spell = wizard.castingSpell;\n\n\tif (spell === 'shield')\n\t{\n\t\twizard.state = 'channeling';\n\t\twizard.channelingSpell = 'shield';\n\t\twizard.channelDuration = 0;\n\t}\n\telse if (spell === 'missile')\n\t{\n\t\twizard.state = 'gcd_locked';\n\t\twizard.gcdRemaining = RULES.GCD_DURATION;\n\t}\n\telse\n\t{\n\t\t// Blink: no GCD — can act immediately after teleporting\n\t\twizard.state = 'idle';\n\t}\n\n\tdelete wizard.castingSpell;\n\tdelete wizard.castProgress;\n\tdelete wizard.castDuration;\n}\n\n/**\n * Update the shield channel state.\n */\nexport function updateShield(wizard: WizardState, deltaTicks: number): void\n{\n\tif (wizard.state === 'channeling' && wizard.channelingSpell === 'shield')\n\t{\n\t\twizard.channelDuration = (wizard.channelDuration ?? 0) + deltaTicks;\n\t}\n}\n\n/**\n * Calculate the current block percentage of a shield based on channel duration.\n */\nexport function calculateShieldBlock(channelDurationTicks: number): number\n{\n\tconst channelSeconds = channelDurationTicks / TICKS_PER_SECOND;\n\tconst decay = channelSeconds * RULES.SHIELD_DECAY_PER_SECOND;\n\treturn Math.max(RULES.SHIELD_MIN_BLOCK, RULES.SHIELD_MAX_BLOCK - decay);\n}\n\n/**\n * Apply damage to a wizard, considering shield mitigation.\n *\n * Shield blocks a percentage of damage based on channel duration:\n * - Fresh shield (0s): 90% block → 10% damage through\n * - Decayed shield: block % decreases over time (20%/sec)\n * - Minimum: 30% block → 70% damage through\n *\n * (Design doc lines 196-212)\n */\nexport function applyDamage(wizard: WizardState, damage: number, _projectile?: ProjectileState): number\n{\n\tif (wizard.invincible) return 0;\n\n\tlet finalDamage = damage;\n\n\tif (wizard.state === 'channeling' && wizard.channelingSpell === 'shield')\n\t{\n\t\tconst blockPercent = calculateShieldBlock(wizard.channelDuration ?? 0);\n\t\t// Simple block: damage through = damage * (1 - blockPercent)\n\t\tfinalDamage = damage * (1 - blockPercent);\n\t}\n\n\twizard.health = Math.max(0, wizard.health - finalDamage);\n\treturn finalDamage;\n}\n","import {Position} from '../types.js';\r\n\r\n/**\r\n * Calculate the angle from one point to another in degrees.\r\n * 0° = right, 90° = down, 180° = left, 270° = up.\r\n */\r\nexport function angleTo(from: Position, to: Position): number\r\n{\r\n\tconst dx = to.x - from.x;\r\n\tconst dy = to.y - from.y;\r\n\tconst radians = Math.atan2(dy, dx);\r\n\treturn normalizeAngle(radians * (180 / Math.PI));\r\n}\r\n\r\n/**\r\n * Normalize an angle to the 0-360 range.\r\n */\r\nexport function normalizeAngle(angle: number): number\r\n{\r\n\tlet normalized = angle % 360;\r\n\tif (normalized < 0)\r\n\t{\r\n\t\tnormalized += 360;\r\n\t}\r\n\treturn normalized;\r\n}\r\n\r\n/**\r\n * Calculate the shortest difference between two angles (-180 to +180).\r\n */\r\nexport function angleDiff(angleA: number, angleB: number): number\r\n{\r\n\t// Stryker disable next-line ArithmeticOperator: +180 vs -180 in modular arithmetic produces identical results for all inputs\r\n\tlet diff = (angleB - angleA + 180) % 360 - 180;\r\n\tif (diff < -180)\r\n\t{\r\n\t\tdiff += 360;\r\n\t}\r\n\treturn diff;\r\n}\r\n\r\n/**\r\n * Check if an angle is within a certain range of a target angle.\r\n */\r\nexport function angleInRange(angle: number, target: number, range: number): boolean\r\n{\r\n\treturn Math.abs(angleDiff(angle, target)) <= range;\r\n}\r\n","/**\n * VIBEMANCER — BOT COMPUTE BUDGET\n *\n * The real-time guard, moved off the whole fight and onto each bot.\n *\n * Decision 0002: fight LENGTH is simulation time (`maxTicks`) and always was; \"stop a bot\n * looping forever\" genuinely needs real time. Conflating both into one wall-clock timeout\n * around the entire match meant a slow SERVER was indistinguishable from a broken bot — and\n * matchmaking blamed the player for it, up to auto-deactivating their bot.\n *\n * The constraint that shapes this module: the tick loop runs INSIDE the isolate, where the\n * only clock is `Date.now()`. There is no way to measure a bot in machine-independent units\n * from in there. So this guard is wall-clock, and wall clock on a shared server is exactly\n * the thing that caused the original bug.\n *\n * The resolution is therefore in what going over budget COSTS:\n *\n * - A bot has ONE budget: total thinking time across a whole fight.\n * - Spend it and the bot is not called again for the rest of the fight. It stands still.\n * - That is never recorded as an error, so it cannot increment `consecutiveCrashes` and\n * cannot auto-deactivate a bot.\n *\n * A bot too slow to answer loses the fight it was too slow for, which is the same thing that\n * happens to a lagging player in any real-time game. A busy server can cost someone a match;\n * it must never cost them their bot.\n *\n * ## Why there is no per-tick limit\n *\n * There was one, briefly: overrun 50ms in a single tick and that tick's action was\n * discarded. It had to go, and the reason is the important part of this file.\n *\n * This engine is DETERMINISTIC by design. Spectate re-simulates a recorded match and gates\n * on ENGINE_VERSION precisely so that the same version and seed reproduce the same fight. A\n * per-tick threshold breaks that: under load a single call can cross 50ms through a GC pause\n * or a scheduler hiccup, its action is discarded, and the fight diverges. Outcomes then\n * depend on how busy the machine was — which is the original bug, reintroduced at finer\n * granularity by the thing meant to fix it. It was caught by a test that passed alone and\n * failed inside a loaded run.\n *\n * A single cumulative budget does not have that problem in practice. Measurement still\n * varies with load, but it only changes BEHAVIOUR at one point — exhaustion — and an honest\n * bot never approaches it: the worst real bot measured spends 5.6s of a 45s allowance. So\n * every legitimate fight is bit-identical to an unbudgeted one, and determinism holds.\n *\n * A bot that stalls inside one tick is left to the outer wall-clock backstop, which is the\n * only thing that could ever catch it anyway: a `while(true)` cannot be interrupted from\n * inside a single-threaded isolate, no matter what the tick loop measures.\n *\n * Everything here is pure arithmetic so it can be tested exhaustively. The only impure part\n * — reading the clock — stays in the tick loop.\n *\n * A note on precision, because it looks broken and is not. `Date.now()` resolves to 1ms here\n * (measured), while a typical bot call is microseconds — so nearly every individual call\n * measures 0ms and contributes nothing. That is fine, and deliberately not \"fixed\": a call\n * lasting d milliseconds (d < 1) straddles a millisecond boundary with probability d, so it\n * reads 1 exactly that often and 0 otherwise. The expected measurement equals the true\n * duration, which over the thousands of calls in a fight is what a cumulative budget needs.\n * Swapping in a higher-resolution clock is not an option anyway: inside the isolate there is\n * no other clock, and a per-call `performance.now()` would cost more than it measures.\n */\n\n/** Limits applied to a single bot for one fight. */\nexport interface BudgetLimits\n{\n\t/** Milliseconds a bot may spend thinking, in total, before it stops being called. */\n\ttotalMs: number;\n}\n\n/** A single bot's running spend for one fight. */\nexport interface BotBudgetState\n{\n\tspentMs: number;\n\texhausted: boolean;\n\t/**\n\t * Whether the engine has already reported this bot being cut off.\n\t *\n\t * An exhausted bot is refused on every remaining tick — thousands of them — and one record\n\t * is a report while thousands is a denial of service against the reader. Lives on the\n\t * state rather than in the caller because the state object is what survives the early\n\t * return: once exhausted, `recordSpend` is never reached again, so this same object\n\t * persists for the rest of the match.\n\t */\n\treported?: boolean;\n}\n\n/**\n * Default, sized from measurement (2026-08-30) — and resized once, after the first\n * measurement turned out to be worthless.\n *\n * The first pass measured TargetDummy, a bot whose entire body is `return idle()`. Against\n * that, a full-length 30,000-tick match costs ~196ms and any budget looks generous. Real\n * built-in bots are nothing like it. One `fight()` — ten matches — between two of them:\n *\n * Bonemancer vs Turtle 18392ms\n * Bonemancer vs Spellseeker 11251ms\n * Turtle vs Hogger 10185ms\n *\n * and instrumenting the calls shows bot code is 70-78% of that, one honest bot spending\n * 5611ms in a single fight. A 20s budget, which had looked like 200x headroom, was really\n * about 2-4x — it would have fired on innocent play the first time the server was busy,\n * which is the exact bug it exists to prevent.\n *\n * Hence 45s per bot per fight: roughly 8x the honest worst case measured here. That margin\n * is also what keeps fights deterministic, since behaviour only changes if it is reached.\n *\n * This exists to catch runaway code, not to make anyone optimise.\n */\nexport const DEFAULT_BUDGET: BudgetLimits = {\n\ttotalMs: 45_000,\n};\n\n/**\n * Last-resort wall-clock backstop for a whole fight (ms).\n *\n * Lives here, next to the budget, because the two numbers only make sense together: the\n * budget is what bounds bot compute, and this is only for the case no in-isolate guard can\n * reach — a bot in `while(true)`, which cannot be interrupted from inside a single-threaded\n * isolate no matter what the tick loop measures.\n *\n * One runaway bot (45s of budget) plus an honest opponent has to fit inside it, or the\n * backstop fires first and the budget never gets to attribute anything. It is capped at 110s\n * rather than raised further because the mcp Cloud Function's own `timeoutSeconds` is 120 —\n * above that the platform kills the request first and nothing useful is reported.\n *\n * It is a single exported constant precisely because it was previously four separate\n * literals (bundle-fight, sandbox twice, functions/fight-runner) that drifted apart.\n */\nexport const DEFAULT_FIGHT_BACKSTOP_MS = 110_000;\n\n/**\n * Both bots' budgets for ONE FIGHT.\n *\n * The scope matters more than it looks. `fight()` is not one simulation, it is ten (five\n * spawn distances, each played from both sides). A budget scoped to a single `simulate`\n * would hand a runaway bot its whole total ten times over — 450 seconds of bot compute\n * inside a 110-second backstop — and would look like it was bounding something while\n * bounding nothing. So the budget belongs to the fight, and is carried across its matches.\n *\n * This is the one mutable thing in this module: `simulate` updates `states` in place as it\n * runs so the spend survives from one match to the next.\n */\nexport interface FightBudget\n{\n\tstates: [BotBudgetState, BotBudgetState];\n\tlimits: BudgetLimits;\n}\n\n/** A fresh budget for one bot at the start of a fight. */\nexport function createBudgetState(): BotBudgetState\n{\n\treturn {spentMs: 0, exhausted: false};\n}\n\n/** A fresh budget covering both bots for one whole fight (all of its matches). */\nexport function createFightBudget(limits: BudgetLimits = DEFAULT_BUDGET): FightBudget\n{\n\treturn {states: [createBudgetState(), createBudgetState()], limits};\n}\n\n/** May this bot still be called at all? */\nexport function mayAct(state: BotBudgetState): boolean\n{\n\treturn !state.exhausted;\n}\n\n/**\n * Record what one call cost.\n *\n * A non-finite elapsed time is ignored rather than charged, and a negative one cannot refund\n * budget — `Date.now()` can step backwards on an NTP correction or a VM migration, and that\n * must not become a way to earn compute.\n */\nexport function recordSpend(\n\tstate: BotBudgetState,\n\tlimits: BudgetLimits,\n\telapsedMs: number,\n): BotBudgetState\n{\n\tif (!Number.isFinite(elapsedMs) || elapsedMs <= 0) return state;\n\n\tconst spentMs = state.spentMs + elapsedMs;\n\treturn {spentMs, exhausted: state.exhausted || spentMs > limits.totalMs};\n}\n","/**\r\n * Seeded PRNG utilities for deterministic randomness.\r\n *\r\n * Each entity (wizard, missile) gets its own random sequence that:\r\n * - Is deterministic: same seed = same sequence\r\n * - Is isolated: one entity's calls don't affect another's\r\n * - Advances state: each call produces a different value\r\n */\r\n\r\nconst MAX_INT = 0x7fffffff;\r\n\r\n/**\r\n * Combine two seeds into one using a simple hash.\r\n */\r\nexport function hashCombine(a: number, b: number): number\r\n{\r\n\t// Simple hash combining two integers\r\n\tlet hash = a;\r\n\thash = ((hash << 5) + hash) ^ b;\r\n\treturn hash & MAX_INT;\r\n}\r\n\r\n/**\r\n * Advance the random state using a Linear Congruential Generator.\r\n * Parameters from glibc (widely tested).\r\n */\r\nexport function nextRandom(state: number): number\r\n{\r\n\treturn (state * 1103515245 + 12345) & MAX_INT;\r\n}\r\n\r\n/**\r\n * Create a seeded random number generator.\r\n * Returns a function that produces values in [0, 1) and advances internal state.\r\n */\r\nexport function createRandom(seed: number): () => number\r\n{\r\n\tlet state = seed & MAX_INT;\r\n\r\n\treturn (): number =>\r\n\t{\r\n\t\tstate = nextRandom(state);\r\n\t\treturn state / MAX_INT;\r\n\t};\r\n}\r\n\r\n/**\r\n * Create a deterministic seed for an entity based on match seed, entity ID, and tick.\r\n * This ensures reproducibility: same match + same entity + same tick = same random sequence.\r\n */\r\nexport function createEntitySeed(matchSeed: number, entityId: string, tick: number): number\r\n{\r\n\t// Hash the entity ID string into a number\r\n\tlet entityHash = 0;\r\n\tfor (let i = 0; i < entityId.length; i++)\r\n\t{\r\n\t\tentityHash = ((entityHash << 5) + entityHash) ^ entityId.charCodeAt(i);\r\n\t}\r\n\r\n\t// Combine match seed, entity hash, and tick\r\n\tlet combined = hashCombine(matchSeed, entityHash & MAX_INT);\r\n\tcombined = hashCombine(combined, tick);\r\n\r\n\treturn combined;\r\n}\r\n","/**\n * Turning whatever a bot threw into a message a player can act on — safely.\n *\n * The engine used to do this inline:\n *\n * message: e instanceof Error ? e.message : String(e)\n *\n * which loses or corrupts more than it looks. `String(e)` on a thrown object is\n * \"[object Object]\", so `throw {code: 42, detail: '...'}` arrives as nothing. An Error with\n * no message arrives as \"\". `e.stack` is discarded, so no error ever has a LOCATION — a\n * beginner's \"Cannot read properties of undefined\" names none of the property reads in their\n * file. And nothing bounded the size.\n *\n * The bound is the part that matters beyond convenience. The error array lives inside the\n * isolate for 30,000 ticks across 10 matches, so its size is chosen by the bot. An agent\n * found on 2026-09-09 that a ~2KB message thrown every tick exhausts the isolate's memory:\n * the player is then told \"Isolate was disposed during execution due to memory limit\" with no\n * bot named, and on the rated ladder that string is classified as INFRASTRUCTURE, so the\n * match is SKIPPED — a bot could make every match it plays evaporate. At a larger size it\n * instead produces \"Data cannot be cloned, out of memory\", which matches no marker and blames\n * the INNOCENT opponent, feeding their crash count toward deactivation.\n *\n * So: a bot may not decide how much memory the engine allocates.\n */\n\n/** Longest message kept. Generous for a real stack, far below anything that strains memory. */\nexport const MAX_MESSAGE_LENGTH = 1000;\n\n/** Most error records one match will keep before it stops counting. */\nexport const MAX_ERRORS_PER_MATCH = 500;\n\n/**\n * Describe a thrown value without losing it and without trusting its size.\n *\n * Order matters: an Error's `stack` already contains its message and a location, so it is\n * preferred; a non-Error is serialised rather than stringified; and everything is truncated\n * with a visible marker, because a silently shortened message is a lie about what was thrown.\n */\nexport function describeThrown(thrown: unknown): string\n{\n\treturn truncate(rawDescription(thrown));\n}\n\nfunction rawDescription(thrown: unknown): string\n{\n\tif (thrown instanceof Error)\n\t{\n\t\t// The MESSAGE is cut before the stack is touched.\n\t\t//\n\t\t// `thrown.stack` is a getter that builds a fresh flat string containing the whole\n\t\t// message, so reading it on a 2MB message costs 2MB — and truncating afterwards does\n\t\t// not refund that. An agent proved the error path was the cause rather than the\n\t\t// allocation: a bot that BUILT the same 2MB per tick and never threw completed all ten\n\t\t// matches, while the throwing one killed the isolate in 0.8 seconds. The earlier claim\n\t\t// that a bot \"cannot exhaust memory\" was therefore not true as stated; the threshold\n\t\t// had merely moved from ~2KB to ~2MB.\n\t\t//\n\t\t// The harm is worse than a crash: \"isolate was disposed\" is an INFRASTRUCTURE marker,\n\t\t// so the ladder SKIPS the match — no rating change, no crash strike.\n\t\tconst message = typeof thrown.message === 'string' ? thrown.message : '';\n\t\tif (message.length > MAX_MESSAGE_LENGTH)\n\t\t{\n\t\t\t// Deliberately NOT reading .stack here. The location is worth having, but not at\n\t\t\t// the cost of letting a bot decide how much the engine allocates.\n\t\t\treturn truncate(message) + ' [stack omitted: message too large]';\n\t\t}\n\n\t\t// The stack's first line is \"Error: message\", so it carries both the message and the\n\t\t// location — which is the whole point, since nothing else gives a player a line number.\n\t\tconst stack = typeof thrown.stack === 'string' ? stripBundleCoordinates(thrown.stack.trim()) : '';\n\t\tif (stack) return stack;\n\t\treturn message || `${thrown.name || 'Error'} (thrown with no message)`;\n\t}\n\n\tif (typeof thrown === 'string') return thrown || '(empty string thrown)';\n\tif (thrown === null) return 'null was thrown';\n\tif (thrown === undefined) return 'undefined was thrown';\n\n\t// A thrown object is a deliberate choice by the author — a custom error type, usually —\n\t// so its fields are exactly what they wanted to see. String() would discard all of them.\n\ttry\n\t{\n\t\tconst json = JSON.stringify(thrown);\n\t\tif (typeof json === 'string' && json !== '{}') return json;\n\t}\n\tcatch\n\t{\n\t\t// Circular, or a getter that throws. Fall through: failing to describe an error must\n\t\t// never itself throw, or one bad bot takes the whole fight down.\n\t}\n\n\ttry\n\t{\n\t\tconst text = String(thrown);\n\t\t// \"[object Object]\" is precisely the message this module exists to stop producing, so\n\t\t// returning it is a silent failure to describe. It happens when JSON.stringify refuses\n\t\t// — a circular reference, or a getter that throws — and a player who sees it learns\n\t\t// nothing at all. Say what we DO know instead: the constructor name and the keys.\n\t\tif (text === '[object Object]') return describeOpaqueObject(thrown);\n\t\treturn text;\n\t}\n\tcatch\n\t{\n\t\treturn '(a value was thrown that could not be described)';\n\t}\n}\n\n/**\n * Describe an object that refuses to serialise.\n *\n * Reached for circular structures and objects whose getters throw. Anything here may itself\n * throw, so every step is guarded: failing to describe an error must never become an error.\n */\nfunction describeOpaqueObject(thrown: object): string\n{\n\tlet name = 'object';\n\ttry\n\t{\n\t\tconst ctor = (thrown as {constructor?: {name?: string}}).constructor;\n\t\tif (ctor && typeof ctor.name === 'string' && ctor.name) name = ctor.name;\n\t}\n\tcatch\n\t{\n\t\t// A throwing constructor getter; the default stands.\n\t}\n\n\tlet keys: string[] = [];\n\ttry\n\t{\n\t\tkeys = Object.keys(thrown).slice(0, 12);\n\t}\n\tcatch\n\t{\n\t\t// A Proxy that refuses ownKeys.\n\t}\n\n\tconst shape = keys.length > 0 ? ` with keys: ${keys.join(', ')}` : ' with no enumerable keys';\n\treturn `a non-serialisable ${name} was thrown${shape} `\n\t\t+ '(it could not be converted to text — usually a circular reference, or a getter that throws)';\n}\n\n/**\n * Drop the line:column coordinates from a bundled stack frame, keeping the names.\n *\n * The names in a stack are the player's own functions and are genuinely useful. The numbers\n * are offsets into the concatenated `match-bundle.js`, so a ten-line bot reports\n * `at helper (match-bundle.js:9108:16)` — a number that looks authoritative, refers to\n * nothing, and sends a reader looking for line 9108 of a file they do not have.\n *\n * Emitting a source map was the alternative and was rejected: upload bundles are capped at\n * 500KB and an inline map would put that at risk for a cosmetic gain.\n */\nfunction stripBundleCoordinates(stack: string): string\n{\n\treturn stack.replace(/\\s*\\((?:[^()\\s]*match-bundle\\.js|<isolated-vm>)[^()]*\\)/g, '');\n}\n\nfunction truncate(message: string): string\n{\n\tif (message.length <= MAX_MESSAGE_LENGTH) return message;\n\tconst dropped = message.length - MAX_MESSAGE_LENGTH;\n\treturn `${message.slice(0, MAX_MESSAGE_LENGTH)}… [truncated, ${dropped} more characters]`;\n}\n\n/**\n * The record added when a match stops keeping errors.\n *\n * Capping must not become a new silent failure — the whole point of surfacing bot errors was\n * that a broken bot looked like a passive one. So the cap announces itself.\n */\nexport function cappedNotice(entityId: string, tick: number): {tick: number; entityId: string; message: string}\n{\n\treturn {\n\t\ttick,\n\t\tentityId,\n\t\tmessage: `… stopped recording errors after ${MAX_ERRORS_PER_MATCH} in this match. `\n\t\t\t+ 'The bot is still being called and still failing; only the recording stopped.',\n\t};\n}\n","import {\n\tGameState,\n\tWizardState,\n\tProjectileState,\n\tWizardActions,\n\tMissileActions,\n\tGameConfig,\n\tMissileConfig,\n} from '../types.js';\nimport type {SimEvent} from '../types.js';\nimport type {WizardFunction, WizardContext, MissileContext, MissileFunction} from '../hooks/types.js';\nimport {withWizardContext, withMissileContext} from './hooks-runtime.js';\nimport {extractAction, extractMissileAction} from '../hooks/action-builders.js';\nimport {\n\tRULES,\n\tARENA_SIZE,\n\tARENA_MIN,\n\tARENA_MAX,\n\tSPAWN_DISTANCE,\n\tTICKS_PER_SECOND,\n\tcalculateBlinkCooldown,\n\tWIZARD_RADIUS,\n\tMATCH_DURATION,\n\tDEFAULT_SEED,\n\tvalidateMissileConfig,\n\tcalculateMissileRadius,\n\tARENA_WATER_BUFFER,\n} from '../rules.js';\nimport {moveWizard, moveProjectile, sweptCircleCollision, clampToArena, resolveWizardCollision, isInLava} from './physics.js';\nimport {applyDamage, updateShield, startCast, completeCast} from './spells.js';\nimport {runWithHooks, resetAllHooks, clearHooks} from './hooks-runtime.js';\nimport {angleTo, normalizeAngle, angleDiff} from '../utils/angles.js';\nimport {createBudgetState, createFightBudget, recordSpend, mayAct, type BotBudgetState, type BudgetLimits, type FightBudget} from './bot-compute-budget.js';\nimport {createRandom, createEntitySeed} from '../utils/random.js';\nimport {describeThrown, cappedNotice, MAX_ERRORS_PER_MATCH} from './bot-error-capture.js';\n\nexport interface InternalWizardState extends WizardState\n{\n\tmissileConfig?: MissileConfig;\n\tmissileAI?: MissileFunction;\n\tblinkTarget?: {x: number; y: number};\n\t// Combat tracking\n\tdamageDealt: number;\n\tdamageTaken: number;\n\tlastHitTick: number;\n\t// Knockback velocity (decays over ticks)\n\tknockbackVx?: number;\n\tknockbackVy?: number;\n\t// Delayed knockback (waits for explosion to expand)\n\tknockbackDelay?: number;\n\t/**\n\t * A heading this wizard LOCKED for the duration of a missile cast, via `lockAim()`.\n\t *\n\t * Auto-aim rewrites `rotation` every tick and a missile launches with the rotation at cast\n\t * completion, so an angle applied only at cast start never survived. Holding it here is\n\t * what lets a bot lead a moving target. Absent for every bot that does not opt in, which\n\t * is why adding it changed no existing behaviour.\n\t */\n\tcastAimDirection?: number;\n\tknockbackPendingVx?: number;\n\tknockbackPendingVy?: number;\n}\n\n\n/**\n * Initialize a new match state.\n */\nexport function createInitialState(_seed: number, spawnDist: number = SPAWN_DISTANCE): GameState\n{\n\tconst center = {x: ARENA_SIZE / 2, y: ARENA_SIZE / 2};\n\tconst offset = spawnDist / 2;\n\n\tconst wizard1: WizardState = {\n\t\tid: 'wizard-1',\n\t\tposition: {x: center.x - offset, y: center.y},\n\t\trotation: 0,\n\t\thealth: RULES.WIZARD_HEALTH,\n\t\tmaxHealth: RULES.WIZARD_HEALTH,\n\t\tstate: 'idle',\n\t\tblinkCooldown: 0,\n\t\tvelocity: {x: 0, y: 0},\n\t};\n\n\tconst wizard2: WizardState = {\n\t\tid: 'wizard-2',\n\t\tposition: {x: center.x + offset, y: center.y},\n\t\trotation: 180,\n\t\thealth: RULES.WIZARD_HEALTH,\n\t\tmaxHealth: RULES.WIZARD_HEALTH,\n\t\tstate: 'idle',\n\t\tblinkCooldown: 0,\n\t\tvelocity: {x: 0, y: 0},\n\t};\n\n\treturn {\n\t\ttick: 0,\n\t\tposition: wizard1.position,\n\t\trotation: wizard1.rotation,\n\t\thealth: wizard1.health,\n\t\tmaxHealth: wizard1.maxHealth,\n\t\tstate: wizard1.state,\n\t\tblinkCooldown: wizard1.blinkCooldown,\n\t\tvelocity: wizard1.velocity,\n\t\tenemies: [wizard2],\n\t\tprojectiles: [],\n\t\tmyProjectiles: [],\n\t\tdamageDealt: 0,\n\t\tdamageTaken: 0,\n\t\tlastHitTick: 0,\n\t\tevents: [],\n\t};\n}\n\n/**\n * Build a WizardContext from the simulation's GameState + GameConfig.\n * This bridges the internal simulation state to the hooks API context.\n */\nfunction buildWizardContext(state: GameState, config: GameConfig, random: () => number): WizardContext\n{\n\treturn {\n\t\tentityId: 'unused', // overridden by runWithHooks\n\t\ttick: state.tick,\n\t\trandom,\n\t\tposition: state.position,\n\t\tvelocity: state.velocity,\n\t\thealth: state.health,\n\t\tmaxHealth: state.maxHealth,\n\t\tstate: state.state,\n\t\tcastingSpell: state.castingSpell,\n\t\tcastProgress: state.castProgress,\n\t\tcastDuration: state.castDuration,\n\t\tchannelingSpell: state.channelingSpell,\n\t\tchannelDuration: state.channelDuration,\n\t\tgcdRemaining: state.gcdRemaining,\n\t\tblinkCooldown: state.blinkCooldown,\n\t\tlastMissileConfig: state.lastMissileConfig,\n\t\tenemies: state.enemies.map((e) => ({\n\t\t\tid: e.id,\n\t\t\tposition: e.position,\n\t\t\tvelocity: e.velocity,\n\t\t\thealth: e.health,\n\t\t\tstate: e.state,\n\t\t\tcastingSpell: e.castingSpell,\n\t\t\tcastProgress: e.castProgress,\n\t\t\tcastDuration: e.castDuration,\n\t\t\tgcdRemaining: e.gcdRemaining,\n\t\t\tchannelingSpell: e.channelingSpell,\n\t\t\tchannelDuration: e.channelDuration,\n\t\t})),\n\t\tprojectiles: state.projectiles,\n\t\tmyProjectiles: state.myProjectiles,\n\t\tarenaWidth: config.arenaSize.width,\n\t\tarenaHeight: config.arenaSize.height,\n\t\tdamageDealt: state.damageDealt,\n\t\tdamageTaken: state.damageTaken,\n\t\tlastHitTick: state.lastHitTick,\n\t};\n}\n\n/**\n * Process one game tick.\n */\nexport function tick(\n\tcurrentTick: number,\n\twizard1AI: WizardFunction,\n\twizard2AI: WizardFunction,\n\tconfig: GameConfig,\n\twizards: InternalWizardState[],\n\tprojectiles: ProjectileState[],\n\tmissileAIs: Map<string, MissileFunction>,\n\tmatchSeed: number,\n\tbudgets?: {states: [BotBudgetState, BotBudgetState]; limits: BudgetLimits},\n): {\n\tnextTick: number;\n\twizards: InternalWizardState[];\n\tprojectiles: ProjectileState[];\n\tevents: SimEvent[];\n\terrors: BotError[];\n\tbudgetExhausted: BudgetExhaustion[];\n\tbudgets?: [BotBudgetState, BotBudgetState];\n}\n{\n\tconst nextTick = currentTick + 1;\n\tconst errors: BotError[] = [];\n\tconst budgetExhausted: BudgetExhaustion[] = [];\n\n\tconst events: SimEvent[] = [];\n\n\t// 1. Run wizard AIs with isolated random generators\n\t// Each wizard gets a fresh random generator seeded by (matchSeed, wizardId, tick)\n\tconst random1 = createRandom(createEntitySeed(matchSeed, wizards[0]!.id, nextTick));\n\tconst random2 = createRandom(createEntitySeed(matchSeed, wizards[1]!.id, nextTick));\n\n\t// Wrap AI calls in try-catch - if AI throws, wizard does nothing (Lesson #21)\n\tconst IDLE_ACTION = (): WizardActions => ({move: {x: 0, y: 0}});\n\n\t// Budget state is threaded through rather than mutated, so tick() stays as pure as it\n\t// was. When no budget is supplied (manual play, most tests) this is all inert and the\n\t// clock is never read.\n\tconst nextBudgets: [BotBudgetState, BotBudgetState] | undefined = budgets\n\t\t? [budgets.states[0], budgets.states[1]]\n\t\t: undefined;\n\n\t/**\n\t * Call one bot under its compute budget.\n\t *\n\t * Measuring NEVER changes this tick's action. That is deliberate and load-bearing: this\n\t * engine is deterministic, and an earlier version of this guard discarded the action of\n\t * any call over 50ms, which made outcomes depend on GC pauses and machine load. The only\n\t * thing the budget changes is whether a bot is called AT ALL, and only once it has spent\n\t * its whole fight allowance — which an honest bot never approaches. See\n\t * bot-compute-budget.ts.\n\t *\n\t * Exhaustion is never recorded as an error either. In-sim errors feed consecutiveCrashes\n\t * and auto-deactivate a bot at three; being slow on a busy server must not do that.\n\t */\n\tconst runBot = (index: 0 | 1, entityId: string, invoke: () => WizardActions): WizardActions =>\n\t{\n\t\tconst state = nextBudgets?.[index];\n\n\t\t// An exhausted bot is not called at all, so its remaining ticks are free.\n\t\tif (state && !mayAct(state))\n\t\t{\n\t\t\t// Reported once, on the tick it is first refused. The bot is skipped for thousands\n\t\t\t// of ticks afterwards, and thousands of identical records is not a report.\n\t\t\tif (!state.reported)\n\t\t\t{\n\t\t\t\tstate.reported = true;\n\t\t\t\tbudgetExhausted.push({tick: nextTick, entityId, spentMs: state.spentMs});\n\t\t\t}\n\t\t\treturn IDLE_ACTION();\n\t\t}\n\n\t\tconst startedAt = state ? Date.now() : 0;\n\t\tlet action: WizardActions;\n\t\ttry\n\t\t{\n\t\t\taction = invoke();\n\t\t}\n\t\tcatch(e)\n\t\t{\n\t\t\tconst alreadyDead = (wizards[index]?.health ?? 1) <= 0;\n\t\t\terrors.push({\n\t\t\t\ttick: nextTick,\n\t\t\t\tentityId,\n\t\t\t\tmessage: describeThrown(e),\n\t\t\t\t...(alreadyDead ? {afterDeath: true} : {}),\n\t\t\t});\n\t\t\taction = IDLE_ACTION();\n\t\t}\n\n\t\tif (state && budgets)\n\t\t{\n\t\t\t// A throw is charged too — it still consumed the time.\n\t\t\tnextBudgets![index] = recordSpend(state, budgets.limits, Date.now() - startedAt);\n\t\t}\n\t\treturn action;\n\t};\n\n\tconst actions1 = runBot(0, 'wizard-1', () =>\n\t{\n\t\tconst stateView1 = getPlayerStateView(0, wizards, projectiles, nextTick);\n\t\tconst ctx1: WizardContext = buildWizardContext(stateView1, config, random1);\n\t\treturn runWithHooks(wizards[0]!.id, () => extractAction(withWizardContext(ctx1, wizard1AI))) ?? IDLE_ACTION();\n\t});\n\n\tconst actions2 = runBot(1, 'wizard-2', () =>\n\t{\n\t\tconst stateView2 = getPlayerStateView(1, wizards, projectiles, nextTick);\n\t\tconst ctx2: WizardContext = buildWizardContext(stateView2, config, random2);\n\t\treturn runWithHooks(wizards[1]!.id, () => extractAction(withWizardContext(ctx2, wizard2AI))) ?? IDLE_ACTION();\n\t});\n\n\tconst actions = [actions1, actions2];\n\n\t// 1b. Missile guide — freeze wizard, grant invulnerability, override missile steering\n\tconst guideOverrides = new Map<string, {x: number; y: number} | null>();\n\tconst guideInvincibleApplied: number[] = []; // wizard indices where we forced invincible\n\tactions.forEach((action, i) =>\n\t{\n\t\tif (action.missileGuide)\n\t\t{\n\t\t\tconst {missileId, direction} = action.missileGuide;\n\t\t\t// Only apply if the missile actually exists and belongs to this wizard\n\t\t\tconst missile = projectiles.find((p) => p.id === missileId && p.ownerId === wizards[i]!.id);\n\t\t\tif (missile)\n\t\t\t{\n\t\t\t\t// Freeze and protect the wizard (only set if not already invincible)\n\t\t\t\tif (!wizards[i]!.invincible)\n\t\t\t\t{\n\t\t\t\t\twizards[i]!.invincible = true;\n\t\t\t\t\tguideInvincibleApplied.push(i);\n\t\t\t\t}\n\t\t\t\taction.move = {x: 0, y: 0};\n\t\t\t\t// Store the direction override for the missile tick phase\n\t\t\t\tguideOverrides.set(missileId, direction);\n\t\t\t}\n\t\t}\n\t});\n\n\t// 2. Update wizards\n\twizards.forEach((wizard, i) =>\n\t{\n\t\tconst action = actions[i]!;\n\n\t\t// Dead wizards do nothing during grace period\n\t\tif (wizard.health <= 0) return;\n\n\t\t// Handle cooldowns\n\t\tif (wizard.blinkCooldown > 0)\n\t\t{\n\t\t\twizard.blinkCooldown--;\n\t\t}\n\t\tif (wizard.state === 'gcd_locked' && wizard.gcdRemaining !== undefined)\n\t\t{\n\t\t\twizard.gcdRemaining--;\n\t\t\tif (wizard.gcdRemaining <= 0)\n\t\t\t{\n\t\t\t\twizard.state = 'idle';\n\t\t\t\tdelete wizard.gcdRemaining;\n\t\t\t}\n\t\t}\n\n\t\t// Auto-aim: face the enemy by default; a bot overrides with aimDirection (`aim()`), and\n\t\t// a missile cast that opted in with `lockAim()` holds its heading until it launches.\n\t\t// Without that hold the override ran every tick and the requested angle never reached\n\t\t// cast completion, which is the rotation the missile is actually fired with.\n\t\tconst enemy = wizards[1 - i]!;\n\t\tif (action.aimDirection !== undefined && Number.isFinite(action.aimDirection))\n\t\t{\n\t\t\twizard.rotation = action.aimDirection;\n\t\t}\n\t\telse if (wizard.state === 'casting' && wizard.castingSpell === 'missile' && wizard.castAimDirection !== undefined)\n\t\t{\n\t\t\twizard.rotation = wizard.castAimDirection;\n\t\t}\n\t\telse\n\t\t{\n\t\t\twizard.rotation = angleTo(wizard.position, enemy.position);\n\t\t}\n\n\t\t// Handle casting\n\t\tif (wizard.state === 'casting' && wizard.castProgress !== undefined && wizard.castDuration !== undefined)\n\t\t{\n\t\t\twizard.castProgress++;\n\t\t\tif (wizard.castProgress >= wizard.castDuration)\n\t\t\t{\n\t\t\t\tconst spell = wizard.castingSpell;\n\n\t\t\t\tif (spell === 'missile' && wizard.missileConfig && wizard.missileAI)\n\t\t\t\t{\n\t\t\t\t\t// Validate missile config to enforce minimums (Lesson #9)\n\t\t\t\t\tconst validConfig = validateMissileConfig(wizard.missileConfig);\n\t\t\t\t\tconst id = `missile-${wizard.id}-${nextTick}`;\n\t\t\t\t\tconst projectile: ProjectileState = {\n\t\t\t\t\t\tid,\n\t\t\t\t\t\ttype: 'missile',\n\t\t\t\t\t\townerId: wizard.id,\n\t\t\t\t\t\tposition: {...wizard.position},\n\t\t\t\t\t\trotation: wizard.rotation, // Use wizard's rotation at time of firing\n\t\t\t\t\t\tspeed: validConfig.speed,\n\t\t\t\t\t\tturnRate: validConfig.turnRate,\n\t\t\t\t\t\tdamage: validConfig.damage,\n\t\t\t\t\t\tremainingTicks: validConfig.duration,\n\t\t\t\t\t};\n\t\t\t\t\tprojectiles.push(projectile);\n\t\t\t\t\t// The lock belonged to this cast; the next action auto-aims again unless it\n\t\t\t\t\t// asks for something else.\n\t\t\t\t\twizard.castAimDirection = undefined;\n\t\t\t\t\tmissileAIs.set(id, wizard.missileAI);\n\t\t\t\t\tevents.push({type: 'missile-launch', position: {...wizard.position}, damage: validConfig.damage, speed: validConfig.speed, ownerId: wizard.id, rotation: wizard.rotation});\n\t\t\t\t\t// Track last missile for warmup system\n\t\t\t\t\twizard.lastMissileConfig = {...validConfig};\n\t\t\t\t\tdelete wizard.missileConfig;\n\t\t\t\t\tdelete wizard.missileAI;\n\t\t\t\t}\n\t\t\t\telse if (spell === 'blink' && wizard.blinkTarget)\n\t\t\t\t{\n\t\t\t\t\t// A bot's coordinates are untrusted input, exactly like its move vector.\n\t\t\t\t\t//\n\t\t\t\t\t// blink(NaN, NaN) used to make the wizard's position NaN — isInLava reads\n\t\t\t\t\t// that as false so nobody dies, and resolveWizardCollision then divided by\n\t\t\t\t\t// a NaN distance and wrote NaN into the OPPONENT's position too. Both\n\t\t\t\t\t// wizards froze and every match was a silent draw. calculateBlinkCooldown\n\t\t\t\t\t// went NaN with it, and `NaN > 0` is false, so the cooldown gate stopped\n\t\t\t\t\t// working as well.\n\t\t\t\t\t//\n\t\t\t\t\t// moveWizard was hardened for this and blink was not, so the same one-line\n\t\t\t\t\t// exploit just moved to the other door. A non-finite target blinks NOWHERE.\n\t\t\t\t\tconst targetX = Number.isFinite(wizard.blinkTarget.x) ? wizard.blinkTarget.x : wizard.position.x;\n\t\t\t\t\tconst targetY = Number.isFinite(wizard.blinkTarget.y) ? wizard.blinkTarget.y : wizard.position.y;\n\t\t\t\t\tconst dx = targetX - wizard.position.x;\n\t\t\t\t\tconst dy = targetY - wizard.position.y;\n\t\t\t\t\tconst distance = Math.sqrt(dx * dx + dy * dy);\n\n\t\t\t\t\tlet targetPos = {x: targetX, y: targetY};\n\t\t\t\t\tif (distance > RULES.BLINK_RANGE)\n\t\t\t\t\t{\n\t\t\t\t\t\t// Clamp to max range in the same direction\n\t\t\t\t\t\tconst scale = RULES.BLINK_RANGE / distance;\n\t\t\t\t\t\ttargetPos = {\n\t\t\t\t\t\t\tx: wizard.position.x + dx * scale,\n\t\t\t\t\t\t\ty: wizard.position.y + dy * scale,\n\t\t\t\t\t\t};\n\t\t\t\t\t}\n\n\t\t\t\t\t// Clamp to arena bounds and calculate actual distance traveled\n\t\t\t\t\tconst blinkFrom = {...wizard.position};\n\t\t\t\t\twizard.position = clampToArena(targetPos, WIZARD_RADIUS);\n\t\t\t\t\tconst actualDx = wizard.position.x - blinkFrom.x;\n\t\t\t\t\tconst actualDy = wizard.position.y - blinkFrom.y;\n\t\t\t\t\tconst actualDistance = Math.sqrt(actualDx * actualDx + actualDy * actualDy);\n\t\t\t\t\twizard.blinkCooldown = calculateBlinkCooldown(actualDistance);\n\t\t\t\t\tdelete wizard.blinkTarget;\n\n\t\t\t\t\tevents.push({type: 'blink', wizardId: wizard.id, from: blinkFrom, to: {...wizard.position}});\n\t\t\t\t}\n\n\t\t\t\tconst completedSpell = spell;\n\t\t\t\tcompleteCast(wizard);\n\n\t\t\t\t// Emit shield-start when wizard transitions to channeling\n\t\t\t\tif (completedSpell === 'shield')\n\t\t\t\t{\n\t\t\t\t\tevents.push({type: 'shield-start', wizardId: wizard.id, position: {...wizard.position}});\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t\t// Handle movement (default to no movement if bot didn't provide move)\n\t\tconst oldPos = wizard.position;\n\t\tconst move = action.move ?? {x: 0, y: 0};\n\t\twizard.position = moveWizard(wizard, move, 1);\n\n\t\t// Process delayed knockback (apply impulse after delay expires)\n\t\tif (wizard.knockbackDelay !== undefined && wizard.knockbackDelay > 0)\n\t\t{\n\t\t\twizard.knockbackDelay--;\n\t\t\tif (wizard.knockbackDelay <= 0)\n\t\t\t{\n\t\t\t\twizard.knockbackVx = (wizard.knockbackVx ?? 0) + (wizard.knockbackPendingVx ?? 0);\n\t\t\t\twizard.knockbackVy = (wizard.knockbackVy ?? 0) + (wizard.knockbackPendingVy ?? 0);\n\t\t\t\twizard.knockbackDelay = undefined;\n\t\t\t\twizard.knockbackPendingVx = undefined;\n\t\t\t\twizard.knockbackPendingVy = undefined;\n\t\t\t}\n\t\t}\n\n\t\t// Apply knockback velocity (decays each tick)\n\t\t// Clamped to full arena (0-860), NOT playfield — can push into lava zones\n\t\tif (wizard.knockbackVx || wizard.knockbackVy)\n\t\t{\n\t\t\tconst kvx = wizard.knockbackVx ?? 0;\n\t\t\tconst kvy = wizard.knockbackVy ?? 0;\n\t\t\twizard.position = {\n\t\t\t\tx: Math.max(0, Math.min(ARENA_SIZE, wizard.position.x + kvx)),\n\t\t\t\ty: Math.max(0, Math.min(ARENA_SIZE, wizard.position.y + kvy)),\n\t\t\t};\n\t\t\twizard.knockbackVx = kvx * RULES.KNOCKBACK_DECAY;\n\t\t\twizard.knockbackVy = kvy * RULES.KNOCKBACK_DECAY;\n\t\t\tif (Math.abs(wizard.knockbackVx) < 0.1) wizard.knockbackVx = 0;\n\t\t\tif (Math.abs(wizard.knockbackVy) < 0.1) wizard.knockbackVy = 0;\n\t\t}\n\n\t\t// Lava border: instant death if wizard is pushed or walks into lava\n\t\tif (wizard.health > 0 && !wizard.invincible && isInLava(wizard.position, WIZARD_RADIUS))\n\t\t{\n\t\t\twizard.health = 0;\n\t\t\tevents.push({type: 'wizard-lava-death', wizardId: wizard.id, position: {...wizard.position}});\n\t\t}\n\n\t\twizard.velocity = {\n\t\t\tx: wizard.position.x - oldPos.x,\n\t\t\ty: wizard.position.y - oldPos.y,\n\t\t};\n\n\t\t// Handle shield — cancel goes to idle (no GCD)\n\t\tif (wizard.state === 'channeling')\n\t\t{\n\t\t\tupdateShield(wizard, 1);\n\t\t\tif (action.cancel)\n\t\t\t{\n\t\t\t\tevents.push({type: 'cast-cancel', wizardId: wizard.id, position: {...wizard.position}, spell: 'shield'});\n\t\t\t\twizard.state = 'idle';\n\t\t\t\tdelete wizard.channelingSpell;\n\t\t\t\tdelete wizard.channelDuration;\n\t\t\t}\n\t\t}\n\n\t\t// Handle start cast\n\t\tif (wizard.state === 'idle' && action.startCast)\n\t\t{\n\t\t\tif (action.startCast.spell === 'blink' && wizard.blinkCooldown > 0)\n\t\t\t{\n\t\t\t\t// Cannot blink yet\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tconst castingSpell = action.startCast.spell;\n\t\t\t\tstartCast(wizard, castingSpell, castingSpell === 'missile' ? action.startCast.config : undefined);\n\t\t\t\tif (castingSpell === 'missile')\n\t\t\t\t{\n\t\t\t\t\twizard.missileConfig = action.startCast.config;\n\t\t\t\t\twizard.missileAI = action.startCast.missileAI;\n\t\t\t\t\tif (action.startCast.direction !== undefined)\n\t\t\t\t\t{\n\t\t\t\t\t\twizard.rotation = action.startCast.direction;\n\t\t\t\t\t}\n\t\t\t\t\t// Only a bot that called lockAim() sends aimDirection, so auto-aim stays\n\t\t\t\t\t// the default for everything that came before this existed.\n\t\t\t\t\twizard.castAimDirection = (action.aimDirection !== undefined && Number.isFinite(action.aimDirection))\n\t\t\t\t\t\t? action.aimDirection\n\t\t\t\t\t\t: undefined;\n\t\t\t\t}\n\t\t\t\telse if (castingSpell === 'blink')\n\t\t\t\t{\n\t\t\t\t\twizard.blinkTarget = action.startCast.target;\n\t\t\t\t}\n\n\t\t\t\tevents.push({type: 'cast-start', wizardId: wizard.id, position: {...wizard.position}, spell: castingSpell});\n\t\t\t}\n\t\t}\n\n\t\t// Handle cancel\n\t\tif (wizard.state === 'casting' && action.cancel)\n\t\t{\n\t\t\tevents.push({type: 'cast-cancel', wizardId: wizard.id, position: {...wizard.position}, spell: wizard.castingSpell ?? 'missile'});\n\t\t\twizard.state = 'idle';\n\t\t\tdelete wizard.castingSpell;\n\t\t\tdelete wizard.castProgress;\n\t\t\tdelete wizard.castDuration;\n\t\t\tdelete wizard.missileConfig;\n\t\t\tdelete wizard.missileAI;\n\t\t\tdelete wizard.blinkTarget;\n\t\t}\n\t});\n\n\t// 2b. Resolve wizard body collision (push apart if overlapping)\n\tresolveWizardCollision(wizards[0]!, wizards[1]!);\n\n\t// 3. Update projectiles\n\tconst remainingProjectiles: ProjectileState[] = [];\n\tprojectiles.forEach((projectile) =>\n\t{\n\t\t// Check for missile guide override — skip normal AI and use player direction\n\t\tconst guideDir = guideOverrides.get(projectile.id);\n\t\tconst isGuided = guideOverrides.has(projectile.id);\n\n\t\tlet targetAngle: number | null = null;\n\n\t\tif (isGuided)\n\t\t{\n\t\t\t// Guided missile: convert direction to target angle, or fly straight\n\t\t\tif (guideDir && (guideDir.x !== 0 || guideDir.y !== 0))\n\t\t\t{\n\t\t\t\ttargetAngle = (Math.atan2(guideDir.y, guideDir.x) * 180) / Math.PI;\n\t\t\t}\n\t\t\t// else: direction is null or zero → fly straight (targetAngle stays null)\n\t\t}\n\t\telse\n\t\t{\n\t\t\tconst ai = missileAIs.get(projectile.id);\n\t\t\tif (ai)\n\t\t\t{\n\t\t\t\tconst ownerIndex = wizards.findIndex((w) => w.id === projectile.ownerId);\n\t\t\t\t// Each missile gets its own isolated random generator\n\t\t\t\tconst missileRandom = createRandom(createEntitySeed(matchSeed, projectile.id, nextTick));\n\n\t\t\t\t// Build missile context for hooks-style missile AIs\n\t\t\t\tconst pView = projectileView(projectile);\n\t\t\t\tconst missileCtx: MissileContext = {\n\t\t\t\t\tposition: pView.position,\n\t\t\t\t\trotation: pView.rotation,\n\t\t\t\t\tspeed: pView.speed,\n\t\t\t\t\tturnRate: pView.turnRate,\n\t\t\t\t\tdamage: pView.damage,\n\t\t\t\t\tremainingTicks: pView.remainingTicks,\n\t\t\t\t\townerId: pView.ownerId,\n\t\t\t\t\tworldState: getPlayerStateView(ownerIndex, wizards, projectiles, nextTick),\n\t\t\t\t\trandom: missileRandom,\n\t\t\t\t};\n\n\t\t\t\t// Wrap missile AI in try-catch - if it throws, missile continues straight (Lesson #21)\n\t\t\t\tlet missileActions: MissileActions = {};\n\t\t\t\ttry\n\t\t\t\t{\n\t\t\t\t\tmissileActions = runWithHooks(projectile.id, () =>\n\t\t\t\t\t\textractMissileAction(withMissileContext(missileCtx, ai)),\n\t\t\t\t\t) ?? {};\n\t\t\t\t}\n\t\t\t\tcatch(e)\n\t\t\t\t{\n\t\t\t\t\terrors.push({tick: nextTick, entityId: projectile.id, message: describeThrown(e)});\n\t\t\t\t}\n\n\t\t\t\ttargetAngle = missileActions.turnToward\n\t\t\t\t\t? angleTo(projectile.position, missileActions.turnToward)\n\t\t\t\t\t: missileActions.turnToAngle !== undefined\n\t\t\t\t\t\t? missileActions.turnToAngle\n\t\t\t\t\t\t: null;\n\t\t\t}\n\t\t} // end else (not guided)\n\n\t\t// A missile AI's steering is untrusted input too. `turnToward(NaN, NaN)` sent a NaN\n\t\t// angle into angleDiff, so the projectile's rotation and position went NaN and it\n\t\t// could never hit anything — and nothing was reported, because returning nonsense is\n\t\t// not throwing. A bot doing this LOST silently; the same bot throwing got a full\n\t\t// report. Ignoring the instruction means the missile flies straight, which is what a\n\t\t// missile with no steering does.\n\t\tif (targetAngle !== null && Number.isFinite(targetAngle))\n\t\t{\n\t\t\tconst diff = angleDiff(projectile.rotation, targetAngle);\n\t\t\tconst turn = Math.max(-projectile.turnRate, Math.min(projectile.turnRate, diff));\n\t\t\tprojectile.rotation = normalizeAngle(projectile.rotation + turn);\n\t\t}\n\n\t\tconst oldPos = projectile.position;\n\t\tprojectile.position = moveProjectile(projectile, 1);\n\t\tprojectile.remainingTicks--;\n\n\t\t// Check collisions\n\t\tlet hit = false;\n\t\tconst missileRadius = calculateMissileRadius(projectile.damage);\n\t\twizards.forEach((wizard) =>\n\t\t{\n\t\t\tif (wizard.id !== projectile.ownerId && !hit && wizard.health > 0)\n\t\t\t{\n\t\t\t\tif (sweptCircleCollision(oldPos, projectile.position, missileRadius, wizard.position, WIZARD_RADIUS))\n\t\t\t\t{\n\t\t\t\t\tconst actualDamage = applyDamage(wizard, projectile.damage);\n\t\t\t\t\thit = true;\n\n\t\t\t\t\t// Track damage for combat tracking hooks\n\t\t\t\t\twizard.damageTaken += actualDamage;\n\t\t\t\t\twizard.lastHitTick = nextTick;\n\n\t\t\t\t\t// Find the owner and track their damage dealt\n\t\t\t\t\tconst owner = wizards.find((w) => w.id === projectile.ownerId);\n\t\t\t\t\tif (owner)\n\t\t\t\t\t{\n\t\t\t\t\t\towner.damageDealt += actualDamage;\n\t\t\t\t\t}\n\n\t\t\t\t\tevents.push({type: 'missile-hit', position: {...projectile.position}, damage: projectile.damage, actualDamage, speed: projectile.speed, ownerId: projectile.ownerId, targetId: wizard.id});\n\n\t\t\t\t\t// Knockback: delayed impulse (waits for explosion to expand first)\n\t\t\t\t\tconst knockbackSpeed = Math.max(0, (projectile.damage - RULES.KNOCKBACK_DAMAGE_THRESHOLD) * RULES.KNOCKBACK_SPEED_PER_DAMAGE);\n\t\t\t\t\tif (knockbackSpeed > 0)\n\t\t\t\t\t{\n\t\t\t\t\t\tconst kdx = wizard.position.x - projectile.position.x;\n\t\t\t\t\t\tconst kdy = wizard.position.y - projectile.position.y;\n\t\t\t\t\t\tconst kdist = Math.sqrt(kdx * kdx + kdy * kdy);\n\t\t\t\t\t\tif (kdist > 0)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\twizard.knockbackDelay = RULES.KNOCKBACK_DELAY;\n\t\t\t\t\t\t\twizard.knockbackPendingVx = (kdx / kdist) * knockbackSpeed;\n\t\t\t\t\t\t\twizard.knockbackPendingVy = (kdy / kdist) * knockbackSpeed;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\n\t\t\t\t\t// Shield block event (actual damage < projectile damage means shield absorbed some)\n\t\t\t\t\tif (actualDamage < projectile.damage && wizard.state === 'channeling')\n\t\t\t\t\t{\n\t\t\t\t\t\tevents.push({type: 'shield-block', wizardId: wizard.id, position: {...wizard.position}, damageBlocked: projectile.damage - actualDamage, damageThrough: actualDamage});\n\t\t\t\t\t}\n\n\t\t\t\t\t// Emit wizard-death if health reached 0\n\t\t\t\t\tif (wizard.health <= 0)\n\t\t\t\t\t{\n\t\t\t\t\t\tevents.push({type: 'wizard-death', wizardId: wizard.id, position: {...wizard.position}});\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t});\n\n\t\t// Check if projectile is beyond the water buffer\n\t\tconst isOutOfBounds =\n\t\t\tprojectile.position.x < -ARENA_WATER_BUFFER ||\n\t\t\tprojectile.position.x > ARENA_SIZE + ARENA_WATER_BUFFER ||\n\t\t\tprojectile.position.y < -ARENA_WATER_BUFFER ||\n\t\t\tprojectile.position.y > ARENA_SIZE + ARENA_WATER_BUFFER;\n\n\t\tif (!hit && projectile.remainingTicks > 0 && !isOutOfBounds)\n\t\t{\n\t\t\tremainingProjectiles.push(projectile);\n\t\t}\n\t\telse\n\t\t{\n\t\t\t// Emit missile removal events (hit event already emitted above)\n\t\t\tif (isOutOfBounds) events.push({type: 'missile-oob', position: {...projectile.position}});\n\t\t\telse if (projectile.remainingTicks <= 0 && !hit) events.push({type: 'missile-expired', position: {...projectile.position}});\n\t\t\tmissileAIs.delete(projectile.id);\n\t\t\tclearHooks(projectile.id);\n\t\t}\n\t});\n\n\t// 4. Clear guide-applied invincibility so it doesn't persist beyond this tick\n\tfor (const idx of guideInvincibleApplied)\n\t{\n\t\twizards[idx]!.invincible = false;\n\t}\n\n\treturn {\n\t\tnextTick,\n\t\twizards,\n\t\tprojectiles: remainingProjectiles,\n\t\tevents,\n\t\terrors,\n\t\tbudgetExhausted,\n\t\tbudgets: nextBudgets,\n\t};\n}\n\n/**\n * Deep clone a wizard state to prevent mutation.\n */\nfunction cloneWizard(wizard: WizardState): WizardState\n{\n\treturn {\n\t\tid: wizard.id,\n\t\tposition: {...wizard.position},\n\t\trotation: wizard.rotation,\n\t\thealth: wizard.health,\n\t\tmaxHealth: wizard.maxHealth,\n\t\tstate: wizard.state,\n\t\tcastingSpell: wizard.castingSpell,\n\t\tcastProgress: wizard.castProgress,\n\t\tcastDuration: wizard.castDuration,\n\t\tchannelingSpell: wizard.channelingSpell,\n\t\tchannelDuration: wizard.channelDuration,\n\t\tgcdRemaining: wizard.gcdRemaining,\n\t\tblinkCooldown: wizard.blinkCooldown,\n\t\tvelocity: {...wizard.velocity},\n\t};\n}\n\n/**\n * Deep clone a projectile state to prevent mutation.\n */\nfunction cloneProjectile(projectile: ProjectileState): ProjectileState\n{\n\treturn {\n\t\tid: projectile.id,\n\t\ttype: projectile.type,\n\t\townerId: projectile.ownerId,\n\t\tposition: {...projectile.position},\n\t\trotation: projectile.rotation,\n\t\tspeed: projectile.speed,\n\t\tturnRate: projectile.turnRate,\n\t\tdamage: projectile.damage,\n\t\tremainingTicks: projectile.remainingTicks,\n\t};\n}\n\n/**\n * Get the game state from a specific player's perspective.\n * Returns a deep clone to prevent mutation of history entries.\n * Used for history recording where independent snapshots are needed.\n */\nexport function getPlayerState(playerIndex: number, wizards: InternalWizardState[], projectiles: ProjectileState[], tick: number, events: SimEvent[] = []): GameState\n{\n\tconst me = wizards[playerIndex]!;\n\tconst enemies = wizards.filter((_, i) => i !== playerIndex).map(cloneWizard);\n\tconst clonedProjectiles = projectiles.map(cloneProjectile);\n\n\treturn {\n\t\ttick,\n\t\tposition: {...me.position},\n\t\trotation: me.rotation,\n\t\thealth: me.health,\n\t\tmaxHealth: me.maxHealth,\n\t\tstate: me.state,\n\t\tcastingSpell: me.castingSpell,\n\t\tcastProgress: me.castProgress,\n\t\tcastDuration: me.castDuration,\n\t\tchannelingSpell: me.channelingSpell,\n\t\tchannelDuration: me.channelDuration,\n\t\tgcdRemaining: me.gcdRemaining,\n\t\tblinkCooldown: me.blinkCooldown,\n\t\tvelocity: {...me.velocity},\n\t\tlastMissileConfig: me.lastMissileConfig ? {...me.lastMissileConfig} : undefined,\n\t\twarmupMultiplier: me.warmupMultiplier,\n\t\tenemies,\n\t\tprojectiles: clonedProjectiles,\n\t\tmyProjectiles: clonedProjectiles.filter((p) => p.ownerId === me.id),\n\t\t// Combat tracking\n\t\tdamageDealt: me.damageDealt,\n\t\tdamageTaken: me.damageTaken,\n\t\tlastHitTick: me.lastHitTick,\n\t\tevents,\n\t};\n}\n\n/**\n * Create a lightweight read-only view of a projectile.\n * Clones only the mutable sub-objects (position) to prevent\n * bot code from corrupting internal simulation state.\n * Scalar fields are safe since they're copied by value.\n */\nfunction projectileView(p: ProjectileState): ProjectileState\n{\n\treturn {\n\t\tid: p.id,\n\t\ttype: p.type,\n\t\townerId: p.ownerId,\n\t\tposition: {x: p.position.x, y: p.position.y},\n\t\trotation: p.rotation,\n\t\tspeed: p.speed,\n\t\tturnRate: p.turnRate,\n\t\tdamage: p.damage,\n\t\tremainingTicks: p.remainingTicks,\n\t};\n}\n\n/**\n * Extract public WizardState fields from an InternalWizardState.\n * Clones position and velocity ({x,y} spreads) to prevent bot code\n * from mutating internal simulation state. Scalar fields are safe.\n */\nfunction extractWizardView(wizard: InternalWizardState): WizardState\n{\n\treturn {\n\t\tid: wizard.id,\n\t\tposition: {x: wizard.position.x, y: wizard.position.y},\n\t\trotation: wizard.rotation,\n\t\thealth: wizard.health,\n\t\tmaxHealth: wizard.maxHealth,\n\t\tstate: wizard.state,\n\t\tcastingSpell: wizard.castingSpell,\n\t\tcastProgress: wizard.castProgress,\n\t\tcastDuration: wizard.castDuration,\n\t\tchannelingSpell: wizard.channelingSpell,\n\t\tchannelDuration: wizard.channelDuration,\n\t\tgcdRemaining: wizard.gcdRemaining,\n\t\tblinkCooldown: wizard.blinkCooldown,\n\t\tvelocity: {x: wizard.velocity.x, y: wizard.velocity.y},\n\t};\n}\n\n/**\n * Get a lightweight read-only view of game state for AI calls.\n * Clones only the small mutable sub-objects (position, velocity as {x,y})\n * to prevent bot code from corrupting internal simulation state.\n * Scalar fields are copied by value and safe from mutation.\n *\n * This is much faster than getPlayerState() (which deep-clones everything)\n * because it only spreads the tiny {x,y} objects, not full deep clones.\n */\nfunction getPlayerStateView(playerIndex: number, wizards: InternalWizardState[], projectiles: ProjectileState[], tick: number): GameState\n{\n\tconst me = wizards[playerIndex]!;\n\tconst enemies = wizards.filter((_, i) => i !== playerIndex).map(extractWizardView);\n\tconst projViews = projectiles.map(projectileView);\n\n\treturn {\n\t\ttick,\n\t\tposition: {x: me.position.x, y: me.position.y},\n\t\trotation: me.rotation,\n\t\thealth: me.health,\n\t\tmaxHealth: me.maxHealth,\n\t\tstate: me.state,\n\t\tcastingSpell: me.castingSpell,\n\t\tcastProgress: me.castProgress,\n\t\tcastDuration: me.castDuration,\n\t\tchannelingSpell: me.channelingSpell,\n\t\tchannelDuration: me.channelDuration,\n\t\tgcdRemaining: me.gcdRemaining,\n\t\tblinkCooldown: me.blinkCooldown,\n\t\tvelocity: {x: me.velocity.x, y: me.velocity.y},\n\t\tlastMissileConfig: me.lastMissileConfig ? {...me.lastMissileConfig} : undefined,\n\t\twarmupMultiplier: me.warmupMultiplier,\n\t\tenemies,\n\t\tprojectiles: projViews,\n\t\tmyProjectiles: projViews.filter((p) => p.ownerId === me.id),\n\t\t// Combat tracking\n\t\tdamageDealt: me.damageDealt,\n\t\tdamageTaken: me.damageTaken,\n\t\tlastHitTick: me.lastHitTick,\n\t\tevents: [], // AI views don't need events\n\t};\n}\n\n/** Winner of a single match: a wizard ID, 'draw' (simultaneous kill), or null (timeout). */\nexport type MatchWinner = 'wizard-1' | 'wizard-2' | 'draw' | null;\n\n/** Winner of a fight (aggregate): a wizard ID or 'draw'. Never null. */\nexport type FightWinner = 'wizard-1' | 'wizard-2' | 'draw';\n\n/**\n * Result of a simulation.\n */\n/** A runtime error captured from a bot or missile AI function. */\n/**\n * A bot that ran out of its compute budget and stopped being called.\n *\n * Deliberately NOT a BotError. Errors feed `consecutiveCrashes` on the ladder and\n * auto-deactivate a wizard at three; being slow on a loaded server must never cost someone\n * their bot. But it was recorded NOWHERE, so a bot that burned its allowance stood still for\n * the rest of the fight and reported a clean scoreline — measured, a certain 10-0 became 1\n * win and 9 draws with nothing saying why.\n */\nexport interface BudgetExhaustion\n{\n\tentityId: string;\n\t/** The tick the bot was first refused. */\n\ttick: number;\n\t/** How much it had spent when it was cut off, in milliseconds. */\n\tspentMs: number;\n\t/** 1-based match index within a fight; set by `fight()`, absent from a lone simulate(). */\n\tmatch?: number;\n}\n\nexport interface BotError\n{\n\ttick: number;\n\tentityId: string;\n\tmessage: string;\n\t/**\n\t * True when the wizard was ALREADY DEAD on the tick this was thrown.\n\t *\n\t * The engine keeps calling a bot after its health reaches zero and discards the action, so\n\t * these errors change nothing. Unmarked they are actively misleading in two ways: a player\n\t * sees a fault spanning hundreds of ticks with no hint the wizard was dead for all of\n\t * them, and the ladder counts them toward consecutiveCrashes — so a bot can be\n\t * auto-deactivated for errors the guide itself calls harmless.\n\t *\n\t * The engine is the only place that knows, so it is recorded here rather than guessed\n\t * downstream from a reconstructed death tick.\n\t */\n\tafterDeath?: boolean;\n\t/**\n\t * 1-based index within the fight's TEN matches, present only on `FightResult.allErrors`.\n\t *\n\t * A single `simulate()` knows nothing about a series, so it does not set this. `fight()`\n\t * stamps it, numbering 1..10 in the order matches are played. Every tool description\n\t * promises \"a 10-match series (5 spawn distances, each played twice with sides swapped)\",\n\t * so a match index that only ever reached 5 was uninterpretable to the player reading it.\n\t */\n\tmatch?: number;\n}\n\nexport interface SimulateResult\n{\n\t/** 'wizard-1'/'wizard-2' = killed opponent, 'draw' = simultaneous kill, null = timeout */\n\twinner: MatchWinner;\n\tticks: number;\n\tfinalState: GameState;\n\thistory: GameState[];\n\t/** Runtime errors thrown by bot or missile AI functions (empty if no errors). */\n\terrors: BotError[];\n\t/**\n\t * Bots that ran out of compute and stopped being called (empty if nobody did).\n\t *\n\t * Separate from `errors` on purpose: errors feed consecutiveCrashes and deactivate a\n\t * wizard at three, and being slow must never do that. But it has to be reported SOMEWHERE\n\t * — a bot cut off in match 1 stands still for the rest of the fight, and without this the\n\t * player sees a clean scoreline and rewrites a strategy that was never the problem.\n\t */\n\tbudgetExhausted: BudgetExhaustion[];\n}\n\n/**\n * Result of a fight (best-of-5 at different spawn distances).\n */\nexport interface FightResult\n{\n\twizard1Wins: number;\n\twizard2Wins: number;\n\tdraws: number;\n\t/** Winner of the fight: 'wizard-1', 'wizard-2', or 'draw' (never null) */\n\twinner: FightWinner;\n\t/**\n\t * Individual match results (one per spawn distance, non-swapped only).\n\t * Used for visual playback in the web viewer. Scoring includes both sides.\n\t */\n\tmatches: SimulateResult[];\n\t/**\n\t * Every bot error from ALL TEN matches, including the swapped half that `matches` drops.\n\t *\n\t * `matches` exists for visual playback, so it holds only the five non-swapped results.\n\t * Anything asking \"did this bot crash?\" needs the whole series: a bot that throws only\n\t * when it spawns on one side was previously invisible, reporting a clean `success: true`\n\t * while losing every match.\n\t *\n\t * Entity ids are in the CALLER's frame of reference. In a swapped match the engine calls\n\t * bot 2 \"wizard-1\", so those records are remapped on the way out — passing them through\n\t * raw would blame each side's faults on the other.\n\t */\n\tallErrors: BotError[];\n\t/**\n\t * Bots cut off by the compute budget, across all ten matches.\n\t *\n\t * The budget is FIGHT-scoped, so this is where it belongs: exhausting it in match 1\n\t * freezes the bot for the other nine. Ids are in the caller's frame, mirrored out of the\n\t * swapped matches like allErrors.\n\t */\n\tbudgetExhausted: BudgetExhaustion[];\n}\n\n/**\n * Flip an entity id between the two sides.\n *\n * A swapped match runs bot 2 in the wizard-1 slot, so every id it produces is the mirror of\n * what the caller means by it. Projectile ids carry their owner (`missile-<wizard>-<tick>`),\n * so they are mirrored too — otherwise a missile-AI fault from the swapped half would be\n * attributed to the wrong bot, which is exactly the defect that made a passive bot look like\n * it had thrown 3,695 times.\n */\nfunction swapSide(entityId: string): string\n{\n\tif (entityId === 'wizard-1') return 'wizard-2';\n\tif (entityId === 'wizard-2') return 'wizard-1';\n\tif (entityId.startsWith('missile-wizard-1-')) return 'missile-wizard-2-' + entityId.slice('missile-wizard-1-'.length);\n\tif (entityId.startsWith('missile-wizard-2-')) return 'missile-wizard-1-' + entityId.slice('missile-wizard-2-'.length);\n\treturn entityId;\n}\n\n/** Spawn distances for the 5 matches in a fight (creates butterfly effect variation) */\nexport const FIGHT_SPAWN_DISTANCES = [500, 550, 600, 650, 700];\n\n/**\n * Run a fight: 10 matches (5 spawn distances × 2 sides) between two bots.\n * Each spawn distance is played twice — once with each bot on each side —\n * to ensure results are independent of starting position.\n *\n * The `matches` array contains only the 5 non-swapped matches (for visual playback).\n * The scoring aggregates (wizard1Wins, wizard2Wins, draws) include all 10 matches.\n *\n * This is the standard way to determine who wins a matchup.\n * Used by both the tournament system and the visual UI.\n */\nexport function fight(\n\twizard1AI: WizardFunction,\n\twizard2AI: WizardFunction,\n\toptions: {\n\t\tseed?: number;\n\t\tmaxTicks?: number;\n\t\t/**\n\t\t * Per-bot compute budget for the WHOLE fight — all ten matches share it. Omitted\n\t\t * means unbudgeted. See bot-compute-budget.ts.\n\t\t */\n\t\tbudgetLimits?: BudgetLimits;\n\t} = {},\n): FightResult\n{\n\tconst matches: SimulateResult[] = [];\n\tconst allErrors: BotError[] = [];\n\tconst allBudgetExhausted: BudgetExhaustion[] = [];\n\t// 1..10 in the order matches are played, so the number a player is shown is the number\n\t// every tool description promises.\n\tlet matchNumber = 1;\n\tlet wizard1Wins = 0;\n\tlet wizard2Wins = 0;\n\tlet draws = 0;\n\n\t// One budget for the fight, not one per match — see FightBudget.\n\tconst budget = options.budgetLimits ? createFightBudget(options.budgetLimits) : undefined;\n\n\tfor (const spawnDistance of FIGHT_SPAWN_DISTANCES)\n\t{\n\t\t// Normal side: wizard1 on left, wizard2 on right\n\t\tconst result = simulate(wizard1AI, wizard2AI, {\n\t\t\tseed: options.seed,\n\t\t\tmaxTicks: options.maxTicks,\n\t\t\tspawnDistance,\n\t\t\tbudget,\n\t\t});\n\n\t\tmatches.push(result);\n\t\tallErrors.push(...result.errors.map((e) => ({...e, match: matchNumber})));\n\t\tallBudgetExhausted.push(...result.budgetExhausted.map((b) => ({...b, match: matchNumber})));\n\t\tmatchNumber++;\n\n\t\tif (result.winner === 'wizard-1')\n\t\t{\n\t\t\twizard1Wins++;\n\t\t}\n\t\telse if (result.winner === 'wizard-2')\n\t\t{\n\t\t\twizard2Wins++;\n\t\t}\n\t\telse\n\t\t{\n\t\t\tdraws++;\n\t\t}\n\n\t\t// Swapped side: wizard2 on left, wizard1 on right\n\t\t// skipHistory: swapped matches are only for scoring, not visual playback\n\t\t//\n\t\t// Budget states are indexed by POSITION, so they must be swapped alongside the bots\n\t\t// or each bot is charged for the other's time — which would let a runaway bot burn\n\t\t// its opponent's budget and get its own back.\n\t\tconst swappedBudget = budget\n\t\t\t? {states: [budget.states[1], budget.states[0]] as [BotBudgetState, BotBudgetState], limits: budget.limits}\n\t\t\t: undefined;\n\n\t\tconst swapped = simulate(wizard2AI, wizard1AI, {\n\t\t\tseed: options.seed,\n\t\t\tmaxTicks: options.maxTicks,\n\t\t\tspawnDistance,\n\t\t\tskipHistory: true,\n\t\t\tbudget: swappedBudget,\n\t\t});\n\n\t\tif (budget && swappedBudget)\n\t\t{\n\t\t\tbudget.states = [swappedBudget.states[1], swappedBudget.states[0]];\n\t\t}\n\n\t\t// The swapped match is dropped from `matches` (playback only), but its errors are not\n\t\t// dropped — half a fight's worth of crashes used to vanish here. Ids are flipped back\n\t\t// into the caller's frame first: this match ran bot 2 as \"wizard-1\", so passing the\n\t\t// records through raw would report each bot's faults against the other.\n\t\tallErrors.push(...swapped.errors.map((e) => ({...e, entityId: swapSide(e.entityId), match: matchNumber})));\n\t\tallBudgetExhausted.push(...swapped.budgetExhausted.map((b) => ({...b, entityId: swapSide(b.entityId), match: matchNumber})));\n\t\tmatchNumber++;\n\n\t\t// Don't push swapped match to matches array (it's only for scoring)\n\t\tif (swapped.winner === 'wizard-1')\n\t\t{\n\t\t\t// wizard-1 in swapped match = wizard2 from original perspective\n\t\t\twizard2Wins++;\n\t\t}\n\t\telse if (swapped.winner === 'wizard-2')\n\t\t{\n\t\t\twizard1Wins++;\n\t\t}\n\t\telse\n\t\t{\n\t\t\tdraws++;\n\t\t}\n\t}\n\n\tconst winner: FightWinner = wizard1Wins > wizard2Wins ? 'wizard-1'\n\t\t: wizard2Wins > wizard1Wins ? 'wizard-2'\n\t\t\t: 'draw';\n\n\treturn {wizard1Wins, wizard2Wins, draws, winner, matches, allErrors, budgetExhausted: allBudgetExhausted};\n}\n\n/**\n * Run a full match simulation.\n *\n * @param options.skipHistory - When true, skips recording per-tick history snapshots.\n * This dramatically improves performance (no deep cloning per tick) and is used\n * by the optimizer and fight() scoring. The returned history array will be empty\n * and finalState will still be populated.\n */\nexport function simulate(\n\twizard1AI: WizardFunction,\n\twizard2AI: WizardFunction,\n\toptions: {\n\t\tmaxTicks?: number;\n\t\tseed?: number;\n\t\tspawnDistance?: number;\n\t\tskipHistory?: boolean;\n\t\t/**\n\t\t * Per-bot compute budget for this match alone. Omitted means unbudgeted, which is\n\t\t * what manual play and most tests want — the clock is then never read at all. See\n\t\t * bot-compute-budget.ts for why exceeding it costs a bot its action rather than\n\t\t * producing an error.\n\t\t */\n\t\tbudgetLimits?: BudgetLimits;\n\t\t/**\n\t\t * A budget SHARED across every match of a fight, updated in place as this match\n\t\t * runs. This is what `fight()` passes, because a fight is ten matches and a\n\t\t * per-match budget would bound nothing. Takes precedence over `budgetLimits`.\n\t\t */\n\t\tbudget?: FightBudget;\n\t} = {},\n): SimulateResult\n{\n\tif (typeof wizard1AI !== 'function')\n\t{\n\t\tthrow new Error('wizard1AI must be a function');\n\t}\n\tif (typeof wizard2AI !== 'function')\n\t{\n\t\tthrow new Error('wizard2AI must be a function');\n\t}\n\n\t// Sanitize options (Lesson #3)\n\tconst {maxTicks: rawMaxTicks = MATCH_DURATION, seed: rawSeed = DEFAULT_SEED, spawnDistance: rawSpawnDistance, skipHistory = false} = options;\n\n\t// Sanitize seed - ensure valid 32-bit integer\n\tconst seed = Number.isFinite(rawSeed) ? Math.floor(rawSeed) & 0x7FFFFFFF : DEFAULT_SEED;\n\n\t// Sanitize maxTicks - ensure positive integer with reasonable limit\n\tconst maxTicks = Number.isFinite(rawMaxTicks) && rawMaxTicks > 0\n\t\t? Math.min(Math.floor(rawMaxTicks), 100000) // Cap at 100k ticks (~16 min)\n\t\t: MATCH_DURATION;\n\n\t// Sanitize spawnDistance - must be positive and fit in arena\n\tconst spawnDistance = Number.isFinite(rawSpawnDistance) && rawSpawnDistance! > 0\n\t\t? Math.min(rawSpawnDistance!, (ARENA_MAX - ARENA_MIN) - 100) // Leave room for wizards within playfield\n\t\t: SPAWN_DISTANCE;\n\n\tconst config: GameConfig = Object.freeze({\n\t\tarenaSize: Object.freeze({width: ARENA_SIZE, height: ARENA_SIZE}),\n\t\ttickRate: TICKS_PER_SECOND,\n\t\tmaxTicks,\n\t});\n\n\tresetAllHooks();\n\n\tconst initialState = createInitialState(seed, spawnDistance);\n\tconst history: GameState[] = skipHistory ? [] : [initialState];\n\tlet currentTick = 0;\n\tlet wizards: InternalWizardState[] = [\n\t\t{\n\t\t\tid: 'wizard-1',\n\t\t\tposition: {x: ARENA_SIZE / 2 - spawnDistance / 2, y: ARENA_SIZE / 2},\n\t\t\trotation: 0,\n\t\t\thealth: RULES.WIZARD_HEALTH,\n\t\t\tmaxHealth: RULES.WIZARD_HEALTH,\n\t\t\tstate: 'idle',\n\t\t\tblinkCooldown: 0,\n\t\t\tvelocity: {x: 0, y: 0},\n\t\t\tdamageDealt: 0,\n\t\t\tdamageTaken: 0,\n\t\t\tlastHitTick: 0,\n\t\t},\n\t\t{\n\t\t\tid: 'wizard-2',\n\t\t\tposition: {x: ARENA_SIZE / 2 + spawnDistance / 2, y: ARENA_SIZE / 2},\n\t\t\trotation: 180,\n\t\t\thealth: RULES.WIZARD_HEALTH,\n\t\t\tmaxHealth: RULES.WIZARD_HEALTH,\n\t\t\tstate: 'idle',\n\t\t\tblinkCooldown: 0,\n\t\t\tvelocity: {x: 0, y: 0},\n\t\t\tdamageDealt: 0,\n\t\t\tdamageTaken: 0,\n\t\t\tlastHitTick: 0,\n\t\t},\n\t];\n\tlet projectiles: ProjectileState[] = [];\n\tconst missileAIs = new Map<string, MissileFunction>();\n\tconst allErrors: BotError[] = [];\n\tconst allBudgetExhausted: BudgetExhaustion[] = [];\n\n\tlet deathTick: number | null = null;\n\n\t// A shared fight budget wins over per-match limits: a fight is ten matches, and only the\n\t// shared one can bound the whole thing.\n\tconst sharedBudget = options.budget;\n\tconst budgetLimits = sharedBudget?.limits ?? options.budgetLimits;\n\tlet budgets: [BotBudgetState, BotBudgetState] | undefined = sharedBudget\n\t\t? sharedBudget.states\n\t\t: (budgetLimits ? [createBudgetState(), createBudgetState()] : undefined);\n\n\twhile (currentTick < maxTicks)\n\t{\n\t\tconst result = tick(\n\t\t\tcurrentTick, wizard1AI, wizard2AI, config, wizards, projectiles, missileAIs, seed,\n\t\t\tbudgetLimits && budgets ? {states: budgets, limits: budgetLimits} : undefined,\n\t\t);\n\t\tif (result.budgets)\n\t\t{\n\t\t\tbudgets = result.budgets;\n\t\t\t// Write the spend back so it survives into the fight's remaining matches.\n\t\t\tif (sharedBudget) sharedBudget.states = result.budgets;\n\t\t}\n\t\tcurrentTick = result.nextTick;\n\t\twizards = result.wizards;\n\t\tprojectiles = result.projectiles;\n\t\t// Bounded on purpose. This array lives for the whole match, so leaving it unbounded\n\t\t// lets a bot choose how much memory the engine allocates — and a ~2KB message thrown\n\t\t// every tick genuinely exhausts the isolate, after which the failure surfaces as an\n\t\t// infrastructure fault and, on the ladder, is blamed on nobody or on the opponent.\n\t\tfor (const error of result.errors)\n\t\t{\n\t\t\tif (allErrors.length > MAX_ERRORS_PER_MATCH) break;\n\t\t\tif (allErrors.length === MAX_ERRORS_PER_MATCH)\n\t\t\t{\n\t\t\t\t// Announce the cap; going quiet here would recreate the silent failure that\n\t\t\t\t// surfacing bot errors existed to fix.\n\t\t\t\tallErrors.push(cappedNotice(error.entityId, error.tick));\n\t\t\t\tbreak;\n\t\t\t}\n\t\t\tallErrors.push(error);\n\t\t}\n\t\tif (result.budgetExhausted.length > 0) allBudgetExhausted.push(...result.budgetExhausted);\n\n\t\tif (!skipHistory)\n\t\t{\n\t\t\t// Deep-clone snapshot for history (needed for replay), including tick events\n\t\t\thistory.push(getPlayerState(0, wizards, projectiles, currentTick, result.events));\n\t\t}\n\n\t\t// Track death and add grace period (2s = 200 ticks at 100 tps). The window is what\n\t\t// makes a Draw reachable: a second death inside it is still recorded. Pinned as\n\t\t// behaviour by tests/death-grace-period.test.ts, because the previous version of this\n\t\t// sentence said 0.5s and 50 ticks while the code below used 200.\n\t\tif (!deathTick && (wizards[0]!.health <= 0 || wizards[1]!.health <= 0))\n\t\t{\n\t\t\tdeathTick = currentTick;\n\t\t}\n\t\tif (deathTick && currentTick - deathTick >= 200)\n\t\t{\n\t\t\tbreak;\n\t\t}\n\t}\n\n\tlet winner: MatchWinner = null;\n\tif (wizards[0]!.health <= 0 && wizards[1]!.health <= 0)\n\t{\n\t\twinner = 'draw';\n\t}\n\telse if (wizards[1]!.health <= 0)\n\t{\n\t\twinner = 'wizard-1';\n\t}\n\telse if (wizards[0]!.health <= 0)\n\t{\n\t\twinner = 'wizard-2';\n\t}\n\n\t// Always create final state snapshot (needed for result)\n\tconst finalState = getPlayerState(0, wizards, projectiles, currentTick);\n\n\treturn {\n\t\twinner,\n\t\tticks: currentTick,\n\t\tfinalState,\n\t\thistory: skipHistory ? [] : history,\n\t\terrors: allErrors,\n\t\tbudgetExhausted: allBudgetExhausted,\n\t};\n}\n","/**\n * VIBEMANCER - MANUAL MATCH\n *\n * Tick-by-tick match runner used by manual play mode. Wraps the same\n * `tick()` primitive that `simulate()` uses, so stepping forward\n * produces the same trajectory as a batched `simulate()` with the\n * same seed.\n *\n * Extra capabilities over `simulate()`:\n * - step(N) advances N ticks at a time (default 1) — caller controls pacing\n * - replaceMissileAI(id, ai) hot-swaps a missile's AI mid-flight (used by\n * the missile-guide feature in manual play)\n * - setInvincible(wizardIndex, on) toggles damage immunity per wizard\n */\n\nimport {\n\tRULES,\n\tARENA_SIZE,\n\tARENA_MIN,\n\tARENA_MAX,\n\tMATCH_DURATION,\n\tDEFAULT_SEED,\n\tSPAWN_DISTANCE,\n\tTICKS_PER_SECOND,\n} from '../rules.js';\nimport type {\n\tGameConfig,\n\tGameState,\n\tProjectileState,\n} from '../types.js';\nimport type {MissileFunction} from '../hooks/types.js';\nimport type {WizardFunction} from '../hooks/types.js';\nimport {clearHooks} from './hooks-runtime.js';\nimport {\n\ttype BotError,\n\ttype InternalWizardState,\n\ttype MatchWinner,\n\ttype SimulateResult,\n\tgetPlayerState,\n\ttick,\n} from './simulation.js';\n\nexport interface ManualMatchOptions\n{\n\tseed?: number;\n\tspawnDistance?: number;\n\tmaxTicks?: number;\n}\n\nexport interface StepResult\n{\n\tgameState: GameState;\n\terrors: BotError[];\n\tdone: boolean;\n}\n\n/**\n * Build the initial pair of internal wizards for a match. Mirrors the\n * inline setup in simulate() so both code paths produce identical state.\n */\nfunction createInitialWizards(spawnDistance: number): InternalWizardState[]\n{\n\treturn [\n\t\t{\n\t\t\tid: 'wizard-1',\n\t\t\tposition: {x: ARENA_SIZE / 2 - spawnDistance / 2, y: ARENA_SIZE / 2},\n\t\t\trotation: 0,\n\t\t\thealth: RULES.WIZARD_HEALTH,\n\t\t\tmaxHealth: RULES.WIZARD_HEALTH,\n\t\t\tstate: 'idle',\n\t\t\tblinkCooldown: 0,\n\t\t\tvelocity: {x: 0, y: 0},\n\t\t\tdamageDealt: 0,\n\t\t\tdamageTaken: 0,\n\t\t\tlastHitTick: 0,\n\t\t},\n\t\t{\n\t\t\tid: 'wizard-2',\n\t\t\tposition: {x: ARENA_SIZE / 2 + spawnDistance / 2, y: ARENA_SIZE / 2},\n\t\t\trotation: 180,\n\t\t\thealth: RULES.WIZARD_HEALTH,\n\t\t\tmaxHealth: RULES.WIZARD_HEALTH,\n\t\t\tstate: 'idle',\n\t\t\tblinkCooldown: 0,\n\t\t\tvelocity: {x: 0, y: 0},\n\t\t\tdamageDealt: 0,\n\t\t\tdamageTaken: 0,\n\t\t\tlastHitTick: 0,\n\t\t},\n\t];\n}\n\nexport class ManualMatch\n{\n\tprivate readonly wizard1AI: WizardFunction;\n\tprivate readonly wizard2AI: WizardFunction;\n\tprivate readonly seed: number;\n\tprivate readonly maxTicks: number;\n\tprivate readonly config: GameConfig;\n\n\tprivate wizards: InternalWizardState[];\n\tprivate projectiles: ProjectileState[] = [];\n\tprivate missileAIs: Map<string, MissileFunction> = new Map();\n\t/** First-replacement originals for guided missiles. Used by restoreMissileAI. */\n\tprivate originalMissileAIs: Map<string, MissileFunction> = new Map();\n\tprivate currentTick = 0;\n\tprivate done = false;\n\tprivate deathTick: number | null = null;\n\tprivate allErrors: BotError[] = [];\n\tprivate history: GameState[];\n\tprivate lastTickEvents: import('../types.js').SimEvent[] = [];\n\n\tconstructor(wizard1AI: WizardFunction, wizard2AI: WizardFunction, options: ManualMatchOptions = {})\n\t{\n\t\tif (typeof wizard1AI !== 'function')\n\t\t{\n\t\t\tthrow new Error('wizard1AI must be a function');\n\t\t}\n\t\tif (typeof wizard2AI !== 'function')\n\t\t{\n\t\t\tthrow new Error('wizard2AI must be a function');\n\t\t}\n\n\t\tthis.wizard1AI = wizard1AI;\n\t\tthis.wizard2AI = wizard2AI;\n\n\t\tconst {\n\t\t\tseed: rawSeed = DEFAULT_SEED,\n\t\t\tspawnDistance: rawSpawn,\n\t\t\tmaxTicks: rawMaxTicks = MATCH_DURATION,\n\t\t} = options;\n\n\t\tthis.seed = Number.isFinite(rawSeed) ? Math.floor(rawSeed) & 0x7FFFFFFF : DEFAULT_SEED;\n\t\tthis.maxTicks = Number.isFinite(rawMaxTicks) && rawMaxTicks > 0\n\t\t\t? Math.min(Math.floor(rawMaxTicks), 100000)\n\t\t\t: MATCH_DURATION;\n\t\tconst spawnDistance = Number.isFinite(rawSpawn) && rawSpawn! > 0\n\t\t\t? Math.min(rawSpawn!, (ARENA_MAX - ARENA_MIN) - 100)\n\t\t\t: SPAWN_DISTANCE;\n\n\t\tthis.config = Object.freeze({\n\t\t\tarenaSize: Object.freeze({width: ARENA_SIZE, height: ARENA_SIZE}),\n\t\t\ttickRate: TICKS_PER_SECOND,\n\t\t\tmaxTicks: this.maxTicks,\n\t\t});\n\n\t\t// Hook state must start clean — bot useState/useRef from a previous\n\t\t// match would otherwise leak in.\n\t\tclearHooks('wizard-1');\n\t\tclearHooks('wizard-2');\n\n\t\tthis.wizards = createInitialWizards(spawnDistance);\n\t\tthis.history = [getPlayerState(0, this.wizards, this.projectiles, 0)];\n\t}\n\n\t/**\n\t * Advance the match by `count` ticks (default 1). Stops early if the\n\t * match completes mid-batch.\n\t */\n\tstep(count = 1): StepResult\n\t{\n\t\tconst errorsThisCall: BotError[] = [];\n\t\tfor (let i = 0; i < count; i++)\n\t\t{\n\t\t\tif (this.done) break;\n\t\t\tconst result = tick(\n\t\t\t\tthis.currentTick,\n\t\t\t\tthis.wizard1AI,\n\t\t\t\tthis.wizard2AI,\n\t\t\t\tthis.config,\n\t\t\t\tthis.wizards,\n\t\t\t\tthis.projectiles,\n\t\t\t\tthis.missileAIs,\n\t\t\t\tthis.seed,\n\t\t\t);\n\t\t\tthis.currentTick = result.nextTick;\n\t\t\tthis.wizards = result.wizards;\n\t\t\tthis.projectiles = result.projectiles;\n\t\t\tthis.lastTickEvents = result.events;\n\t\t\tif (result.errors.length > 0)\n\t\t\t{\n\t\t\t\tthis.allErrors.push(...result.errors);\n\t\t\t\terrorsThisCall.push(...result.errors);\n\t\t\t}\n\n\t\t\tthis.history.push(getPlayerState(0, this.wizards, this.projectiles, this.currentTick, result.events));\n\n\t\t\t// Track death and add grace period (2s = 200 ticks at 100 tps), matching\n\t\t\t// simulation.ts. The window is what makes a Draw reachable: a second death inside\n\t\t\t// it is still recorded. Pinned by tests/death-grace-period.test.ts.\n\t\t\tif (!this.deathTick && (this.wizards[0]!.health <= 0 || this.wizards[1]!.health <= 0))\n\t\t\t{\n\t\t\t\tthis.deathTick = this.currentTick;\n\t\t\t}\n\t\t\tif (\n\t\t\t\t(this.deathTick && this.currentTick - this.deathTick >= 200)\n\t\t\t\t|| this.currentTick >= this.maxTicks\n\t\t\t)\n\t\t\t{\n\t\t\t\tthis.done = true;\n\t\t\t}\n\t\t}\n\n\t\treturn {\n\t\t\tgameState: this.getGameState(),\n\t\t\terrors: errorsThisCall,\n\t\t\tdone: this.done,\n\t\t};\n\t}\n\n\t/**\n\t * Hot-swap a missile's AI function. Used by the missile-guide feature\n\t * in manual play. The first replacement remembers the original AI so\n\t * `restoreMissileAI` can put it back. Subsequent replacements update\n\t * the active AI but leave the remembered original alone.\n\t *\n\t * No-op if the projectile id doesn't exist.\n\t */\n\treplaceMissileAI(projectileId: string, ai: MissileFunction): void\n\t{\n\t\tconst existing = this.missileAIs.get(projectileId);\n\t\tif (!existing) return;\n\t\tif (!this.originalMissileAIs.has(projectileId))\n\t\t{\n\t\t\tthis.originalMissileAIs.set(projectileId, existing);\n\t\t}\n\t\tthis.missileAIs.set(projectileId, ai);\n\t}\n\n\t/**\n\t * Restore a previously guided missile's original AI function.\n\t * No-op if the projectile id doesn't exist or was never guided.\n\t */\n\trestoreMissileAI(projectileId: string): void\n\t{\n\t\tconst original = this.originalMissileAIs.get(projectileId);\n\t\tif (!original) return;\n\t\tif (!this.missileAIs.has(projectileId)) return;\n\t\tthis.missileAIs.set(projectileId, original);\n\t\tthis.originalMissileAIs.delete(projectileId);\n\t}\n\n\t/**\n\t * Set the invincibility flag for a wizard. Invincible wizards take 0\n\t * damage from all sources.\n\t */\n\tsetInvincible(wizardIndex: 0 | 1, on: boolean): void\n\t{\n\t\tconst wizard = this.wizards[wizardIndex];\n\t\tif (!wizard) return;\n\t\twizard.invincible = on;\n\t}\n\n\t/**\n\t * Get the current game state from wizard-1's perspective.\n\t * Returned object is a deep clone — safe to mutate.\n\t */\n\tgetGameState(): GameState\n\t{\n\t\treturn getPlayerState(0, this.wizards, this.projectiles, this.currentTick, this.lastTickEvents);\n\t}\n\n\tgetCurrentTick(): number\n\t{\n\t\treturn this.currentTick;\n\t}\n\n\tisComplete(): {done: boolean; winner: MatchWinner}\n\t{\n\t\treturn {done: this.done, winner: this.done ? this.computeWinner() : null};\n\t}\n\n\tgetResult(): SimulateResult\n\t{\n\t\treturn {\n\t\t\twinner: this.computeWinner(),\n\t\t\tticks: this.currentTick,\n\t\t\tfinalState: this.getGameState(),\n\t\t\thistory: this.history,\n\t\t\terrors: this.allErrors,\n\t\t\t// Manual play is unbudgeted — the clock is never read, so nobody can be cut off.\n\t\t\tbudgetExhausted: [],\n\t\t};\n\t}\n\n\tdispose(): void\n\t{\n\t\tclearHooks('wizard-1');\n\t\tclearHooks('wizard-2');\n\t\tthis.history = [];\n\t}\n\n\tprivate computeWinner(): MatchWinner\n\t{\n\t\tconst w1 = this.wizards[0]!;\n\t\tconst w2 = this.wizards[1]!;\n\t\tif (w1.health <= 0 && w2.health <= 0) return 'draw';\n\t\tif (w2.health <= 0) return 'wizard-1';\n\t\tif (w1.health <= 0) return 'wizard-2';\n\t\treturn null;\n\t}\n}\n","/**\n * VIBEMANCER - MISSILE TEMPLATES\n *\n * Reusable missile config + AI factories for manual play and bot examples.\n * Each factory clamps its inputs to rules.ts minimums and returns a pure\n * AI function that's safe to register with the engine.\n */\n\nimport {\n\tMISSILE_MIN_DAMAGE,\n\tMISSILE_MIN_SPEED,\n\tMISSILE_MIN_DURATION,\n} from '../rules.js';\nimport type {MissileConfig} from '../types.js';\nimport type {MissileFunction} from '../hooks/types.js';\nimport {getMissileContext} from './hooks-runtime.js';\nimport {turnToward, flyStraight} from '../hooks/action-builders.js';\n\ninterface BaseParams\n{\n\tdamage: number;\n\tspeed: number;\n\tduration: number;\n}\n\ninterface TurningParams extends BaseParams\n{\n\tturnRate: number;\n}\n\nexport type StraightParams = BaseParams;\n\nexport type HomingParams = TurningParams;\n\nexport interface SpiralParams extends BaseParams\n{\n\tspiralRadius: number;\n\tspiralFreq: number;\n}\n\nexport interface SeekerParams extends TurningParams\n{\n\tminLockDistance: number;\n}\n\nexport interface MissileTemplate\n{\n\tconfig: MissileConfig;\n\tai: MissileFunction;\n}\n\nfunction clampBase(p: BaseParams): {damage: number; speed: number; duration: number}\n{\n\treturn {\n\t\tdamage: Math.max(MISSILE_MIN_DAMAGE, p.damage),\n\t\tspeed: Math.max(MISSILE_MIN_SPEED, p.speed),\n\t\tduration: Math.max(MISSILE_MIN_DURATION, Math.floor(p.duration)),\n\t};\n}\n\n/**\n * Fire-and-forget missile. No steering — flies in a straight line.\n */\nexport function straightMissile(p: StraightParams): MissileTemplate\n{\n\tconst base = clampBase(p);\n\tconst config: MissileConfig = {...base, turnRate: 0};\n\tconst ai: MissileFunction = () => flyStraight();\n\treturn {config, ai};\n}\n\n/**\n * Homing missile. Steers toward the enemy each tick.\n */\nexport function homingMissile(p: HomingParams): MissileTemplate\n{\n\tconst base = clampBase(p);\n\tconst config: MissileConfig = {...base, turnRate: p.turnRate};\n\tconst ai: MissileFunction = () =>\n\t{\n\t\tconst ctx = getMissileContext();\n\t\tconst enemy = ctx.worldState.enemies[0];\n\t\tif (!enemy) return flyStraight();\n\t\treturn turnToward(enemy.position.x, enemy.position.y);\n\t};\n\treturn {config, ai};\n}\n\n/**\n * Spiral missile. Continuously orbits its current heading while advancing.\n * Uses missileState.remainingTicks as a deterministic phase counter so the\n * AI is fully pure (no closure state).\n */\nexport function spiralMissile(p: SpiralParams): MissileTemplate\n{\n\tconst base = clampBase(p);\n\t// turnRate must be high enough for the spiral to manifest visibly\n\tconst config: MissileConfig = {...base, turnRate: 12};\n\tconst radius = Math.max(1, p.spiralRadius);\n\tconst freq = p.spiralFreq;\n\tconst ai: MissileFunction = () =>\n\t{\n\t\tconst ctx = getMissileContext();\n\t\tconst phase = -ctx.remainingTicks * freq;\n\t\tconst target = {\n\t\t\tx: ctx.position.x + Math.cos(phase) * radius,\n\t\t\ty: ctx.position.y + Math.sin(phase) * radius,\n\t\t};\n\t\treturn turnToward(target.x, target.y);\n\t};\n\treturn {config, ai};\n}\n\n/**\n * Seeker missile. Homes toward the enemy, but only when farther away than\n * minLockDistance — closer than that, the missile coasts straight (so it\n * doesn't whirl around a target it's about to hit).\n */\nexport function seekerMissile(p: SeekerParams): MissileTemplate\n{\n\tconst base = clampBase(p);\n\tconst config: MissileConfig = {...base, turnRate: p.turnRate};\n\tconst minDist = Math.max(0, p.minLockDistance);\n\tconst minDistSq = minDist * minDist;\n\tconst ai: MissileFunction = () =>\n\t{\n\t\tconst ctx = getMissileContext();\n\t\tconst enemy = ctx.worldState.enemies[0];\n\t\tif (!enemy) return flyStraight();\n\t\tconst dx = enemy.position.x - ctx.position.x;\n\t\tconst dy = enemy.position.y - ctx.position.y;\n\t\tconst distSq = dx * dx + dy * dy;\n\t\tif (distSq < minDistSq) return flyStraight();\n\t\treturn turnToward(enemy.position.x, enemy.position.y);\n\t};\n\treturn {config, ai};\n}\n","import {Position} from '../types.js';\r\n\r\n/**\r\n * Calculate the distance between two points.\r\n */\r\nexport function distanceTo(a: Position, b: Position): number\r\n{\r\n\tconst dx = b.x - a.x;\r\n\tconst dy = b.y - a.y;\r\n\treturn Math.sqrt(dx * dx + dy * dy);\r\n}\r\n\r\n/**\r\n * Check if two points are within a certain range of each other.\r\n */\r\nexport function inRange(a: Position, b: Position, range: number): boolean\r\n{\r\n\tconst dx = b.x - a.x;\r\n\tconst dy = b.y - a.y;\r\n\treturn (dx * dx + dy * dy) <= range * range;\r\n}\r\n","import {Position, Velocity} from '../types.js';\r\nimport {normalizeAngle} from './angles.js';\r\n\r\n/**\r\n * Get the position after moving a certain distance in a direction.\r\n */\r\nexport function moveInDirection(position: Position, angle: number, distance: number): Position\r\n{\r\n\tconst radians = angle * (Math.PI / 180);\r\n\treturn {\r\n\t\tx: position.x + Math.cos(radians) * distance,\r\n\t\ty: position.y + Math.sin(radians) * distance,\r\n\t};\r\n}\r\n\r\n/**\r\n * Predict the position after N ticks given current velocity.\r\n */\r\nexport function predictPosition(position: Position, velocity: Velocity, ticks: number): Position\r\n{\r\n\treturn {\r\n\t\tx: position.x + velocity.x * ticks,\r\n\t\ty: position.y + velocity.y * ticks,\r\n\t};\r\n}\r\n\r\n/**\r\n * Calculate the intercept angle for a target moving at a certain velocity.\r\n * Returns null if no intercept solution exists.\r\n */\r\nexport function interceptAngle(\r\n\tshooterPosition: Position,\r\n\ttargetPosition: Position,\r\n\ttargetVelocity: Velocity,\r\n\tprojectileSpeed: number,\r\n): number | null\r\n{\r\n\tconst dx = targetPosition.x - shooterPosition.x;\r\n\tconst dy = targetPosition.y - shooterPosition.y;\r\n\r\n\tconst vx = targetVelocity.x;\r\n\tconst vy = targetVelocity.y;\r\n\r\n\tconst a = vx * vx + vy * vy - projectileSpeed * projectileSpeed;\r\n\tconst b = 2 * (vx * dx + vy * dy);\r\n\tconst c = dx * dx + dy * dy;\r\n\r\n\tlet t: number | null = null;\r\n\r\n\t// Handle the linear case when a is approximately zero\r\n\t// This happens when |targetVelocity| === projectileSpeed\r\n\tif (Math.abs(a) < 1e-10)\r\n\t{\r\n\t\t// Linear equation: b*t + c = 0 => t = -c/b\r\n\t\tif (Math.abs(b) < 1e-10)\r\n\t\t{\r\n\t\t\t// No solution possible\r\n\t\t\treturn null;\r\n\t\t}\r\n\t\tconst linearT = -c / b;\r\n\t\tif (linearT > 0)\r\n\t\t{\r\n\t\t\tt = linearT;\r\n\t\t}\r\n\t}\r\n\telse\r\n\t{\r\n\t\t// Quadratic case\r\n\t\tconst discriminant = b * b - 4 * a * c;\r\n\r\n\t\tif (discriminant < 0)\r\n\t\t{\r\n\t\t\treturn null;\r\n\t\t}\r\n\r\n\t\tconst sqrtD = Math.sqrt(discriminant);\r\n\t\tconst t1 = (-b + sqrtD) / (2 * a);\r\n\t\tconst t2 = (-b - sqrtD) / (2 * a);\r\n\r\n\t\tif (t1 > 0 && t2 > 0)\r\n\t\t{\r\n\t\t\tt = Math.min(t1, t2);\r\n\t\t}\r\n\t\telse if (t1 > 0)\r\n\t\t{\r\n\t\t\tt = t1;\r\n\t\t}\r\n\t\telse if (t2 > 0)\r\n\t\t{\r\n\t\t\tt = t2;\r\n\t\t}\r\n\t}\r\n\r\n\tif (t === null)\r\n\t{\r\n\t\treturn null;\r\n\t}\r\n\r\n\tconst interceptPos = {\r\n\t\tx: targetPosition.x + vx * t,\r\n\t\ty: targetPosition.y + vy * t,\r\n\t};\r\n\r\n\tconst dx2 = interceptPos.x - shooterPosition.x;\r\n\tconst dy2 = interceptPos.y - shooterPosition.y;\r\n\r\n\treturn normalizeAngle(Math.atan2(dy2, dx2) * (180 / Math.PI));\r\n}\r\n","import {Position} from '../types.js';\r\nimport {distanceTo} from './distance.js';\r\n\r\n/**\r\n * Find the nearest entity from a list.\r\n */\r\nexport function findNearest<T extends {position: Position}>(from: Position, entities: T[]): T | null\r\n{\r\n\tif (entities.length === 0)\r\n\t{\r\n\t\treturn null;\r\n\t}\r\n\r\n\tlet nearest = entities[0]!;\r\n\tlet minDistance = distanceTo(from, nearest.position);\r\n\r\n\tfor (let i = 1; i < entities.length; i++)\r\n\t{\r\n\t\tconst entity = entities[i]!;\r\n\t\tconst distance = distanceTo(from, entity.position);\r\n\t\tif (distance < minDistance)\r\n\t\t{\r\n\t\t\tminDistance = distance;\r\n\t\t\tnearest = entity;\r\n\t\t}\r\n\t}\r\n\r\n\treturn nearest;\r\n}\r\n\r\n/**\r\n * Find all entities within a certain range.\r\n */\r\nexport function findInRange<T extends {position: Position}>(from: Position, entities: T[], range: number): T[]\r\n{\r\n\treturn entities.filter((entity) => distanceTo(from, entity.position) <= range);\r\n}\r\n\r\n/**\r\n * Sort entities by distance (closest first).\r\n */\r\nexport function sortByDistance<T extends {position: Position}>(from: Position, entities: T[]): T[]\r\n{\r\n\treturn [...entities].sort((a, b) => distanceTo(from, a.position) - distanceTo(from, b.position));\r\n}\r\n","/**\r\n * VIBEMANCER - SPATIAL UTILITIES\r\n *\r\n * Direction vectors and arena bounds utilities.\r\n */\r\n\r\nimport {Position} from '../types.js';\r\nimport {ARENA_SIZE} from '../rules.js';\r\n\r\n/**\r\n * Normalize a vector to unit length.\r\n * Returns {x: 0, y: 0} for zero-length vectors.\r\n */\r\nexport function normalize(vector: Position): Position\r\n{\r\n\tconst len = Math.sqrt(vector.x * vector.x + vector.y * vector.y);\r\n\tif (len === 0)\r\n\t{\r\n\t\treturn {x: 0, y: 0};\r\n\t}\r\n\treturn {x: vector.x / len, y: vector.y / len};\r\n}\r\n\r\n/**\r\n * Get normalized direction vector from one position toward another.\r\n * Returns {x: 0, y: 0} if positions are identical.\r\n */\r\nexport function directionTo(from: Position, to: Position): Position\r\n{\r\n\tconst dx = to.x - from.x;\r\n\tconst dy = to.y - from.y;\r\n\treturn normalize({x: dx, y: dy});\r\n}\r\n\r\n/**\r\n * Get normalized direction vector from one position away from another.\r\n * Returns {x: 0, y: 0} if positions are identical.\r\n */\r\nexport function directionAway(from: Position, to: Position): Position\r\n{\r\n\tconst dir = directionTo(from, to);\r\n\treturn {x: -dir.x, y: -dir.y};\r\n}\r\n\r\n/**\r\n * Clamp a position into the arena rectangle — [0, ARENA_SIZE] on both axes.\r\n *\r\n * READ THIS BEFORE USING IT FOR SAFETY. It does NOT keep a wizard alive. The arena includes\r\n * the 30-unit lava border, so clamping to it can hand you back a coordinate that is deep\r\n * inside the lava — for example (0, 0), which is lethal. It used to be documented as\r\n * clamping to \"valid arena bounds\", which reads like exactly the safety helper it is not:\r\n * a player sanitising a blink target with this will blink into the fire.\r\n *\r\n * To stay ALIVE you want the safe box for a wizard's CENTRE, which is\r\n * [ARENA_MIN + WIZARD_RADIUS, ARENA_MAX - WIZARD_RADIUS] — currently [35, 825], because\r\n * `isInLava` tests your edge rather than your centre.\r\n *\r\n * For the engine's own wizard clamp (arena bounds minus the radius, still not lava-safe),\r\n * see clampToArena in physics.ts.\r\n */\r\nexport function clampPositionToArena(position: Position): Position\r\n{\r\n\treturn {\r\n\t\tx: Math.max(0, Math.min(ARENA_SIZE, position.x)),\r\n\t\ty: Math.max(0, Math.min(ARENA_SIZE, position.y)),\r\n\t};\r\n}\r\n\r\n/**\r\n * Get the length/magnitude of a vector.\r\n */\r\nexport function magnitude(vector: Position): number\r\n{\r\n\treturn Math.sqrt(vector.x * vector.x + vector.y * vector.y);\r\n}\r\n","/**\n * VIBEMANCER - COMBAT UTILITIES\n *\n * Utilities for combat calculations.\n */\n\nimport {Position, Velocity, MissileConfig} from '../types.js';\nimport {\n\tcalculateMissileCastTime,\n\tcalculateWarmupMultiplier,\n\tvalidateMissileConfig,\n\tTICKS_PER_SECOND,\n\tMOVEMENT_SPEED,\n\tCASTING_MOVEMENT_MULT,\n\tWIZARD_HEALTH,\n\tMISSILE_BASE_CAST,\n\tMISSILE_DAMAGE_SCALE,\n\tMISSILE_DAMAGE_POWER,\n\tMISSILE_HOMING_COEFF,\n\tMISSILE_TURN_DURATION_COEFF,\n\tMISSILE_SPEED_DURATION_COEFF,\n\tMISSILE_SPEED_DURATION_BASELINE,\n\tMISSILE_MIN_CAST_TIME,\n\tMISSILE_MIN_DURATION,\n\tMISSILE_MIN_DAMAGE,\n\tWIZARD_RADIUS,\n\teffectiveTurnRateCost,\n} from '../rules.js';\n\n/**\n * Get cast time in ticks for a missile configuration.\n * Applies the same clamps/validation as the engine before calculating,\n * so the result matches the actual cast time that will be used in-game.\n *\n * If lastMissileConfig is provided, includes warmup multiplier.\n * Pass undefined for first cast (full warmup) or null for base time only.\n *\n * @returns cast time in TICKS.\n *\n * Note the unit, because there are two of these: `calculateMissileCastTime` in rules.ts has\n * the identical signature and returns SECONDS. vibemancer_api lists both as\n * `(config, last?) => number`, and the whole guide speaks in ticks — so a player budgeting\n * ticks from the seconds one reads 2.747 as \"about three ticks\" when it is 275.\n * This one is the one a bot wants.\n */\nexport function getMissileCastTime(config: MissileConfig, lastMissileConfig?: MissileConfig | null): number\n{\n\tconst validated = validateMissileConfig(config);\n\treturn Math.ceil(calculateMissileCastTime(validated, lastMissileConfig) * TICKS_PER_SECOND);\n}\n\n/**\n * Calculate the position to aim at to hit a moving target.\n * Returns the intercept point where a missile would hit the target.\n *\n * @param targetPos - Current target position\n * @param targetVel - Target velocity (units per tick)\n * @param missileSpeed - Missile speed (units per tick)\n * @param myPos - Shooter position\n * @returns The position to aim at\n */\nexport function getLeadPosition(\n\ttargetPos: Position,\n\ttargetVel: Velocity,\n\tmissileSpeed: number,\n\tmyPos: Position,\n): Position\n{\n\t// Vector from shooter to target\n\tconst dx = targetPos.x - myPos.x;\n\tconst dy = targetPos.y - myPos.y;\n\n\t// Target velocity\n\tconst vx = targetVel.x;\n\tconst vy = targetVel.y;\n\n\t// Quadratic coefficients for intercept time\n\t// |target + velocity * t - shooter|^2 = (missileSpeed * t)^2\n\t// Expands to: (vx^2 + vy^2 - speed^2) * t^2 + 2*(vx*dx + vy*dy) * t + (dx^2 + dy^2) = 0\n\tconst a = vx * vx + vy * vy - missileSpeed * missileSpeed;\n\tconst b = 2 * (vx * dx + vy * dy);\n\tconst c = dx * dx + dy * dy;\n\n\tlet t: number | null = null;\n\n\t// Handle the linear case (|velocity| === missileSpeed)\n\tif (Math.abs(a) < 1e-10)\n\t{\n\t\tif (Math.abs(b) > 1e-10)\n\t\t{\n\t\t\tconst linearT = -c / b;\n\t\t\tif (linearT > 0)\n\t\t\t{\n\t\t\t\tt = linearT;\n\t\t\t}\n\t\t}\n\t}\n\telse\n\t{\n\t\t// Quadratic case\n\t\tconst discriminant = b * b - 4 * a * c;\n\n\t\tif (discriminant >= 0)\n\t\t{\n\t\t\tconst sqrtD = Math.sqrt(discriminant);\n\t\t\tconst t1 = (-b + sqrtD) / (2 * a);\n\t\t\tconst t2 = (-b - sqrtD) / (2 * a);\n\n\t\t\tif (t1 > 0 && t2 > 0)\n\t\t\t{\n\t\t\t\tt = Math.min(t1, t2);\n\t\t\t}\n\t\t\telse if (t1 > 0)\n\t\t\t{\n\t\t\t\tt = t1;\n\t\t\t}\n\t\t\telse if (t2 > 0)\n\t\t\t{\n\t\t\t\tt = t2;\n\t\t\t}\n\t\t}\n\t}\n\n\t// If no intercept solution, just aim at current position\n\tif (t === null)\n\t{\n\t\treturn {x: targetPos.x, y: targetPos.y};\n\t}\n\n\t// Calculate intercept position\n\treturn {\n\t\tx: targetPos.x + vx * t,\n\t\ty: targetPos.y + vy * t,\n\t};\n}\n\n/**\n * Calculate optimal missile configuration based on target behavior.\n */\nexport function getAdaptiveMissileConfig(\n\ttargetVelocity: Position,\n\tdistance: number,\n): {speed: number; turnRate: number; damage: number; duration: number}\n{\n\tconst targetSpeed = Math.sqrt(targetVelocity.x ** 2 + targetVelocity.y ** 2);\n\n\t// Fast moving target = more homing\n\t// Slow/stationary target = faster missile, light homing for correction\n\tif (targetSpeed > 0.8)\n\t{\n\t\t// Moving target - use significant homing\n\t\tconst turnRate = Math.min(3, 1 + targetSpeed * 1.5);\n\t\treturn {\n\t\t\tdamage: 10,\n\t\t\tspeed: 5,\n\t\t\tturnRate,\n\t\t\tduration: Math.min(250, 100 + distance * 0.5),\n\t\t};\n\t}\n\telse\n\t{\n\t\t// Stationary/slow target - faster missile with light homing for accuracy\n\t\treturn {\n\t\t\tdamage: 10,\n\t\t\tspeed: 6,\n\t\t\tturnRate: 1, // Light homing to correct any aiming errors\n\t\t\tduration: 180,\n\t\t};\n\t}\n}\n\n/**\n * Given a cast-time budget (in ticks) and a target distance, find the best\n * missile config that fits. Maximizes damage while ensuring the missile\n * can reach the target and finishes casting in time.\n *\n * Returns null if no useful missile fits in the budget.\n *\n * How it works: tries several speed/turnRate templates. For each, calculates\n * the minimum duration to reach `distance`, then solves the cast-time formula\n * for the maximum damage that fits within `budgetTicks`.\n *\n * If `lastMissileConfig` is provided, accounts for warmup bonus: similar\n * missiles cast faster, so more damage can fit in the same budget.\n */\n/**\n * Simulate a missile trajectory to find the minimum duration (ticks) needed\n * to reach a target at the given distance. Works for all turnRate values:\n * positive (homing) and zero (straight).\n *\n * The simulation starts the missile aimed directly at the target and steps\n * through the trajectory tick by tick. For homing, the missile tracks the\n * target each tick matching the engine's steering physics.\n */\n/**\n * Simulate a missile trajectory to find the minimum duration (ticks) needed\n * to reach a target at the given distance. Works for straight (turnRate=0)\n * and homing (turnRate>0) missiles.\n *\n * The missile starts aimed directly at the target at (dist, 0) and steps\n * through the trajectory tick by tick. For homing, the missile tracks the\n * target each tick matching the engine's steering physics.\n *\n * Returns 500 if the missile cannot reach the target within 500 ticks.\n */\nexport function simulateMinDuration(speed: number, turnRateDeg: number, dist: number, collisionRadius?: number): number\n{\n\tif (dist <= 0) return 1;\n\tconst hitR = collisionRadius ?? (WIZARD_RADIUS + 8);\n\tif (turnRateDeg === 0)\n\t{\n\t\treturn Math.max(1, Math.ceil((dist - hitR) / speed));\n\t}\n\tconst maxTurn = Math.abs(turnRateDeg) * Math.PI / 180;\n\tlet angle = 0;\n\tlet x = 0;\n\tlet y = 0;\n\tfor (let t = 1; t <= 500; t++)\n\t{\n\t\tconst targetAngle = Math.atan2(-y, dist - x);\n\t\tlet diff = targetAngle - angle;\n\t\twhile (diff > Math.PI) diff -= 2 * Math.PI;\n\t\twhile (diff < -Math.PI) diff += 2 * Math.PI;\n\t\tconst turn = Math.max(-maxTurn, Math.min(maxTurn, diff));\n\t\tangle += turn;\n\t\tx += Math.cos(angle) * speed;\n\t\ty += Math.sin(angle) * speed;\n\t\tconst d = Math.sqrt((x - dist) * (x - dist) + y * y);\n\t\tif (d <= hitR) return t;\n\t}\n\treturn 500;\n}\n\nexport function fitMissileToBudget(\n\tbudgetTicks: number,\n\tdistance: number,\n\toptions?: {minTurnRate?: number; maxDamage?: number; lastMissileConfig?: MissileConfig},\n): MissileConfig | null\n{\n\n\tconst budgetSec = budgetTicks / TICKS_PER_SECOND;\n\tconst minTurnRate = options?.minTurnRate ?? 0;\n\tconst maxDamage = options?.maxDamage ?? WIZARD_HEALTH;\n\t// Warmup is active when caller explicitly passes lastMissileConfig in options.\n\t// Value can be undefined (first cast = full warmup) or MissileConfig (similarity-based).\n\t// When key is absent (old callers), no warmup is applied.\n\tconst warmupActive = options !== undefined && 'lastMissileConfig' in options;\n\tconst lastMissile = options?.lastMissileConfig;\n\n\t// Minimum useful cast time is 10 ticks (0.1s)\n\tif (budgetSec < MISSILE_MIN_CAST_TIME)\n\t{\n\t\treturn null;\n\t}\n\n\t// Templates: [speed, turnRate] combos to try, ordered by preference.\n\t// Lower turnRate = cheaper cast. Higher speed = shorter duration needed.\n\tconst templates: [number, number][] = [\n\t\t[7, 0], // Fast straight: cheapest cast, only hits stationary\n\t\t[5, 0], // Medium straight\n\t\t[6, 0.5], // Fast with light tracking\n\t\t[5, 1], // Medium with tracking\n\t\t[4, 1], // Slow with tracking (long range)\n\t\t[4, 1.5], // Slow with strong tracking\n\t\t[3, 2], // Very slow with heavy tracking (for aggressive homing)\n\t];\n\n\tlet best: MissileConfig | null = null;\n\tlet bestDamage = 0;\n\n\tfor (const [speed, turnRate] of templates)\n\t{\n\t\tif (turnRate < minTurnRate) continue;\n\t\tconst minDurationTicks = Math.max(\n\t\t\tMISSILE_MIN_DURATION,\n\t\t\tsimulateMinDuration(speed, turnRate, distance),\n\t\t);\n\t\tconst durationSec = minDurationTicks / TICKS_PER_SECOND;\n\n\t\t// Solve cast formula for damage:\n\t\t// budgetSec = BASE + SCALE * d^POWER + delivery costs\n\t\t// → d = ((budgetSec - fixedCost) / SCALE)^(1/POWER)\n\t\tconst turnCost = effectiveTurnRateCost(turnRate);\n\t\tconst fixedCost = MISSILE_BASE_CAST\n\t\t\t+ MISSILE_HOMING_COEFF * turnCost\n\t\t\t+ MISSILE_TURN_DURATION_COEFF * (turnCost * durationSec)\n\t\t\t+ MISSILE_SPEED_DURATION_COEFF * (speed * durationSec - MISSILE_SPEED_DURATION_BASELINE);\n\n\t\t// Estimate warmup multiplier for this template (depends on speed/turnRate/duration,\n\t\t// not damage, so we can estimate before solving for damage)\n\t\tlet effectiveBudgetSec = budgetSec;\n\t\tif (warmupActive && lastMissile)\n\t\t{\n\t\t\tconst probe: MissileConfig = {damage: lastMissile.damage, speed, turnRate, duration: minDurationTicks};\n\t\t\tconst multiplier = calculateWarmupMultiplier(lastMissile, probe);\n\t\t\t// multiplier < 1 = faster (more budget), > 1 = slower (less budget)\n\t\t\teffectiveBudgetSec = budgetSec / multiplier;\n\t\t}\n\n\t\tconst remaining = effectiveBudgetSec - fixedCost;\n\t\tif (remaining <= 0)\n\t\t{\n\t\t\tcontinue;\n\t\t}\n\n\t\tconst maxDamageFloat = Math.pow(remaining / MISSILE_DAMAGE_SCALE, 1 / MISSILE_DAMAGE_POWER);\n\t\tconst damage = Math.min(maxDamage, Math.floor(maxDamageFloat));\n\n\t\tif (damage < MISSILE_MIN_DAMAGE)\n\t\t{\n\t\t\tcontinue;\n\t\t}\n\n\t\t// Verify actual cast time with real warmup (using final damage)\n\t\tconst candidate: MissileConfig = {damage, speed, turnRate, duration: minDurationTicks};\n\t\tconst actualCastSec = (warmupActive && lastMissile)\n\t\t\t? calculateMissileCastTime(candidate, lastMissile)\n\t\t\t: calculateMissileCastTime(candidate);\n\t\tconst actualCastTicks = Math.max(1, Math.ceil(actualCastSec * TICKS_PER_SECOND));\n\n\t\tif (actualCastTicks > budgetTicks)\n\t\t{\n\t\t\tcontinue;\n\t\t}\n\n\t\tif (damage > bestDamage)\n\t\t{\n\t\t\tbestDamage = damage;\n\t\t\tbest = candidate;\n\t\t}\n\t}\n\n\treturn best;\n}\n\n/**\n * Fit a missile config that accounts for the enemy escaping during cast time.\n *\n * During casting, the caster moves at CASTING_MOVEMENT_MULT speed while\n * the enemy moves at full MOVEMENT_SPEED. This means the effective distance\n * at launch is larger than the current distance. This function iteratively\n * converges on a missile config whose range covers the escape distance.\n *\n * @param currentDistance - Current distance to enemy\n * @param budgetTicks - Maximum cast time budget in ticks\n * @param options - Same options as fitMissileToBudget, plus:\n * - enemyApproaching: if true, enemy is moving toward caster (reduces escape)\n * - distanceBuffer: flat units added to target distance for safety margin (default 20)\n * - maxIterations: convergence iterations (default 5)\n */\nexport function fitMissileForEscapingTarget(\n\tcurrentDistance: number,\n\tbudgetTicks: number,\n\toptions?: {minTurnRate?: number; maxDamage?: number; lastMissileConfig?: MissileConfig; enemyApproaching?: boolean; distanceBuffer?: number; maxIterations?: number},\n): MissileConfig | null\n{\n\tconst maxIter = options?.maxIterations ?? 5;\n\tconst buffer = options?.distanceBuffer ?? 20;\n\tconst escapeRate = options?.enemyApproaching\n\t\t? 0\n\t\t: MOVEMENT_SPEED - MOVEMENT_SPEED * CASTING_MOVEMENT_MULT;\n\n\tlet targetDistance = currentDistance + buffer;\n\tlet lastCastTicks = 0;\n\n\tfor (let i = 0; i < maxIter; i++)\n\t{\n\t\tconst config = fitMissileToBudget(budgetTicks, targetDistance, options);\n\t\tif (!config) return null;\n\n\t\tconst castTicks = getMissileCastTime(config, options?.lastMissileConfig);\n\t\tif (castTicks === lastCastTicks) return config;\n\t\tlastCastTicks = castTicks;\n\n\t\ttargetDistance = currentDistance + castTicks * escapeRate + buffer;\n\t}\n\n\treturn fitMissileToBudget(budgetTicks, targetDistance, options);\n}\n","/**\n * VIBEMANCER - THREAT ANALYSIS\n *\n * Pre-computes threat information for incoming projectiles.\n * This handles the \"subconscious\" perception of missile trajectories.\n */\n\nimport {Position, ProjectileState} from '../types.js';\nimport {\n\tRULES,\n\tCOLLISION_RADIUS,\n\tcalculateMissileRadius,\n\tARENA_SIZE,\n\tARENA_MIN,\n\tARENA_MAX,\n\tARENA_WATER_BUFFER,\n} from '../rules.js';\nimport {distanceTo} from '../utils/distance.js';\nimport {angleTo, normalizeAngle, angleDiff} from '../utils/angles.js';\nimport type {AnalyzedThreat} from './types.js';\n\n// Maximum distance at which a missile is still tracked as a potential threat\n// (even if simulation says it will miss — homing missiles can change course)\nconst THREAT_RELEVANCE_DISTANCE = 500;\n\n/**\n * Analyze all threats from enemy projectiles.\n *\n * @param myPos - Current position of the wizard\n * @param projectiles - All projectiles in the game\n * @param myProjectiles - Only the bot's own projectiles (used for filtering)\n * @param ticksUntilReady - Ticks until wizard can start a new action\n * @returns Array of analyzed threats sorted by ticksToImpact (soonest first)\n */\nexport function analyzeThreats(\n\tmyPos: Position,\n\tprojectiles: ProjectileState[],\n\tmyProjectiles: ProjectileState[],\n\tticksUntilReady: number,\n): AnalyzedThreat[]\n{\n\t// Filter to enemy projectiles by excluding our own\n\tconst myProjectileIds = new Set(myProjectiles.map((p) => p.id));\n\tconst enemyProjectiles = projectiles.filter((p) => !myProjectileIds.has(p.id));\n\n\t// Analyze each projectile\n\tconst threats: AnalyzedThreat[] = [];\n\n\tfor (const projectile of enemyProjectiles)\n\t{\n\t\tconst analysis = analyzeOneThreat(myPos, projectile, ticksUntilReady);\n\t\t// Only include if it will hit or missile is within reasonable distance\n\t\tconst missileDistance = Math.sqrt(\n\t\t\t(projectile.position.x - myPos.x) ** 2 +\n\t\t\t(projectile.position.y - myPos.y) ** 2,\n\t\t);\n\t\t// Stryker disable next-line EqualityOperator: < vs <= equivalent (exact distance never equals constant in practice)\n\t\tif (analysis.willHit || missileDistance < THREAT_RELEVANCE_DISTANCE)\n\t\t{\n\t\t\tthreats.push(analysis);\n\t\t}\n\t}\n\n\t// Sort by ticksToImpact (soonest first)\n\tthreats.sort((a, b) => a.ticksToImpact - b.ticksToImpact);\n\n\treturn threats;\n}\n\n/**\n * Analyze a single projectile threat.\n */\nfunction analyzeOneThreat(\n\ttargetPos: Position,\n\tprojectile: ProjectileState,\n\tticksUntilReady: number,\n): AnalyzedThreat\n{\n\t// Ask the ENGINE for the collision radius rather than re-deriving it.\n\t//\n\t// This used to compute `MISSILE_BASE_RADIUS + damage * MISSILE_RADIUS_PER_DAMAGE`, which\n\t// is the formula every document states — and which is not what the engine collides with.\n\t// `calculateMissileRadius` multiplies that by 3, and `simulation.ts` feeds its result to\n\t// the swept-circle check. So for a 10-damage missile this modelled a collision at 8 units\n\t// while the real one happened at 14, and `useThreats()` — the game's own defensive tool —\n\t// reported \"will miss\" for missiles that hit. A bot dodging into a gap between 8 and 14\n\t// was walking into the missile on the engine's own advice.\n\tconst missileRadius = calculateMissileRadius(projectile.damage);\n\tconst collisionDist = COLLISION_RADIUS + missileRadius;\n\n\t// Dodge simulation uses a larger collision distance to account for swept circle collision.\n\t// The real game checks the entire missile path each tick (swept), but the simulation only\n\t// checks endpoints. Adding half the missile speed compensates for this gap.\n\t// Stryker disable next-line ArithmeticOperator: +speed*0.5 vs -speed*0.5 or /0.5 — only affects tight-margin dodge outcomes which are inherently stochastic\n\tconst dodgeCollisionDist = collisionDist + projectile.speed * 0.5;\n\n\t// Simulate missile trajectory toward stationary target\n\tconst {willHit, ticksToImpact} = simulateMissileToTarget(\n\t\tprojectile,\n\t\ttargetPos,\n\t\tcollisionDist,\n\t);\n\n\t// Only simulate dodges for missiles that will actually hit (saves ~75% simulation work)\n\tlet canDodgeLeft = true;\n\tlet canDodgeRight = true;\n\tlet canOutrun = true;\n\tlet bestDodgeDirection: Position | null = null;\n\n\tif (willHit)\n\t{\n\t\tcanDodgeLeft = simulateDodge(projectile, targetPos, 'left', dodgeCollisionDist);\n\t\tcanDodgeRight = simulateDodge(projectile, targetPos, 'right', dodgeCollisionDist);\n\t\tcanOutrun = simulateDodge(projectile, targetPos, 'away', dodgeCollisionDist);\n\n\t\tbestDodgeDirection = calculateBestDodgeDirection(\n\t\t\tprojectile,\n\t\t\ttargetPos,\n\t\t\tcanDodgeLeft,\n\t\t\tcanDodgeRight,\n\t\t\tcanOutrun,\n\t\t\tticksToImpact,\n\t\t);\n\t}\n\n\t// Calculate shield timing\n\t// Can block if: ticksUntilReady + shield cast time < ticksToImpact\n\t// Stryker disable next-line EqualityOperator,ArithmeticOperator: ±1 tick boundary is intentional buffer, not precisely testable\n\tconst canBlockInTime = ticksToImpact > ticksUntilReady + RULES.SHIELD_CAST_TIME + 1;\n\n\t// When to start casting shield (leave 1 tick buffer)\n\tconst ticksToStartShield = Math.max(0, ticksToImpact - RULES.SHIELD_CAST_TIME - 1);\n\n\treturn {\n\t\tid: projectile.id,\n\t\tprojectile,\n\t\tticksToImpact,\n\t\twillHit,\n\t\tcanDodgeLeft,\n\t\tcanDodgeRight,\n\t\tcanOutrun,\n\t\tbestDodgeDirection,\n\t\tcanBlockInTime,\n\t\tticksToStartShield,\n\t};\n}\n\n/**\n * Simulate a missile moving toward a stationary target.\n * Accounts for homing (turn rate) and expiration.\n */\nfunction simulateMissileToTarget(\n\tprojectile: ProjectileState,\n\ttargetPos: Position,\n\tcollisionDist: number,\n): {willHit: boolean; ticksToImpact: number}\n{\n\tlet pos = {...projectile.position};\n\tlet rotation = projectile.rotation;\n\tconst maxTicks = projectile.remainingTicks;\n\tconst speed = projectile.speed;\n\tconst turnRate = projectile.turnRate;\n\n\t// Stryker disable next-line EqualityOperator: <= vs < equivalent (off-by-one at max tick boundary is non-observable)\n\tfor (let tick = 1; tick <= maxTicks; tick++)\n\t{\n\t\t// Stryker disable next-line ConditionalExpression,EqualityOperator: turnRate>=0 equivalent (homing with rate 0 is no-op)\n\t\tif (turnRate > 0)\n\t\t{\n\t\t\tconst desiredAngle = angleTo(pos, targetPos);\n\t\t\tconst diff = angleDiff(rotation, desiredAngle);\n\t\t\tconst maxTurn = turnRate;\n\n\t\t\t// Stryker disable all: homing snap — equivalent mutations (removing snap or changing boundary doesn't affect hit outcome)\n\t\t\tif (Math.abs(diff) <= maxTurn)\n\t\t\t{\n\t\t\t\trotation = desiredAngle;\n\t\t\t}\n\t\t\t// Stryker restore all\n\t\t\telse\n\t\t\t{\n\t\t\t\trotation = normalizeAngle(rotation + Math.sign(diff) * maxTurn);\n\t\t\t}\n\t\t}\n\n\t\t// Move forward\n\t\tconst rad = rotation * (Math.PI / 180);\n\t\tpos = {\n\t\t\tx: pos.x + Math.cos(rad) * speed,\n\t\t\ty: pos.y + Math.sin(rad) * speed,\n\t\t};\n\n\t\t// Check if missile is out of bounds (with water buffer)\n\t\tif (isOutOfBounds(pos))\n\t\t{\n\t\t\treturn {willHit: false, ticksToImpact: Infinity};\n\t\t}\n\n\t\t// Check collision\n\t\tconst dist = distanceTo(pos, targetPos);\n\t\t// Stryker disable next-line EqualityOperator: <= vs < equivalent (float distance never exactly equals collisionDist)\n\t\tif (dist <= collisionDist)\n\t\t{\n\t\t\treturn {willHit: true, ticksToImpact: tick};\n\t\t}\n\t}\n\n\t// Missile expired without hitting\n\treturn {willHit: false, ticksToImpact: Infinity};\n}\n\n/**\n * Simulate a dodge attempt.\n * Returns true if the dodge avoids the missile.\n */\nfunction simulateDodge(\n\tprojectile: ProjectileState,\n\tstartPos: Position,\n\tdirection: 'left' | 'right' | 'away',\n\tcollisionDist: number,\n): boolean\n{\n\t// Calculate dodge direction vector\n\tconst dodgeDir = getDodgeDirection(projectile, startPos, direction);\n\n\t// Stryker disable all: guard is equivalent — zero vector means zero movement, missile still hits, returns false either way\n\tif (dodgeDir.x === 0 && dodgeDir.y === 0)\n\t{\n\t\treturn false;\n\t}\n\t// Stryker restore all\n\n\tlet targetPos = {...startPos};\n\tlet missilePos = {...projectile.position};\n\tlet missileRotation = projectile.rotation;\n\tconst maxTicks = projectile.remainingTicks;\n\tconst speed = projectile.speed;\n\tconst turnRate = projectile.turnRate;\n\n\t// Stryker disable next-line EqualityOperator,UpdateOperator: <= vs < off-by-one equivalent; tick-- causes timeout not assertion failure\n\tfor (let tick = 1; tick <= maxTicks; tick++)\n\t{\n\t\t// Stryker disable next-line ArithmeticOperator: RULES.MOVEMENT_SPEED=1 makes * and / identical; sign flip equivalent when wizard is wall-clamped\n\t\tconst newX = targetPos.x + dodgeDir.x * RULES.MOVEMENT_SPEED;\n\t\t// Stryker disable next-line ArithmeticOperator: same as above\n\t\tconst newY = targetPos.y + dodgeDir.y * RULES.MOVEMENT_SPEED;\n\n\t\t// Clamped to the survivable band, which models \"dodge as far as you safely can\" —\n\t\t// the wizard stops at the lava rather than walking into it. Feasibility is judged on\n\t\t// that basis; whether the ADVICE points at the lava is decided in\n\t\t// calculateBestDodgeDirection, which is where the real defect was.\n\t\ttargetPos = {\n\t\t\tx: Math.max(ARENA_MIN + COLLISION_RADIUS, Math.min(ARENA_MAX - COLLISION_RADIUS, newX)),\n\t\t\ty: Math.max(ARENA_MIN + COLLISION_RADIUS, Math.min(ARENA_MAX - COLLISION_RADIUS, newY)),\n\t\t};\n\n\t\t// Stryker disable next-line ConditionalExpression,EqualityOperator: turnRate>=0 equivalent (homing with rate 0 is no-op)\n\t\tif (turnRate > 0)\n\t\t{\n\t\t\tconst desiredAngle = angleTo(missilePos, targetPos);\n\t\t\tconst diff = angleDiff(missileRotation, desiredAngle);\n\t\t\tconst maxTurn = turnRate;\n\n\t\t\t// Stryker disable all: homing snap/incremental — equivalent mutations (removing either branch doesn't change dodge outcome)\n\t\t\tif (Math.abs(diff) <= maxTurn)\n\t\t\t{\n\t\t\t\tmissileRotation = desiredAngle;\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tmissileRotation = normalizeAngle(missileRotation + Math.sign(diff) * maxTurn);\n\t\t\t}\n\t\t\t// Stryker restore all\n\t\t}\n\n\t\t// Move missile\n\t\tconst rad = missileRotation * (Math.PI / 180);\n\t\tmissilePos = {\n\t\t\tx: missilePos.x + Math.cos(rad) * speed,\n\t\t\ty: missilePos.y + Math.sin(rad) * speed,\n\t\t};\n\n\t\t// Stryker disable all: OOB early-return equivalent — removing it means missile expires instead, still returns true\n\t\tif (isOutOfBounds(missilePos))\n\t\t{\n\t\t\treturn true;\n\t\t}\n\t\t// Stryker restore all\n\n\t\t// Check collision\n\t\tconst dist = distanceTo(missilePos, targetPos);\n\t\t// Stryker disable next-line EqualityOperator: <= vs < equivalent (float dist never exactly equals collisionDist)\n\t\tif (dist <= collisionDist)\n\t\t{\n\t\t\treturn false; // Got hit while dodging\n\t\t}\n\t}\n\n\t// Missile expired without hitting\n\treturn true;\n}\n\n/**\n * Get the dodge direction vector based on direction type.\n */\nfunction getDodgeDirection(\n\tprojectile: ProjectileState,\n\ttargetPos: Position,\n\tdirection: 'left' | 'right' | 'away',\n): Position\n{\n\t// Get missile direction vector\n\tconst missileAngleRad = projectile.rotation * (Math.PI / 180);\n\tconst missileDir = {\n\t\tx: Math.cos(missileAngleRad),\n\t\ty: Math.sin(missileAngleRad),\n\t};\n\n\tswitch (direction)\n\t{\n\t\tcase 'left':\n\t\t\t// Perpendicular to missile direction (left = counter-clockwise)\n\t\t\treturn {x: missileDir.y, y: -missileDir.x};\n\n\t\tcase 'right':\n\t\t\t// Perpendicular to missile direction (right = clockwise)\n\t\t\treturn {x: -missileDir.y, y: missileDir.x};\n\n\t\tcase 'away':\n\t\t{\n\t\t\t// Away from missile current position\n\t\t\tconst dx = targetPos.x - projectile.position.x;\n\t\t\tconst dy = targetPos.y - projectile.position.y;\n\t\t\tconst len = Math.sqrt(dx * dx + dy * dy);\n\t\t\tif (len === 0) return {x: 0, y: 0};\n\t\t\treturn {x: dx / len, y: dy / len};\n\t\t}\n\n\t\tdefault:\n\t\t\treturn {x: 0, y: 0};\n\t}\n}\n\n/**\n * Calculate the best dodge direction based on available options.\n */\n/**\n * How far a wizard can travel from `from` along `dir` before its edge touches lava.\n *\n * Used only to break a tie between two dodges that both work. Larger is better: it is the\n * margin the bot has if it keeps moving, which is what bots actually do.\n */\nfunction roomBeforeLava(from: Position, dir: Position): number\n{\n\tconst min = ARENA_MIN + COLLISION_RADIUS;\n\tconst max = ARENA_MAX - COLLISION_RADIUS;\n\tconst along = (pos: number, d: number, lo: number, hi: number): number =>\n\t{\n\t\t// A component that is effectively zero means this axis never runs out — not that it\n\t\t// runs out immediately. Comparing against exact zero was not enough: standing on the\n\t\t// boundary, a direction of (1, -1.8e-16) gave (35 - 35) / -1.8e-16 = 0, so the SAFE\n\t\t// direction scored no room and lost to the lava-ward one. And standing exactly on the\n\t\t// boundary is precisely what clampToSafeZone hands back.\n\t\tif (Math.abs(d) < 1e-9) return Number.POSITIVE_INFINITY;\n\t\treturn d > 0 ? (hi - pos) / d : (lo - pos) / d;\n\t};\n\t// The binding axis is whichever runs out first.\n\treturn Math.max(0, Math.min(along(from.x, dir.x, min, max), along(from.y, dir.y, min, max)));\n}\n\nfunction calculateBestDodgeDirection(\n\tprojectile: ProjectileState,\n\ttargetPos: Position,\n\tcanDodgeLeft: boolean,\n\tcanDodgeRight: boolean,\n\tcanOutrun: boolean,\n\tticksToImpact: number,\n): Position | null\n{\n\t// Every feasible candidate is checked for whether you SURVIVE it, not just the two-sided\n\t// case. The first version of this fix guarded only `canDodgeLeft && canDodgeRight`, so\n\t// when one side was feasible it was returned unchecked — and simulateDodge clamps the\n\t// wizard at the band edge, so it calls a dodge feasible when following it walks into the\n\t// lava. A sweep of 38,280 suggestions found 114 still doing that.\n\t// A dodge is only worth recommending if the wizard is still alive at impact.\n\tconst travel = RULES.MOVEMENT_SPEED * Math.max(1, Math.min(ticksToImpact, 600));\n\tconst survives = (dir: Position): boolean => roomBeforeLava(targetPos, dir) >= travel;\n\n\t// Sidesteps first, outrunning last — a sidestep leaves the missile's path while outrunning\n\t// merely delays it, and that ordering predates the lava work. Room only breaks the tie\n\t// BETWEEN the two sidesteps.\n\tconst sides: Position[] = [];\n\tif (canDodgeLeft) sides.push(getDodgeDirection(projectile, targetPos, 'left'));\n\tif (canDodgeRight) sides.push(getDodgeDirection(projectile, targetPos, 'right'));\n\n\tconst safeSides = sides.filter(survives);\n\tif (safeSides.length > 0)\n\t{\n\t\treturn safeSides.reduce((best, dir) =>\n\t\t\t(roomBeforeLava(targetPos, dir) > roomBeforeLava(targetPos, best) ? dir : best));\n\t}\n\n\tif (canOutrun)\n\t{\n\t\tconst away = getDodgeDirection(projectile, targetPos, 'away');\n\t\tif (survives(away)) return away;\n\t}\n\n\t// Nothing survivable. Saying so is the honest answer: a caller reading null shields or\n\t// blinks instead, which is the right response to \"there is nowhere to go\". Naming a\n\t// direction that kills you is not a dodge.\n\treturn null;\n}\n\n/**\n * Check if a position is out of bounds (past the water buffer).\n */\nfunction isOutOfBounds(pos: Position): boolean\n{\n\treturn (\n\t\tpos.x < -ARENA_WATER_BUFFER ||\n\t\tpos.x > ARENA_SIZE + ARENA_WATER_BUFFER ||\n\t\tpos.y < -ARENA_WATER_BUFFER ||\n\t\tpos.y > ARENA_SIZE + ARENA_WATER_BUFFER\n\t);\n}\n\n/** @internal Exposed for mutation testing only. */\nexport const _testing = {\n\tsimulateMissileToTarget,\n\tsimulateDodge,\n\tgetDodgeDirection,\n\tcalculateBestDodgeDirection,\n\tisOutOfBounds,\n};\n","/**\n * VIBEMANCER - STATE HOOKS\n *\n * React-style hooks for reading game state.\n * These handle the \"subconscious\" perception that humans do instinctively.\n *\n * UNITS REFERENCE (100 ticks = 1 second):\n * Position: absolute world coordinates, 0-860 on each axis. The arena is 860x860,\n * but only [30, 830] is safe — the outer 30 units are lethal lava.\n * Velocity: units per tick on each axis (player max speed = 1 u/t)\n * Health: hit points (max 60)\n * Ticks: game ticks (10ms each, 100/sec). Divide by 100 for seconds.\n * Shield: block multiplier 0.0-0.9 (0.9 = blocks 90% damage)\n */\n\nimport {Position, Velocity, ProjectileState} from '../types.js';\nimport {getWizardContext, useMemo} from '../engine/hooks-runtime.js';\nimport {RULES, TICKS_PER_SECOND} from '../rules.js';\nimport type {EnemyState, AnalyzedThreat} from './types.js';\nimport {analyzeThreats} from './threat-analysis.js';\n\n// ============================================================\n// SELF STATE HOOKS\n// ============================================================\n\n/**\n * Get a seeded random number generator. Returns a function that produces\n * deterministic values in [0, 1) — same seed + same tick = same sequence.\n * Use this instead of Math.random() so replays are deterministic.\n */\nexport function useRandom(): () => number\n{\n\treturn getWizardContext().random;\n}\n\n/**\n * Get your current health (0-60). Wizard dies at 0.\n */\nexport function useHealth(): number\n{\n\treturn getWizardContext().health;\n}\n\n/**\n * Get your current position as {x, y} in world coordinates (0-860).\n *\n * Clamped to [5, 855] — the ARENA bounds minus the wizard radius, NOT the playfield. That\n * distinction is the difference between living and dying: the playfield is [30, 830] and\n * everything outside it is lava, so you can walk straight out of the safe area and be\n * killed. Nothing stops you.\n *\n * And the number you actually need is neither of those. Lava is tested against your EDGE,\n * not your centre (`isInLava` checks `x + WIZARD_RADIUS > ARENA_MAX`), and this returns your\n * CENTRE — so with a radius of 5 you die once your centre passes 825. The safe range to\n * steer by is [35, 825]. Aiming for 828 because \"the playfield is [30, 830]\" is fatal, which\n * is exactly what a real fight trace showed: LAVA_DEATH at (826, 430).\n *\n * (This previously quoted the playfield-sized bounds as the clamp, which told the reader\n * they were safely fenced in. They are not — see docs-match-engine.test.ts.)\n */\nexport function usePosition(): Position\n{\n\tconst ctx = getWizardContext();\n\treturn {x: ctx.position.x, y: ctx.position.y};\n}\n\n/**\n * Get your current velocity as {x, y} in units/tick.\n * Max magnitude is 1 u/t when idle, 0.5 u/t when casting, 0 when channeling shield.\n */\nexport function useVelocity(): Velocity\n{\n\tconst ctx = getWizardContext();\n\treturn {x: ctx.velocity.x, y: ctx.velocity.y};\n}\n\n/**\n * Get your current status:\n * - 'idle': free to act\n * - 'casting': casting a spell (missile, blink OR shield). Can move at 33% speed.\n * - 'channeling': channeling shield. Cannot move. Cancel anytime with cancel().\n * - 'gcd_locked': global cooldown after spell. Can move at full speed, but cannot cast.\n */\nexport function useStatus(): 'idle' | 'casting' | 'channeling' | 'gcd_locked'\n{\n\treturn getWizardContext().state;\n}\n\n/**\n * Get ticks until you can start a new spell.\n *\n * Returns 0 when idle or channeling (shield can be canceled immediately).\n * During casting: remaining cast ticks. During GCD: remaining GCD ticks.\n *\n * Note: 100 ticks = 1 second.\n */\nexport function useTicksUntilReady(): number\n{\n\tconst ctx = getWizardContext();\n\n\tswitch (ctx.state)\n\t{\n\t\tcase 'idle':\n\t\t\treturn 0;\n\t\tcase 'casting':\n\t\t\t// Remaining cast time\n\t\t\tif (ctx.castDuration !== undefined && ctx.castProgress !== undefined)\n\t\t\t{\n\t\t\t\treturn ctx.castDuration - ctx.castProgress;\n\t\t\t}\n\t\t\treturn 0;\n\t\tcase 'channeling':\n\t\t\t// Can cancel anytime, so 0\n\t\t\treturn 0;\n\t\tcase 'gcd_locked':\n\t\t\treturn ctx.gcdRemaining ?? 0;\n\t\tdefault:\n\t\t\treturn 0;\n\t}\n}\n\n/**\n * Get current shield block multiplier.\n *\n * Returns 0 if not channeling shield.\n * Returns 0.3-0.9 if channeling: starts at 0.9 (blocks 90%), decays by 0.2/sec,\n * minimum 0.3 (blocks 30%). The remaining damage gets through:\n * actualDamage = incomingDamage × (1 - shieldStrength).\n */\nexport function useShieldStrength(): number\n{\n\tconst ctx = getWizardContext();\n\n\tif (ctx.state !== 'channeling' || ctx.channelingSpell !== 'shield')\n\t{\n\t\treturn 0;\n\t}\n\n\t// Calculate shield strength based on channel duration\n\tconst channelDuration = ctx.channelDuration ?? 0;\n\tconst decayPerTick = RULES.SHIELD_DECAY_PER_SECOND / TICKS_PER_SECOND;\n\tconst strength = RULES.SHIELD_MAX_BLOCK - (channelDuration * decayPerTick);\n\treturn Math.max(RULES.SHIELD_MIN_BLOCK, strength);\n}\n\n/**\n * Get all projectiles currently in flight (yours and enemy's).\n * Used for blink safety calculations and threat analysis.\n */\nexport function useProjectiles(): ProjectileState[]\n{\n\treturn getWizardContext().projectiles;\n}\n\n/**\n * Get the config of the last missile you fired, or undefined if none fired yet.\n * Used for the warmup system: consecutive similar missiles cast faster.\n */\nexport function useLastMissileConfig(): import('../types.js').MissileConfig | undefined\n{\n\treturn getWizardContext().lastMissileConfig;\n}\n\n/**\n * Get blink cooldown remaining in ticks. Returns 0 if ready to blink.\n *\n * Cooldown scales with distance used:\n * - 10 units → 100 ticks (1s); 100 units → 667 ticks; 300 → 2000 (20s)\n * - The cooldown scales with DISTANCE, so a micro-blink is cheap and a full-range one is\n * not. This said 100 units → ~100 ticks, which understated it by 6.7x.\n * - 300 units (max range) → 2000 ticks (20s)\n *\n * Note: 100 ticks = 1 second.\n */\nexport function useBlinkCooldown(): number\n{\n\treturn getWizardContext().blinkCooldown;\n}\n\n/**\n * Get currently casting spell, or null if not casting.\n * Returns 'missile', 'shield', or 'blink'.\n */\nexport function useCastingSpell(): 'missile' | 'shield' | 'blink' | null\n{\n\tconst ctx = getWizardContext();\n\tif (ctx.state !== 'casting')\n\t{\n\t\treturn null;\n\t}\n\treturn ctx.castingSpell ?? null;\n}\n\n/**\n * Get cast progress as {current, total} in ticks, or null if not casting.\n *\n * current = ticks elapsed, total = ticks needed. When current >= total, spell fires.\n * Note: 100 ticks = 1 second.\n */\nexport function useCastProgress(): {current: number; total: number} | null\n{\n\tconst ctx = getWizardContext();\n\tif (ctx.state !== 'casting')\n\t{\n\t\treturn null;\n\t}\n\tif (ctx.castProgress === undefined || ctx.castDuration === undefined)\n\t{\n\t\treturn null;\n\t}\n\treturn {current: ctx.castProgress, total: ctx.castDuration};\n}\n\n// ============================================================\n// ENEMY STATE HOOK\n// ============================================================\n\n/**\n * Get enemy wizard state.\n *\n * Returns position, velocity, health, status, casting spell, and shield strength.\n * Note: you cannot see the enemy's missile configs or exact cooldown timers —\n * only their status and what's visible on the field.\n */\nexport function useEnemy(): EnemyState\n{\n\tconst ctx = getWizardContext();\n\tconst enemy = ctx.enemies[0];\n\n\tif (!enemy)\n\t{\n\t\t// No enemy - return default state\n\t\treturn {\n\t\t\tposition: {x: 0, y: 0},\n\t\t\tvelocity: {x: 0, y: 0},\n\t\t\thealth: 0,\n\t\t\tstatus: 'idle',\n\t\t\tcastingSpell: null,\n\t\t\tcastProgress: 0,\n\t\t\tcastDuration: 0,\n\t\t\tgcdRemaining: 0,\n\t\t\tchannelDuration: 0,\n\t\t\tshieldStrength: 0,\n\t\t};\n\t}\n\n\t// Calculate enemy shield strength\n\tlet shieldStrength = 0;\n\tif (enemy.state === 'channeling' && enemy.channelingSpell === 'shield')\n\t{\n\t\tconst channelDuration = enemy.channelDuration ?? 0;\n\t\tconst decayPerTick = RULES.SHIELD_DECAY_PER_SECOND / TICKS_PER_SECOND;\n\t\tshieldStrength = Math.max(RULES.SHIELD_MIN_BLOCK, RULES.SHIELD_MAX_BLOCK - (channelDuration * decayPerTick));\n\t}\n\n\treturn {\n\t\tposition: {x: enemy.position.x, y: enemy.position.y},\n\t\tvelocity: {x: enemy.velocity.x, y: enemy.velocity.y},\n\t\thealth: enemy.health,\n\t\tstatus: enemy.state,\n\t\tcastingSpell: enemy.state === 'casting' ? (enemy.castingSpell ?? null) : null,\n\t\tcastProgress: enemy.castProgress ?? 0,\n\t\tcastDuration: enemy.castDuration ?? 0,\n\t\tgcdRemaining: enemy.gcdRemaining ?? 0,\n\t\tchannelDuration: enemy.channelDuration ?? 0,\n\t\tshieldStrength,\n\t};\n}\n\n// ============================================================\n// PROJECTILE HOOKS\n// ============================================================\n\n/**\n * Get all your active (in-flight) projectiles.\n * Each has position, rotation (degrees), speed (u/t), turnRate, remainingTicks.\n */\nexport function useMyProjectiles(): ProjectileState[]\n{\n\treturn getWizardContext().myProjectiles;\n}\n\n// ============================================================\n// COMBAT TRACKING HOOKS\n// ============================================================\n\n/**\n * Get total damage you've dealt this match.\n */\nexport function useDamageDealt(): number\n{\n\treturn getWizardContext().damageDealt;\n}\n\n/**\n * Get total damage you've taken this match.\n */\nexport function useDamageTaken(): number\n{\n\treturn getWizardContext().damageTaken;\n}\n\n/**\n * Get the tick number when you last took damage. Returns 0 if never hit.\n * Compare with useTick() to get ticks since last hit.\n */\nexport function useLastHitTick(): number\n{\n\treturn getWizardContext().lastHitTick;\n}\n\n// ============================================================\n// ARENA HOOKS\n// ============================================================\n\n/**\n * Get arena dimensions. Default: {width: 860, height: 860} — the FULL arena, lava included.\n * The safe playfield is [30, 830]; the outer 30 units on every side are lethal.\n *\n * Wizards are clamped to [5, 855] (arena bounds minus the radius of 5), which does not keep\n * them out of the lava.\n */\nexport function useArenaSize(): {width: number; height: number}\n{\n\tconst ctx = getWizardContext();\n\treturn {width: ctx.arenaWidth, height: ctx.arenaHeight};\n}\n\n/**\n * Get current game tick (starts at 0, increments each tick).\n * 100 ticks = 1 second. Match ends at 30,000 ticks (5 minutes).\n */\nexport function useTick(): number\n{\n\treturn getWizardContext().tick;\n}\n\n// ============================================================\n// THREAT ANALYSIS HOOKS\n// ============================================================\n\n/**\n * Get analyzed threats from all incoming enemy projectiles.\n * Sorted by ticksToImpact (soonest first). Only includes missiles within 500 units\n * or that are predicted to hit.\n *\n * Each threat includes:\n * - ticksToImpact: ticks until hit (Infinity if will miss)\n * - willHit: true if missile hits your current position\n * - canDodgeLeft/Right: whether strafing perpendicular to missile heading works\n * - canOutrun: whether moving away from missile escapes it\n * - bestDodgeDirection: {x, y} unit vector to dodge optimally, or null if undodgeable\n * - canBlockInTime: whether you can raise shield before impact\n * - ticksToStartShield: when to START channeling shield to block in time\n */\nexport function useThreats(): AnalyzedThreat[]\n{\n\tconst ctx = getWizardContext();\n\tconst ticksUntilReady = useTicksUntilReady();\n\n\t// Memoize to avoid recalculating every call\n\treturn useMemo(() =>\n\t{\n\t\treturn analyzeThreats(\n\t\t\tctx.position,\n\t\t\tctx.projectiles,\n\t\t\tctx.myProjectiles,\n\t\t\tticksUntilReady,\n\t\t);\n\t}, [ctx.projectiles, ctx.myProjectiles, ctx.position.x, ctx.position.y, ticksUntilReady]);\n}\n\n/**\n * Get the most imminent threat, or null if no threats.\n * Shorthand for useThreats()[0].\n */\nexport function useClosestThreat(): AnalyzedThreat | null\n{\n\tconst threats = useThreats();\n\treturn threats[0] ?? null;\n}\n\n/**\n * Get your missiles analyzed from the enemy's perspective.\n * Useful to predict when enemy will shield/dodge your attacks.\n */\nexport function useMyThreatsToEnemy(): AnalyzedThreat[]\n{\n\tconst ctx = getWizardContext();\n\tconst enemy = ctx.enemies[0];\n\n\tif (!enemy)\n\t{\n\t\treturn [];\n\t}\n\n\t// Memoize to avoid recalculating every call\n\treturn useMemo(() =>\n\t{\n\t\t// Analyze from enemy's perspective\n\t\t// Pass empty array for \"enemy's own projectiles\" since we're analyzing our missiles as threats TO them\n\t\treturn analyzeThreats(\n\t\t\tenemy.position,\n\t\t\tctx.myProjectiles, // Our projectiles are their threats\n\t\t\t[], // Enemy has no \"own projectiles\" in this context\n\t\t\t0, // We don't know enemy's ticksUntilReady\n\t\t);\n\t}, [ctx.myProjectiles, enemy.position.x, enemy.position.y]);\n}\n","/**\r\n * VIBEMANCER - PARAMETER RUNTIME\r\n *\r\n * Provides the useParam() hook for bots to declare tunable parameters,\r\n * and the infrastructure for the optimizer to inject/discover parameter values.\r\n *\r\n * Design: Module-level state (JS is single-threaded, no race conditions).\r\n * The optimizer sets param values before running a bot, and clears them after.\r\n * During discovery, all useParam calls are recorded.\r\n *\r\n * ## useParam API\r\n *\r\n * ```typescript\r\n * // Basic: just a value, no optimizer config\r\n * const damage = useParam('damage', 15);\r\n *\r\n * // With range: optimizer searches value ± range (sliding window)\r\n * const distance = useParam('distance', 350, {range: 150, min: 0});\r\n *\r\n * // With fixed min/max: optimizer searches [min, max] (fixed bounds)\r\n * const damage = useParam('damage', 15, {min: 5, max: 25});\r\n *\r\n * // With all: range defines search radius, min/max clamp it\r\n * const fraction = useParam('fraction', 0.25, {range: 0.2, min: 0, max: 1});\r\n *\r\n * // With custom step count: optimizer tests 20 values instead of default 10\r\n * const distance = useParam('distance', 500, {range: 200, min: 0, steps: 20});\r\n * ```\r\n *\r\n * - **Arg 1** `name` — unique parameter name (must be consistent across ticks)\r\n * - **Arg 2** `value` — the actual value used in gameplay. This is what your bot\r\n * uses during matches. The optimizer script automatically updates this value.\r\n * - **Arg 3** `config` (optional) — optimizer search configuration:\r\n * - `range` — search radius: optimizer checks `value ± range`. The auto-optimizer\r\n * rewrites `value` after each run, so the search window slides automatically.\r\n * - `min` / `max` — hard constraints (e.g., distance ≥ 0, fraction ≤ 1).\r\n * When `range` is omitted, these define fixed search bounds (old-style).\r\n * - `steps` — how many evenly-spaced values the optimizer tests per pass (default: 10).\r\n * - `substeps` — steps to use in refinement passes (passes 2+). Set to 0 to freeze\r\n * after pass 1 (ideal for boolean params). Defaults to `steps` if not specified.\r\n * - At least `range` or both `min` + `max` must be provided.\r\n *\r\n * Without optimizer config, useParam simply returns `value` every tick.\r\n * With optimizer config, the offline optimizer script can override the value during search.\r\n *\r\n * ## Rules of Hooks\r\n * useParam follows the same rules as useState/useEffect/etc:\r\n * - Must be called at the top level of your bot function (not inside conditionals)\r\n * - Must be called in the same order every tick\r\n * - Violations are detected and throw errors\r\n */\r\n\r\nimport type {WizardFunction} from '../hooks/types.js';\r\nimport {validateHookCall} from './hooks-runtime.js';\r\n\r\n/**\r\n * Declaration of a tunable parameter, as discovered by the optimizer.\r\n */\r\nexport interface ParamDeclaration\r\n{\r\n\tname: string;\r\n\tvalue: number;\r\n\trange?: number;\r\n\tmin?: number;\r\n\tmax?: number;\r\n\tsteps: number;\r\n\t/** Steps to use in refinement passes (passes 2+). 0 = freeze after pass 1. Defaults to `steps`. */\r\n\tsubsteps?: number;\r\n}\r\n\r\n// --- Module-level state ---\r\n\r\n/** Current parameter values injected by the optimizer. null = use defaults. */\r\nlet paramValues: Map<string, number> | null = null;\r\n\r\n/** Params discovered during discovery mode. */\r\nconst discoveredParams = new Map<string, ParamDeclaration>();\r\n\r\n/** Whether we're in discovery mode (collecting param declarations). */\r\nlet discovering = false;\r\n\r\n// --- Public API for bot authors ---\r\n\r\n/**\r\n * Declare a tunable parameter. Returns the current value (optimizer-injected or the provided value).\r\n *\r\n * @param name - Unique parameter name (consistent across ticks)\r\n * @param value - The gameplay value. The auto-optimizer rewrites this in source code.\r\n * @param config - Optional optimizer search configuration\r\n * @returns The optimizer-injected value during optimization, or `value` during normal play\r\n *\r\n * @example\r\n * // Simple: no optimizer config\r\n * const damage = useParam('damage', 15);\r\n *\r\n * // With range: optimizer searches value ± range (sliding window)\r\n * const distance = useParam('distance', 350, {range: 150, min: 0});\r\n *\r\n * // With fixed min/max: optimizer searches [min, max]\r\n * const damage = useParam('damage', 15, {min: 5, max: 25});\r\n */\r\nexport function useParam(name: string, value: number, config?: {\r\n\trange?: number;\r\n\tmin?: number;\r\n\tmax?: number;\r\n\tsteps?: number;\r\n\tsubsteps?: number;\r\n}): number\r\n{\r\n\t// Participate in hook index validation (same rules as useState, useEffect, etc.)\r\n\tvalidateHookCall('useParam');\r\n\r\n\t// Register for discovery (only if optimizer config is provided)\r\n\tif (discovering && config)\r\n\t{\r\n\t\tdiscoveredParams.set(name, {\r\n\t\t\tname,\r\n\t\t\tvalue,\r\n\t\t\trange: config.range,\r\n\t\t\tmin: config.min,\r\n\t\t\tmax: config.max,\r\n\t\t\tsteps: config.steps ?? 10,\r\n\t\t\tsubsteps: config.substeps,\r\n\t\t});\r\n\t}\r\n\r\n\t// Return optimizer value or the provided value\r\n\treturn paramValues?.get(name) ?? value;\r\n}\r\n\r\n// --- Optimizer API ---\r\n\r\n/**\r\n * Inject parameter values for the next bot execution.\r\n * The wrapped bot will read these values via useParam().\r\n */\r\nexport function setParamValues(values: Record<string, number>): void\r\n{\r\n\tparamValues = new Map(Object.entries(values));\r\n}\r\n\r\n/**\r\n * Clear injected parameter values. useParam() will return its provided value.\r\n */\r\nexport function clearParamValues(): void\r\n{\r\n\tparamValues = null;\r\n}\r\n\r\n/**\r\n * Start discovery mode. All subsequent useParam() calls with optimizer config\r\n * will register their declarations.\r\n */\r\nexport function startDiscovery(): void\r\n{\r\n\tdiscovering = true;\r\n\tdiscoveredParams.clear();\r\n}\r\n\r\n/**\r\n * Stop discovery mode and return all discovered parameter declarations.\r\n */\r\nexport function stopDiscovery(): ParamDeclaration[]\r\n{\r\n\tdiscovering = false;\r\n\tconst result = [...discoveredParams.values()];\r\n\tdiscoveredParams.clear();\r\n\treturn result;\r\n}\r\n\r\n/**\r\n * Wrap a bot function to inject specific parameter values.\r\n * The returned function sets params before calling the bot and clears them after.\r\n */\r\nexport function wrapWithParams(bot: WizardFunction, params: Record<string, number>): WizardFunction\r\n{\r\n\treturn () =>\r\n\t{\r\n\t\tsetParamValues(params);\r\n\t\ttry\r\n\t\t{\r\n\t\t\treturn bot();\r\n\t\t}\r\n\t\tfinally\r\n\t\t{\r\n\t\t\tclearParamValues();\r\n\t\t}\r\n\t};\r\n}\r\n","import type {FinalAction} from '../../hooks/index.js';\nimport {idle} from '../../hooks/index.js';\n\n/**\n * Bot: TargetDummy\n *\n * BEHAVIOR: Does absolutely nothing. No movement, no spells, no AI.\n *\n * NAMING RATIONALE: \"Target Dummy\" is universal MMO player vocabulary for the\n * practice objects found in capital cities. Every WoW/FFXIV player has beaten\n * on a target dummy to test DPS rotations. That's exactly what this bot is —\n * a punching bag for testing missile mechanics and baseline damage output.\n * Nobody calls them \"training dummies\"; the player term is always \"target dummy.\"\n *\n * STANDALONE — no tier progression. It's a test fixture, not a combatant.\n */\nexport function TargetDummy(): FinalAction\n{\n\treturn idle();\n}\n","import type {FinalAction} from '../../hooks/index.js';\nimport {usePosition, useEnemy, useStatus, idle, missile, flyStraight} from '../../hooks/index.js';\nimport {angleTo} from '../../utils/angles.js';\n\n/**\n * Bot: Rookie\n *\n * BEHAVIOR: Stands perfectly still and fires straight (non-homing) missiles at\n * the enemy. No movement, no dodging, no shielding. Knows one spell and uses\n * it on cooldown. The wizard equivalent of an FPS player who stands in the open\n * and holds left-click.\n *\n * NAMING RATIONALE: \"Rookie\" is the universal term for a first-timer who barely\n * knows what they're doing. This bot is a day-one player who learned how to cast\n * missile and nothing else. No movement, no defense, just raw \"I press the button.\"\n * We considered \"Noob\" (more accurate) but Rookie is less abrasive while conveying\n * the same thing — a beginner who doesn't know any better.\n *\n * STANDALONE — no tier progression. Rookies either learn to play a real class\n * or quit. This bot represents the rock-bottom of \"at least it shoots.\"\n */\nexport function Rookie(): FinalAction\n{\n\tconst position = usePosition();\n\tconst enemy = useEnemy();\n\tconst status = useStatus();\n\n\tif (enemy.health <= 0)\n\t{\n\t\treturn idle();\n\t}\n\n\tif (status === 'idle')\n\t{\n\t\treturn missile(\n\t\t\t{\n\t\t\t\tdamage: 10,\n\t\t\t\tspeed: 5,\n\t\t\t\tturnRate: 0,\n\t\t\t\tduration: 200,\n\t\t\t},\n\t\t\t() => flyStraight(),\n\t\t\tangleTo(position, enemy.position),\n\t\t).move(0, 0);\n\t}\n\n\treturn idle();\n}\n","/**\r\n * VIBEMANCER - SHARED BOT UTILITIES\r\n *\r\n * Common helpers used by multiple bots for threat analysis and defense.\r\n */\r\n\r\nimport {GameState, Position, ProjectileState} from '../types.js';\r\nimport {analyzeThreats} from '../hooks/threat-analysis.js';\r\nimport type {AnalyzedThreat} from '../hooks/types.js';\r\nimport {distanceTo} from '../utils/distance.js';\r\nimport {RULES, WIZARD_RADIUS, ARENA_MIN, ARENA_MAX} from '../rules.js';\r\n\r\nconst LAVA_SAFE_MIN = ARENA_MIN + WIZARD_RADIUS + 2;\r\nconst LAVA_SAFE_MAX = ARENA_MAX - WIZARD_RADIUS - 2;\r\n\r\n/**\r\n * Clamp a movement vector so the wizard doesn't walk into lava.\r\n */\r\nexport function avoidLava(position: Position, move: {x: number; y: number}): {x: number; y: number}\r\n{\r\n\tlet {x, y} = move;\r\n\tif (position.x <= LAVA_SAFE_MIN && x < 0) x = 0;\r\n\tif (position.x >= LAVA_SAFE_MAX && x > 0) x = 0;\r\n\tif (position.y <= LAVA_SAFE_MIN && y < 0) y = 0;\r\n\tif (position.y >= LAVA_SAFE_MAX && y > 0) y = 0;\r\n\treturn {x, y};\r\n}\r\n\r\n/**\r\n * Distance from the lava-safe boundary at which a wizard starts steering back\r\n * toward center. Sized to exceed a single missile's knockback reach so a bot that\r\n * holds this margin can't be punched through the border by one hit.\r\n */\r\nconst WALL_DANGER = 110;\r\n\r\n/**\r\n * Wall-recovery steering — the wall-awareness every bot needs so it never gets\r\n * cornered into lava (by knockback drift or by tight kiting).\r\n *\r\n * In the open interior this returns `desiredMove` unchanged (a stationary bot\r\n * passing {0,0} stays put). As the wizard nears a wall it blends in a push toward\r\n * arena center, growing stronger the closer to the edge and fully overriding any\r\n * outward move at the boundary, so the wizard actively un-corners itself instead\r\n * of drifting in. The result never contains a component pointing further into lava.\r\n */\r\nexport function keepOffWalls(position: Position, desiredMove: {x: number; y: number} = {x: 0, y: 0}): {x: number; y: number}\r\n{\r\n\tlet cx = 0;\r\n\tlet cy = 0;\r\n\tconst distLeft = position.x - LAVA_SAFE_MIN;\r\n\tconst distRight = LAVA_SAFE_MAX - position.x;\r\n\tconst distTop = position.y - LAVA_SAFE_MIN;\r\n\tconst distBottom = LAVA_SAFE_MAX - position.y;\r\n\tif (distLeft < WALL_DANGER) cx += (WALL_DANGER - Math.max(0, distLeft)) / WALL_DANGER;\r\n\tif (distRight < WALL_DANGER) cx -= (WALL_DANGER - Math.max(0, distRight)) / WALL_DANGER;\r\n\tif (distTop < WALL_DANGER) cy += (WALL_DANGER - Math.max(0, distTop)) / WALL_DANGER;\r\n\tif (distBottom < WALL_DANGER) cy -= (WALL_DANGER - Math.max(0, distBottom)) / WALL_DANGER;\r\n\r\n\tconst urgency = Math.min(1, Math.max(Math.abs(cx), Math.abs(cy)));\r\n\tif (urgency <= 0) return desiredMove;\r\n\r\n\t// Normalize an over-long desired move so the blend weights stay meaningful.\r\n\tconst mag = Math.hypot(desiredMove.x, desiredMove.y);\r\n\tconst dir = mag > 1 ? {x: desiredMove.x / mag, y: desiredMove.y / mag} : desiredMove;\r\n\tconst blended = {\r\n\t\tx: dir.x * (1 - urgency) + cx * urgency,\r\n\t\ty: dir.y * (1 - urgency) + cy * urgency,\r\n\t};\r\n\treturn avoidLava(position, blended);\r\n}\r\n\r\nexport interface LavaEvade\r\n{\r\n\taction: 'blink' | 'move';\r\n\tx: number;\r\n\ty: number;\r\n}\r\n\r\n/** Max distance a single missile of `damage` can knock a wizard (decaying-impulse sum). */\r\nfunction knockbackReach(damage: number): number\r\n{\r\n\tconst over = damage - RULES.KNOCKBACK_DAMAGE_THRESHOLD;\r\n\treturn over > 0 ? (over * RULES.KNOCKBACK_SPEED_PER_DAMAGE) / (1 - RULES.KNOCKBACK_DECAY) : 0;\r\n}\r\n\r\n/** Distance from `pos` along (dx,dy) until it crosses the lava-safe boundary (∞ if never). */\r\nfunction distToLavaAlong(pos: Position, dx: number, dy: number): number\r\n{\r\n\tlet t = Infinity;\r\n\tif (dx > 1e-6) t = Math.min(t, (LAVA_SAFE_MAX - pos.x) / dx);\r\n\telse if (dx < -1e-6) t = Math.min(t, (LAVA_SAFE_MIN - pos.x) / dx);\r\n\tif (dy > 1e-6) t = Math.min(t, (LAVA_SAFE_MAX - pos.y) / dy);\r\n\telse if (dy < -1e-6) t = Math.min(t, (LAVA_SAFE_MIN - pos.y) / dy);\r\n\treturn Math.max(0, t);\r\n}\r\n\r\n/**\r\n * Emergency lava-evade — the skill that makes a knockback lava death the bot's fault.\r\n *\r\n * Knockback ignores shields, so a damaging missile that would shove this wizard past\r\n * the lava border (in the away-from-enemy direction it gets knocked) is a death you\r\n * can only avoid by NOT being hit. When such a hit is imminent this returns a blink\r\n * clear of it — toward center — if blink is ready, else a dodge; to be taken with TOP\r\n * priority, AHEAD of shielding. Returns null when no incoming hit would reach lava\r\n * (run the normal defense). If you're cornered with blink down and can't dodge, it\r\n * returns null and you eat it — you messed up.\r\n */\r\nexport function getLavaEvade(\r\n\tposition: Position,\r\n\tenemyPos: Position,\r\n\tthreats: AnalyzedThreat[],\r\n\tblinkCooldown: number,\r\n\thorizonTicks = 40,\r\n): LavaEvade | null\r\n{\r\n\tconst ax = position.x - enemyPos.x;\r\n\tconst ay = position.y - enemyPos.y;\r\n\tconst amag = Math.hypot(ax, ay) || 1;\r\n\tconst distToWall = distToLavaAlong(position, ax / amag, ay / amag);\r\n\r\n\tfor (const threat of threats)\r\n\t{\r\n\t\tif (!threat.willHit || threat.ticksToImpact > horizonTicks) continue;\r\n\t\tconst reach = knockbackReach(threat.projectile.damage);\r\n\t\tif (reach <= 0 || reach + WIZARD_RADIUS < distToWall) continue; // this hit can't reach lava\r\n\r\n\t\t// A lava-lethal hit is imminent — must not get hit (shields don't stop knockback).\r\n\t\tif (blinkCooldown === 0 && threat.ticksToImpact >= RULES.BLINK_CAST_TIME)\r\n\t\t{\r\n\t\t\tconst target = getBlinkToCenter(position);\r\n\t\t\treturn {action: 'blink', x: target.x, y: target.y};\r\n\t\t}\r\n\t\tconst dodge = getDodgeDirectionForMovement([threat], position);\r\n\t\tif (dodge)\r\n\t\t{\r\n\t\t\tconst safe = keepOffWalls(position, dodge);\r\n\t\t\treturn {action: 'move', x: safe.x, y: safe.y};\r\n\t\t}\r\n\t\tconst recenter = keepOffWalls(position);\r\n\t\tif (recenter.x !== 0 || recenter.y !== 0) return {action: 'move', x: recenter.x, y: recenter.y};\r\n\t\treturn null; // cornered, blink down, can't dodge — you messed up\r\n\t}\r\n\treturn null;\r\n}\r\n\r\n/**\r\n * Pre-cast wall discipline. A bot committed to a long cast can't react for its whole\r\n * cast time, so casting near a wall means a knockback lava death — its own fault. If\r\n * there isn't `margin` units of room toward the away-from-enemy wall (where knockback\r\n * shoves it), this returns a move toward arena center to take FIRST, before the cast;\r\n * else null (safe to commit).\r\n */\r\nexport function getPreCastReposition(position: Position, enemyPos: Position, margin?: number): {x: number; y: number} | null\r\n{\r\n\t// Default margin = the reach of a solid (damage-30) hit + a buffer, so it scales\r\n\t// with the ruleset's knockback (a heavier-knockback ruleset demands more room).\r\n\tconst safeMargin = margin ?? knockbackReach(30) + WIZARD_RADIUS + 30;\r\n\tconst ax = position.x - enemyPos.x;\r\n\tconst ay = position.y - enemyPos.y;\r\n\tconst amag = Math.hypot(ax, ay) || 1;\r\n\tif (distToLavaAlong(position, ax / amag, ay / amag) >= safeMargin) return null;\r\n\tconst center = (ARENA_MIN + ARENA_MAX) / 2;\r\n\tconst cx = center - position.x;\r\n\tconst cy = center - position.y;\r\n\tconst cmag = Math.hypot(cx, cy) || 1;\r\n\treturn {x: cx / cmag, y: cy / cmag};\r\n}\r\n\r\n// Re-export public utility so bots can import from shared\r\nexport {fitMissileToBudget, fitMissileForEscapingTarget} from '../utils/combat.js';\r\n\r\n// T2 bots: max cast time when no threats are incoming (~2s)\r\nexport const MAX_CAST_BUDGET = 200;\r\n\r\n// Minimum useful damage — d=1 to d=4 missiles waste cast time for negligible output.\r\n// When budget only allows this, fall back to firing a bigger missile and accept the hit.\r\nexport const MIN_USEFUL_DAMAGE = 5;\r\n\r\n/**\r\n * Compute how many ticks until the wizard can start a new action.\r\n */\r\nexport function computeTicksUntilReady(state: GameState): number\r\n{\r\n\tswitch (state.state)\r\n\t{\r\n\t\tcase 'idle':\r\n\t\t\treturn 0;\r\n\t\tcase 'casting':\r\n\t\t\treturn (state.castDuration ?? 0) - (state.castProgress ?? 0);\r\n\t\tcase 'channeling':\r\n\t\t\treturn 0; // can cancel instantly\r\n\t\tcase 'gcd_locked':\r\n\t\t\treturn state.gcdRemaining ?? 0;\r\n\t\tdefault:\r\n\t\t\treturn 0;\r\n\t}\r\n}\r\n\r\n/**\r\n * Get all threats from enemy projectiles using the simulation-based system.\r\n */\r\nexport function getThreats(state: GameState): AnalyzedThreat[]\r\n{\r\n\tconst ticksUntilReady = computeTicksUntilReady(state);\r\n\treturn analyzeThreats(state.position, state.projectiles, state.myProjectiles, ticksUntilReady);\r\n}\r\n\r\n/**\r\n * Get the most urgent threat that will actually hit us.\r\n * Returns null if no threats will hit.\r\n */\r\nexport function getMostUrgentThreat(threats: AnalyzedThreat[]): AnalyzedThreat | null\r\n{\r\n\t// Threats are already sorted by ticksToImpact (soonest first)\r\n\treturn threats.find((t) => t.willHit) ?? null;\r\n}\r\n\r\n/**\r\n * Determine if a threat should force a shield even when a dodge direction exists.\r\n * - High-damage homing missiles are too risky to dodge (missile tracks you)\r\n * - Close-range threats arrive before you can strafe clear (need ~10 ticks to dodge)\r\n */\r\nexport function shouldForceShield(threat: AnalyzedThreat): boolean\r\n{\r\n\tif (threat.projectile.damage >= 25 && threat.projectile.turnRate > 0) return true;\r\n\tif (threat.ticksToImpact <= 12 && threat.projectile.damage >= 10) return true;\r\n\treturn false;\r\n}\r\n\r\n/**\r\n * Get a dodge direction for movement, even if no threat will directly hit.\r\n * Homing missiles continuously adjust course, so even missiles the simulation\r\n * says will \"miss\" should be dodged if they're close.\r\n *\r\n * Uses the missile's heading to determine which side it will pass the wizard,\r\n * then dodges perpendicular to the heading, AWAY from the approach side.\r\n * When the missile is heading dead-center at us (ambiguous), uses wall\r\n * avoidance as a stable tiebreaker.\r\n */\r\nexport function getDodgeDirectionForMovement(\r\n\tthreats: AnalyzedThreat[],\r\n\tmyPos: Position,\r\n): Position | null\r\n{\r\n\t// Only dodge missiles the simulation predicts will hit\r\n\tconst target = threats.find((t) => t.willHit) ?? null;\r\n\r\n\tif (!target) return null;\r\n\r\n\t// Missile heading direction (from its rotation)\r\n\tconst rad = target.projectile.rotation * (Math.PI / 180);\r\n\tconst missileDir = {x: Math.cos(rad), y: Math.sin(rad)};\r\n\r\n\t// Vector from missile to wizard\r\n\tconst toWizard = {\r\n\t\tx: myPos.x - target.projectile.position.x,\r\n\t\ty: myPos.y - target.projectile.position.y,\r\n\t};\r\n\tconst len = Math.sqrt(toWizard.x * toWizard.x + toWizard.y * toWizard.y);\r\n\tif (len < 0.01) return null;\r\n\r\n\t// Cross product: which side of the missile's path is the wizard on?\r\n\t// cross > 0 → wizard is clockwise from heading → missile passes CCW → dodge CW (away)\r\n\t// cross < 0 → wizard is counter-clockwise → missile passes CW → dodge CCW (away)\r\n\tconst cross = missileDir.x * toWizard.y - missileDir.y * toWizard.x;\r\n\r\n\t// Perpendicular options to missile heading\r\n\tconst dodgeCW = {x: missileDir.y, y: -missileDir.x};\r\n\tconst dodgeCCW = {x: -missileDir.y, y: missileDir.x};\r\n\r\n\t// Deadzone: missile heading nearly straight at us (~8° cone).\r\n\t// Both sides are equally good, so use a stable tiebreaker.\r\n\tconst DEADZONE = 0.15 * len;\r\n\r\n\tif (cross > DEADZONE)\r\n\t{\r\n\t\treturn dodgeCCW;\r\n\t}\r\n\tif (cross < -DEADZONE)\r\n\t{\r\n\t\treturn dodgeCW;\r\n\t}\r\n\r\n\t// Tiebreaker for dead-center missiles: pick the side further from walls\r\n\tconst futureA = {x: myPos.x + dodgeCCW.x * 100, y: myPos.y + dodgeCCW.y * 100};\r\n\tconst futureB = {x: myPos.x + dodgeCW.x * 100, y: myPos.y + dodgeCW.y * 100};\r\n\tconst scoreA = Math.min(futureA.x - ARENA_MIN, ARENA_MAX - futureA.x, futureA.y - ARENA_MIN, ARENA_MAX - futureA.y);\r\n\tconst scoreB = Math.min(futureB.x - ARENA_MIN, ARENA_MAX - futureB.x, futureB.y - ARENA_MIN, ARENA_MAX - futureB.y);\r\n\r\n\treturn scoreA >= scoreB ? dodgeCCW : dodgeCW;\r\n}\r\n\r\n/**\r\n * Check if it's safe to start an attack (no imminent undodgeable threats).\r\n *\r\n * @param threats - Analyzed threats\r\n * @param castTicks - How many ticks the attack cast will take\r\n * @param gcdTicks - GCD ticks after cast (default 100)\r\n * @param shieldCastTicks - Shield cast time (default 20)\r\n */\r\nexport function isSafeToAttack(\r\n\tthreats: AnalyzedThreat[],\r\n\tcastTicks: number,\r\n\tgcdTicks: number = RULES.GCD_DURATION,\r\n\tshieldCastTicks: number = RULES.SHIELD_CAST_TIME,\r\n): boolean\r\n{\r\n\t// No threats = safe\r\n\tconst hittingThreats = threats.filter((t) => t.willHit);\r\n\r\n\tfor (const threat of hittingThreats)\r\n\t{\r\n\t\tif (threat.bestDodgeDirection !== null)\r\n\t\t{\r\n\t\t\t// Homing missiles track during GCD, but the wizard moves at full speed\r\n\t\t\t// during GCD and can dodge normally. Only the cast (half speed) plus a\r\n\t\t\t// transition buffer is truly dangerous for dodgeable homing missiles.\r\n\t\t\t// Non-homing missiles only need dodging during the cast itself.\r\n\t\t\tif (threat.projectile.turnRate > 0)\r\n\t\t\t{\r\n\t\t\t\tif (threat.ticksToImpact < castTicks + HOMING_DODGE_BUFFER)\r\n\t\t\t\t{\r\n\t\t\t\t\treturn false;\r\n\t\t\t\t}\r\n\t\t\t}\r\n\t\t\telse if (threat.ticksToImpact < castTicks)\r\n\t\t\t{\r\n\t\t\t\treturn false;\r\n\t\t\t}\r\n\t\t\tcontinue;\r\n\t\t}\r\n\r\n\t\t// Undodgeable threat: we need time to finish cast + GCD + shield cast\r\n\t\tconst timeNeeded = castTicks + gcdTicks + shieldCastTicks + 1;\r\n\t\tif (threat.ticksToImpact < timeNeeded)\r\n\t\t{\r\n\t\t\treturn false;\r\n\t\t}\r\n\t}\r\n\r\n\treturn true;\r\n}\r\n\r\n/**\r\n * Calculate a blink target toward arena center (for emergency escapes).\r\n */\r\nexport function getBlinkToCenter(pos: Position): Position\r\n{\r\n\tconst centerX = (ARENA_MIN + ARENA_MAX) / 2;\r\n\tconst centerY = (ARENA_MIN + ARENA_MAX) / 2;\r\n\tconst dx = centerX - pos.x;\r\n\tconst dy = centerY - pos.y;\r\n\tconst dist = Math.sqrt(dx * dx + dy * dy);\r\n\r\n\tif (dist === 0) return {x: centerX, y: centerY};\r\n\r\n\treturn {\r\n\t\tx: Math.max(LAVA_SAFE_MIN, Math.min(LAVA_SAFE_MAX, pos.x + (dx / dist) * RULES.BLINK_RANGE)),\r\n\t\ty: Math.max(LAVA_SAFE_MIN, Math.min(LAVA_SAFE_MAX, pos.y + (dy / dist) * RULES.BLINK_RANGE)),\r\n\t};\r\n}\r\n\r\n// ============================================================================\r\n// BLINK DISTANCE FUNCTIONS\r\n// ============================================================================\r\n\r\n// Post-blink vulnerability: shield cast time before wizard can defend (blink has no GCD)\r\nconst POST_BLINK_VULNERABILITY = RULES.SHIELD_CAST_TIME;\r\n\r\n// Approximate hit radius for missile safety (wizard radius + typical missile radius)\r\nconst HIT_RADIUS = WIZARD_RADIUS + 3;\r\n\r\n// Homing missiles need extra buffer beyond cast time because they track during GCD\r\nconst HOMING_DODGE_BUFFER = 20;\r\n\r\n// Minimum wall margin when evaluating blink targets (prevents blinking into walls)\r\nconst BLINK_WALL_MARGIN = 20;\r\n\r\n// Minimum post-blink distance from enemy for escape blinks to be worthwhile\r\nexport const MIN_BLINK_ESCAPE_DISTANCE = 250;\r\n\r\n// Scoring constants\r\nconst ANGLE_CANDIDATES = 24; // every 15°\r\nconst DISTANCE_FRACTIONS = [1.0, 0.7, 0.4];\r\n\r\n\r\n/**\r\n * Find the best blink target to increase distance from an enemy.\r\n * Avoids positions where missiles could arrive during the post-blink GCD window.\r\n * Returns null if minResultDistance can't be achieved.\r\n */\r\nexport function getBlinkToIncreaseDistance(\r\n\tmyPos: Position,\r\n\tenemyPos: Position,\r\n\tprojectiles: ProjectileState[],\r\n\tminResultDistance?: number,\r\n): Position | null\r\n{\r\n\treturn findBestBlinkTarget(myPos, enemyPos, projectiles, 'increase', minResultDistance);\r\n}\r\n\r\n/**\r\n * Find the best blink target to decrease distance to an enemy.\r\n * Avoids positions where missiles could arrive during the post-blink GCD window.\r\n */\r\nexport function getBlinkToDecreaseDistance(\r\n\tmyPos: Position,\r\n\tenemyPos: Position,\r\n\tprojectiles: ProjectileState[],\r\n): Position | null\r\n{\r\n\treturn findBestBlinkTarget(myPos, enemyPos, projectiles, 'decrease');\r\n}\r\n\r\n/**\r\n * Core blink target finder. Evaluates candidates across multiple angles and distances,\r\n * scoring by distance goal + wall safety + missile avoidance.\r\n */\r\nfunction findBestBlinkTarget(\r\n\tmyPos: Position,\r\n\tenemyPos: Position,\r\n\tprojectiles: ProjectileState[],\r\n\tgoal: 'increase' | 'decrease',\r\n\tminResultDistance?: number,\r\n): Position | null\r\n{\r\n\tconst currentDist = distanceTo(myPos, enemyPos);\r\n\r\n\t// Base direction: away from enemy (increase) or toward enemy (decrease)\r\n\tlet baseAngle: number;\r\n\tif (currentDist < 0.01)\r\n\t{\r\n\t\t// Overlapping: fallback to toward center\r\n\t\tbaseAngle = Math.atan2((ARENA_MIN + ARENA_MAX) / 2 - myPos.y, (ARENA_MIN + ARENA_MAX) / 2 - myPos.x);\r\n\t}\r\n\telse\r\n\t{\r\n\t\tconst dx = goal === 'increase'\r\n\t\t\t? myPos.x - enemyPos.x\r\n\t\t\t: enemyPos.x - myPos.x;\r\n\t\tconst dy = goal === 'increase'\r\n\t\t\t? myPos.y - enemyPos.y\r\n\t\t\t: enemyPos.y - myPos.y;\r\n\t\tbaseAngle = Math.atan2(dy, dx);\r\n\t}\r\n\r\n\t// For decrease: don't overshoot past enemy\r\n\tconst maxBlinkDist = goal === 'decrease'\r\n\t\t? Math.min(RULES.BLINK_RANGE, currentDist)\r\n\t\t: RULES.BLINK_RANGE;\r\n\r\n\tlet bestTarget: Position | null = null;\r\n\tlet bestScore = -Infinity;\r\n\r\n\tfor (const fraction of DISTANCE_FRACTIONS)\r\n\t{\r\n\t\tconst blinkDist = maxBlinkDist * fraction;\r\n\t\tif (blinkDist < 10) continue;\r\n\r\n\t\tfor (let i = 0; i < ANGLE_CANDIDATES; i++)\r\n\t\t{\r\n\t\t\tconst angle = baseAngle + (i * 2 * Math.PI) / ANGLE_CANDIDATES;\r\n\r\n\t\t\t// Candidate position (clamped with wall buffer to prevent wall-hugging)\r\n\t\t\tconst cx = Math.max(ARENA_MIN + BLINK_WALL_MARGIN, Math.min(ARENA_MAX - BLINK_WALL_MARGIN, myPos.x + Math.cos(angle) * blinkDist));\r\n\t\t\tconst cy = Math.max(ARENA_MIN + BLINK_WALL_MARGIN, Math.min(ARENA_MAX - BLINK_WALL_MARGIN, myPos.y + Math.sin(angle) * blinkDist));\r\n\r\n\t\t\t// Skip if clamping made this a non-blink\r\n\t\t\tif (distanceTo(myPos, {x: cx, y: cy}) < 10) continue;\r\n\r\n\t\t\tconst candidate = {x: cx, y: cy};\r\n\r\n\t\t\t// Score: distance from enemy (maximize for increase, minimize for decrease)\r\n\t\t\tconst enemyDist = distanceTo(candidate, enemyPos);\r\n\t\t\tconst distScore = goal === 'increase' ? enemyDist : -enemyDist;\r\n\r\n\t\t\t// Penalize distance from arena center (prevents corner-trapping)\r\n\t\t\tconst center = (ARENA_MIN + ARENA_MAX) / 2;\r\n\t\t\tconst distFromCenter = distanceTo(candidate, {x: center, y: center});\r\n\r\n\t\t\t// Missile danger penalty\r\n\t\t\tconst missilePenalty = getMissileDangerAtPosition(candidate, projectiles);\r\n\r\n\t\t\tconst score = distScore - distFromCenter * 0.5 - missilePenalty;\r\n\r\n\t\t\tif (score > bestScore)\r\n\t\t\t{\r\n\t\t\t\tbestScore = score;\r\n\t\t\t\tbestTarget = candidate;\r\n\t\t\t}\r\n\t\t}\r\n\t}\r\n\r\n\t// Check minResultDistance threshold\r\n\tif (minResultDistance !== undefined && bestTarget !== null)\r\n\t{\r\n\t\tif (distanceTo(bestTarget, enemyPos) < minResultDistance)\r\n\t\t{\r\n\t\t\treturn null;\r\n\t\t}\r\n\t}\r\n\r\n\treturn bestTarget;\r\n}\r\n\r\n/**\r\n * Estimate missile danger at a position during the post-blink vulnerability window.\r\n * Returns a penalty score (0 = safe, high = dangerous).\r\n *\r\n * Uses the missile's actual heading, speed, and turn rate to estimate arrival time.\r\n * During GCD the wizard moves at full speed (1 u/tick), so missiles only threaten\r\n * the blink destination if they arrive quickly enough that the wizard can't dodge.\r\n */\r\nfunction getMissileDangerAtPosition(\r\n\tpos: Position,\r\n\tprojectiles: ProjectileState[],\r\n): number\r\n{\r\n\tlet danger = 0;\r\n\r\n\tfor (const proj of projectiles)\r\n\t{\r\n\t\tconst dx = pos.x - proj.position.x;\r\n\t\tconst dy = pos.y - proj.position.y;\r\n\t\tconst dist = Math.sqrt(dx * dx + dy * dy);\r\n\r\n\t\t// Can the missile physically reach this position in time?\r\n\t\tif (dist / proj.speed > POST_BLINK_VULNERABILITY) continue;\r\n\r\n\t\tif (proj.turnRate > 0)\r\n\t\t{\r\n\t\t\t// Homing: estimate arrival using heading + turn rate + distance.\r\n\t\t\t// The missile must turn toward the position AND travel to it.\r\n\t\t\t// Minimum arrival ≈ max(turnTime, travelTime) since they overlap.\r\n\t\t\tconst angleToPos = Math.atan2(dy, dx) * (180 / Math.PI);\r\n\t\t\tlet angleDiff = angleToPos - proj.rotation;\r\n\t\t\twhile (angleDiff > 180) angleDiff -= 360;\r\n\t\t\twhile (angleDiff < -180) angleDiff += 360;\r\n\r\n\t\t\tconst turnTicks = Math.abs(angleDiff) / proj.turnRate;\r\n\t\t\tconst travelTicks = dist / proj.speed;\r\n\t\t\tconst estimatedArrival = Math.max(turnTicks, travelTicks);\r\n\r\n\t\t\t// Only dangerous if it arrives before the wizard can move away.\r\n\t\t\t// At full speed (1 u/tick), the wizard needs ~HIT_RADIUS ticks to\r\n\t\t\t// sidestep out of the collision zone. Add a buffer for reaction.\r\n\t\t\tif (estimatedArrival < HIT_RADIUS * 3)\r\n\t\t\t{\r\n\t\t\t\tdanger += 1000;\r\n\t\t\t}\r\n\t\t}\r\n\t\telse\r\n\t\t{\r\n\t\t\t// Non-homing: check if straight-line path passes near the position\r\n\t\t\tconst rad = proj.rotation * (Math.PI / 180);\r\n\t\t\tconst mx = Math.cos(rad);\r\n\t\t\tconst my = Math.sin(rad);\r\n\r\n\t\t\t// Project position onto missile path (dot product)\r\n\t\t\tconst dot = dx * mx + dy * my;\r\n\t\t\tif (dot < 0) continue; // missile heading away\r\n\r\n\t\t\t// Closest point on missile path to candidate\r\n\t\t\tconst closestX = proj.position.x + mx * dot;\r\n\t\t\tconst closestY = proj.position.y + my * dot;\r\n\t\t\tconst closestDist = Math.sqrt(\r\n\t\t\t\t(pos.x - closestX) ** 2 + (pos.y - closestY) ** 2,\r\n\t\t\t);\r\n\r\n\t\t\t// Check if path passes close enough to hit, within time window\r\n\t\t\tif (closestDist < HIT_RADIUS * 3 && dot / proj.speed <= POST_BLINK_VULNERABILITY)\r\n\t\t\t{\r\n\t\t\t\tdanger += 1000;\r\n\t\t\t}\r\n\t\t}\r\n\t}\r\n\r\n\treturn danger;\r\n}\r\n\r\n\r\n// ============================================================================\r\n// T3 SHARED HELPERS\r\n// ============================================================================\r\n\r\n/**\r\n * Compute how fast the enemy is closing distance (positive = approaching).\r\n * Projects enemy velocity onto the vector from enemy to us.\r\n */\r\nexport function getClosingRate(\r\n\tmyPos: {x: number; y: number},\r\n\tenemyPos: {x: number; y: number},\r\n\tenemyVel: {x: number; y: number},\r\n): number\r\n{\r\n\tconst dx = myPos.x - enemyPos.x;\r\n\tconst dy = myPos.y - enemyPos.y;\r\n\tconst dist = Math.sqrt(dx * dx + dy * dy);\r\n\tif (dist < 0.01) return 0;\r\n\treturn (enemyVel.x * dx + enemyVel.y * dy) / dist;\r\n}\r\n\r\n/**\r\n * Compute how many ticks the enemy remains unable to shield.\r\n * Casting missile → remaining cast + GCD. Casting blink/shield → remaining cast only.\r\n * GCD-locked → remaining GCD. Idle/channeling → 0.\r\n */\r\nexport function getEnemyVulnerabilityTicks(enemy: {\r\n\tstate?: string;\r\n\tstatus?: string;\r\n\tcastingSpell?: string | null;\r\n\tcastProgress?: number;\r\n\tcastDuration?: number;\r\n\tgcdRemaining?: number;\r\n}): number\r\n{\r\n\tconst enemyState = enemy.status ?? enemy.state;\r\n\tif (enemyState === 'casting')\r\n\t{\r\n\t\tconst remainingCast = (enemy.castDuration ?? 0) - (enemy.castProgress ?? 0);\r\n\t\tif (enemy.castingSpell === 'missile')\r\n\t\t{\r\n\t\t\treturn remainingCast + RULES.GCD_DURATION;\r\n\t\t}\r\n\t\treturn remainingCast;\r\n\t}\r\n\tif (enemyState === 'gcd_locked')\r\n\t{\r\n\t\treturn enemy.gcdRemaining ?? 0;\r\n\t}\r\n\treturn 0;\r\n}\r\n","import type {FinalAction} from '../../hooks/index.js';\nimport {useStatus, useBlinkCooldown, useRandom, usePosition, move as moveAction, missile, shield, blink, cancel, getMissileContext, turnToward, flyStraight} from '../../hooks/index.js';\nimport {avoidLava} from '../shared.js';\nimport {ARENA_MIN, ARENA_MAX} from '../../rules.js';\n\n/**\n * Bot: Critter\n *\n * BEHAVIOR: Picks random valid actions each tick — random movement, random spells,\n * random missile configs, random directions. Occasionally cancels its own casts.\n * Uses engine-provided seeded random for deterministic behavior. Useful for\n * finding edge cases in the engine, but completely useless in combat.\n *\n * NAMING RATIONALE: In WoW, critters are the 1-HP ambient mobs (rabbits, squirrels,\n * prairie dogs) that wander around doing nothing useful and die to literally anything.\n * This bot is the wizard equivalent — it flails around randomly and gets destroyed by\n * anyone with a plan. The word \"Critter\" immediately tells any gamer \"this thing is\n * helpless and exists only to fill space.\"\n *\n * STANDALONE — no tier progression. Critters don't level up. However, a future\n * \"Hogger\" bot could be an elite critter: same chaotic spirit but actually dangerous\n * (like the famous WoW elite that wipes unprepared lowbies).\n */\nexport function Critter(): FinalAction\n{\n\tconst status = useStatus();\n\tconst blinkCooldown = useBlinkCooldown();\n\tconst random = useRandom();\n\tconst position = usePosition();\n\n\tconst rawMove = {x: random() * 2 - 1, y: random() * 2 - 1};\n\tconst safe = avoidLava(position, rawMove);\n\tconst mx = safe.x;\n\tconst my = safe.y;\n\n\tif (status === 'idle' && random() > 0.95)\n\t{\n\t\tconst spellRoll = random();\n\t\tif (spellRoll > 0.6)\n\t\t{\n\t\t\treturn missile(\n\t\t\t\t{\n\t\t\t\t\tdamage: Math.floor(random() * 20) + 5,\n\t\t\t\t\tspeed: random() * 5 + 2,\n\t\t\t\t\tturnRate: random() * 3,\n\t\t\t\t\tduration: Math.floor(random() * 200) + 100,\n\t\t\t\t},\n\t\t\t\t// Missile AI gets its own random from engine - use it for random targeting\n\t\t\t\t() => \n\t\t\t\t{\n\t\t\t\t\tconst ctx = getMissileContext();\n\t\t\t\t\tif (ctx.random() > 0.5)\n\t\t\t\t\t{\n\t\t\t\t\t\treturn turnToward(ARENA_MIN + ctx.random() * (ARENA_MAX - ARENA_MIN), ARENA_MIN + ctx.random() * (ARENA_MAX - ARENA_MIN));\n\t\t\t\t\t}\n\t\t\t\t\treturn flyStraight();\n\t\t\t\t},\n\t\t\t\trandom() * 360,\n\t\t\t).move(mx, my);\n\t\t}\n\t\telse if (spellRoll > 0.3)\n\t\t{\n\t\t\treturn shield().move(mx, my);\n\t\t}\n\t\telse if (blinkCooldown === 0)\n\t\t{\n\t\t\tconst margin = 50;\n\t\t\treturn blink(ARENA_MIN + margin + random() * (ARENA_MAX - ARENA_MIN - margin * 2), ARENA_MIN + margin + random() * (ARENA_MAX - ARENA_MIN - margin * 2));\n\t\t}\n\t}\n\n\tif (\n\t\t(status === 'casting' || status === 'channeling') &&\n random() > 0.98\n\t)\n\t{\n\t\treturn cancel().move(mx, my);\n\t}\n\n\t// Critter doesn't know where anything is — just move randomly\n\t// Note: aimDirection override is not supported by hooks API, so we just move randomly\n\treturn moveAction(mx, my);\n}\n","import type {FinalAction, MissileFunction} from '../../hooks/index.js';\nimport {usePosition, useEnemy, useStatus, useBlinkCooldown, useRandom, useThreats, idle, move as moveAction, missile, shield, blink, cancel, getMissileContext, turnToward, flyStraight} from '../../hooks/index.js';\nimport {distanceTo} from '../../utils/distance.js';\nimport {angleTo} from '../../utils/angles.js';\nimport {ARENA_MIN, ARENA_MAX} from '../../rules.js';\nimport {\n\tgetMostUrgentThreat,\n\tgetDodgeDirectionForMovement,\n\tgetBlinkToCenter,\n\tavoidLava,\n} from '../shared.js';\nimport {useParam} from '../../engine/params-runtime.js';\nconst WALL_BUFFER = 60;\nconst WALL_PUSH = 0.3; // How hard to push away from walls\n\n/**\n * Homing AI that sometimes forgets what it's doing.\n */\nconst ChaoticHoming: MissileFunction = () =>\n{\n\tconst ctx = getMissileContext();\n\tconst enemy = ctx.worldState.enemies[0];\n\t// 80% chance to actually track, 20% chance to just fly straight\n\tif (ctx.random() < 0.8)\n\t{\n\t\treturn enemy ? turnToward(enemy.position.x, enemy.position.y) : flyStraight();\n\t}\n\treturn flyStraight();\n};\n\n/**\n * Bot: Hogger\n *\n * BEHAVIOR: The elite critter. Chaotic and unpredictable but genuinely dangerous.\n * Randomly varies missile configs each cast (damage 7-15, speed 3-8, random homing),\n * moves erratically but still somewhat toward/away from the enemy, shields when\n * in real danger, and blinks unpredictably. The randomness makes Hogger hard to\n * predict — you never know if the next missile will be a slow tracker or a fast\n * snipe. Unlike Critter's pure randomness, Hogger has enough combat awareness\n * to actually win fights.\n *\n * NAMING RATIONALE: In WoW, Hogger is the iconic level 11 elite gnoll in Elwynn\n * Forest who infamously kills unprepared lowbies. He's technically a basic mob\n * but hits way harder than expected. This bot is the Critter that learned to\n * fight — still chaotic, still a bit dumb, but capable of ending you if you\n * underestimate it. \"Hogger\" is one of WoW's most recognizable references and\n * perfectly captures \"deceptively dangerous chaos.\"\n *\n * STANDALONE — no tier progression. There's only one Hogger.\n */\nexport function Hogger(): FinalAction\n{\n\tconst position = usePosition();\n\tconst enemy = useEnemy();\n\tconst status = useStatus();\n\tconst blinkCooldown = useBlinkCooldown();\n\tconst random = useRandom();\n\tconst threats = useThreats();\n\n\n\tconst centerBias = useParam('centerBias', 0.71, {\n\t\trange: 0.4,\n\t\tmin: 0,\n\t\tmax: 0.8,\n\t\tsteps: 5,\n\t});\n\tconst maxBlinkDistance = useParam('maxBlinkDistance', 224, {\n\t\trange: 100,\n\t\tmin: 50,\n\t\tmax: 300,\n\t\tsteps: 7,\n\t});\n\n\tfunction capBlinkDistance(target: {x: number; y: number}): {x: number; y: number}\n\t{\n\t\tconst dx = target.x - position.x;\n\t\tconst dy = target.y - position.y;\n\t\tconst dist = Math.sqrt(dx * dx + dy * dy);\n\t\tif (dist <= maxBlinkDistance) return target;\n\t\tconst scale = maxBlinkDistance / dist;\n\t\treturn {x: position.x + dx * scale, y: position.y + dy * scale};\n\t}\n\n\tif (enemy.health <= 0)\n\t{\n\t\treturn idle();\n\t}\n\n\tconst distance = distanceTo(position, enemy.position);\n\tconst urgentThreat = getMostUrgentThreat(threats);\n\n\t// Erratic movement: mostly toward/away from enemy with random strafe\n\tconst deltaX = enemy.position.x - position.x;\n\tconst deltaY = enemy.position.y - position.y;\n\tconst normalizedDistance = distance > 0 ? distance : 1;\n\n\t// Dodge if there's a real threat\n\tconst dodgeDirection = getDodgeDirectionForMovement(threats, position);\n\n\tlet moveX: number;\n\tlet moveY: number;\n\n\tif (dodgeDirection)\n\t{\n\t\t// Actually dodge (Hogger isn't stupid)\n\t\tmoveX = dodgeDirection.x;\n\t\tmoveY = dodgeDirection.y;\n\t}\n\telse\n\t{\n\t\t// Random strafe component\n\t\tconst perpX = -deltaY / normalizedDistance;\n\t\tconst perpY = deltaX / normalizedDistance;\n\t\tconst strafeIntensity = random() * 0.8 - 0.4; // -0.4 to 0.4\n\n\t\t// Approach/retreat: prefer medium range (250-400), but sometimes just wander\n\t\tlet approachIntensity: number;\n\t\tif (distance > 400)\n\t\t{\n\t\t\tapproachIntensity = 0.4 + random() * 0.3; // approach\n\t\t}\n\t\telse if (distance < 200)\n\t\t{\n\t\t\tapproachIntensity = -(0.3 + random() * 0.3); // retreat\n\t\t}\n\t\telse\n\t\t{\n\t\t\tapproachIntensity = random() * 0.6 - 0.3; // random walk\n\t\t}\n\n\t\t// Approach the center-side of the enemy so knockback pushes toward center, not lava.\n\t\tlet approachX = deltaX / normalizedDistance;\n\t\tlet approachY = deltaY / normalizedDistance;\n\t\tif (approachIntensity > 0)\n\t\t{\n\t\t\tconst center = (ARENA_MIN + ARENA_MAX) / 2;\n\t\t\tconst toCenterX = center - enemy.position.x;\n\t\t\tconst toCenterY = center - enemy.position.y;\n\t\t\tconst toCenterDist = Math.sqrt(toCenterX * toCenterX + toCenterY * toCenterY) || 1;\n\t\t\tconst adX = approachX + (toCenterX / toCenterDist) * centerBias;\n\t\t\tconst adY = approachY + (toCenterY / toCenterDist) * centerBias;\n\t\t\tconst adMag = Math.sqrt(adX * adX + adY * adY) || 1;\n\t\t\tapproachX = adX / adMag;\n\t\t\tapproachY = adY / adMag;\n\t\t}\n\t\tmoveX =\n\t\t\tperpX * strafeIntensity +\n approachX * approachIntensity;\n\t\tmoveY =\n\t\t\tperpY * strafeIntensity +\n approachY * approachIntensity;\n\n\t\t// Wall avoidance (Hogger doesn't like corners)\n\t\tif (position.x < ARENA_MIN + WALL_BUFFER) moveX += WALL_PUSH;\n\t\tif (position.x > ARENA_MAX - WALL_BUFFER) moveX -= WALL_PUSH;\n\t\tif (position.y < ARENA_MIN + WALL_BUFFER) moveY += WALL_PUSH;\n\t\tif (position.y > ARENA_MAX - WALL_BUFFER) moveY -= WALL_PUSH;\n\t}\n\n\tconst magnitude = Math.sqrt(moveX * moveX + moveY * moveY);\n\tif (magnitude > 1)\n\t{\n\t\tmoveX = moveX / magnitude;\n\t\tmoveY = moveY / magnitude;\n\t}\n\n\tconst move = {x: moveX, y: moveY};\n\tconst safeMove = avoidLava(position, move);\n\n\t// === DEFENSE: Shield if in real danger ===\n\tif (status === 'channeling')\n\t{\n\t\tif (!urgentThreat || urgentThreat.ticksToImpact > 120)\n\t\t{\n\t\t\treturn cancel().move(safeMove.x, safeMove.y);\n\t\t}\n\t\treturn idle();\n\t}\n\n\tif (\n\t\tstatus === 'idle' &&\n urgentThreat &&\n !urgentThreat.bestDodgeDirection\n\t)\n\t{\n\t\tif (urgentThreat.canBlockInTime && urgentThreat.ticksToStartShield <= 3)\n\t\t{\n\t\t\treturn shield();\n\t\t}\n\t\telse if (!urgentThreat.canBlockInTime && blinkCooldown === 0)\n\t\t{\n\t\t\tconst blinkTarget = capBlinkDistance(getBlinkToCenter(position));\n\t\t\treturn blink(blinkTarget.x, blinkTarget.y);\n\t\t}\n\t}\n\n\t// === OFFENSE: Random blink (sometimes offensive, sometimes random) ===\n\tif (status === 'idle' && blinkCooldown === 0 && random() < 0.03)\n\t{\n\t\t// 60% chance blink toward enemy, 40% chance random blink\n\t\tif (random() < 0.6 && distance > 300)\n\t\t{\n\t\t\tconst capped = capBlinkDistance(enemy.position);\n\t\t\treturn blink(capped.x, capped.y);\n\t\t}\n\t\telse\n\t\t{\n\t\t\tconst capped = capBlinkDistance({\n\t\t\t\tx: 100 + random() * 600,\n\t\t\t\ty: 100 + random() * 600,\n\t\t\t});\n\t\t\treturn blink(capped.x, capped.y);\n\t\t}\n\t}\n\n\t// === OFFENSE: Chaotic missiles ===\n\tif (status === 'idle' && distance < 500)\n\t{\n\t\t// Random missile config each time\n\t\tconst roll = random();\n\t\tlet damage: number;\n\t\tlet speed: number;\n\t\tlet turnRate: number;\n\t\tlet duration: number;\n\n\t\tif (roll < 0.3)\n\t\t{\n\t\t\t// Fast snipe\n\t\t\tdamage = 8 + Math.floor(random() * 5); // 8-12\n\t\t\tspeed = 6 + random() * 2; // 6-8\n\t\t\tturnRate = 0;\n\t\t\tduration = 80 + Math.floor(random() * 40); // 80-120\n\t\t}\n\t\telse if (roll < 0.7)\n\t\t{\n\t\t\t// Homing tracker\n\t\t\tdamage = 7 + Math.floor(random() * 5); // 7-11\n\t\t\tspeed = 3 + random() * 2; // 3-5\n\t\t\tturnRate = 1 + random() * 2; // 1-3\n\t\t\tduration = 150 + Math.floor(random() * 100); // 150-250\n\t\t}\n\t\telse\n\t\t{\n\t\t\t// Big slow bomb\n\t\t\tdamage = 12 + Math.floor(random() * 4); // 12-15\n\t\t\tspeed = 2 + random() * 2; // 2-4\n\t\t\tturnRate = 0.5 + random() * 1.5; // 0.5-2\n\t\t\tduration = 200 + Math.floor(random() * 100); // 200-300\n\t\t}\n\n\t\treturn missile(\n\t\t\t{damage, speed, turnRate, duration},\n\t\t\tChaoticHoming,\n\t\t\tangleTo(position, enemy.position) + (random() * 20 - 10), // ±10° aim wobble\n\t\t).move(safeMove.x, safeMove.y);\n\t}\n\n\treturn moveAction(safeMove.x, safeMove.y);\n}\n","import type {FinalAction, MissileFunction} from '../../hooks/index.js';\nimport {usePosition, useEnemy, useStatus, useBlinkCooldown, useThreats, idle, missile, shield, blink, cancel, getMissileContext, turnToward, flyStraight} from '../../hooks/index.js';\nimport {angleTo} from '../../utils/angles.js';\nimport {distanceTo} from '../../utils/distance.js';\nimport {fitMissileToBudget} from '../../utils/combat.js';\nimport {\n\tgetMostUrgentThreat,\n\tgetBlinkToCenter,\n} from '../shared.js';\n\nconst HomingAI: MissileFunction = () =>\n{\n\tconst ctx = getMissileContext();\n\tconst enemy = ctx.worldState.enemies[0];\n\treturn enemy ? turnToward(enemy.position.x, enemy.position.y) : flyStraight();\n};\n\n/**\n * Bot: Doombringer\n *\n * BEHAVIOR: Fires a single maximum-damage homing missile with infinite budget.\n * No damage cap — goes for the biggest possible hit. Exists as a benchmark to\n * demonstrate why lower-damage + shield play is superior. Has basic shield\n * defense but no sophisticated tactics. One fat cast, one fat hit.\n *\n * STANDALONE — no tier progression. Benchmark/test bot.\n */\nexport function Doombringer(): FinalAction\n{\n\tconst position = usePosition();\n\tconst enemy = useEnemy();\n\tconst status = useStatus();\n\tconst blinkCooldown = useBlinkCooldown();\n\tconst threats = useThreats();\n\n\tif (enemy.health <= 0)\n\t{\n\t\treturn idle();\n\t}\n\n\tconst distance = distanceTo(position, enemy.position);\n\tconst urgentThreat = getMostUrgentThreat(threats);\n\n\t// === DEFENSE: Handle channeling ===\n\tif (status === 'channeling')\n\t{\n\t\tif (!urgentThreat || urgentThreat.ticksToImpact > 150)\n\t\t{\n\t\t\treturn cancel();\n\t\t}\n\t\treturn idle();\n\t}\n\n\t// === DEFENSE: Shield undodgeable threats ===\n\tif (\n\t\tstatus === 'idle' &&\n urgentThreat &&\n !urgentThreat.bestDodgeDirection\n\t)\n\t{\n\t\tif (urgentThreat.canBlockInTime && urgentThreat.ticksToStartShield <= 3)\n\t\t{\n\t\t\treturn shield();\n\t\t}\n\t\telse if (!urgentThreat.canBlockInTime && blinkCooldown === 0)\n\t\t{\n\t\t\tconst t = getBlinkToCenter(position);\n\t\t\treturn blink(t.x, t.y);\n\t\t}\n\t}\n\n\t// === OFFENSE: Fire max-damage homing missile (no damage cap) ===\n\tif (status === 'idle')\n\t{\n\t\tconst config = fitMissileToBudget(Infinity, distance, {minTurnRate: 0.5});\n\t\tif (config)\n\t\t{\n\t\t\treturn missile(\n\t\t\t\tconfig,\n\t\t\t\tHomingAI,\n\t\t\t\tangleTo(position, enemy.position),\n\t\t\t).move(0, 0);\n\t\t}\n\t}\n\n\treturn idle();\n}\n","import type {FinalAction} from '../../hooks/index.js';\nimport {usePosition, useEnemy, useStatus, useBlinkCooldown, useThreats, useLastMissileConfig, useCastingSpell, idle, missile, move, shield, blink, cancel, getMissileContext, turnToward, flyStraight} from '../../hooks/index.js';\nimport {angleTo} from '../../utils/angles.js';\nimport {RULES} from '../../rules.js';\nimport {getMissileCastTime} from '../../utils/combat.js';\nimport {\n\tgetMostUrgentThreat,\n\tgetBlinkToCenter,\n\tkeepOffWalls,\n\tgetLavaEvade,\n} from '../shared.js';\nimport {useParam} from '../../engine/params-runtime.js';\n\n/**\n * Bot: Turtle\n *\n * BEHAVIOR: Stationary tank with a simple defense-first loop: shield → missile\n * → wait → shield → repeat. Never moves. Always prioritizes having shield\n * ready over dealing damage.\n *\n * COMBAT LOOP:\n * 1. Incoming missile? → Shield immediately (cancel anything else)\n * 2. Hold shield until missile has actually impacted (don't cancel early!)\n * 3. Cancel shield → GCD → Fire one missile → GCD → idle\n * 4. Wait idle for next threat\n * 5. Goto 1\n *\n * CRITICAL: Does NOT cancel shield until incoming missiles have impacted.\n * Shield must be held through impact to actually block damage.\n *\n * Uses damage 10, speed 5, turnRate 1, duration 180 (~81 tick cast).\n * Emergency blinks toward center when caught in GCD with unavoidable hit.\n *\n * NAMING RATIONALE: \"Turtling\" is the universal gaming term for extreme\n * defensive play. Sits still and blocks everything.\n *\n * PROGRESSION LINE: Turtle → Sentinel → Golem\n * - Turtle (tier 1): Stationary, fixed missiles, always-shield-first\n * - Sentinel (tier 2): Stationary, adaptive missile fitting (fitMissileToBudget)\n * - Golem (tier 3): Future — immovable fortress, perfect timing, punishing hits\n *\n * TIER: 1 (base)\n */\n\n// Homing missile: damage 12, speed 5, turnRate 1, duration 180.\n// Range = 5 × 180 = 900 units.\nconst MISSILE_CONFIG = {damage: 12, speed: 5, turnRate: 1, duration: 180};\n\nexport function Turtle(): FinalAction\n{\n\tconst position = usePosition();\n\tconst enemy = useEnemy();\n\tconst status = useStatus();\n\tconst blinkCooldown = useBlinkCooldown();\n\tconst threats = useThreats();\n\tconst lastMissileConfig = useLastMissileConfig();\n\tconst castingSpell = useCastingSpell();\n\n\n\tconst shieldBuffer = useParam('shieldBuffer', 4.3, {\n\t\trange: 5,\n\t\tmin: 0,\n\t\tsteps: 5,\n\t});\n\tconst shieldHoldTicks = useParam('shieldHoldTicks', 5, {\n\t\trange: 5,\n\t\tmin: 0,\n\t\tsteps: 5,\n\t});\n\tconst ticksToReshield = RULES.SHIELD_CAST_TIME + shieldBuffer;\n\n\tconst urgentThreat = getMostUrgentThreat(threats);\n\n\t// Lava-evade: a knockback-lethal hit near a wall must be dodged/blinked, not\n\t// shielded — knockback ignores shields. Highest priority.\n\tconst lavaEvade = getLavaEvade(position, enemy.position, threats, blinkCooldown);\n\tif (lavaEvade) return lavaEvade.action === 'blink' ? blink(lavaEvade.x, lavaEvade.y) : move(lavaEvade.x, lavaEvade.y);\n\n\tconst shouldStartShield =\n\t\turgentThreat !== null &&\n urgentThreat.ticksToImpact <= RULES.SHIELD_CAST_TIME + shieldBuffer;\n\n\t// === CHANNELING SHIELD ===\n\t// Hold shield until the imminent missile(s) have actually impacted.\n\tif (status === 'channeling' && 'shield' === 'shield') \n\t{\n\t\t// Don't cancel while a missile is about to hit\n\t\tconst imminentThreat = threats.find(\n\t\t\t(t) => t.willHit && t.ticksToImpact <= shieldHoldTicks,\n\t\t);\n\t\tif (imminentThreat) \n\t\t{\n\t\t\t{ const h = keepOffWalls(position); return (h.x !== 0 || h.y !== 0) ? move(h.x, h.y) : idle(); }\n\t\t}\n\n\t\t// Safe to cancel if no next threat, or next threat is far enough to reshield\n\t\tconst nextThreat = threats.find((t) => t.willHit);\n\t\tif (!nextThreat || nextThreat.ticksToImpact > ticksToReshield) \n\t\t{\n\t\t\treturn cancel();\n\t\t}\n\t\t// Next threat too soon — keep channeling\n\t\t{ const h = keepOffWalls(position); return (h.x !== 0 || h.y !== 0) ? move(h.x, h.y) : idle(); }\n\t}\n\n\t// === CASTING SHIELD: let it finish ===\n\tif (status === 'casting' && castingSpell === 'shield') \n\t{\n\t\t{ const h = keepOffWalls(position); return (h.x !== 0 || h.y !== 0) ? move(h.x, h.y) : idle(); }\n\t}\n\n\t// === NEED TO SHIELD NOW: cancel anything else ===\n\tif (shouldStartShield) \n\t{\n\t\tif (status === 'casting') \n\t\t{\n\t\t\treturn cancel();\n\t\t}\n\t\tif (status === 'idle') \n\t\t{\n\t\t\treturn shield();\n\t\t}\n\t}\n\n\t// === EMERGENCY BLINK: missile too close for shield, blink available ===\n\tif (\n\t\tstatus === 'idle' &&\n urgentThreat &&\n urgentThreat.ticksToImpact < RULES.SHIELD_CAST_TIME + shieldBuffer &&\n urgentThreat.ticksToImpact >= 10 &&\n blinkCooldown === 0\n\t) \n\t{\n\t\treturn blink(getBlinkToCenter(position).x, getBlinkToCenter(position).y);\n\t}\n\n\t// === ATTACK: one missile if safe window exists ===\n\t// Dynamic safe window: actual cast time (with warmup) + GCD + shield + buffer\n\tconst castTime = getMissileCastTime(MISSILE_CONFIG, lastMissileConfig);\n\tconst safeWindow = castTime + RULES.GCD_DURATION + RULES.SHIELD_CAST_TIME + shieldBuffer;\n\tif (\n\t\tstatus === 'idle' &&\n (!urgentThreat || urgentThreat.ticksToImpact > safeWindow)\n\t) \n\t{\n\t\treturn missile(MISSILE_CONFIG, () => \n\t\t{\n\t\t\tconst ctx = getMissileContext();\n\t\t\tconst enemy = ctx.worldState.enemies[0];\n\t\t\treturn enemy ? turnToward(enemy.position.x, enemy.position.y) : flyStraight();\n\t\t}, angleTo(position, enemy.position)).move(keepOffWalls(position).x, keepOffWalls(position).y);\n\t}\n\n\t{ const h = keepOffWalls(position); return (h.x !== 0 || h.y !== 0) ? move(h.x, h.y) : idle(); }\n}\n","import type {FinalAction} from '../../hooks/index.js';\nimport {usePosition, useEnemy, useStatus, useBlinkCooldown, useThreats, useLastMissileConfig, useCastingSpell, idle, missile, move, shield, blink, cancel, getMissileContext, turnToward, flyStraight} from '../../hooks/index.js';\nimport {angleTo} from '../../utils/angles.js';\nimport {RULES} from '../../rules.js';\nimport {getMissileCastTime} from '../../utils/combat.js';\nimport {\n\tgetMostUrgentThreat,\n\tgetBlinkToCenter,\n\tkeepOffWalls,\n\tgetLavaEvade,\n} from '../shared.js';\nimport {useParam} from '../../engine/params-runtime.js';\n\n/**\n * Bot: Sentinel\n *\n * BEHAVIOR: Stationary tank with last-moment shielding AND two-tier offense.\n * Like Turtle, never moves and shields at the last moment. Unlike Turtle,\n * fires bigger missiles (damage 20) when the safe window is large enough,\n * falling back to Turtle's fast missile (damage 12) when pressed.\n *\n * PROGRESSION LINE: Turtle → Sentinel → Golem\n * - Turtle (tier 1): Stationary, fixed missiles, reactive shield timing\n * - Sentinel (tier 2): Stationary, two-tier offense (big + fast missiles)\n * - Golem (tier 3): Immovable fortress, perfect shield timing\n *\n * TIER: 2 (enhanced Turtle)\n */\nexport function Sentinel(): FinalAction\n{\n\tconst position = usePosition();\n\tconst enemy = useEnemy();\n\tconst status = useStatus();\n\tconst blinkCooldown = useBlinkCooldown();\n\tconst threats = useThreats();\n\tconst lastMissileConfig = useLastMissileConfig();\n\tconst castingSpell = useCastingSpell();\n\n\n\tconst shieldHoldTicks = useParam('shieldHoldTicks', 2, {\n\t\trange: 5,\n\t\tmin: 0,\n\t\tmax: 15,\n\t\tsteps: 5,\n\t});\n\n\n\tconst urgentThreat = getMostUrgentThreat(threats);\n\n\tconst SHIELD_BUFFER = 3;\n\tconst shouldStartShield =\n\t\turgentThreat !== null &&\n urgentThreat.ticksToImpact <= RULES.SHIELD_CAST_TIME + SHIELD_BUFFER;\n\n\tconst TICKS_TO_RESHIELD = RULES.SHIELD_CAST_TIME + SHIELD_BUFFER;\n\tconst nextThreat = threats.filter((t) => t.willHit)[1] ?? null;\n\tconst safeToCancel =\n\t\t!nextThreat || nextThreat.ticksToImpact > TICKS_TO_RESHIELD;\n\n\t// Lava-evade: a knockback-lethal hit near a wall must be dodged/blinked, not\n\t// shielded — knockback ignores shields. Highest priority.\n\tconst lavaEvade = getLavaEvade(position, enemy.position, threats, blinkCooldown);\n\tif (lavaEvade) return lavaEvade.action === 'blink' ? blink(lavaEvade.x, lavaEvade.y) : move(lavaEvade.x, lavaEvade.y);\n\n\tif (status === 'channeling' && 'shield' === 'shield')\n\t{\n\t\tconst imminentThreat = threats.find(\n\t\t\t(t) => t.willHit && t.ticksToImpact <= shieldHoldTicks,\n\t\t);\n\t\tif (imminentThreat) \n\t\t{\n\t\t\tconst h = keepOffWalls(position); return (h.x !== 0 || h.y !== 0) ? move(h.x, h.y) : idle(); \n\t\t}\n\t\tif (safeToCancel) return cancel();\n\t\t{ const h = keepOffWalls(position); return (h.x !== 0 || h.y !== 0) ? move(h.x, h.y) : idle(); }\n\t}\n\n\tif (status === 'casting' && castingSpell === 'shield')\n\t{\n\t\t{ const h = keepOffWalls(position); return (h.x !== 0 || h.y !== 0) ? move(h.x, h.y) : idle(); }\n\t}\n\n\tif (shouldStartShield)\n\t{\n\t\tif (status === 'casting') return cancel();\n\t\tif (status === 'idle')\n\t\t{\n\t\t\treturn shield();\n\t\t}\n\t}\n\n\tif (\n\t\tstatus === 'idle' &&\n urgentThreat &&\n urgentThreat.ticksToImpact < RULES.SHIELD_CAST_TIME + SHIELD_BUFFER &&\n urgentThreat.ticksToImpact >= 10 &&\n blinkCooldown === 0\n\t)\n\t{\n\t\treturn blink(getBlinkToCenter(position).x, getBlinkToCenter(position).y);\n\t}\n\n\t// Two-tier offense: big missile when safe, fast missile otherwise.\n\t// Same speed/turnRate/duration → no warmup switching penalty.\n\tif (status === 'idle' && enemy)\n\t{\n\t\tconst FAST_MISSILE = {damage: 12, speed: 5, turnRate: 1, duration: 180};\n\t\tconst BIG_MISSILE = {damage: 20, speed: 5, turnRate: 1, duration: 180};\n\n\t\tconst nextThreatTime = urgentThreat?.ticksToImpact ?? Infinity;\n\n\t\tconst bigCast = getMissileCastTime(BIG_MISSILE, lastMissileConfig);\n\t\tconst bigWindow = bigCast + RULES.GCD_DURATION + RULES.SHIELD_CAST_TIME + SHIELD_BUFFER;\n\t\tif (!urgentThreat || nextThreatTime > bigWindow)\n\t\t{\n\t\t\treturn missile(BIG_MISSILE, () => \n\t\t\t{\n\t\t\t\tconst ctx = getMissileContext();\n\t\t\t\tconst e = ctx.worldState.enemies[0];\n\t\t\t\treturn e ? turnToward(e.position.x, e.position.y) : flyStraight();\n\t\t\t}, angleTo(position, enemy.position)).move(keepOffWalls(position).x, keepOffWalls(position).y);\n\t\t}\n\n\t\tconst fastCast = getMissileCastTime(FAST_MISSILE, lastMissileConfig);\n\t\tconst fastWindow = fastCast + RULES.GCD_DURATION + RULES.SHIELD_CAST_TIME + SHIELD_BUFFER;\n\t\tif (!urgentThreat || nextThreatTime > fastWindow)\n\t\t{\n\t\t\treturn missile(FAST_MISSILE, () => \n\t\t\t{\n\t\t\t\tconst ctx = getMissileContext();\n\t\t\t\tconst e = ctx.worldState.enemies[0];\n\t\t\t\treturn e ? turnToward(e.position.x, e.position.y) : flyStraight();\n\t\t\t}, angleTo(position, enemy.position)).move(keepOffWalls(position).x, keepOffWalls(position).y);\n\t\t}\n\t}\n\n\t{ const h = keepOffWalls(position); return (h.x !== 0 || h.y !== 0) ? move(h.x, h.y) : idle(); }\n}\n","import type {FinalAction, MissileFunction} from '../../hooks/index.js';\nimport {usePosition, useEnemy, useStatus, useBlinkCooldown, useHealth, useThreats, useLastMissileConfig, useCastingSpell, useCastProgress, idle, missile, move, shield, blink, cancel, getMissileContext, turnToward, flyStraight} from '../../hooks/index.js';\nimport {distanceTo} from '../../utils/distance.js';\nimport {angleTo} from '../../utils/angles.js';\nimport {RULES} from '../../rules.js';\nimport {getMissileCastTime, getLeadPosition} from '../../utils/combat.js';\nimport {\n\tgetMostUrgentThreat,\n\tgetBlinkToCenter,\n\tfitMissileToBudget,\n\tisSafeToAttack,\n\tMAX_CAST_BUDGET,\n\tMIN_USEFUL_DAMAGE,\n\tgetEnemyVulnerabilityTicks,\n\tkeepOffWalls,\n\tgetLavaEvade,\n} from '../shared.js';\nimport {useParam} from '../../engine/params-runtime.js';\n\nconst SHIELD_BUFFER = 3;\nconst SHIELD_HOLD_TICKS = 5;\n\n/**\n * Standard homing missile AI — tracks enemy position.\n */\nconst HomingAI: MissileFunction = () =>\n{\n\tconst ctx = getMissileContext();\n\tconst enemy = ctx.worldState.enemies[0];\n\treturn enemy ? turnToward(enemy.position.x, enemy.position.y) : flyStraight();\n};\n\n/**\n * Straight missile AI — no homing, flies in initial direction.\n */\nconst StraightAI: MissileFunction = () => flyStraight();\n\n/**\n * Bot: Golem\n *\n * BEHAVIOR: Stationary fortress with perfect shield timing and devastating\n * counterattacks during enemy vulnerability windows. Reads enemy cast/GCD\n * state to time punish missiles that land when the enemy can't shield.\n * Handles multi-missile volleys by holding shield through consecutive impacts.\n * Uses progressive cast-cancel thresholds for optimal damage trading.\n *\n * KEY IMPROVEMENTS OVER SENTINEL:\n * - Counterattack punish: fires during enemy cast/GCD recovery\n * - Multi-threat volley awareness: holds shield through consecutive hits\n * - Progressive cast-cancel: graduated damage thresholds\n * - Perfect shield timing: uses ticksToStartShield precisely\n *\n * PROGRESSION LINE: Turtle → Sentinel → Golem\n * TIER: 3 (elite Defensive line)\n */\nexport function Golem(): FinalAction\n{\n\tconst position = usePosition();\n\tconst enemy = useEnemy();\n\tconst status = useStatus();\n\tconst blinkCooldown = useBlinkCooldown();\n\tconst health = useHealth();\n\tconst threats = useThreats();\n\tconst lastMissileConfig = useLastMissileConfig();\n\tconst castingSpell = useCastingSpell();\n\tconst castProgressData = useCastProgress();\n\n\n\t// Positive turn rate ensures homing missiles that hit moving targets.\n\t// Hardcoded — optimizer incorrectly pushes this negative for stationary matchups.\n\tconst minTurnRate = 0.5;\n\tconst preemptiveShieldRange = useParam('preemptiveShieldRange', 65, {\n\t\trange: 85,\n\t\tmin: 0,\n\t\tsteps: 7,\n\t});\n\tconst shieldCancelThreshold = useParam('shieldCancelThreshold', 100, {\n\t\trange: 75,\n\t\tmin: 10,\n\t});\n\tconst punishMinVulnerability = useParam('punishMinVulnerability', 293, {\n\t\trange: 30,\n\t\tmin: 10,\n\t\tsteps: 5,\n\t});\n\tconst preferBlinkDodge =\n\t\tuseParam('preferBlinkDodge', 1, {min: 0, max: 1, steps: 2}) >= 0.5;\n\tconst cancelHeavyDmg = useParam('cancelHeavyDmg', 26, {\n\t\trange: 15,\n\t\tmin: 5,\n\t\tmax: 40,\n\t\tsteps: 5,\n\t});\n\tconst cancelMediumDmg = useParam('cancelMediumDmg', 21, {\n\t\trange: 10,\n\t\tmin: 3,\n\t\tmax: 25,\n\t\tsteps: 5,\n\t});\n\tconst cancelCastRatio = useParam('cancelCastRatio', 1, {\n\t\trange: 0.4,\n\t\tmin: 0.3,\n\t\tmax: 1.0,\n\t\tsteps: 5,\n\t});\n\tconst cancelLightDmg = useParam('cancelLightDmg', 1, {\n\t\trange: 5,\n\t\tmin: 1,\n\t\tmax: 15,\n\t\tsteps: 5,\n\t});\n\tconst cancelEarlyCastRatio = useParam('cancelEarlyCastRatio', 0.66, {\n\t\trange: 0.3,\n\t\tmin: 0.0,\n\t\tmax: 0.7,\n\t\tsteps: 5,\n\t});\n\tconst blinkWindowMax = useParam('blinkWindowMax', 52, {\n\t\trange: 40,\n\t\tmin: 20,\n\t\tmax: 120,\n\t\tsteps: 7,\n\t});\n\tconst preemptiveShieldBuffer = useParam('preemptiveShieldBuffer', 11.3, {\n\t\trange: 5,\n\t\tmin: 0,\n\t\tmax: 15,\n\t\tsteps: 5,\n\t});\n\tconst flightTimeDivisor = useParam('flightTimeDivisor', 3.1, {\n\t\trange: 4,\n\t\tmin: 2,\n\t\tmax: 12,\n\t\tsteps: 5,\n\t});\n\n\tconst urgentThreat = getMostUrgentThreat(threats);\n\tconst hittingThreats = threats.filter((t) => t.willHit);\n\n\t// Lava-evade: a knockback-lethal hit near a wall must be dodged/blinked, not\n\t// shielded — knockback ignores shields. Highest priority.\n\tconst lavaEvade = getLavaEvade(position, enemy.position, threats, blinkCooldown);\n\tif (lavaEvade) return lavaEvade.action === 'blink' ? blink(lavaEvade.x, lavaEvade.y) : move(lavaEvade.x, lavaEvade.y);\n\n\t// === STEP 1: CHANNELING — hold through volleys, cancel when safe ===\n\tif (status === 'channeling' && 'shield' === 'shield') \n\t{\n\t\t// Hold if any missile is about to hit\n\t\tconst imminentThreat = hittingThreats.find(\n\t\t\t(t) => t.ticksToImpact <= SHIELD_HOLD_TICKS,\n\t\t);\n\t\tif (imminentThreat)\n\t\t{\n\t\t\t{ const h = keepOffWalls(position); return (h.x !== 0 || h.y !== 0) ? move(h.x, h.y) : idle(); }\n\t\t}\n\n\t\t// Hold if next threat will arrive before we can reshield\n\t\tconst nextHitting = hittingThreats[0];\n\t\tconst ticksToReshield = RULES.SHIELD_CAST_TIME + SHIELD_BUFFER;\n\t\tif (nextHitting && nextHitting.ticksToImpact <= ticksToReshield)\n\t\t{\n\t\t\t{ const h = keepOffWalls(position); return (h.x !== 0 || h.y !== 0) ? move(h.x, h.y) : idle(); }\n\t\t}\n\n\t\t// Cancel shield if no threat or threat is far enough\n\t\tif (!nextHitting || nextHitting.ticksToImpact > shieldCancelThreshold)\n\t\t{\n\t\t\treturn cancel();\n\t\t}\n\t\t{ const h = keepOffWalls(position); return (h.x !== 0 || h.y !== 0) ? move(h.x, h.y) : idle(); }\n\t}\n\n\t// If casting shield, let it finish\n\tif (status === 'casting' && castingSpell === 'shield')\n\t{\n\t\t{ const h = keepOffWalls(position); return (h.x !== 0 || h.y !== 0) ? move(h.x, h.y) : idle(); }\n\t}\n\n\t// === STEP 2: PROGRESSIVE CAST-CANCEL — evaluate damage tradeoff ===\n\tif (\n\t\tstatus === 'casting' &&\n castingSpell === 'missile' &&\n urgentThreat\n\t) \n\t{\n\t\t// Sentinel is stationary — can't dodge. Must always consider canceling.\n\t\tconst remainingCast = ((castProgressData?.total) ?? 0) - ((castProgressData?.current) ?? 0);\n\t\tconst defenseTime =\n\t\t\tblinkCooldown === 0\n\t\t\t\t? RULES.BLINK_CAST_TIME\n\t\t\t\t: RULES.SHIELD_CAST_TIME + SHIELD_BUFFER;\n\t\tconst willArriveInWindow =\n\t\t\turgentThreat.ticksToImpact <= remainingCast + RULES.GCD_DURATION + defenseTime;\n\n\t\tif (willArriveInWindow) \n\t\t{\n\t\t\tconst incomingDamage = urgentThreat.projectile.damage;\n\t\t\tconst castRatio = ((castProgressData?.current) ?? 0) / ((castProgressData?.total) ?? 1);\n\n\t\t\t// Always cancel for lethal or heavy damage\n\t\t\tif (incomingDamage >= health || incomingDamage >= cancelHeavyDmg) \n\t\t\t{\n\t\t\t\treturn cancel();\n\t\t\t}\n\t\t\t// Significant damage + early/mid cast: cancel\n\t\t\tif (incomingDamage >= cancelMediumDmg && castRatio < cancelCastRatio) \n\t\t\t{\n\t\t\t\treturn cancel();\n\t\t\t}\n\t\t\t// Medium damage + very early cast: cancel\n\t\t\tif (\n\t\t\t\tincomingDamage >= cancelLightDmg &&\n castRatio < cancelEarlyCastRatio\n\t\t\t) \n\t\t\t{\n\t\t\t\treturn cancel();\n\t\t\t}\n\t\t}\n\t}\n\n\t// === STEP 3: BLINK-DODGE — 100% damage avoidance (optimizer-controlled) ===\n\tif (\n\t\tpreferBlinkDodge &&\n status === 'idle' &&\n urgentThreat &&\n blinkCooldown === 0 &&\n urgentThreat.ticksToImpact >= RULES.BLINK_CAST_TIME &&\n urgentThreat.ticksToImpact <= blinkWindowMax\n\t) \n\t{\n\t\treturn blink(getBlinkToCenter(position).x, getBlinkToCenter(position).y);\n\t}\n\n\t// === STEP 3b: SHIELD — fallback when blink unavailable (90% block) ===\n\tif (\n\t\tstatus === 'idle' &&\n urgentThreat &&\n urgentThreat.canBlockInTime &&\n urgentThreat.ticksToStartShield <= SHIELD_BUFFER\n\t) \n\t{\n\t\treturn shield();\n\t}\n\n\t// === STEP 4: PREEMPTIVE SHIELD — enemy casting at close range ===\n\tif (\n\t\tstatus === 'idle' &&\n enemy &&\n enemy.status === 'casting' &&\n enemy.castingSpell === 'missile'\n\t) \n\t{\n\t\tconst distance = distanceTo(position, enemy.position);\n\t\tif (distance < preemptiveShieldRange) \n\t\t{\n\t\t\tconst remainingCast =\n\t\t\t\t(enemy.castDuration ?? 0) - (enemy.castProgress ?? 0);\n\t\t\tconst estimatedFlightTicks = distance / flightTimeDivisor;\n\t\t\tconst ticksUntilHit = remainingCast + estimatedFlightTicks;\n\t\t\tif (\n\t\t\t\tticksUntilHit <\n RULES.SHIELD_CAST_TIME + SHIELD_BUFFER + preemptiveShieldBuffer\n\t\t\t) \n\t\t\t{\n\t\t\t\treturn shield();\n\t\t\t}\n\t\t}\n\t}\n\n\t// === STEP 5: OFFENSE — punish mode + standard counterattack ===\n\tif (status === 'idle' && enemy) \n\t{\n\t\tconst offenseDefenseTime =\n\t\t\tblinkCooldown === 0\n\t\t\t\t? RULES.BLINK_CAST_TIME\n\t\t\t\t: RULES.SHIELD_CAST_TIME + SHIELD_BUFFER;\n\t\tconst distance = distanceTo(position, enemy.position);\n\t\tconst enemyHP = Math.ceil(enemy.health);\n\t\tconst vulnerabilityTicks = getEnemyVulnerabilityTicks(enemy);\n\n\t\t// --- PUNISH MODE: exploit enemy cast/GCD vulnerability ---\n\t\tif (vulnerabilityTicks >= punishMinVulnerability) \n\t\t{\n\t\t\tconst flightTimeEstimate = distance / flightTimeDivisor;\n\t\t\tconst punishBudget = vulnerabilityTicks - flightTimeEstimate;\n\t\t\tconst nextThreatTime = urgentThreat?.ticksToImpact ?? Infinity;\n\t\t\tconst safeBudget = nextThreatTime - RULES.GCD_DURATION - offenseDefenseTime;\n\t\t\tconst effectiveBudget = Math.min(\n\t\t\t\tpunishBudget,\n\t\t\t\tsafeBudget,\n\t\t\t\tMAX_CAST_BUDGET,\n\t\t\t);\n\n\t\t\tif (effectiveBudget > 0) \n\t\t\t{\n\t\t\t\tconst config = fitMissileToBudget(effectiveBudget, distance, {\n\t\t\t\t\tminTurnRate: 0,\n\t\t\t\t\tmaxDamage: enemyHP,\n\t\t\t\t\tlastMissileConfig: lastMissileConfig,\n\t\t\t\t});\n\n\t\t\t\tif (config && config.damage >= MIN_USEFUL_DAMAGE) \n\t\t\t\t{\n\t\t\t\t\tconst castTime = getMissileCastTime(config, lastMissileConfig);\n\t\t\t\t\tconst actualFlight = distance / config.speed;\n\n\t\t\t\t\tif (\n\t\t\t\t\t\tcastTime + actualFlight < vulnerabilityTicks &&\n isSafeToAttack(threats, castTime)\n\t\t\t\t\t) \n\t\t\t\t\t{\n\t\t\t\t\t\tconst aimTarget =\n\t\t\t\t\t\t\tconfig.turnRate > 0\n\t\t\t\t\t\t\t\t? enemy.position\n\t\t\t\t\t\t\t\t: getLeadPosition(\n\t\t\t\t\t\t\t\t\tenemy.position,\n\t\t\t\t\t\t\t\t\tenemy.velocity,\n\t\t\t\t\t\t\t\t\tconfig.speed,\n\t\t\t\t\t\t\t\t\tposition,\n\t\t\t\t\t\t\t\t);\n\t\t\t\t\t\treturn missile(config, config.turnRate > 0 ? HomingAI : StraightAI, angleTo(position, aimTarget)).move(keepOffWalls(position).x, keepOffWalls(position).y);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t\t// --- STANDARD MODE: adaptive homing in safe windows ---\n\t\tconst nextThreatTime = urgentThreat?.ticksToImpact ?? Infinity;\n\t\tconst safeBudget = nextThreatTime - RULES.GCD_DURATION - offenseDefenseTime;\n\t\tconst budgetTicks = Math.min(safeBudget, MAX_CAST_BUDGET);\n\n\t\tconst config = fitMissileToBudget(budgetTicks, distance, {\n\t\t\tminTurnRate,\n\t\t\tmaxDamage: enemyHP,\n\t\t\tlastMissileConfig: lastMissileConfig,\n\t\t});\n\n\t\tif (config && config.damage >= Math.min(MIN_USEFUL_DAMAGE, enemyHP)) \n\t\t{\n\t\t\treturn missile(config, config.turnRate > 0 ? HomingAI : StraightAI, angleTo(position, enemy.position)).move(keepOffWalls(position).x, keepOffWalls(position).y);\n\t\t}\n\t}\n\n\t{ const h = keepOffWalls(position); return (h.x !== 0 || h.y !== 0) ? move(h.x, h.y) : idle(); }\n}\n","import type {FinalAction} from '../../hooks/index.js';\nimport {usePosition, useEnemy, useStatus, useBlinkCooldown, useTick, useThreats, useProjectiles, idle, move as moveAction, missile, shield, blink, cancel, flyStraight} from '../../hooks/index.js';\nimport {distanceTo} from '../../utils/distance.js';\nimport {RULES, ARENA_MIN, ARENA_MAX} from '../../rules.js';\nimport {\n\tgetMostUrgentThreat,\n\tgetDodgeDirectionForMovement,\n\tgetBlinkToDecreaseDistance,\n\tshouldForceShield,\n\tkeepOffWalls,\n\tgetPreCastReposition,\n} from '../shared.js';\nimport {useParam} from '../../engine/params-runtime.js';\nconst WALL_BUFFER = 50;\n\n// Melee stab: 20 damage, speed 8, 3-hit kill.\nconst STAB_SPEED = 8;\nconst STAB_DURATION = 25;\n\n/**\n * Aggressive movement: dodge missiles using threat analysis, close distance, light strafe.\n */\nfunction aggressiveMove(\n\tposition: {x: number; y: number},\n\tenemy: {position: {x: number; y: number}},\n\tcurrentDistance: number,\n\tdodgeDirection: {x: number; y: number} | null,\n\ttick: number,\n\tstrafeCyclePeriod: number,\n\tstrafeIntensity: number,\n\tapproachSpeed: number,\n\tcenterBias: number,\n): {x: number; y: number}\n{\n\tconst deltaX = enemy.position.x - position.x;\n\tconst deltaY = enemy.position.y - position.y;\n\tconst normalizedDistance = currentDistance > 0 ? currentDistance : 1;\n\n\t// Approach the center-side of the enemy so knockback pushes toward center, not lava.\n\tconst center = (ARENA_MIN + ARENA_MAX) / 2;\n\tconst toCenterX = center - enemy.position.x;\n\tconst toCenterY = center - enemy.position.y;\n\tconst toCenterDist = Math.sqrt(toCenterX * toCenterX + toCenterY * toCenterY) || 1;\n\tconst approachDirX = deltaX / normalizedDistance + (toCenterX / toCenterDist) * centerBias;\n\tconst approachDirY = deltaY / normalizedDistance + (toCenterY / toCenterDist) * centerBias;\n\tconst approachMag = Math.sqrt(approachDirX * approachDirX + approachDirY * approachDirY) || 1;\n\n\tconst strafeClockwise = {\n\t\tx: -deltaY / normalizedDistance,\n\t\ty: deltaX / normalizedDistance,\n\t};\n\tconst strafeCounterClockwise = {\n\t\tx: deltaY / normalizedDistance,\n\t\ty: -deltaX / normalizedDistance,\n\t};\n\n\tlet strafeDirection: {x: number; y: number};\n\n\tif (dodgeDirection) \n\t{\n\t\tstrafeDirection = dodgeDirection;\n\t}\n\telse if (\n\t\tposition.x < ARENA_MIN + WALL_BUFFER ||\n position.x > ARENA_MAX - WALL_BUFFER ||\n position.y < ARENA_MIN + WALL_BUFFER ||\n position.y > ARENA_MAX - WALL_BUFFER\n\t) \n\t{\n\t\tconst futureClockwise = {\n\t\t\tx: position.x + strafeClockwise.x * 100,\n\t\t\ty: position.y + strafeClockwise.y * 100,\n\t\t};\n\t\tconst futureCounterClockwise = {\n\t\t\tx: position.x + strafeCounterClockwise.x * 100,\n\t\t\ty: position.y + strafeCounterClockwise.y * 100,\n\t\t};\n\t\tconst scoreClockwise = Math.min(\n\t\t\tfutureClockwise.x - ARENA_MIN,\n\t\t\tARENA_MAX - futureClockwise.x,\n\t\t\tfutureClockwise.y - ARENA_MIN,\n\t\t\tARENA_MAX - futureClockwise.y,\n\t\t);\n\t\tconst scoreCounterClockwise = Math.min(\n\t\t\tfutureCounterClockwise.x - ARENA_MIN,\n\t\t\tARENA_MAX - futureCounterClockwise.x,\n\t\t\tfutureCounterClockwise.y - ARENA_MIN,\n\t\t\tARENA_MAX - futureCounterClockwise.y,\n\t\t);\n\t\tstrafeDirection =\n\t\t\tscoreClockwise > scoreCounterClockwise\n\t\t\t\t? strafeClockwise\n\t\t\t\t: strafeCounterClockwise;\n\t}\n\telse \n\t{\n\t\tconst cycle = Math.floor(tick / strafeCyclePeriod) % 2;\n\t\tstrafeDirection = cycle === 0 ? strafeClockwise : strafeCounterClockwise;\n\t}\n\n\t// When actively dodging, commit fully\n\tif (dodgeDirection) \n\t{\n\t\treturn {x: strafeDirection.x, y: strafeDirection.y};\n\t}\n\n\t// Light strafe + aggressive closing\n\tlet moveX = strafeDirection.x * strafeIntensity;\n\tlet moveY = strafeDirection.y * strafeIntensity;\n\n\t// Always close distance aggressively (melee wants to be in the enemy's face)\n\tmoveX += (approachDirX / approachMag) * approachSpeed;\n\tmoveY += (approachDirY / approachMag) * approachSpeed;\n\n\tconst magnitude = Math.sqrt(moveX * moveX + moveY * moveY);\n\tif (magnitude > 1)\n\t{\n\t\tmoveX = moveX / magnitude;\n\t\tmoveY = moveY / magnitude;\n\t}\n\n\treturn {x: moveX, y: moveY};\n}\n\n/**\n * Bot: Shadowblade\n *\n * BEHAVIOR: Melee assassin. Blinks to the enemy, then lands devastating point-blank\n * stab attacks (15 damage, 30u range, ~60 tick cast = 2-hit kill). Runs directly\n * at the enemy with minimal strafe, shields undodgeable threats. The entire\n * strategy is: get close, stab, kill. Simple and brutal.\n *\n * PROGRESSION LINE: Shadowblade → Nightblade → Voidblade\n * - Shadowblade (tier 1): Offensive blink, melee stabs, basic shield\n * - Nightblade (tier 2): + missile-aware blinks, adaptive stabs, timed defense\n * - Voidblade (tier 3): Future — perfect assassination timing, inescapable engages\n *\n * TIER: 1 (base)\n */\nexport function Shadowblade(): FinalAction\n{\n\tconst position = usePosition();\n\tconst enemy = useEnemy();\n\tconst status = useStatus();\n\tconst blinkCooldown = useBlinkCooldown();\n\tconst tick = useTick();\n\tconst threats = useThreats();\n\tconst projectiles = useProjectiles();\n\n\n\tconst stabRange = useParam('stabRange', 80, {\n\t\trange: 30,\n\t\tmin: 20,\n\t\tmax: 80,\n\t\tsteps: 5,\n\t});\n\tconst strafeCyclePeriod = useParam('strafeCyclePeriod', 282, {\n\t\trange: 75,\n\t\tmin: 80,\n\t\tmax: 300,\n\t});\n\tconst strafeIntensity = useParam('strafeIntensity', 0.15, {\n\t\trange: 0.3,\n\t\tmin: 0.1,\n\t\tmax: 0.8,\n\t\tsteps: 7,\n\t});\n\tconst approachSpeed = useParam('approachSpeed', 0.87, {\n\t\trange: 0.2,\n\t\tmin: 0.5,\n\t\tmax: 1,\n\t\tsteps: 7,\n\t});\n\tconst shieldCancelThreshold = useParam('shieldCancelThreshold', 150, {\n\t\trange: 75,\n\t\tmin: 50,\n\t\tmax: 300,\n\t});\n\tconst blinkWindowMax = useParam('blinkWindowMax', 51, {\n\t\trange: 30,\n\t\tmin: 15,\n\t\tmax: 80,\n\t\tsteps: 7,\n\t});\n\tconst stabDamage = Math.round(useParam('stabDamage', 25, {\n\t\trange: 10,\n\t\tmin: 5,\n\t\tmax: 25,\n\t\tsteps: 7,\n\t}));\n\tconst centerBias = useParam('centerBias', 0.8, {\n\t\trange: 0.4,\n\t\tmin: 0,\n\t\tmax: 0.8,\n\t\tsteps: 5,\n\t});\n\tconst maxBlinkDistance = useParam('maxBlinkDistance', 269, {\n\t\trange: 100,\n\t\tmin: 50,\n\t\tmax: 300,\n\t\tsteps: 7,\n\t});\n\n\tconst distance = distanceTo(position, enemy.position);\n\n\tfunction capBlinkDistance(target: {x: number; y: number}): {x: number; y: number}\n\t{\n\t\tconst dx = target.x - position.x;\n\t\tconst dy = target.y - position.y;\n\t\tconst dist = Math.sqrt(dx * dx + dy * dy);\n\t\tif (dist <= maxBlinkDistance) return target;\n\t\tconst scale = maxBlinkDistance / dist;\n\t\treturn {x: position.x + dx * scale, y: position.y + dy * scale};\n\t}\n\n\tconst urgentThreat = getMostUrgentThreat(threats);\n\n\t// Cancel shield if no longer needed\n\tif (status === 'channeling') \n\t{\n\t\tif (!urgentThreat || urgentThreat.ticksToImpact > shieldCancelThreshold) \n\t\t{\n\t\t\treturn cancel();\n\t\t}\n\t\treturn idle();\n\t}\n\n\tif (status === 'idle') \n\t{\n\t\t// === BLINK: Dodge missile + close gap simultaneously (first priority) ===\n\t\t// Wait until the missile is close (<=40 ticks) so the blink actually dodges it.\n\t\t// Blinking too early means the missile can still re-track. Too late (<10) and the\n\t\t// blink cast won't complete in time.\n\t\tif (\n\t\t\turgentThreat &&\n blinkCooldown === 0 &&\n distance > stabRange &&\n urgentThreat.ticksToImpact >= 10 &&\n urgentThreat.ticksToImpact <= blinkWindowMax\n\t\t) \n\t\t{\n\t\t\tconst rawBlinkTarget =\n\t\t\t\tgetBlinkToDecreaseDistance(\n\t\t\t\t\tposition,\n\t\t\t\t\tenemy.position,\n\t\t\t\t\tprojectiles,\n\t\t\t\t) ?? enemy.position;\n\t\t\tconst blinkTarget = capBlinkDistance(rawBlinkTarget);\n\t\t\treturn blink(blinkTarget.x, blinkTarget.y);\n\t\t}\n\n\t\t// Pre-stab shield: already at melee range, survival beats landing another stab.\n\t\t// Gated to stab range so out-of-range threats wait for the blink window.\n\t\tif (\n\t\t\turgentThreat &&\n distance < stabRange &&\n (!urgentThreat.bestDodgeDirection || shouldForceShield(urgentThreat)) &&\n urgentThreat.canBlockInTime &&\n urgentThreat.ticksToStartShield <= 3\n\t\t)\n\t\t{\n\t\t\treturn shield();\n\t\t}\n\n\t\t// Pre-cast wall discipline: don't commit to a stab we can't react out of while\n\t\t// pinned near a wall — step toward center first so knockback can't reach lava.\n\t\tconst reposition = getPreCastReposition(position, enemy.position);\n\t\tif (reposition) return moveAction(reposition.x, reposition.y);\n\n\t\t// Melee stab when close enough (offense over defense at melee range)\n\t\tif (distance < stabRange)\n\t\t{\n\t\t\treturn missile({damage: stabDamage, speed: STAB_SPEED, turnRate: 0, duration: STAB_DURATION}, () => flyStraight(), 0).move(0, 0);\n\t\t}\n\n\t\t// === DEFENSE: Shield undodgeable threats (only when blink can't handle it) ===\n\t\t// Don't shield if blink is available — wait for the blink window instead.\n\t\tif (\n\t\t\turgentThreat &&\n (!urgentThreat.bestDodgeDirection || shouldForceShield(urgentThreat)) &&\n urgentThreat.canBlockInTime &&\n urgentThreat.ticksToStartShield <= 3 &&\n (blinkCooldown > 0 || urgentThreat.ticksToImpact < 10)\n\t\t)\n\t\t{\n\t\t\treturn shield();\n\t\t}\n\t}\n\n\t// === Preemptive shield — shield when enemy is casting a missile at close range ===\n\tif (\n\t\tstatus === 'idle' &&\n\t\tdistance < 300 &&\n\t\tenemy.status === 'casting' &&\n\t\tenemy.castingSpell === 'missile'\n\t)\n\t{\n\t\tconst remainingCast = (enemy.castDuration ?? 0) - (enemy.castProgress ?? 0);\n\t\tconst estimatedFlightTicks = distance / 8;\n\t\tconst ticksUntilHit = remainingCast + estimatedFlightTicks;\n\n\t\tif (\n\t\t\tticksUntilHit >= RULES.SHIELD_CAST_TIME &&\n\t\t\tticksUntilHit < RULES.SHIELD_CAST_TIME + 15\n\t\t)\n\t\t{\n\t\t\treturn shield();\n\t\t}\n\t}\n\n\t// Aggressive movement — always close distance\n\tconst dodgeDirection = getDodgeDirectionForMovement(threats, position);\n\tconst move = aggressiveMove(\n\t\tposition,\n\t\tenemy,\n\t\tdistance,\n\t\tdodgeDirection,\n\t\ttick,\n\t\tstrafeCyclePeriod,\n\t\tstrafeIntensity,\n\t\tapproachSpeed,\n\t\tcenterBias,\n\t);\n\tconst safeMove = keepOffWalls(position, move);\n\treturn moveAction(safeMove.x, safeMove.y);\n}\n","import type {FinalAction} from '../../hooks/index.js';\nimport {usePosition, useEnemy, useStatus, useBlinkCooldown, useHealth, useTick, useThreats, useProjectiles, useMyProjectiles, useLastMissileConfig, useCastingSpell, useCastProgress, idle, move as moveAction, missile, shield, blink, cancel, flyStraight} from '../../hooks/index.js';\nimport {distanceTo} from '../../utils/distance.js';\nimport {angleTo} from '../../utils/angles.js';\nimport {RULES, ARENA_MIN, ARENA_MAX} from '../../rules.js';\nimport {\n\tgetMostUrgentThreat,\n\tgetDodgeDirectionForMovement,\n\tgetBlinkToDecreaseDistance,\n\tshouldForceShield,\n\tfitMissileForEscapingTarget,\n\tMAX_CAST_BUDGET,\n\tMIN_USEFUL_DAMAGE,\n\tkeepOffWalls,\n\tgetPreCastReposition,\n} from '../shared.js';\nimport {useParam} from '../../engine/params-runtime.js';\nconst WALL_BUFFER = 50;\nconst SHIELD_BUFFER = 3;\nconst FAST_STAB = {speed: 8, turnRate: 0, duration: 25};\n\n/**\n * Aggressive movement: dodge missiles, close distance, light strafe.\n */\nfunction aggressiveMove(\n\tposition: {x: number; y: number},\n\tenemy: {position: {x: number; y: number}},\n\tcurrentDistance: number,\n\tdodgeDirection: {x: number; y: number} | null,\n\ttick: number,\n\tstrafeCyclePeriod: number,\n\tstrafeIntensity: number,\n\tapproachSpeed: number,\n\tcenterBias: number,\n): {x: number; y: number}\n{\n\tconst deltaX = enemy.position.x - position.x;\n\tconst deltaY = enemy.position.y - position.y;\n\tconst normalizedDistance = currentDistance > 0 ? currentDistance : 1;\n\n\t// Approach the center-side of the enemy so knockback pushes toward center, not lava.\n\tconst center = (ARENA_MIN + ARENA_MAX) / 2;\n\tconst toCenterX = center - enemy.position.x;\n\tconst toCenterY = center - enemy.position.y;\n\tconst toCenterDist = Math.sqrt(toCenterX * toCenterX + toCenterY * toCenterY) || 1;\n\tconst approachDirX = deltaX / normalizedDistance + (toCenterX / toCenterDist) * centerBias;\n\tconst approachDirY = deltaY / normalizedDistance + (toCenterY / toCenterDist) * centerBias;\n\tconst approachMag = Math.sqrt(approachDirX * approachDirX + approachDirY * approachDirY) || 1;\n\n\tconst strafeClockwise = {\n\t\tx: -deltaY / normalizedDistance,\n\t\ty: deltaX / normalizedDistance,\n\t};\n\tconst strafeCounterClockwise = {\n\t\tx: deltaY / normalizedDistance,\n\t\ty: -deltaX / normalizedDistance,\n\t};\n\n\tlet strafeDirection: {x: number; y: number};\n\n\tif (dodgeDirection) \n\t{\n\t\tstrafeDirection = dodgeDirection;\n\t}\n\telse if (\n\t\tposition.x < ARENA_MIN + WALL_BUFFER ||\n position.x > ARENA_MAX - WALL_BUFFER ||\n position.y < ARENA_MIN + WALL_BUFFER ||\n position.y > ARENA_MAX - WALL_BUFFER\n\t) \n\t{\n\t\tconst futureClockwise = {\n\t\t\tx: position.x + strafeClockwise.x * 100,\n\t\t\ty: position.y + strafeClockwise.y * 100,\n\t\t};\n\t\tconst futureCounterClockwise = {\n\t\t\tx: position.x + strafeCounterClockwise.x * 100,\n\t\t\ty: position.y + strafeCounterClockwise.y * 100,\n\t\t};\n\t\tconst scoreClockwise = Math.min(\n\t\t\tfutureClockwise.x - ARENA_MIN,\n\t\t\tARENA_MAX - futureClockwise.x,\n\t\t\tfutureClockwise.y - ARENA_MIN,\n\t\t\tARENA_MAX - futureClockwise.y,\n\t\t);\n\t\tconst scoreCounterClockwise = Math.min(\n\t\t\tfutureCounterClockwise.x - ARENA_MIN,\n\t\t\tARENA_MAX - futureCounterClockwise.x,\n\t\t\tfutureCounterClockwise.y - ARENA_MIN,\n\t\t\tARENA_MAX - futureCounterClockwise.y,\n\t\t);\n\t\tstrafeDirection =\n\t\t\tscoreClockwise > scoreCounterClockwise\n\t\t\t\t? strafeClockwise\n\t\t\t\t: strafeCounterClockwise;\n\t}\n\telse \n\t{\n\t\tconst cycle = Math.floor(tick / strafeCyclePeriod) % 2;\n\t\tstrafeDirection = cycle === 0 ? strafeClockwise : strafeCounterClockwise;\n\t}\n\n\t// When actively dodging, commit fully\n\tif (dodgeDirection) \n\t{\n\t\treturn {x: strafeDirection.x, y: strafeDirection.y};\n\t}\n\n\t// Light strafe + aggressive closing\n\tlet moveX = strafeDirection.x * strafeIntensity;\n\tlet moveY = strafeDirection.y * strafeIntensity;\n\n\t// Always close distance aggressively\n\tmoveX += (approachDirX / approachMag) * approachSpeed;\n\tmoveY += (approachDirY / approachMag) * approachSpeed;\n\n\tconst magnitude = Math.sqrt(moveX * moveX + moveY * moveY);\n\tif (magnitude > 1)\n\t{\n\t\tmoveX = moveX / magnitude;\n\t\tmoveY = moveY / magnitude;\n\t}\n\n\treturn {x: moveX, y: moveY};\n}\n\n/**\n * Bot: Nightblade\n *\n * BEHAVIOR: Enhanced melee assassin. Same aggressive engagement as Shadowblade —\n * blinks directly to the enemy and stabs for 15 damage (2-hit kill). The tier 2\n * upgrade is PREEMPTIVE DEFENSE: Nightblade watches the enemy's cast bar and\n * shields before a point-blank missile is even launched. At melee range, missiles\n * arrive almost instantly after launch — too fast to react. Nightblade anticipates\n * the threat. Also has emergency blink and proper channeling management.\n *\n * PROGRESSION LINE: Shadowblade → Nightblade → Voidblade\n * - Shadowblade (tier 1): Offensive blink, melee stabs, basic shield (reactive only)\n * - Nightblade (tier 2): + preemptive shield vs enemy casts, emergency blink\n * - Voidblade (tier 3): Future — perfect assassination timing, inescapable engages\n *\n * TIER: 2 (enhanced Shadowblade)\n */\nexport function Nightblade(): FinalAction\n{\n\tconst position = usePosition();\n\tconst enemy = useEnemy();\n\tconst status = useStatus();\n\tconst blinkCooldown = useBlinkCooldown();\n\tconst health = useHealth();\n\tconst tick = useTick();\n\tconst threats = useThreats();\n\tconst projectiles = useProjectiles();\n\tconst myProjectiles = useMyProjectiles();\n\tconst lastMissileConfig = useLastMissileConfig();\n\tconst castingSpell = useCastingSpell();\n\tconst castProgressData = useCastProgress();\n\n\n\tconst stabRange = useParam('stabRange', 142, {range: 38, min: 0, steps: 5});\n\tconst stabRangeVsCasting = stabRange + 20;\n\tconst preemptiveShieldRange = useParam('preemptiveShieldRange', 94, {\n\t\trange: 85,\n\t\tmin: 0,\n\t\tsteps: 7,\n\t});\n\tconst acceptHitFraction = useParam('acceptHitFraction', 0, {\n\t\trange: 0.2,\n\t\tmin: 0,\n\t\tmax: 1,\n\t\tsteps: 5,\n\t});\n\tconst minTurnRate = useParam('minTurnRate', 0, {range: 2, min: 0, steps: 5});\n\tconst strafeCyclePeriod = useParam('strafeCyclePeriod', 174, {\n\t\trange: 75,\n\t\tmin: 80,\n\t\tmax: 300,\n\t});\n\tconst strafeIntensity = useParam('strafeIntensity', 0.2, {\n\t\trange: 0.3,\n\t\tmin: 0.1,\n\t\tmax: 0.8,\n\t\tsteps: 7,\n\t});\n\tconst approachSpeed = useParam('approachSpeed', 0.98, {\n\t\trange: 0.2,\n\t\tmin: 0.5,\n\t\tmax: 1,\n\t\tsteps: 7,\n\t});\n\tconst shieldCancelThreshold = useParam('shieldCancelThreshold', 50, {\n\t\trange: 75,\n\t\tmin: 50,\n\t\tmax: 300,\n\t});\n\tconst blinkWindowMax = useParam('blinkWindowMax', 15, {\n\t\trange: 30,\n\t\tmin: 15,\n\t\tmax: 80,\n\t\tsteps: 7,\n\t});\n\tconst flightTimeDivisor = useParam('flightTimeDivisor', 11, {\n\t\trange: 4,\n\t\tmin: 2,\n\t\tmax: 12,\n\t\tsteps: 5,\n\t});\n\tconst enemyFiringSoonThreshold = useParam('enemyFiringSoonThreshold', 50, {\n\t\trange: 30,\n\t\tmin: 10,\n\t\tmax: 100,\n\t\tsteps: 7,\n\t});\n\tconst meleeAbortRange = useParam('meleeAbortRange', 178, {\n\t\trange: 50,\n\t\tmin: 50,\n\t\tmax: 200,\n\t\tsteps: 7,\n\t});\n\tconst useDynamicStab =\n\t\tuseParam('useDynamicStab', 0, {min: 0, max: 1, steps: 2}) >= 0.5;\n\tconst stabDamage = Math.round(useParam('stabDamage', 23, {\n\t\trange: 10,\n\t\tmin: 5,\n\t\tmax: 25,\n\t\tsteps: 7,\n\t}));\n\tconst centerBias = useParam('centerBias', 0.7, {\n\t\trange: 0.4,\n\t\tmin: 0,\n\t\tmax: 0.8,\n\t\tsteps: 5,\n\t});\n\tconst maxBlinkDistance = useParam('maxBlinkDistance', 200, {\n\t\trange: 100,\n\t\tmin: 50,\n\t\tmax: 300,\n\t\tsteps: 7,\n\t});\n\n\tconst distance = distanceTo(position, enemy.position);\n\n\tfunction capBlinkDistance(target: {x: number; y: number}): {x: number; y: number}\n\t{\n\t\tconst dx = target.x - position.x;\n\t\tconst dy = target.y - position.y;\n\t\tconst dist = Math.sqrt(dx * dx + dy * dy);\n\t\tif (dist <= maxBlinkDistance) return target;\n\t\tconst scale = maxBlinkDistance / dist;\n\t\treturn {x: position.x + dx * scale, y: position.y + dy * scale};\n\t}\n\n\tconst urgentThreat = getMostUrgentThreat(threats);\n\n\tconst dodgeDirection = getDodgeDirectionForMovement(threats, position);\n\tconst move = aggressiveMove(\n\t\tposition,\n\t\tenemy,\n\t\tdistance,\n\t\tdodgeDirection,\n\t\ttick,\n\t\tstrafeCyclePeriod,\n\t\tstrafeIntensity,\n\t\tapproachSpeed,\n\t\tcenterBias,\n\t);\n\tconst safeMove = keepOffWalls(position, move);\n\t// === DEFENSE: Handle channeling ===\n\tif (status === 'channeling') \n\t{\n\t\t// Keep shield up if enemy is about to fire at close range (preemptive shield scenario)\n\t\tconst enemyFiringSoon =\n\t\t\tdistance < preemptiveShieldRange &&\n enemy.status === 'casting' &&\n enemy.castingSpell === 'missile' &&\n (enemy.castDuration ?? 0) -\n (enemy.castProgress ?? 0) +\n distance / flightTimeDivisor <\n enemyFiringSoonThreshold;\n\t\tif (\n\t\t\t(!urgentThreat && !enemyFiringSoon) ||\n (urgentThreat && urgentThreat.ticksToImpact > shieldCancelThreshold)\n\t\t) \n\t\t{\n\t\t\treturn cancel().move(safeMove.x, safeMove.y);\n\t\t}\n\t\treturn idle();\n\t}\n\n\t// === DEFENSE: Cancel missile cast for LETHAL incoming damage ===\n\t// DPS trade: we accepted the hit when we started casting. Only cancel to survive.\n\tif (\n\t\tstatus === 'casting' &&\n castingSpell === 'missile' &&\n urgentThreat &&\n urgentThreat.projectile.damage >= health\n\t) \n\t{\n\t\tconst remainingCast = ((castProgressData?.total) ?? 0) - ((castProgressData?.current) ?? 0);\n\t\tif (\n\t\t\turgentThreat.ticksToImpact <=\n remainingCast + RULES.GCD_DURATION + RULES.SHIELD_CAST_TIME + SHIELD_BUFFER\n\t\t) \n\t\t{\n\t\t\treturn cancel().move(safeMove.x, safeMove.y);\n\t\t}\n\t}\n\n\t// === CANCEL: Abort melee cast if target escaped (non-homing missile won't reach) ===\n\t// Melee missiles are non-homing with short range (~63u). If the enemy blinked away,\n\t// continuing the cast is wasted time while we're vulnerable.\n\tif (\n\t\tstatus === 'casting' &&\n castingSpell === 'missile' &&\n distance > meleeAbortRange\n\t) \n\t{\n\t\treturn cancel().move(safeMove.x, safeMove.y);\n\t}\n\n\t// === BLINK: Dodge missile + close gap simultaneously (first priority) ===\n\t// Blink both dodges the incoming missile AND closes distance — better than shielding.\n\t// Only shield when blink is on cooldown.\n\tif (\n\t\tstatus === 'idle' &&\n urgentThreat &&\n blinkCooldown === 0 &&\n distance > stabRange &&\n urgentThreat.ticksToImpact >= 10 &&\n urgentThreat.ticksToImpact <= blinkWindowMax\n\t) \n\t{\n\t\tconst rawBlinkTarget =\n\t\t\tgetBlinkToDecreaseDistance(\n\t\t\t\tposition,\n\t\t\t\tenemy.position,\n\t\t\t\tprojectiles,\n\t\t\t) ?? enemy.position;\n\t\tconst blinkTarget = capBlinkDistance(rawBlinkTarget);\n\t\treturn blink(blinkTarget.x, blinkTarget.y);\n\t}\n\n\t// === DEFENSE: Shield lethal/high-damage undodgeable threats — survival over offense ===\n\tif (\n\t\tstatus === 'idle' &&\n urgentThreat &&\n (!urgentThreat.bestDodgeDirection || shouldForceShield(urgentThreat)) &&\n urgentThreat.projectile.damage >= health &&\n urgentThreat.canBlockInTime\n\t) \n\t{\n\t\treturn shield();\n\t}\n\n\t// === OFFENSE: Budget-based melee stab when close enough ===\n\t// Tier 2 upgrade: fits the highest-damage stab into the available time window\n\t// before needing to shield. Also stabs from farther when enemy is casting/channeling\n\t// (they move at 0.5 or 0 speed, so the cast delay doesn't let them dodge).\n\tconst effectiveStabRange =\n\t\tenemy.status === 'casting' || enemy.status === 'channeling'\n\t\t\t? stabRangeVsCasting\n\t\t\t: stabRange;\n\t// Skip offense when a lethal missile could reach us during cast+GCD — dodge at full speed instead\n\tconst myProjectileIds = new Set(myProjectiles.map((p) => p.id));\n\tconst hasNearbyLethalMissile = projectiles.some(\n\t\t(p) =>\n\t\t\t!myProjectileIds.has(p.id) &&\n p.damage >= health &&\n distanceTo(position, p.position) / p.speed <\n MAX_CAST_BUDGET + RULES.GCD_DURATION,\n\t);\n\tif (\n\t\tstatus === 'idle' &&\n distance < effectiveStabRange &&\n !hasNearbyLethalMissile\n\t)\n\t{\n\t\tconst reposition = getPreCastReposition(position, enemy.position);\n\t\tif (reposition) return moveAction(reposition.x, reposition.y);\n\n\t\tlet nextThreatTime = urgentThreat?.ticksToImpact ?? Infinity;\n\n\t\t// Account for enemy's active cast — their missile will arrive after cast completes + flight time\n\t\tif (enemy.status === 'casting' && enemy.castingSpell === 'missile') \n\t\t{\n\t\t\tconst remainingEnemyCast =\n\t\t\t\t(enemy.castDuration ?? 0) - (enemy.castProgress ?? 0);\n\t\t\tconst estimatedFlightTime = distance / flightTimeDivisor;\n\t\t\tnextThreatTime = Math.min(\n\t\t\t\tnextThreatTime,\n\t\t\t\tremainingEnemyCast + estimatedFlightTime,\n\t\t\t);\n\t\t}\n\n\t\tconst safeBudget =\n\t\t\tnextThreatTime - RULES.GCD_DURATION - RULES.SHIELD_CAST_TIME - SHIELD_BUFFER;\n\t\tconst budgetTicks = Math.min(safeBudget, MAX_CAST_BUDGET);\n\t\tconst enemyHP = Math.ceil(enemy.health);\n\t\tconst minDmg = Math.min(MIN_USEFUL_DAMAGE, enemyHP);\n\t\tconst stabConfig = {damage: stabDamage, speed: FAST_STAB.speed, turnRate: FAST_STAB.turnRate, duration: FAST_STAB.duration};\n\n\t\tlet config = useDynamicStab\n\t\t\t? fitMissileForEscapingTarget(budgetTicks, distance, {\n\t\t\t\tminTurnRate,\n\t\t\t\tmaxDamage: enemyHP,\n\t\t\t\tlastMissileConfig: lastMissileConfig,\n\t\t\t})\n\t\t\t: null;\n\n\t\t// If dynamic fitting failed, try bigger budget accepting a hit\n\t\tconst enemyCasting =\n\t\t\tenemy.status === 'casting' && enemy.castingSpell === 'missile';\n\t\tif (\n\t\t\tuseDynamicStab &&\n\t\t\t(!config || config.damage < minDmg) &&\n\t\t\t!enemyCasting &&\n\t\t\t(!urgentThreat ||\n\t\t\t\turgentThreat.projectile.damage < health * acceptHitFraction)\n\t\t)\n\t\t{\n\t\t\tconfig = fitMissileForEscapingTarget(MAX_CAST_BUDGET, distance, {\n\t\t\t\tminTurnRate,\n\t\t\t\tmaxDamage: enemyHP,\n\t\t\t\tlastMissileConfig: lastMissileConfig,\n\t\t\t});\n\t\t}\n\n\t\t// Fallback to fixed fast stab\n\t\tif (!config || config.damage < minDmg)\n\t\t{\n\t\t\tconfig = stabConfig;\n\t\t}\n\n\t\tif (config)\n\t\t{\n\t\t\treturn missile(config, () => flyStraight(), angleTo(position, enemy.position)).move(safeMove.x, safeMove.y);\n\t\t}\n\t}\n\n\t// === DEFENSE: Shield undodgeable or high-damage homing threats (only when blink can't handle it) ===\n\tif (\n\t\tstatus === 'idle' &&\n urgentThreat &&\n (!urgentThreat.bestDodgeDirection || shouldForceShield(urgentThreat))\n\t) \n\t{\n\t\tif (\n\t\t\turgentThreat.canBlockInTime &&\n (blinkCooldown > 0 || urgentThreat.ticksToImpact < 10)\n\t\t) \n\t\t{\n\t\t\treturn shield();\n\t\t}\n\t}\n\n\t// === DEFENSE: Preemptive shield when enemy is casting a missile at close range ===\n\t// At melee range, missiles arrive almost instantly after launch — too fast to react.\n\t// Shield BEFORE the missile launches. Trigger when shield will finish BEFORE missile hits.\n\tif (\n\t\tstatus === 'idle' &&\n distance < preemptiveShieldRange &&\n enemy.status === 'casting' &&\n enemy.castingSpell === 'missile'\n\t) \n\t{\n\t\tconst remainingCast = (enemy.castDuration ?? 0) - (enemy.castProgress ?? 0);\n\t\tconst estimatedFlightTicks = distance / flightTimeDivisor;\n\t\tconst ticksUntilHit = remainingCast + estimatedFlightTicks;\n\t\t// Shield when hit is close enough that we MUST start now, but far enough that\n\t\t// the shield finishes in time. The window: RULES.SHIELD_CAST_TIME <= ticksUntilHit < RULES.SHIELD_CAST_TIME+15\n\t\tif (\n\t\t\tticksUntilHit >= RULES.SHIELD_CAST_TIME &&\n ticksUntilHit < RULES.SHIELD_CAST_TIME + 15\n\t\t) \n\t\t{\n\t\t\treturn shield();\n\t\t}\n\t}\n\n\treturn moveAction(safeMove.x, safeMove.y);\n}\n","import type {FinalAction, MissileAction} from '../../hooks/index.js';\nimport {usePosition, useEnemy, useStatus, useBlinkCooldown, useTick, useThreats, useProjectiles, useLastMissileConfig, useCastingSpell, useCastProgress, idle, move as moveAction, missile, shield, blink, cancel, flyStraight, getMissileContext, turnToward} from '../../hooks/index.js';\nimport {distanceTo} from '../../utils/distance.js';\nimport {angleTo} from '../../utils/angles.js';\nimport {RULES, ARENA_MIN, ARENA_MAX} from '../../rules.js';\nimport {\n\tgetMostUrgentThreat,\n\tgetDodgeDirectionForMovement,\n\tgetBlinkToDecreaseDistance,\n\tshouldForceShield,\n\tfitMissileForEscapingTarget,\n\tMIN_USEFUL_DAMAGE,\n\tgetEnemyVulnerabilityTicks,\n\tkeepOffWalls,\n\tgetPreCastReposition,\n} from '../shared.js';\nimport {getMissileCastTime, getLeadPosition} from '../../utils/combat.js';\nimport {useParam} from '../../engine/params-runtime.js';\n\nconst WALL_BUFFER = 50;\nconst SHIELD_BUFFER = 3;\n\nconst HomingStabAI = (): MissileAction =>\n{\n\tconst ctx = getMissileContext();\n\tconst enemy = ctx.worldState.enemies[0];\n\treturn enemy ? turnToward(enemy.position.x, enemy.position.y) : flyStraight();\n};\n\n/**\n * Aggressive movement: dodge missiles, close distance, light strafe.\n */\nfunction aggressiveMove(\n\tposition: {x: number; y: number},\n\tenemy: {position: {x: number; y: number}},\n\tcurrentDistance: number,\n\tdodgeDirection: {x: number; y: number} | null,\n\ttick: number,\n\tstrafeCyclePeriod: number,\n\tstrafeIntensity: number,\n\tapproachSpeed: number,\n\tcenterBias: number,\n): {x: number; y: number}\n{\n\tconst deltaX = enemy.position.x - position.x;\n\tconst deltaY = enemy.position.y - position.y;\n\tconst normalizedDistance = currentDistance > 0 ? currentDistance : 1;\n\n\t// Approach the center-side of the enemy so knockback pushes toward center, not lava.\n\tconst center = (ARENA_MIN + ARENA_MAX) / 2;\n\tconst toCenterX = center - enemy.position.x;\n\tconst toCenterY = center - enemy.position.y;\n\tconst toCenterDist = Math.sqrt(toCenterX * toCenterX + toCenterY * toCenterY) || 1;\n\tconst approachDirX = deltaX / normalizedDistance + (toCenterX / toCenterDist) * centerBias;\n\tconst approachDirY = deltaY / normalizedDistance + (toCenterY / toCenterDist) * centerBias;\n\tconst approachMag = Math.sqrt(approachDirX * approachDirX + approachDirY * approachDirY) || 1;\n\n\tconst strafeClockwise = {\n\t\tx: -deltaY / normalizedDistance,\n\t\ty: deltaX / normalizedDistance,\n\t};\n\tconst strafeCounterClockwise = {\n\t\tx: deltaY / normalizedDistance,\n\t\ty: -deltaX / normalizedDistance,\n\t};\n\n\tlet strafeDirection: {x: number; y: number};\n\n\tif (dodgeDirection) \n\t{\n\t\tstrafeDirection = dodgeDirection;\n\t}\n\telse if (\n\t\tposition.x < ARENA_MIN + WALL_BUFFER ||\n position.x > ARENA_MAX - WALL_BUFFER ||\n position.y < ARENA_MIN + WALL_BUFFER ||\n position.y > ARENA_MAX - WALL_BUFFER\n\t) \n\t{\n\t\tconst futureClockwise = {\n\t\t\tx: position.x + strafeClockwise.x * 100,\n\t\t\ty: position.y + strafeClockwise.y * 100,\n\t\t};\n\t\tconst futureCounterClockwise = {\n\t\t\tx: position.x + strafeCounterClockwise.x * 100,\n\t\t\ty: position.y + strafeCounterClockwise.y * 100,\n\t\t};\n\t\tconst scoreClockwise = Math.min(\n\t\t\tfutureClockwise.x - ARENA_MIN,\n\t\t\tARENA_MAX - futureClockwise.x,\n\t\t\tfutureClockwise.y - ARENA_MIN,\n\t\t\tARENA_MAX - futureClockwise.y,\n\t\t);\n\t\tconst scoreCounterClockwise = Math.min(\n\t\t\tfutureCounterClockwise.x - ARENA_MIN,\n\t\t\tARENA_MAX - futureCounterClockwise.x,\n\t\t\tfutureCounterClockwise.y - ARENA_MIN,\n\t\t\tARENA_MAX - futureCounterClockwise.y,\n\t\t);\n\t\tstrafeDirection =\n\t\t\tscoreClockwise > scoreCounterClockwise\n\t\t\t\t? strafeClockwise\n\t\t\t\t: strafeCounterClockwise;\n\t}\n\telse \n\t{\n\t\tconst cycle = Math.floor(tick / strafeCyclePeriod) % 2;\n\t\tstrafeDirection = cycle === 0 ? strafeClockwise : strafeCounterClockwise;\n\t}\n\n\tif (dodgeDirection) \n\t{\n\t\treturn {x: strafeDirection.x, y: strafeDirection.y};\n\t}\n\n\tlet moveX = strafeDirection.x * strafeIntensity;\n\tlet moveY = strafeDirection.y * strafeIntensity;\n\n\tmoveX += (approachDirX / approachMag) * approachSpeed;\n\tmoveY += (approachDirY / approachMag) * approachSpeed;\n\n\tconst magnitude = Math.sqrt(moveX * moveX + moveY * moveY);\n\tif (magnitude > 1)\n\t{\n\t\tmoveX = moveX / magnitude;\n\t\tmoveY = moveY / magnitude;\n\t}\n\n\treturn {x: moveX, y: moveY};\n}\n\n/**\n * Bot: Voidblade\n *\n * BEHAVIOR: Reactive counter-puncher. Shields everything, then fires quick stabs\n * during enemy vulnerability windows (GCD/casting) when they can't shield back.\n * At melee range, the shield blocks ~90% of incoming damage while Voidblade's\n * counter-stabs land at full damage — winning through attrition.\n *\n * CORE LOOP (melee range):\n * 1. Enemy casts missile → Voidblade blink-dodges (100% avoid) or shields (90% block)\n * 2. Enemy enters GCD → Voidblade fires quick stab (lands unblocked)\n * 3. Voidblade enters GCD → enemy recovers → repeat\n *\n * KEY IMPROVEMENTS OVER NIGHTBLADE:\n * - Blink-dodge priority: avoids 100% of damage when blink available, shields as fallback\n * - Reads enemy vulnerability to time counter-stabs perfectly\n * - Cancel-into-defense: aborts own cast if enemy missile incoming\n * - Punish budget: sizes stabs to fit exactly in the vulnerability window\n *\n * PROGRESSION LINE: Shadowblade → Nightblade → Voidblade\n * TIER: 3 (elite Melee line)\n */\nexport function Voidblade(): FinalAction\n{\n\tconst position = usePosition();\n\tconst enemy = useEnemy();\n\tconst status = useStatus();\n\tconst blinkCooldown = useBlinkCooldown();\n\tconst tick = useTick();\n\tconst threats = useThreats();\n\tconst projectiles = useProjectiles();\n\tconst lastMissileConfig = useLastMissileConfig();\n\tconst castingSpell = useCastingSpell();\n\tconst castProgressData = useCastProgress();\n\n\n\tconst preemptiveShieldRange = useParam('preemptiveShieldRange', 348, {\n\t\trange: 85,\n\t\tmin: 50,\n\t\tsteps: 7,\n\t});\n\tconst shieldWindow = useParam('shieldWindow', 5, {\n\t\trange: 10,\n\t\tmin: 5,\n\t\tmax: 30,\n\t\tsteps: 5,\n\t});\n\tconst punishMinVulnerability = useParam('punishMinVulnerability', 15, {\n\t\trange: 15,\n\t\tmin: 10,\n\t\tsteps: 5,\n\t});\n\tconst preferBlinkDodge =\n\t\tuseParam('preferBlinkDodge', 0, {min: 0, max: 1, steps: 2}) >= 0.5;\n\tconst strafeCyclePeriod = useParam('strafeCyclePeriod', 230, {\n\t\trange: 75,\n\t\tmin: 80,\n\t\tmax: 250,\n\t});\n\tconst strafeIntensity = useParam('strafeIntensity', 0.28, {\n\t\trange: 0.3,\n\t\tmin: 0.1,\n\t\tmax: 0.8,\n\t\tsteps: 7,\n\t});\n\tconst approachSpeed = useParam('approachSpeed', 1, {\n\t\trange: 0.2,\n\t\tmin: 0.5,\n\t\tmax: 1,\n\t\tsteps: 7,\n\t});\n\tconst shieldCancelThreshold = useParam('shieldCancelThreshold', 150, {\n\t\trange: 75,\n\t\tmin: 50,\n\t\tmax: 300,\n\t});\n\tconst blinkWindowMax = useParam('blinkWindowMax', 40, {\n\t\trange: 30,\n\t\tmin: 15,\n\t\tmax: 80,\n\t\tsteps: 7,\n\t});\n\tconst blinkPastMargin = useParam('blinkPastMargin', 61, {\n\t\trange: 30,\n\t\tmin: 20,\n\t\tmax: 100,\n\t\tsteps: 7,\n\t});\n\tconst blinkPastDistance = useParam('blinkPastDistance', 200, {\n\t\trange: 100,\n\t\tmin: 50,\n\t\tmax: 350,\n\t\tsteps: 7,\n\t});\n\tconst engageBlinkRange = useParam('engageBlinkRange', 30, {\n\t\trange: 75,\n\t\tmin: 30,\n\t\tmax: 200,\n\t\tsteps: 7,\n\t});\n\tconst counterStabRange = useParam('counterStabRange', 14, {\n\t\trange: 30,\n\t\tmin: 10,\n\t\tmax: 80,\n\t\tsteps: 7,\n\t});\n\tconst flightTimeDivisor = useParam('flightTimeDivisor', 3, {\n\t\trange: 4,\n\t\tmin: 3,\n\t\tmax: 12,\n\t\tsteps: 5,\n\t});\n\tconst enemyFlightTimeDivisor = useParam('enemyFlightTimeDivisor', 10, {\n\t\trange: 4,\n\t\tmin: 2,\n\t\tmax: 10,\n\t\tsteps: 5,\n\t});\n\tconst idleProvokeBudget = useParam('idleProvokeBudget', 110, {\n\t\trange: 40,\n\t\tmin: 20,\n\t\tmax: 120,\n\t\tsteps: 7,\n\t});\n\tconst meleeAbortRange = useParam('meleeAbortRange', 100, {\n\t\trange: 100,\n\t\tmin: 50,\n\t\tmax: 400,\n\t\tsteps: 7,\n\t});\n\tconst enemyFiringSoonThreshold = useParam('enemyFiringSoonThreshold', 50, {\n\t\trange: 30,\n\t\tmin: 10,\n\t\tmax: 100,\n\t\tsteps: 7,\n\t});\n\tconst useDynamicStab =\n\t\tuseParam('useDynamicStab', 1, {min: 0, max: 1, steps: 2}) >= 0.5;\n\tconst stabDamage = Math.round(useParam('stabDamage', 5, {\n\t\trange: 10,\n\t\tmin: 5,\n\t\tmax: 25,\n\t\tsteps: 7,\n\t}));\n\tconst centerBias = useParam('centerBias', 0.8, {\n\t\trange: 0.3,\n\t\tmin: 0,\n\t\tmax: 0.8,\n\t\tsteps: 5,\n\t});\n\tconst saveBlinkForChase =\n\t\tuseParam('saveBlinkForChase', 0, {min: 0, max: 1, steps: 2}) >= 0.5;\n\tconst chaseBlinkRange = useParam('chaseBlinkRange', 200, {\n\t\trange: 100,\n\t\tmin: 100,\n\t\tmax: 400,\n\t\tsteps: 5,\n\t});\n\tconst maxBlinkDistance = useParam('maxBlinkDistance', 278, {\n\t\trange: 100,\n\t\tmin: 50,\n\t\tmax: 300,\n\t\tsteps: 7,\n\t});\n\tconst stabTurnRate = useParam('stabTurnRate', 0, {\n\t\tmin: 0,\n\t\tmax: 1,\n\t\tsteps: 5,\n\t});\n\tconst stabSpeed = useParam('stabSpeed', 11.3, {\n\t\trange: 3,\n\t\tmin: 5,\n\t\tmax: 12,\n\t\tsteps: 5,\n\t});\n\tconst stabDuration = Math.round(useParam('stabDuration', 33, {\n\t\trange: 15,\n\t\tmin: 15,\n\t\tmax: 50,\n\t\tsteps: 5,\n\t}));\n\tconst useLeadAiming =\n\t\tuseParam('useLeadAiming', 0, {min: 0, max: 1, steps: 2}) >= 0.5;\n\tconst useHomingAI =\n\t\tuseParam('useHomingAI', 0, {min: 0, max: 1, steps: 2}) >= 0.5;\n\tconst FAST_STAB = {speed: stabSpeed, turnRate: stabTurnRate, duration: stabDuration};\n\n\tconst distance = distanceTo(position, enemy.position);\n\n\tconst stabAimAngle = useLeadAiming\n\t\t? angleTo(position, getLeadPosition(enemy.position, enemy.velocity, FAST_STAB.speed, position))\n\t\t: angleTo(position, enemy.position);\n\tconst stabAI = useHomingAI ? HomingStabAI : (): MissileAction => flyStraight();\n\n\tconst urgentThreat = getMostUrgentThreat(threats);\n\tconst dodgeDirection = getDodgeDirectionForMovement(threats, position);\n\tconst vulnerabilityTicks = getEnemyVulnerabilityTicks(enemy);\n\n\tconst move = aggressiveMove(\n\t\tposition,\n\t\tenemy,\n\t\tdistance,\n\t\tdodgeDirection,\n\t\ttick,\n\t\tstrafeCyclePeriod,\n\t\tstrafeIntensity,\n\t\tapproachSpeed,\n\t\tcenterBias,\n\t);\n\tconst safeMove = keepOffWalls(position, move);\n\n\tfunction capBlinkDistance(target: {x: number; y: number}): {x: number; y: number}\n\t{\n\t\tconst dx = target.x - position.x;\n\t\tconst dy = target.y - position.y;\n\t\tconst dist = Math.sqrt(dx * dx + dy * dy);\n\t\tif (dist <= maxBlinkDistance) return target;\n\t\tconst scale = maxBlinkDistance / dist;\n\t\treturn {x: position.x + dx * scale, y: position.y + dy * scale};\n\t}\n\n\t// Precompute blink targets — used by blink-dodge and engage-blink.\n\t// blinkCloseTarget: from getBlinkToDecreaseDistance (dodge + close gap). Null at melee range.\n\t// blinkPastTarget: blink ~200u past enemy (dodge only, loses position). For in-flight missiles only.\n\tlet blinkCloseTarget: {x: number; y: number} | null = null;\n\tlet blinkPastTarget: {x: number; y: number} | null = null;\n\tif (blinkCooldown === 0)\n\t{\n\t\tconst rawBlinkTarget = getBlinkToDecreaseDistance(\n\t\t\tposition,\n\t\t\tenemy.position,\n\t\t\tprojectiles,\n\t\t);\n\t\tif (rawBlinkTarget)\n\t\t{\n\t\t\tconst center = (ARENA_MIN + ARENA_MAX) / 2;\n\t\t\tconst enemyDistToCenter = Math.max(\n\t\t\t\tMath.abs(enemy.position.x - center),\n\t\t\t\tMath.abs(enemy.position.y - center),\n\t\t\t);\n\t\t\tconst capped = capBlinkDistance(rawBlinkTarget);\n\t\t\tconst blinkDistToCenter = Math.max(\n\t\t\t\tMath.abs(capped.x - center),\n\t\t\t\tMath.abs(capped.y - center),\n\t\t\t);\n\t\t\tif (blinkDistToCenter <= enemyDistToCenter + 30) blinkCloseTarget = capped;\n\t\t}\n\t\tif (!blinkCloseTarget)\n\t\t{\n\t\t\tconst dx = enemy.position.x - position.x;\n\t\t\tconst dy = enemy.position.y - position.y;\n\t\t\tconst norm = Math.sqrt(dx * dx + dy * dy) || 1;\n\t\t\tconst cappedDist = Math.min(blinkPastDistance, maxBlinkDistance);\n\t\t\tblinkPastTarget = {\n\t\t\t\tx: Math.max(\n\t\t\t\t\tARENA_MIN + blinkPastMargin,\n\t\t\t\t\tMath.min(\n\t\t\t\t\t\tARENA_MAX - blinkPastMargin,\n\t\t\t\t\t\tposition.x + (dx / norm) * cappedDist,\n\t\t\t\t\t),\n\t\t\t\t),\n\t\t\t\ty: Math.max(\n\t\t\t\t\tARENA_MIN + blinkPastMargin,\n\t\t\t\t\tMath.min(\n\t\t\t\t\t\tARENA_MAX - blinkPastMargin,\n\t\t\t\t\t\tposition.y + (dy / norm) * cappedDist,\n\t\t\t\t\t),\n\t\t\t\t),\n\t\t\t};\n\t\t}\n\t}\n\n\t// === STEP 1: CHANNELING — hold shield until missile passes ===\n\tif (status === 'channeling') \n\t{\n\t\t// Hold shield while there's an active threat OR enemy is about to fire\n\t\tconst enemyFiringSoon =\n\t\t\tdistance < preemptiveShieldRange &&\n enemy.status === 'casting' &&\n enemy.castingSpell === 'missile' &&\n (enemy.castDuration ?? 0) -\n (enemy.castProgress ?? 0) +\n distance / enemyFlightTimeDivisor <\n enemyFiringSoonThreshold;\n\n\t\tif (\n\t\t\t(!urgentThreat && !enemyFiringSoon) ||\n (urgentThreat && urgentThreat.ticksToImpact > shieldCancelThreshold)\n\t\t) \n\t\t{\n\t\t\treturn cancel().move(safeMove.x, safeMove.y);\n\t\t}\n\t\treturn idle();\n\t}\n\n\t// === STEP 2: CAST-CANCEL INTO DEFENSE ===\n\t// If we're casting a stab and a missile is incoming, cancel so we can\n\t// blink-dodge (if available) or shield. Defense time depends on blink availability.\n\tif (status === 'casting' && castingSpell === 'missile') \n\t{\n\t\t// Cancel if target escaped melee range\n\t\tif (distance > meleeAbortRange)\n\t\t{\n\t\t\treturn cancel().move(safeMove.x, safeMove.y);\n\t\t}\n\n\t\t// Defense time: blink (10t) is faster than shield (20t + 3t buffer)\n\t\tconst defenseTime =\n\t\t\tblinkCooldown === 0\n\t\t\t\t? RULES.BLINK_CAST_TIME\n\t\t\t\t: RULES.SHIELD_CAST_TIME + SHIELD_BUFFER;\n\n\t\t// Cancel for any undodgeable incoming threat we can't finish casting before\n\t\tif (urgentThreat && !urgentThreat.bestDodgeDirection) \n\t\t{\n\t\t\tconst remainingCast =\n\t\t\t\t((castProgressData?.total) ?? 0) - ((castProgressData?.current) ?? 0);\n\t\t\tconst willArriveInWindow =\n\t\t\t\turgentThreat.ticksToImpact <=\n remainingCast + RULES.GCD_DURATION + defenseTime;\n\t\t\tif (willArriveInWindow)\n\t\t\t{\n\t\t\t\treturn cancel().move(safeMove.x, safeMove.y);\n\t\t\t}\n\t\t}\n\n\t\t// Cancel when enemy starts casting a missile at close range —\n\t\t// at melee range their missile will arrive too fast to react after our cast finishes\n\t\tif (\n\t\t\tdistance < preemptiveShieldRange &&\n enemy.status === 'casting' &&\n enemy.castingSpell === 'missile'\n\t\t) \n\t\t{\n\t\t\tconst remainingEnemyCast =\n\t\t\t\t(enemy.castDuration ?? 0) - (enemy.castProgress ?? 0);\n\t\t\tconst remainingOurCast =\n\t\t\t\t((castProgressData?.total) ?? 0) - ((castProgressData?.current) ?? 0);\n\t\t\tconst estimatedFlightTicks = distance / enemyFlightTimeDivisor;\n\t\t\tconst ticksUntilEnemyHit = remainingEnemyCast + estimatedFlightTicks;\n\t\t\tconst ticksAfterOurCast = remainingOurCast + RULES.GCD_DURATION + defenseTime;\n\n\t\t\t// If enemy missile will arrive before we can defend after our cast, cancel now\n\t\t\tif (ticksUntilEnemyHit < ticksAfterOurCast)\n\t\t\t{\n\t\t\t\treturn cancel().move(safeMove.x, safeMove.y);\n\t\t\t}\n\t\t}\n\t}\n\n\t// === STEP 3: BLINK-DODGE — 100% damage avoidance (preferred over shield) ===\n\tif (status === 'idle' && blinkCooldown === 0) \n\t{\n\t\t// Blink target for dodging: close-gap target if available, else blink-past for in-flight only\n\t\tconst dodgeBlinkTarget = blinkCloseTarget ?? blinkPastTarget;\n\n\t\t// 3a: Blink-dodge an in-flight missile (missile already fired, can't be cancelled)\n\t\tif (\n\t\t\tpreferBlinkDodge &&\n dodgeBlinkTarget &&\n urgentThreat &&\n urgentThreat.ticksToImpact >= 10 &&\n urgentThreat.ticksToImpact <= blinkWindowMax\n\t\t) \n\t\t{\n\t\t\treturn blink(dodgeBlinkTarget.x, dodgeBlinkTarget.y);\n\t\t}\n\n\t\t// 3b: Preemptive blink-dodge — only when we have a close-gap target.\n\t\t// At melee range, preemptive blink loses positioning (200u walk back) and\n\t\t// the enemy can cancel their cast. Shield is better for preemptive defense.\n\t\tif (\n\t\t\tpreferBlinkDodge &&\n blinkCloseTarget &&\n distance < preemptiveShieldRange &&\n enemy.status === 'casting' &&\n enemy.castingSpell === 'missile'\n\t\t) \n\t\t{\n\t\t\tconst remainingCast =\n\t\t\t\t(enemy.castDuration ?? 0) - (enemy.castProgress ?? 0);\n\t\t\tconst estimatedFlightTicks = distance / enemyFlightTimeDivisor;\n\t\t\tconst ticksUntilHit = remainingCast + estimatedFlightTicks;\n\n\t\t\tif (\n\t\t\t\tticksUntilHit >= RULES.BLINK_CAST_TIME &&\n ticksUntilHit < RULES.BLINK_CAST_TIME + shieldWindow\n\t\t\t) \n\t\t\t{\n\t\t\t\treturn blink(blinkCloseTarget.x, blinkCloseTarget.y);\n\t\t\t}\n\t\t}\n\n\t\t// 3c: Engage blink — close distance during enemy vulnerability (they can't react)\n\t\t// Skip if saving blink for chase (use blink reactively, not proactively)\n\t\tif (\n\t\t\t!saveBlinkForChase &&\n\t\t\tblinkCloseTarget &&\n distance > engageBlinkRange &&\n vulnerabilityTicks >= punishMinVulnerability &&\n (!urgentThreat || urgentThreat.bestDodgeDirection !== null)\n\t\t)\n\t\t{\n\t\t\treturn blink(blinkCloseTarget.x, blinkCloseTarget.y);\n\t\t}\n\n\t\t// 3d: Chase blink — enemy blinked away after we've fought at melee range\n\t\tif (distance > chaseBlinkRange && lastMissileConfig)\n\t\t{\n\t\t\tconst center = (ARENA_MIN + ARENA_MAX) / 2;\n\t\t\tconst toCX = center - enemy.position.x;\n\t\t\tconst toCY = center - enemy.position.y;\n\t\t\tconst toCDist = Math.sqrt(toCX * toCX + toCY * toCY) || 1;\n\t\t\tconst rawChase = {\n\t\t\t\tx: enemy.position.x + (toCX / toCDist) * 15,\n\t\t\t\ty: enemy.position.y + (toCY / toCDist) * 15,\n\t\t\t};\n\t\t\tconst chaseTarget = capBlinkDistance(rawChase);\n\t\t\treturn blink(chaseTarget.x, chaseTarget.y);\n\t\t}\n\t}\n\n\t// === STEP 4: SHIELD — fallback when blink can't help (90% block) ===\n\n\t// 4a: Shield in-flight missiles\n\t// Shield when: no blink target at all, or missile too close for blink (<10 ticks)\n\tif (\n\t\tstatus === 'idle' &&\n urgentThreat &&\n (!urgentThreat.bestDodgeDirection || shouldForceShield(urgentThreat)) &&\n urgentThreat.canBlockInTime &&\n ((!blinkCloseTarget && !blinkPastTarget) || urgentThreat.ticksToImpact < 10)\n\t)\n\t{\n\t\treturn shield();\n\t}\n\n\t// 4b: Preemptive shield — when blink can't close gap (melee range or cooldown)\n\tif (\n\t\tstatus === 'idle' &&\n !blinkCloseTarget &&\n distance < preemptiveShieldRange &&\n enemy.status === 'casting' &&\n enemy.castingSpell === 'missile'\n\t) \n\t{\n\t\tconst remainingCast = (enemy.castDuration ?? 0) - (enemy.castProgress ?? 0);\n\t\tconst estimatedFlightTicks = distance / enemyFlightTimeDivisor;\n\t\tconst ticksUntilHit = remainingCast + estimatedFlightTicks;\n\n\t\tif (\n\t\t\tticksUntilHit >= RULES.SHIELD_CAST_TIME &&\n ticksUntilHit < RULES.SHIELD_CAST_TIME + shieldWindow\n\t\t) \n\t\t{\n\t\t\treturn shield();\n\t\t}\n\t}\n\n\t// === STEP 5: COUNTER-STAB — fire during enemy vulnerability ===\n\t// Only fire when enemy CAN'T shield (in GCD or mid-cast).\n\t// Use small, fast stabs that fit within the vulnerability window.\n\tif (status === 'idle' && distance < counterStabRange)\n\t{\n\t\tconst reposition = getPreCastReposition(position, enemy.position);\n\t\tif (reposition) return moveAction(reposition.x, reposition.y);\n\n\t\tconst enemyHP = Math.ceil(enemy.health);\n\t\tconst flightTime = Math.ceil(distance / flightTimeDivisor) + 1;\n\n\t\tif (vulnerabilityTicks >= punishMinVulnerability)\n\t\t{\n\t\t\t// Budget: stab must land while enemy is still vulnerable\n\t\t\t// castTime + flightTime < vulnerabilityTicks\n\t\t\tconst punishBudget = vulnerabilityTicks - flightTime;\n\n\t\t\t// Also need time to shield if another missile is incoming\n\t\t\tlet nextThreatTime = urgentThreat?.ticksToImpact ?? Infinity;\n\n\t\t\t// Account for enemy's active cast — their missile will arrive after cast completes + flight time\n\t\t\tif (enemy.status === 'casting' && enemy.castingSpell === 'missile') \n\t\t\t{\n\t\t\t\tconst remainingEnemyCast =\n\t\t\t\t\t(enemy.castDuration ?? 0) - (enemy.castProgress ?? 0);\n\t\t\t\tconst estimatedFlightTime = distance / enemyFlightTimeDivisor;\n\t\t\t\tnextThreatTime = Math.min(\n\t\t\t\t\tnextThreatTime,\n\t\t\t\t\tremainingEnemyCast + estimatedFlightTime,\n\t\t\t\t);\n\t\t\t}\n\n\t\t\t// Defense time: blink (10t) is faster than shield (20t + 3t buffer)\n\t\t\tconst defenseTime =\n\t\t\t\tblinkCooldown === 0\n\t\t\t\t\t? RULES.BLINK_CAST_TIME\n\t\t\t\t\t: RULES.SHIELD_CAST_TIME + SHIELD_BUFFER;\n\t\t\tconst safeBudget = nextThreatTime - RULES.GCD_DURATION - defenseTime;\n\t\t\tconst effectiveBudget = Math.min(punishBudget, safeBudget);\n\n\t\t\tif (effectiveBudget > 0)\n\t\t\t{\n\t\t\t\tlet config = useDynamicStab\n\t\t\t\t\t? fitMissileForEscapingTarget(effectiveBudget, distance, {\n\t\t\t\t\t\tminTurnRate: 0,\n\t\t\t\t\t\tmaxDamage: enemyHP,\n\t\t\t\t\t\tlastMissileConfig: lastMissileConfig,\n\t\t\t\t\t})\n\t\t\t\t\t: null;\n\n\t\t\t\tif (!config || config.damage < MIN_USEFUL_DAMAGE)\n\t\t\t\t{\n\t\t\t\t\tconfig = {damage: stabDamage, speed: FAST_STAB.speed, turnRate: FAST_STAB.turnRate, duration: FAST_STAB.duration};\n\t\t\t\t}\n\n\t\t\t\tconst castTime = getMissileCastTime(config, lastMissileConfig);\n\t\t\t\tif (castTime <= effectiveBudget && castTime + flightTime <= vulnerabilityTicks)\n\t\t\t\t{\n\t\t\t\t\treturn missile(config, stabAI, stabAimAngle).move(safeMove.x, safeMove.y);\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t\t// Enemy is idle or channeling shield at close range — fire a quick stab to provoke.\n\t\t// Idle: they must shield or eat damage.\n\t\t// Channeling: shield blocks ~90% but 10% still lands. Stabs whittle HP so they\n\t\t// can't just hold shield forever. Why: otherwise the bot waits for a\n\t\t// vulnerability window that a channeling player never opens.\n\t\tif ((enemy.status === 'idle' || enemy.status === 'channeling') && !urgentThreat)\n\t\t{\n\t\t\tconst quickBudget = idleProvokeBudget;\n\t\t\tlet config = useDynamicStab\n\t\t\t\t? fitMissileForEscapingTarget(quickBudget, distance, {\n\t\t\t\t\tminTurnRate: 0,\n\t\t\t\t\tmaxDamage: enemyHP,\n\t\t\t\t\tlastMissileConfig: lastMissileConfig,\n\t\t\t\t})\n\t\t\t\t: null;\n\n\t\t\tif (!config)\n\t\t\t{\n\t\t\t\tconfig = {damage: stabDamage, speed: FAST_STAB.speed, turnRate: FAST_STAB.turnRate, duration: FAST_STAB.duration};\n\t\t\t}\n\n\t\t\treturn missile(config, stabAI, stabAimAngle).move(safeMove.x, safeMove.y);\n\t\t}\n\t}\n\n\treturn moveAction(safeMove.x, safeMove.y);\n}\n","import type {FinalAction, MissileFunction} from '../../hooks/index.js';\nimport {usePosition, useEnemy, useStatus, idle, missile, move, getMissileContext, turnToward, flyStraight} from '../../hooks/index.js';\nimport {angleTo} from '../../utils/angles.js';\nimport {keepOffWalls} from '../shared.js';\n\nconst SimpleHoming: MissileFunction = () =>\n{\n\tconst ctx = getMissileContext();\n\tconst enemy = ctx.worldState.enemies[0];\n\treturn enemy ? turnToward(enemy.position.x, enemy.position.y) : flyStraight();\n};\n\n/**\n * Bot: Bonemancer\n *\n * BEHAVIOR: Stands still and fires slow, homing missiles constantly. Every missile\n * tracks the enemy with turnRate 2 — they curve relentlessly toward the target.\n * No movement, no shields, just an unending stream of seeking projectiles. The\n * missiles are slow (speed 3) but long-lived (300 ticks) and will chase you across\n * the entire arena.\n *\n * NAMING RATIONALE: Named after Diablo 2's Bone Necromancer (\"Bonemancer\"), whose\n * signature spell Bone Spirit is a slow-moving, auto-tracking projectile that hunts\n * enemies relentlessly. That's exactly what this bot does — it stands in place and\n * spams seeking missiles. The homing behavior is the key identity: these aren't\n * aimed shots, they're heat-seeking spirits that chase you down. Every D2 player\n * knows the Bonemancer — it's one of the most iconic builds.\n *\n * PROGRESSION LINE: Bonemancer → Lich → Archlich\n * - Bonemancer (tier 1): Stationary, spams slow homing missiles\n * - Lich (tier 2): Future — enhanced homing with adaptive missiles and defense\n * - Archlich (tier 3): Future — master of tracking magic, undodgeable death swarm\n * The progression follows the D2 necromancer power fantasy: from bone apprentice\n * to undead overlord, each tier's missiles become harder to escape.\n *\n * TIER: 1 (base)\n */\nexport function Bonemancer(): FinalAction\n{\n\tconst position = usePosition();\n\tconst enemy = useEnemy();\n\tconst status = useStatus();\n\n\n\tif (status === 'idle') \n\t{\n\t\treturn missile(\n\t\t\t{damage: 12, speed: 3, turnRate: 2, duration: 300},\n\t\t\tSimpleHoming,\n\t\t\tangleTo(position, enemy.position),\n\t\t).move(keepOffWalls(position).x, keepOffWalls(position).y);\n\t}\n\n\t{ const h = keepOffWalls(position); return (h.x !== 0 || h.y !== 0) ? move(h.x, h.y) : idle(); }\n}\n","import type {FinalAction, MissileFunction} from '../../hooks/index.js';\nimport {usePosition, useEnemy, useStatus, useBlinkCooldown, useHealth, useTick, useThreats, useProjectiles, useMyProjectiles, useLastMissileConfig, useCastingSpell, useCastProgress, idle, move as moveAction, missile, shield, blink, cancel, getMissileContext, turnToward, flyStraight} from '../../hooks/index.js';\nimport {angleTo} from '../../utils/angles.js';\nimport {distanceTo} from '../../utils/distance.js';\nimport {RULES, ARENA_MIN, ARENA_MAX} from '../../rules.js';\nimport {\n\tgetMostUrgentThreat,\n\tgetDodgeDirectionForMovement,\n\tgetBlinkToCenter,\n\tfitMissileToBudget,\n\tshouldForceShield,\n\tMAX_CAST_BUDGET,\n\tMIN_USEFUL_DAMAGE,\n\tkeepOffWalls,\n\tgetPreCastReposition,\n} from '../shared.js';\nimport {useParam} from '../../engine/params-runtime.js';\n\nconst WALL_BUFFER = 60;\n\nconst SHIELD_BUFFER = 3;\n\nconst HomingAI: MissileFunction = () =>\n{\n\tconst ctx = getMissileContext();\n\tconst enemy = ctx.worldState.enemies[0];\n\treturn enemy ? turnToward(enemy.position.x, enemy.position.y) : flyStraight();\n};\n\nfunction isNearWall(position: {x: number; y: number}): boolean \n{\n\treturn (\n\t\tposition.x < ARENA_MIN + WALL_BUFFER ||\n position.x > ARENA_MAX - WALL_BUFFER ||\n position.y < ARENA_MIN + WALL_BUFFER ||\n position.y > ARENA_MAX - WALL_BUFFER\n\t);\n}\n\nfunction smartStrafe(\n\tposition: {x: number; y: number},\n\tenemy: {position: {x: number; y: number}},\n\tdodgeDirection: {x: number; y: number} | null,\n\ttick: number,\n\tstrafeCyclePeriod: number,\n\tstrafeIntensity: number,\n): {x: number; y: number} \n{\n\tconst deltaX = enemy.position.x - position.x;\n\tconst deltaY = enemy.position.y - position.y;\n\tconst normalizedDistance = Math.sqrt(deltaX * deltaX + deltaY * deltaY);\n\tif (normalizedDistance === 0) return {x: 0, y: 0};\n\n\tconst strafeClockwise = {\n\t\tx: -deltaY / normalizedDistance,\n\t\ty: deltaX / normalizedDistance,\n\t};\n\tconst strafeCounterClockwise = {\n\t\tx: deltaY / normalizedDistance,\n\t\ty: -deltaX / normalizedDistance,\n\t};\n\n\tlet strafeDir: {x: number; y: number};\n\n\tif (dodgeDirection) \n\t{\n\t\tstrafeDir = dodgeDirection;\n\t}\n\telse if (isNearWall(position)) \n\t{\n\t\tconst futureClockwise = {\n\t\t\tx: position.x + strafeClockwise.x * 100,\n\t\t\ty: position.y + strafeClockwise.y * 100,\n\t\t};\n\t\tconst futureCounterClockwise = {\n\t\t\tx: position.x + strafeCounterClockwise.x * 100,\n\t\t\ty: position.y + strafeCounterClockwise.y * 100,\n\t\t};\n\t\tconst scoreClockwise = Math.min(\n\t\t\tfutureClockwise.x - ARENA_MIN,\n\t\t\tARENA_MAX - futureClockwise.x,\n\t\t\tfutureClockwise.y - ARENA_MIN,\n\t\t\tARENA_MAX - futureClockwise.y,\n\t\t);\n\t\tconst scoreCounterClockwise = Math.min(\n\t\t\tfutureCounterClockwise.x - ARENA_MIN,\n\t\t\tARENA_MAX - futureCounterClockwise.x,\n\t\t\tfutureCounterClockwise.y - ARENA_MIN,\n\t\t\tARENA_MAX - futureCounterClockwise.y,\n\t\t);\n\t\tstrafeDir =\n\t\t\tscoreClockwise > scoreCounterClockwise\n\t\t\t\t? strafeClockwise\n\t\t\t\t: strafeCounterClockwise;\n\t}\n\telse \n\t{\n\t\tconst cycle = Math.floor(tick / strafeCyclePeriod) % 2;\n\t\tstrafeDir = cycle === 0 ? strafeClockwise : strafeCounterClockwise;\n\t}\n\n\tconst intensity = dodgeDirection ? 1 : strafeIntensity;\n\treturn {x: strafeDir.x * intensity, y: strafeDir.y * intensity};\n}\n\n/**\n * Bot: Lich\n *\n * BEHAVIOR: Homing missile specialist with strong-tracking adaptive missiles.\n * Uses fitMissileToBudget with minTurnRate 1.0 — higher than other bots (0.5) —\n * producing missiles with superior tracking at the cost of some damage/speed.\n * Strafing launches missiles from different angles, creating multi-angle pressure.\n *\n * Shields undodgeable/critical threats, emergency blinks. Cancels missile cast\n * only for lethal incoming damage.\n *\n * KEY DIFFERENCES FROM BONEMANCER:\n * - Bonemancer: stationary, no defense, fixed d=7/s=3/t=2/dur=300\n * - Lich: mobile, full defense, adaptive strong-tracking homing missiles\n *\n * PROGRESSION LINE: Bonemancer → Lich → Archlich\n * - Bonemancer (tier 1): Stationary, spams fixed slow homing missiles, no defense\n * - Lich (tier 2): Mobile + defense, adaptive strong-tracking missiles (minTurnRate 1.0)\n * - Archlich (tier 3): Future — converging web patterns, impossible to escape\n *\n * TIER: 2 (enhanced Bonemancer)\n */\nexport function Lich(): FinalAction\n{\n\tconst position = usePosition();\n\tconst enemy = useEnemy();\n\tconst status = useStatus();\n\tconst blinkCooldown = useBlinkCooldown();\n\tconst health = useHealth();\n\tconst tick = useTick();\n\tconst threats = useThreats();\n\tconst projectiles = useProjectiles();\n\tconst myProjectiles = useMyProjectiles();\n\tconst lastMissileConfig = useLastMissileConfig();\n\tconst castingSpell = useCastingSpell();\n\tconst castProgressData = useCastProgress();\n\n\n\tconst targetDistance = useParam('targetDistance', 254, {\n\t\trange: 175,\n\t\tmin: 0,\n\t});\n\tconst minTurnRate = useParam('minTurnRate', 0.2, {range: 1.5, steps: 5});\n\tconst shieldHealthThreshold = useParam('shieldHealthThreshold', 99, {\n\t\trange: 23,\n\t\tmin: 1,\n\t\tsteps: 7,\n\t});\n\tconst strafeCyclePeriod = useParam('strafeCyclePeriod', 132, {\n\t\trange: 75,\n\t\tmin: 80,\n\t\tmax: 300,\n\t});\n\tconst strafeIntensity = useParam('strafeIntensity', 0.78, {\n\t\trange: 0.4,\n\t\tmin: 0.2,\n\t\tmax: 1,\n\t\tsteps: 7,\n\t});\n\tconst approachSpeed = useParam('approachSpeed', 0.7, {\n\t\trange: 0.3,\n\t\tmin: 0.1,\n\t\tmax: 0.7,\n\t\tsteps: 7,\n\t});\n\tconst distanceDeadZone = useParam('distanceDeadZone', 6, {\n\t\trange: 30,\n\t\tmin: 5,\n\t\tmax: 80,\n\t\tsteps: 7,\n\t});\n\tconst shieldCancelThreshold = useParam('shieldCancelThreshold', 150, {\n\t\trange: 75,\n\t\tmin: 50,\n\t\tmax: 300,\n\t});\n\tconst blinkWindowMax = useParam('blinkWindowMax', 35, {\n\t\trange: 30,\n\t\tmin: 15,\n\t\tmax: 80,\n\t\tsteps: 7,\n\t});\n\tconst flightTimeDivisor = useParam('flightTimeDivisor', 12, {\n\t\trange: 4,\n\t\tmin: 2,\n\t\tmax: 12,\n\t\tsteps: 5,\n\t});\n\tconst centerBias = useParam('centerBias', 0.22, {\n\t\trange: 0.4,\n\t\tmin: 0,\n\t\tmax: 0.8,\n\t\tsteps: 5,\n\t});\n\tconst maxBlinkDistance = useParam('maxBlinkDistance', 244, {\n\t\trange: 100,\n\t\tmin: 50,\n\t\tmax: 300,\n\t\tsteps: 7,\n\t});\n\n\tconst distance = distanceTo(position, enemy.position);\n\n\tfunction capBlinkDistance(target: {x: number; y: number}): {x: number; y: number}\n\t{\n\t\tconst dx = target.x - position.x;\n\t\tconst dy = target.y - position.y;\n\t\tconst dist = Math.sqrt(dx * dx + dy * dy);\n\t\tif (dist <= maxBlinkDistance) return target;\n\t\tconst scale = maxBlinkDistance / dist;\n\t\treturn {x: position.x + dx * scale, y: position.y + dy * scale};\n\t}\n\n\tconst urgentThreat = getMostUrgentThreat(threats);\n\n\tconst dodgeDirection = getDodgeDirectionForMovement(threats, position);\n\tconst strafe = smartStrafe(\n\t\tposition,\n\t\tenemy,\n\t\tdodgeDirection,\n\t\ttick,\n\t\tstrafeCyclePeriod,\n\t\tstrafeIntensity,\n\t);\n\n\t// Distance management (retreat if too close, approach if too far)\n\tlet moveX = strafe.x;\n\tlet moveY = strafe.y;\n\n\tif (!dodgeDirection) \n\t{\n\t\tconst deltaX = enemy.position.x - position.x;\n\t\tconst deltaY = enemy.position.y - position.y;\n\t\tconst normalizedDistance = distance > 0 ? distance : 1;\n\n\t\tif (distance > targetDistance + distanceDeadZone)\n\t\t{\n\t\t\t// Approach the center-side of the enemy so knockback pushes toward center, not lava.\n\t\t\tconst center = (ARENA_MIN + ARENA_MAX) / 2;\n\t\t\tconst toCenterX = center - enemy.position.x;\n\t\t\tconst toCenterY = center - enemy.position.y;\n\t\t\tconst toCenterDist = Math.sqrt(toCenterX * toCenterX + toCenterY * toCenterY) || 1;\n\t\t\tconst approachDirX = deltaX / normalizedDistance + (toCenterX / toCenterDist) * centerBias;\n\t\t\tconst approachDirY = deltaY / normalizedDistance + (toCenterY / toCenterDist) * centerBias;\n\t\t\tconst approachMag = Math.sqrt(approachDirX * approachDirX + approachDirY * approachDirY) || 1;\n\t\t\tmoveX += (approachDirX / approachMag) * approachSpeed;\n\t\t\tmoveY += (approachDirY / approachMag) * approachSpeed;\n\t\t}\n\t\telse if (distance < targetDistance - distanceDeadZone) \n\t\t{\n\t\t\tmoveX -= (deltaX / normalizedDistance) * approachSpeed;\n\t\t\tmoveY -= (deltaY / normalizedDistance) * approachSpeed;\n\t\t}\n\t}\n\n\tconst magnitude = Math.sqrt(moveX * moveX + moveY * moveY);\n\tif (magnitude > 1)\n\t{\n\t\tmoveX = moveX / magnitude;\n\t\tmoveY = moveY / magnitude;\n\t}\n\n\tconst move = {x: moveX, y: moveY};\n\tconst safeMove = keepOffWalls(position, move);\n\n\t// === DEFENSE: Handle channeling ===\n\tif (status === 'channeling') \n\t{\n\t\tif (!urgentThreat || urgentThreat.ticksToImpact > shieldCancelThreshold) \n\t\t{\n\t\t\treturn cancel().move(safeMove.x, safeMove.y);\n\t\t}\n\t\treturn idle();\n\t}\n\n\t// === DEFENSE: Cancel missile cast only for LETHAL incoming damage ===\n\tif (\n\t\tstatus === 'casting' &&\n castingSpell === 'missile' &&\n urgentThreat &&\n urgentThreat.projectile.damage >= health\n\t) \n\t{\n\t\tconst remainingCast = ((castProgressData?.total) ?? 0) - ((castProgressData?.current) ?? 0);\n\t\tif (\n\t\t\turgentThreat.ticksToImpact <=\n remainingCast + RULES.GCD_DURATION + RULES.SHIELD_CAST_TIME + SHIELD_BUFFER\n\t\t) \n\t\t{\n\t\t\treturn cancel().move(safeMove.x, safeMove.y);\n\t\t}\n\t}\n\n\t// === BLINK: Dodge missile + reposition (first priority) ===\n\t// Blink dodges the incoming missile — no GCD after, so can immediately resume casting.\n\t// Only shield when blink is on cooldown.\n\tif (\n\t\tstatus === 'idle' &&\n urgentThreat &&\n blinkCooldown === 0 &&\n urgentThreat.ticksToImpact >= 10 &&\n urgentThreat.ticksToImpact <= blinkWindowMax\n\t) \n\t{\n\t\tconst blinkTarget = capBlinkDistance(getBlinkToCenter(position));\n\t\treturn blink(blinkTarget.x, blinkTarget.y);\n\t}\n\n\t// === DEFENSE: Shield threats (when blink on cooldown) ===\n\t// Shield undodgeable, high-damage homing, or when health is critical\n\tif (status === 'idle' && urgentThreat) \n\t{\n\t\tconst forceShield = shouldForceShield(urgentThreat);\n\t\tconst undodgeable = !urgentThreat.bestDodgeDirection;\n\t\tconst healthLow = health < shieldHealthThreshold;\n\t\tconst healthCritical =\n\t\t\thealth <= urgentThreat.projectile.damage * 2 + 1;\n\t\tconst doShield =\n\t\t\tforceShield || (undodgeable && healthLow) || healthCritical;\n\n\t\tif (\n\t\t\tdoShield &&\n urgentThreat.canBlockInTime &&\n urgentThreat.ticksToStartShield <= SHIELD_BUFFER\n\t\t) \n\t\t{\n\t\t\treturn shield();\n\t\t}\n\t}\n\n\t// === Preemptive shield — shield when enemy is casting a missile at close range ===\n\tif (\n\t\tstatus === 'idle' &&\n\t\tdistance < 300 &&\n\t\tenemy.status === 'casting' &&\n\t\tenemy.castingSpell === 'missile'\n\t)\n\t{\n\t\tconst remainingCast = (enemy.castDuration ?? 0) - (enemy.castProgress ?? 0);\n\t\tconst estimatedFlightTicks = distance / 8;\n\t\tconst ticksUntilHit = remainingCast + estimatedFlightTicks;\n\n\t\tif (\n\t\t\tticksUntilHit >= RULES.SHIELD_CAST_TIME &&\n\t\t\tticksUntilHit < RULES.SHIELD_CAST_TIME + 15\n\t\t)\n\t\t{\n\t\t\treturn shield();\n\t\t}\n\t}\n\n\t// === OFFENSE: Adaptive strong-tracking homing missiles ===\n\t// minTurnRate 1.0 gives better tracking than other bots (0.5) at the cost of damage/speed.\n\t// Skip offense when a lethal missile could reach us during cast+GCD — dodge at full speed instead\n\tconst myProjectileIds = new Set(myProjectiles.map((p) => p.id));\n\tconst hasNearbyLethalMissile = projectiles.some(\n\t\t(p) =>\n\t\t\t!myProjectileIds.has(p.id) &&\n p.damage >= health &&\n distanceTo(position, p.position) / p.speed <\n MAX_CAST_BUDGET + RULES.GCD_DURATION,\n\t);\n\tif (status === 'idle' && !hasNearbyLethalMissile)\n\t{\n\t\tconst reposition = getPreCastReposition(position, enemy.position);\n\t\tif (reposition) return moveAction(reposition.x, reposition.y);\n\n\t\tlet nextThreatTime = urgentThreat?.ticksToImpact ?? Infinity;\n\n\t\t// Account for enemy's active cast — their missile will arrive after cast completes + flight time\n\t\tif (enemy.status === 'casting' && enemy.castingSpell === 'missile')\n\t\t{\n\t\t\tconst remainingEnemyCast =\n\t\t\t\t(enemy.castDuration ?? 0) - (enemy.castProgress ?? 0);\n\t\t\tconst estimatedFlightTime = distance / flightTimeDivisor;\n\t\t\tnextThreatTime = Math.min(\n\t\t\t\tnextThreatTime,\n\t\t\t\tremainingEnemyCast + estimatedFlightTime,\n\t\t\t);\n\t\t}\n\n\t\tconst safeBudget =\n\t\t\tnextThreatTime - RULES.GCD_DURATION - RULES.SHIELD_CAST_TIME - SHIELD_BUFFER;\n\t\tconst budgetTicks = Math.min(safeBudget, MAX_CAST_BUDGET);\n\n\t\t// Lich specializes in strong tracking (minTurnRate 1.0 vs typical 0.5)\n\t\tconst enemyHP = Math.ceil(enemy.health);\n\t\tconst minDmg = Math.min(MIN_USEFUL_DAMAGE, enemyHP);\n\t\tconst config = fitMissileToBudget(budgetTicks, distance, {\n\t\t\tminTurnRate,\n\t\t\tlastMissileConfig: lastMissileConfig,\n\t\t});\n\n\t\tif (config && config.damage >= minDmg) \n\t\t{\n\t\t\treturn missile(config, HomingAI, angleTo(position, enemy.position)).move(safeMove.x, safeMove.y);\n\t\t}\n\n\t\t// Budget too small for useful missile — wait for threat to pass, then fire\n\t}\n\n\treturn moveAction(safeMove.x, safeMove.y);\n}\n","import type {FinalAction, MissileFunction} from '../../hooks/index.js';\nimport {usePosition, useEnemy, useStatus, useBlinkCooldown, useHealth, useTick, useThreats, useProjectiles, useMyProjectiles, useLastMissileConfig, useCastingSpell, useCastProgress, idle, move as moveAction, missile, shield, blink, cancel, getMissileContext, turnToward, flyStraight} from '../../hooks/index.js';\nimport {angleTo} from '../../utils/angles.js';\nimport {distanceTo} from '../../utils/distance.js';\nimport {RULES, ARENA_MIN, ARENA_MAX} from '../../rules.js';\nimport {getMissileCastTime, getLeadPosition} from '../../utils/combat.js';\nimport {\n\tgetMostUrgentThreat,\n\tgetDodgeDirectionForMovement,\n\tgetBlinkToCenter,\n\tfitMissileToBudget,\n\tshouldForceShield,\n\tMAX_CAST_BUDGET,\n\tMIN_USEFUL_DAMAGE,\n\tgetEnemyVulnerabilityTicks,\n\tkeepOffWalls,\n\tgetPreCastReposition,\n} from '../shared.js';\nimport {useParam} from '../../engine/params-runtime.js';\n\nconst WALL_BUFFER = 60;\nconst SHIELD_BUFFER = 3;\n\nconst HomingAI: MissileFunction = () =>\n{\n\tconst ctx = getMissileContext();\n\tconst enemy = ctx.worldState.enemies[0];\n\treturn enemy ? turnToward(enemy.position.x, enemy.position.y) : flyStraight();\n};\n\nconst StraightAI: MissileFunction = () => flyStraight();\n\nfunction isNearWall(position: {x: number; y: number}): boolean\n{\n\treturn (\n\t\tposition.x < ARENA_MIN + WALL_BUFFER ||\n position.x > ARENA_MAX - WALL_BUFFER ||\n position.y < ARENA_MIN + WALL_BUFFER ||\n position.y > ARENA_MAX - WALL_BUFFER\n\t);\n}\n\nfunction smartStrafe(\n\tposition: {x: number; y: number},\n\tenemy: {position: {x: number; y: number}},\n\tdodgeDirection: {x: number; y: number} | null,\n\ttick: number,\n\tstrafeCyclePeriod: number,\n\tstrafeIntensity: number,\n): {x: number; y: number}\n{\n\tconst deltaX = enemy.position.x - position.x;\n\tconst deltaY = enemy.position.y - position.y;\n\tconst normalizedDistance = Math.sqrt(deltaX * deltaX + deltaY * deltaY);\n\tif (normalizedDistance === 0) return {x: 0, y: 0};\n\n\tconst cw = {x: -deltaY / normalizedDistance, y: deltaX / normalizedDistance};\n\tconst ccw = {x: deltaY / normalizedDistance, y: -deltaX / normalizedDistance};\n\n\tlet dir: {x: number; y: number};\n\n\tif (dodgeDirection)\n\t{\n\t\tdir = dodgeDirection;\n\t}\n\telse if (isNearWall(position))\n\t{\n\t\tconst fCw = {x: position.x + cw.x * 100, y: position.y + cw.y * 100};\n\t\tconst fCcw = {x: position.x + ccw.x * 100, y: position.y + ccw.y * 100};\n\t\tconst sCw = Math.min(fCw.x - ARENA_MIN, ARENA_MAX - fCw.x, fCw.y - ARENA_MIN, ARENA_MAX - fCw.y);\n\t\tconst sCcw = Math.min(fCcw.x - ARENA_MIN, ARENA_MAX - fCcw.x, fCcw.y - ARENA_MIN, ARENA_MAX - fCcw.y);\n\t\tdir = sCw > sCcw ? cw : ccw;\n\t}\n\telse\n\t{\n\t\tconst cycle = Math.floor(tick / strafeCyclePeriod) % 2;\n\t\tdir = cycle === 0 ? cw : ccw;\n\t}\n\n\tconst intensity = dodgeDirection ? 1 : strafeIntensity;\n\treturn {x: dir.x * intensity, y: dir.y * intensity};\n}\n\n/**\n * Bot: Archlich\n *\n * BEHAVIOR: Lich's proven core (mobile homing specialist) plus vulnerability\n * exploitation. Defense, movement, and standard offense are identical to Lich.\n * The T3 advantage: when the enemy is locked in GCD/cast, fires fast straight\n * punish missiles that land during the vulnerability window.\n *\n * PROGRESSION LINE: Bonemancer → Lich → Archlich\n * TIER: 3 (elite Homing line)\n */\nexport function Archlich(): FinalAction\n{\n\tconst position = usePosition();\n\tconst enemy = useEnemy();\n\tconst status = useStatus();\n\tconst blinkCooldown = useBlinkCooldown();\n\tconst health = useHealth();\n\tconst tick = useTick();\n\tconst threats = useThreats();\n\tconst projectiles = useProjectiles();\n\tconst myProjectiles = useMyProjectiles();\n\tconst lastMissileConfig = useLastMissileConfig();\n\tconst castingSpell = useCastingSpell();\n\tconst castProgressData = useCastProgress();\n\n\n\t// Same params as Lich — Archlich is Lich + punish mode (disabled by default, optimizer tunes)\n\tconst targetDistance = useParam('targetDistance', 1160, {range: 175, min: 0});\n\tconst minTurnRate = useParam('minTurnRate', 0.4, {range: 1.5, steps: 5});\n\tconst shieldHealthThreshold = useParam('shieldHealthThreshold', 99, {range: 23, min: 1, steps: 7});\n\tconst strafeCyclePeriod = useParam('strafeCyclePeriod', 181, {range: 75, min: 80, max: 300});\n\tconst strafeIntensity = useParam('strafeIntensity', 0.98, {range: 0.4, min: 0.2, max: 1, steps: 7});\n\tconst approachSpeed = useParam('approachSpeed', 0.1, {range: 0.3, min: 0.1, max: 0.7, steps: 7});\n\tconst distanceDeadZone = useParam('distanceDeadZone', 51, {range: 30, min: 5, max: 80, steps: 7});\n\tconst shieldCancelThreshold = useParam('shieldCancelThreshold', 150, {range: 75, min: 50, max: 300});\n\tconst blinkWindowMax = useParam('blinkWindowMax', 80, {range: 30, min: 15, max: 80, steps: 7});\n\tconst flightTimeDivisor = useParam('flightTimeDivisor', 6.6, {range: 4, min: 2, max: 12, steps: 5});\n\tconst punishMinVulnerability = useParam('punishMinVulnerability', 500, {range: 80, min: 30, steps: 7});\n\tconst centerBias = useParam('centerBias', 0.3, {\n\t\trange: 0.4,\n\t\tmin: 0,\n\t\tmax: 0.8,\n\t\tsteps: 5,\n\t});\n\tconst maxBlinkDistance = useParam('maxBlinkDistance', 283, {\n\t\trange: 100,\n\t\tmin: 50,\n\t\tmax: 300,\n\t\tsteps: 7,\n\t});\n\n\tfunction capBlinkDistance(target: {x: number; y: number}): {x: number; y: number}\n\t{\n\t\tconst dx = target.x - position.x;\n\t\tconst dy = target.y - position.y;\n\t\tconst dist = Math.sqrt(dx * dx + dy * dy);\n\t\tif (dist <= maxBlinkDistance) return target;\n\t\tconst scale = maxBlinkDistance / dist;\n\t\treturn {x: position.x + dx * scale, y: position.y + dy * scale};\n\t}\n\n\tconst distance = distanceTo(position, enemy.position);\n\tconst urgentThreat = getMostUrgentThreat(threats);\n\tconst dodgeDirection = getDodgeDirectionForMovement(threats, position);\n\tconst strafe = smartStrafe(position, enemy, dodgeDirection, tick, strafeCyclePeriod, strafeIntensity);\n\n\tlet moveX = strafe.x;\n\tlet moveY = strafe.y;\n\tif (!dodgeDirection)\n\t{\n\t\tconst dx = enemy.position.x - position.x;\n\t\tconst dy = enemy.position.y - position.y;\n\t\tconst nd = distance > 0 ? distance : 1;\n\t\tif (distance > targetDistance + distanceDeadZone)\n\t\t{\n\t\t\t// Approach the center-side of the enemy so knockback pushes toward center, not lava.\n\t\t\tconst center = (ARENA_MIN + ARENA_MAX) / 2;\n\t\t\tconst toCenterX = center - enemy.position.x;\n\t\t\tconst toCenterY = center - enemy.position.y;\n\t\t\tconst toCenterDist = Math.sqrt(toCenterX * toCenterX + toCenterY * toCenterY) || 1;\n\t\t\tconst approachDirX = dx / nd + (toCenterX / toCenterDist) * centerBias;\n\t\t\tconst approachDirY = dy / nd + (toCenterY / toCenterDist) * centerBias;\n\t\t\tconst approachMag = Math.sqrt(approachDirX * approachDirX + approachDirY * approachDirY) || 1;\n\t\t\tmoveX += (approachDirX / approachMag) * approachSpeed;\n\t\t\tmoveY += (approachDirY / approachMag) * approachSpeed;\n\t\t}\n\t\telse if (distance < targetDistance - distanceDeadZone)\n\t\t{\n\t\t\tmoveX -= (dx / nd) * approachSpeed;\n\t\t\tmoveY -= (dy / nd) * approachSpeed;\n\t\t}\n\t}\n\tconst mag = Math.sqrt(moveX * moveX + moveY * moveY);\n\tif (mag > 1)\n\t{\n\t\tmoveX = moveX / mag; moveY = moveY / mag;\n\t}\n\tconst move = {x: moveX, y: moveY};\n\tconst safeMove = keepOffWalls(position, move);\n\n\t// === DEFENSE: identical to Lich ===\n\tif (status === 'channeling')\n\t{\n\t\tif (!urgentThreat || urgentThreat.ticksToImpact > shieldCancelThreshold) return cancel().move(safeMove.x, safeMove.y);\n\t\treturn idle();\n\t}\n\n\tif (status === 'casting' && castingSpell === 'missile' && urgentThreat && urgentThreat.projectile.damage >= health)\n\t{\n\t\tconst rem = ((castProgressData?.total) ?? 0) - ((castProgressData?.current) ?? 0);\n\t\tif (urgentThreat.ticksToImpact <= rem + RULES.GCD_DURATION + RULES.SHIELD_CAST_TIME + SHIELD_BUFFER) return cancel().move(safeMove.x, safeMove.y);\n\t}\n\n\tif (status === 'idle' && urgentThreat && blinkCooldown === 0 && urgentThreat.ticksToImpact >= 10 && urgentThreat.ticksToImpact <= blinkWindowMax)\n\t{\n\t\tconst blinkTarget = capBlinkDistance(getBlinkToCenter(position));\n\t\treturn blink(blinkTarget.x, blinkTarget.y);\n\t}\n\n\tif (status === 'idle' && urgentThreat)\n\t{\n\t\tconst forceShield = shouldForceShield(urgentThreat);\n\t\tconst undodgeable = !urgentThreat.bestDodgeDirection;\n\t\tconst healthLow = health < shieldHealthThreshold;\n\t\tconst healthCritical = health <= urgentThreat.projectile.damage * 2 + 1;\n\t\tif ((forceShield || (undodgeable && healthLow) || healthCritical) && urgentThreat.canBlockInTime && urgentThreat.ticksToStartShield <= SHIELD_BUFFER)\n\t\t{\n\t\t\treturn shield();\n\t\t}\n\t}\n\n\t// === Preemptive shield — shield when enemy is casting a missile at close range ===\n\tif (\n\t\tstatus === 'idle' &&\n\t\tdistance < 300 &&\n\t\tenemy.status === 'casting' &&\n\t\tenemy.castingSpell === 'missile'\n\t)\n\t{\n\t\tconst remainingCast = (enemy.castDuration ?? 0) - (enemy.castProgress ?? 0);\n\t\tconst estimatedFlightTicks = distance / 8;\n\t\tconst ticksUntilHit = remainingCast + estimatedFlightTicks;\n\n\t\tif (\n\t\t\tticksUntilHit >= RULES.SHIELD_CAST_TIME &&\n\t\t\tticksUntilHit < RULES.SHIELD_CAST_TIME + 15\n\t\t)\n\t\t{\n\t\t\treturn shield();\n\t\t}\n\t}\n\n\t// === OFFENSE ===\n\tconst myIds = new Set(myProjectiles.map((p) => p.id));\n\tconst hasLethal = projectiles.some((p) => !myIds.has(p.id) && p.damage >= health && distanceTo(position, p.position) / p.speed < MAX_CAST_BUDGET + RULES.GCD_DURATION);\n\tif (status === 'idle' && !hasLethal)\n\t{\n\t\tconst reposition = getPreCastReposition(position, enemy.position);\n\t\tif (reposition) return moveAction(reposition.x, reposition.y);\n\n\t\tconst enemyHP = Math.ceil(enemy.health);\n\n\t\t// T3 PUNISH: fast straight missiles during vulnerability\n\t\tconst vulnTicks = getEnemyVulnerabilityTicks(enemy);\n\t\tif (vulnTicks >= punishMinVulnerability && distance < 300)\n\t\t{\n\t\t\tconst flight = distance / flightTimeDivisor;\n\t\t\tconst pBudget = vulnTicks - flight;\n\t\t\tconst ntt = urgentThreat?.ticksToImpact ?? Infinity;\n\t\t\tconst sBudget = ntt - RULES.GCD_DURATION - RULES.SHIELD_CAST_TIME - SHIELD_BUFFER;\n\t\t\tconst eBudget = Math.min(pBudget, sBudget, MAX_CAST_BUDGET);\n\t\t\tif (eBudget > 0)\n\t\t\t{\n\t\t\t\tconst cfg = fitMissileToBudget(eBudget, distance, {minTurnRate: 0, maxDamage: enemyHP, lastMissileConfig: lastMissileConfig});\n\t\t\t\tif (cfg && cfg.damage >= MIN_USEFUL_DAMAGE)\n\t\t\t\t{\n\t\t\t\t\tconst ct = getMissileCastTime(cfg, lastMissileConfig);\n\t\t\t\t\tif (ct + distance / cfg.speed < vulnTicks)\n\t\t\t\t\t{\n\t\t\t\t\t\tconst aim = cfg.turnRate > 0 ? enemy.position : getLeadPosition(enemy.position, enemy.velocity, cfg.speed, position);\n\t\t\t\t\t\treturn missile(cfg, cfg.turnRate > 0 ? HomingAI : StraightAI, angleTo(position, aim)).move(safeMove.x, safeMove.y);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t\t// STANDARD MODE: identical to Lich\n\t\tlet ntt = urgentThreat?.ticksToImpact ?? Infinity;\n\t\tif (enemy.status === 'casting' && enemy.castingSpell === 'missile')\n\t\t{\n\t\t\tconst rem = (enemy.castDuration ?? 0) - (enemy.castProgress ?? 0);\n\t\t\tntt = Math.min(ntt, rem + distance / flightTimeDivisor);\n\t\t}\n\t\tconst sBudget = ntt - RULES.GCD_DURATION - RULES.SHIELD_CAST_TIME - SHIELD_BUFFER;\n\t\tconst budget = Math.min(sBudget, MAX_CAST_BUDGET);\n\t\tconst minDmg = Math.min(MIN_USEFUL_DAMAGE, enemyHP);\n\t\tconst cfg = fitMissileToBudget(budget, distance, {minTurnRate, lastMissileConfig: lastMissileConfig});\n\t\tif (cfg && cfg.damage >= minDmg)\n\t\t{\n\t\t\treturn missile(cfg, HomingAI, angleTo(position, enemy.position)).move(safeMove.x, safeMove.y);\n\t\t}\n\t}\n\n\treturn moveAction(safeMove.x, safeMove.y);\n}\n","import type {FinalAction, MissileFunction} from '../../hooks/index.js';\nimport {usePosition, useEnemy, useStatus, useBlinkCooldown, useTick, useThreats, useLastMissileConfig, useCastingSpell, idle, move as moveAction, missile, shield, blink, cancel, getMissileContext, turnToward, flyStraight} from '../../hooks/index.js';\nimport {angleTo} from '../../utils/angles.js';\nimport {distanceTo} from '../../utils/distance.js';\nimport {RULES, ARENA_MIN, ARENA_MAX} from '../../rules.js';\nimport {getMissileCastTime} from '../../utils/combat.js';\nimport {\n\tgetMostUrgentThreat,\n\tgetDodgeDirectionForMovement,\n\tisSafeToAttack,\n\tgetBlinkToCenter,\n\tshouldForceShield,\n\tkeepOffWalls,\n\tgetPreCastReposition,\n} from '../shared.js';\nimport {useParam} from '../../engine/params-runtime.js';\n\nconst WALL_BUFFER = 60;\n\nconst SHIELD_BUFFER = 3;\n\n// Fixed homing missile: damage 12, speed 5, turnRate 1, duration 180\n// Range: 5 × 180 = 900 units (covers arena)\nconst MISSILE_CONFIG = {damage: 12, speed: 5, turnRate: 1, duration: 180};\n\nconst HomingAI: MissileFunction = () =>\n{\n\tconst ctx = getMissileContext();\n\tconst enemy = ctx.worldState.enemies[0];\n\treturn enemy ? turnToward(enemy.position.x, enemy.position.y) : flyStraight();\n};\n\nfunction isNearWall(position: {x: number; y: number}): boolean \n{\n\treturn (\n\t\tposition.x < ARENA_MIN + WALL_BUFFER ||\n position.x > ARENA_MAX - WALL_BUFFER ||\n position.y < ARENA_MIN + WALL_BUFFER ||\n position.y > ARENA_MAX - WALL_BUFFER\n\t);\n}\n\nfunction smartStrafe(\n\tposition: {x: number; y: number},\n\tenemy: {position: {x: number; y: number}},\n\tdodgeDirection: {x: number; y: number} | null,\n\ttick: number,\n\tstrafeCyclePeriod: number,\n\tstrafeIntensity: number,\n): {x: number; y: number} \n{\n\tconst deltaX = enemy.position.x - position.x;\n\tconst deltaY = enemy.position.y - position.y;\n\tconst normalizedDistance = Math.sqrt(deltaX * deltaX + deltaY * deltaY);\n\tif (normalizedDistance === 0) return {x: 0, y: 0};\n\n\tconst strafeClockwise = {\n\t\tx: -deltaY / normalizedDistance,\n\t\ty: deltaX / normalizedDistance,\n\t};\n\tconst strafeCounterClockwise = {\n\t\tx: deltaY / normalizedDistance,\n\t\ty: -deltaX / normalizedDistance,\n\t};\n\n\tlet strafeDir: {x: number; y: number};\n\n\tif (dodgeDirection) \n\t{\n\t\tstrafeDir = dodgeDirection;\n\t}\n\telse if (isNearWall(position)) \n\t{\n\t\tconst futureClockwise = {\n\t\t\tx: position.x + strafeClockwise.x * 100,\n\t\t\ty: position.y + strafeClockwise.y * 100,\n\t\t};\n\t\tconst futureCounterClockwise = {\n\t\t\tx: position.x + strafeCounterClockwise.x * 100,\n\t\t\ty: position.y + strafeCounterClockwise.y * 100,\n\t\t};\n\t\tconst scoreClockwise = Math.min(\n\t\t\tfutureClockwise.x - ARENA_MIN,\n\t\t\tARENA_MAX - futureClockwise.x,\n\t\t\tfutureClockwise.y - ARENA_MIN,\n\t\t\tARENA_MAX - futureClockwise.y,\n\t\t);\n\t\tconst scoreCounterClockwise = Math.min(\n\t\t\tfutureCounterClockwise.x - ARENA_MIN,\n\t\t\tARENA_MAX - futureCounterClockwise.x,\n\t\t\tfutureCounterClockwise.y - ARENA_MIN,\n\t\t\tARENA_MAX - futureCounterClockwise.y,\n\t\t);\n\t\tstrafeDir =\n\t\t\tscoreClockwise > scoreCounterClockwise\n\t\t\t\t? strafeClockwise\n\t\t\t\t: strafeCounterClockwise;\n\t}\n\telse \n\t{\n\t\tconst cycle = Math.floor(tick / strafeCyclePeriod) % 2;\n\t\tstrafeDir = cycle === 0 ? strafeClockwise : strafeCounterClockwise;\n\t}\n\n\tconst intensity = dodgeDirection ? 1 : strafeIntensity;\n\treturn {x: strafeDir.x * intensity, y: strafeDir.y * intensity};\n}\n\n/**\n * Bot: Flamecaller\n *\n * BEHAVIOR: Long-range homing missile caster with fixed missile config.\n * Maintains 350u distance, strafes to dodge, and fires standard homing\n * missiles (d=10, s=5, t=1, dur=180). Shields undodgeable threats,\n * emergency blinks. A straightforward ranged caster that trades\n * consistency for adaptability.\n *\n * PROGRESSION LINE: Flamecaller → Pyromancer → Infernalist\n * - Flamecaller (tier 1): Fixed homing missiles, basic strafe and defense\n * - Pyromancer (tier 2): + adaptive fitting, cast canceling, smart fallbacks\n * - Infernalist (tier 3): Future — overwhelming adaptive fire\n *\n * TIER: 1 (base)\n */\nexport function Flamecaller(): FinalAction\n{\n\tconst position = usePosition();\n\tconst enemy = useEnemy();\n\tconst status = useStatus();\n\tconst blinkCooldown = useBlinkCooldown();\n\tconst tick = useTick();\n\tconst threats = useThreats();\n\tconst lastMissileConfig = useLastMissileConfig();\n\tconst castingSpell = useCastingSpell();\n\n\n\tconst targetDistance = useParam('targetDistance', 498, {\n\t\trange: 150,\n\t\tmin: 0,\n\t});\n\tconst strafeCyclePeriod = useParam('strafeCyclePeriod', 211, {\n\t\trange: 75,\n\t\tmin: 80,\n\t\tmax: 300,\n\t});\n\tconst strafeIntensity = useParam('strafeIntensity', 0.87, {\n\t\trange: 0.4,\n\t\tmin: 0.2,\n\t\tmax: 1,\n\t\tsteps: 7,\n\t});\n\tconst approachSpeed = useParam('approachSpeed', 0.1, {\n\t\trange: 0.3,\n\t\tmin: 0.1,\n\t\tmax: 0.7,\n\t\tsteps: 7,\n\t});\n\tconst distanceDeadZone = useParam('distanceDeadZone', 73, {\n\t\trange: 30,\n\t\tmin: 5,\n\t\tmax: 80,\n\t\tsteps: 7,\n\t});\n\tconst shieldCancelThreshold = useParam('shieldCancelThreshold', 150, {\n\t\trange: 75,\n\t\tmin: 50,\n\t\tmax: 300,\n\t});\n\tconst centerBias = useParam('centerBias', 0.05, {\n\t\trange: 0.4,\n\t\tmin: 0,\n\t\tmax: 0.8,\n\t\tsteps: 5,\n\t});\n\tconst maxBlinkDistance = useParam('maxBlinkDistance', 204, {\n\t\trange: 100,\n\t\tmin: 50,\n\t\tmax: 300,\n\t\tsteps: 7,\n\t});\n\n\tconst distance = distanceTo(position, enemy.position);\n\n\tfunction capBlinkDistance(target: {x: number; y: number}): {x: number; y: number}\n\t{\n\t\tconst dx = target.x - position.x;\n\t\tconst dy = target.y - position.y;\n\t\tconst dist = Math.sqrt(dx * dx + dy * dy);\n\t\tif (dist <= maxBlinkDistance) return target;\n\t\tconst scale = maxBlinkDistance / dist;\n\t\treturn {x: position.x + dx * scale, y: position.y + dy * scale};\n\t}\n\n\tconst urgentThreat = getMostUrgentThreat(threats);\n\n\tconst dodgeDirection = getDodgeDirectionForMovement(threats, position);\n\tconst strafe = smartStrafe(\n\t\tposition,\n\t\tenemy,\n\t\tdodgeDirection,\n\t\ttick,\n\t\tstrafeCyclePeriod,\n\t\tstrafeIntensity,\n\t);\n\n\t// Distance management (retreat if too close, approach if too far)\n\tlet moveX = strafe.x;\n\tlet moveY = strafe.y;\n\n\tif (!dodgeDirection)\n\t{\n\t\tconst deltaX = enemy.position.x - position.x;\n\t\tconst deltaY = enemy.position.y - position.y;\n\t\tconst normalizedDistance = distance > 0 ? distance : 1;\n\n\t\tif (distance > targetDistance + distanceDeadZone)\n\t\t{\n\t\t\t// Approach the center-side of the enemy so knockback pushes toward center, not lava.\n\t\t\tconst center = (ARENA_MIN + ARENA_MAX) / 2;\n\t\t\tconst toCenterX = center - enemy.position.x;\n\t\t\tconst toCenterY = center - enemy.position.y;\n\t\t\tconst toCenterDist = Math.sqrt(toCenterX * toCenterX + toCenterY * toCenterY) || 1;\n\t\t\tconst approachDirX = deltaX / normalizedDistance + (toCenterX / toCenterDist) * centerBias;\n\t\t\tconst approachDirY = deltaY / normalizedDistance + (toCenterY / toCenterDist) * centerBias;\n\t\t\tconst approachMag = Math.sqrt(approachDirX * approachDirX + approachDirY * approachDirY) || 1;\n\t\t\tmoveX += (approachDirX / approachMag) * approachSpeed;\n\t\t\tmoveY += (approachDirY / approachMag) * approachSpeed;\n\t\t}\n\t\telse if (distance < targetDistance - distanceDeadZone)\n\t\t{\n\t\t\tmoveX -= (deltaX / normalizedDistance) * approachSpeed;\n\t\t\tmoveY -= (deltaY / normalizedDistance) * approachSpeed;\n\t\t}\n\t}\n\n\tconst magnitude = Math.sqrt(moveX * moveX + moveY * moveY);\n\tif (magnitude > 1)\n\t{\n\t\tmoveX = moveX / magnitude;\n\t\tmoveY = moveY / magnitude;\n\t}\n\n\tconst move = {x: moveX, y: moveY};\n\tconst safeMove = keepOffWalls(position, move);\n\n\t// === DEFENSE: Handle channeling ===\n\tif (status === 'channeling') \n\t{\n\t\tif (!urgentThreat || urgentThreat.ticksToImpact > shieldCancelThreshold) \n\t\t{\n\t\t\treturn cancel().move(safeMove.x, safeMove.y);\n\t\t}\n\t\treturn idle();\n\t}\n\n\t// === DEFENSE: Let shield cast finish ===\n\tif (status === 'casting' && castingSpell === 'shield') \n\t{\n\t\treturn idle();\n\t}\n\n\t// === DEFENSE: Shield undodgeable or high-damage homing threats ===\n\tif (\n\t\tstatus === 'idle' &&\n urgentThreat &&\n (!urgentThreat.bestDodgeDirection || shouldForceShield(urgentThreat))\n\t) \n\t{\n\t\tif (urgentThreat.canBlockInTime) \n\t\t{\n\t\t\tif (urgentThreat.ticksToStartShield <= SHIELD_BUFFER) \n\t\t\t{\n\t\t\t\treturn shield();\n\t\t\t}\n\t\t}\n\t\telse if (blinkCooldown === 0)\n\t\t{\n\t\t\tconst blinkTarget = capBlinkDistance(getBlinkToCenter(position));\n\t\t\treturn blink(blinkTarget.x, blinkTarget.y);\n\t\t}\n\t}\n\n\t// === Preemptive shield — shield when enemy is casting a missile at close range ===\n\tif (\n\t\tstatus === 'idle' &&\n\t\tdistance < 300 &&\n\t\tenemy.status === 'casting' &&\n\t\tenemy.castingSpell === 'missile'\n\t)\n\t{\n\t\tconst remainingCast = (enemy.castDuration ?? 0) - (enemy.castProgress ?? 0);\n\t\tconst estimatedFlightTicks = distance / 8;\n\t\tconst ticksUntilHit = remainingCast + estimatedFlightTicks;\n\n\t\tif (\n\t\t\tticksUntilHit >= RULES.SHIELD_CAST_TIME &&\n\t\t\tticksUntilHit < RULES.SHIELD_CAST_TIME + 15\n\t\t)\n\t\t{\n\t\t\treturn shield();\n\t\t}\n\t}\n\n\t// === OFFENSE: Fire fixed homing missile when safe ===\n\tif (status === 'idle')\n\t{\n\t\tconst reposition = getPreCastReposition(position, enemy.position);\n\t\tif (reposition) return moveAction(reposition.x, reposition.y);\n\n\t\tconst nextThreatTime = urgentThreat?.ticksToImpact ?? Infinity;\n\t\tconst castTime = getMissileCastTime(\n\t\t\tMISSILE_CONFIG,\n\t\t\tlastMissileConfig,\n\t\t);\n\t\tconst safeWindow =\n\t\t\tcastTime + RULES.GCD_DURATION + RULES.SHIELD_CAST_TIME + SHIELD_BUFFER;\n\n\t\tif (\n\t\t\tnextThreatTime > safeWindow &&\n isSafeToAttack(threats, castTime)\n\t\t) \n\t\t{\n\t\t\treturn missile(MISSILE_CONFIG, HomingAI, angleTo(position, enemy.position)).move(safeMove.x, safeMove.y);\n\t\t}\n\t}\n\n\treturn moveAction(safeMove.x, safeMove.y);\n}\n","import type {FinalAction, MissileFunction} from '../../hooks/index.js';\nimport {usePosition, useEnemy, useStatus, useBlinkCooldown, useHealth, useTick, useThreats, useProjectiles, useMyProjectiles, useLastMissileConfig, useCastingSpell, useCastProgress, idle, move as moveAction, missile, shield, blink, cancel, getMissileContext, turnToward, flyStraight} from '../../hooks/index.js';\nimport {angleTo} from '../../utils/angles.js';\nimport {distanceTo} from '../../utils/distance.js';\nimport {RULES, ARENA_MIN, ARENA_MAX} from '../../rules.js';\nimport {getMissileCastTime} from '../../utils/combat.js';\nimport {\n\tgetMostUrgentThreat,\n\tgetDodgeDirectionForMovement,\n\tisSafeToAttack,\n\tgetBlinkToCenter,\n\tfitMissileToBudget,\n\tshouldForceShield,\n\tMAX_CAST_BUDGET,\n\tMIN_USEFUL_DAMAGE,\n\tkeepOffWalls,\n\tgetPreCastReposition,\n} from '../shared.js';\nimport {useParam} from '../../engine/params-runtime.js';\nconst WALL_BUFFER = 60;\n\nconst SHIELD_BUFFER = 3;\n\nconst HomingAI: MissileFunction = () =>\n{\n\tconst ctx = getMissileContext();\n\tconst enemy = ctx.worldState.enemies[0];\n\treturn enemy ? turnToward(enemy.position.x, enemy.position.y) : flyStraight();\n};\n\nfunction isNearWall(position: {x: number; y: number}): boolean \n{\n\treturn (\n\t\tposition.x < ARENA_MIN + WALL_BUFFER ||\n position.x > ARENA_MAX - WALL_BUFFER ||\n position.y < ARENA_MIN + WALL_BUFFER ||\n position.y > ARENA_MAX - WALL_BUFFER\n\t);\n}\n\nfunction smartStrafe(\n\tposition: {x: number; y: number},\n\tenemy: {position: {x: number; y: number}},\n\tdodgeDirection: {x: number; y: number} | null,\n\ttick: number,\n\tstrafeCyclePeriod: number,\n\tstrafeIntensity: number,\n): {x: number; y: number} \n{\n\tconst deltaX = enemy.position.x - position.x;\n\tconst deltaY = enemy.position.y - position.y;\n\tconst normalizedDistance = Math.sqrt(deltaX * deltaX + deltaY * deltaY);\n\tif (normalizedDistance === 0) return {x: 0, y: 0};\n\n\tconst strafeClockwise = {\n\t\tx: -deltaY / normalizedDistance,\n\t\ty: deltaX / normalizedDistance,\n\t};\n\tconst strafeCounterClockwise = {\n\t\tx: deltaY / normalizedDistance,\n\t\ty: -deltaX / normalizedDistance,\n\t};\n\n\tlet strafeDir: {x: number; y: number};\n\n\tif (dodgeDirection) \n\t{\n\t\tstrafeDir = dodgeDirection;\n\t}\n\telse if (isNearWall(position)) \n\t{\n\t\tconst futureClockwise = {\n\t\t\tx: position.x + strafeClockwise.x * 100,\n\t\t\ty: position.y + strafeClockwise.y * 100,\n\t\t};\n\t\tconst futureCounterClockwise = {\n\t\t\tx: position.x + strafeCounterClockwise.x * 100,\n\t\t\ty: position.y + strafeCounterClockwise.y * 100,\n\t\t};\n\t\tconst scoreClockwise = Math.min(\n\t\t\tfutureClockwise.x - ARENA_MIN,\n\t\t\tARENA_MAX - futureClockwise.x,\n\t\t\tfutureClockwise.y - ARENA_MIN,\n\t\t\tARENA_MAX - futureClockwise.y,\n\t\t);\n\t\tconst scoreCounterClockwise = Math.min(\n\t\t\tfutureCounterClockwise.x - ARENA_MIN,\n\t\t\tARENA_MAX - futureCounterClockwise.x,\n\t\t\tfutureCounterClockwise.y - ARENA_MIN,\n\t\t\tARENA_MAX - futureCounterClockwise.y,\n\t\t);\n\t\tstrafeDir =\n\t\t\tscoreClockwise > scoreCounterClockwise\n\t\t\t\t? strafeClockwise\n\t\t\t\t: strafeCounterClockwise;\n\t}\n\telse \n\t{\n\t\tconst cycle = Math.floor(tick / strafeCyclePeriod) % 2;\n\t\tstrafeDir = cycle === 0 ? strafeClockwise : strafeCounterClockwise;\n\t}\n\n\tconst intensity = dodgeDirection ? 1 : strafeIntensity;\n\treturn {x: strafeDir.x * intensity, y: strafeDir.y * intensity};\n}\n\n/**\n * Bot: Pyromancer\n *\n * BEHAVIOR: Adaptive homing missile specialist at long range. Maintains 400u\n * distance, strafes to dodge, and uses fitMissileToBudget with minTurnRate 0.5\n * to fire the highest-damage homing missile that fits in the safe window.\n * Shields undodgeable threats, emergency blinks. A versatile ranged caster\n * that adapts its missiles to the situation.\n *\n * PROGRESSION LINE: Flamecaller → Pyromancer → Infernalist\n * - Flamecaller (tier 1): Fixed homing missiles, basic strafe and defense\n * - Pyromancer (tier 2): + adaptive fitting, cast canceling, smart fallbacks\n * - Infernalist (tier 3): Future — overwhelming adaptive fire\n *\n * TIER: 2 (enhanced Flamecaller)\n */\nexport function Pyromancer(): FinalAction\n{\n\tconst position = usePosition();\n\tconst enemy = useEnemy();\n\tconst status = useStatus();\n\tconst blinkCooldown = useBlinkCooldown();\n\tconst health = useHealth();\n\tconst tick = useTick();\n\tconst threats = useThreats();\n\tconst projectiles = useProjectiles();\n\tconst myProjectiles = useMyProjectiles();\n\tconst lastMissileConfig = useLastMissileConfig();\n\tconst castingSpell = useCastingSpell();\n\tconst castProgressData = useCastProgress();\n\n\n\tconst targetDistance = useParam('targetDistance', 299, {\n\t\trange: 225,\n\t\tmin: 0,\n\t});\n\tconst minTurnRate = useParam('minTurnRate', 0.2, {range: 1.5, steps: 5});\n\tconst strafeCyclePeriod = useParam('strafeCyclePeriod', 99, {\n\t\trange: 75,\n\t\tmin: 80,\n\t\tmax: 300,\n\t});\n\tconst strafeIntensity = useParam('strafeIntensity', 1, {\n\t\trange: 0.4,\n\t\tmin: 0.2,\n\t\tmax: 1,\n\t\tsteps: 7,\n\t});\n\tconst approachSpeed = useParam('approachSpeed', 0.1, {\n\t\trange: 0.3,\n\t\tmin: 0.1,\n\t\tmax: 0.7,\n\t\tsteps: 7,\n\t});\n\tconst distanceDeadZone = useParam('distanceDeadZone', 36, {\n\t\trange: 30,\n\t\tmin: 5,\n\t\tmax: 80,\n\t\tsteps: 7,\n\t});\n\tconst shieldCancelThreshold = useParam('shieldCancelThreshold', 150, {\n\t\trange: 75,\n\t\tmin: 50,\n\t\tmax: 300,\n\t});\n\tconst blinkWindowMax = useParam('blinkWindowMax', 61, {\n\t\trange: 40,\n\t\tmin: 20,\n\t\tmax: 120,\n\t\tsteps: 7,\n\t});\n\tconst flightTimeDivisor = useParam('flightTimeDivisor', 3.4, {\n\t\trange: 4,\n\t\tmin: 2,\n\t\tmax: 12,\n\t\tsteps: 5,\n\t});\n\tconst centerBias = useParam('centerBias', 0.1, {\n\t\trange: 0.4,\n\t\tmin: 0,\n\t\tmax: 0.8,\n\t\tsteps: 5,\n\t});\n\tconst maxBlinkDistance = useParam('maxBlinkDistance', 245, {\n\t\trange: 100,\n\t\tmin: 50,\n\t\tmax: 300,\n\t\tsteps: 7,\n\t});\n\n\tconst distance = distanceTo(position, enemy.position);\n\n\tfunction capBlinkDistance(target: {x: number; y: number}): {x: number; y: number}\n\t{\n\t\tconst dx = target.x - position.x;\n\t\tconst dy = target.y - position.y;\n\t\tconst dist = Math.sqrt(dx * dx + dy * dy);\n\t\tif (dist <= maxBlinkDistance) return target;\n\t\tconst scale = maxBlinkDistance / dist;\n\t\treturn {x: position.x + dx * scale, y: position.y + dy * scale};\n\t}\n\n\tconst urgentThreat = getMostUrgentThreat(threats);\n\n\tconst dodgeDirection = getDodgeDirectionForMovement(threats, position);\n\tconst strafe = smartStrafe(\n\t\tposition,\n\t\tenemy,\n\t\tdodgeDirection,\n\t\ttick,\n\t\tstrafeCyclePeriod,\n\t\tstrafeIntensity,\n\t);\n\n\t// Distance management (retreat if too close, approach if too far)\n\tlet moveX = strafe.x;\n\tlet moveY = strafe.y;\n\n\tif (!dodgeDirection)\n\t{\n\t\tconst deltaX = enemy.position.x - position.x;\n\t\tconst deltaY = enemy.position.y - position.y;\n\t\tconst normalizedDistance = distance > 0 ? distance : 1;\n\n\t\tif (distance > targetDistance + distanceDeadZone)\n\t\t{\n\t\t\t// Approach the center-side of the enemy so knockback pushes toward center, not lava.\n\t\t\tconst center = (ARENA_MIN + ARENA_MAX) / 2;\n\t\t\tconst toCenterX = center - enemy.position.x;\n\t\t\tconst toCenterY = center - enemy.position.y;\n\t\t\tconst toCenterDist = Math.sqrt(toCenterX * toCenterX + toCenterY * toCenterY) || 1;\n\t\t\tconst approachDirX = deltaX / normalizedDistance + (toCenterX / toCenterDist) * centerBias;\n\t\t\tconst approachDirY = deltaY / normalizedDistance + (toCenterY / toCenterDist) * centerBias;\n\t\t\tconst approachMag = Math.sqrt(approachDirX * approachDirX + approachDirY * approachDirY) || 1;\n\t\t\tmoveX += (approachDirX / approachMag) * approachSpeed;\n\t\t\tmoveY += (approachDirY / approachMag) * approachSpeed;\n\t\t}\n\t\telse if (distance < targetDistance - distanceDeadZone)\n\t\t{\n\t\t\tmoveX -= (deltaX / normalizedDistance) * approachSpeed;\n\t\t\tmoveY -= (deltaY / normalizedDistance) * approachSpeed;\n\t\t}\n\t}\n\n\tconst magnitude = Math.sqrt(moveX * moveX + moveY * moveY);\n\tif (magnitude > 1)\n\t{\n\t\tmoveX = moveX / magnitude;\n\t\tmoveY = moveY / magnitude;\n\t}\n\n\tconst move = {x: moveX, y: moveY};\n\tconst safeMove = keepOffWalls(position, move);\n\n\t// === DEFENSE: Handle channeling ===\n\tif (status === 'channeling') \n\t{\n\t\tif (!urgentThreat || urgentThreat.ticksToImpact > shieldCancelThreshold) \n\t\t{\n\t\t\treturn cancel().move(safeMove.x, safeMove.y);\n\t\t}\n\t\treturn idle();\n\t}\n\n\t// === DEFENSE: Cancel missile cast only for LETHAL incoming damage ===\n\t// DPS trade: we accepted the hit when we started casting. Only cancel to survive.\n\tif (\n\t\tstatus === 'casting' &&\n castingSpell === 'missile' &&\n urgentThreat &&\n urgentThreat.projectile.damage >= health\n\t) \n\t{\n\t\tconst remainingCast = ((castProgressData?.total) ?? 0) - ((castProgressData?.current) ?? 0);\n\t\tif (\n\t\t\turgentThreat.ticksToImpact <=\n remainingCast + RULES.GCD_DURATION + RULES.SHIELD_CAST_TIME + SHIELD_BUFFER\n\t\t) \n\t\t{\n\t\t\treturn cancel().move(safeMove.x, safeMove.y);\n\t\t}\n\t}\n\n\t// === BLINK: Dodge missile + reposition ===\n\t// Blink dodges the incoming missile — no GCD after, so can immediately fire back.\n\t// Wide window (10-80) prevents idle gaps where budget is too small for a missile\n\t// but the threat is too far for the old narrow blink window.\n\tif (\n\t\tstatus === 'idle' &&\n urgentThreat &&\n blinkCooldown === 0 &&\n urgentThreat.ticksToImpact >= 10 &&\n urgentThreat.ticksToImpact <= blinkWindowMax\n\t) \n\t{\n\t\tconst blinkTarget = capBlinkDistance(getBlinkToCenter(position));\n\t\treturn blink(blinkTarget.x, blinkTarget.y);\n\t}\n\n\t// === DEFENSE: Shield undodgeable or high-damage homing threats (when blink on cooldown) ===\n\tif (\n\t\tstatus === 'idle' &&\n urgentThreat &&\n (!urgentThreat.bestDodgeDirection || shouldForceShield(urgentThreat))\n\t) \n\t{\n\t\tif (urgentThreat.canBlockInTime) \n\t\t{\n\t\t\tif (urgentThreat.ticksToStartShield <= SHIELD_BUFFER) \n\t\t\t{\n\t\t\t\treturn shield();\n\t\t\t}\n\t\t}\n\t}\n\n\t// === Preemptive shield — shield when enemy is casting a missile at close range ===\n\tif (\n\t\tstatus === 'idle' &&\n\t\tdistance < 300 &&\n\t\tenemy.status === 'casting' &&\n\t\tenemy.castingSpell === 'missile'\n\t)\n\t{\n\t\tconst remainingCast = (enemy.castDuration ?? 0) - (enemy.castProgress ?? 0);\n\t\tconst estimatedFlightTicks = distance / 8;\n\t\tconst ticksUntilHit = remainingCast + estimatedFlightTicks;\n\n\t\tif (\n\t\t\tticksUntilHit >= RULES.SHIELD_CAST_TIME &&\n\t\t\tticksUntilHit < RULES.SHIELD_CAST_TIME + 15\n\t\t)\n\t\t{\n\t\t\treturn shield();\n\t\t}\n\t}\n\n\t// === OFFENSE: Adaptive homing missiles ===\n\t// Skip offense when a lethal missile could reach us during cast+GCD — dodge at full speed instead\n\tconst myProjectileIds = new Set(myProjectiles.map((p) => p.id));\n\tconst hasNearbyLethalMissile = projectiles.some(\n\t\t(p) =>\n\t\t\t!myProjectileIds.has(p.id) &&\n p.damage >= health &&\n distanceTo(position, p.position) / p.speed <\n MAX_CAST_BUDGET + RULES.GCD_DURATION,\n\t);\n\tif (status === 'idle' && !hasNearbyLethalMissile)\n\t{\n\t\tconst reposition = getPreCastReposition(position, enemy.position);\n\t\tif (reposition) return moveAction(reposition.x, reposition.y);\n\n\t\tlet nextThreatTime = urgentThreat?.ticksToImpact ?? Infinity;\n\n\t\t// Account for enemy's active cast — their missile will arrive after cast completes + flight time\n\t\tif (enemy.status === 'casting' && enemy.castingSpell === 'missile')\n\t\t{\n\t\t\tconst remainingEnemyCast =\n\t\t\t\t(enemy.castDuration ?? 0) - (enemy.castProgress ?? 0);\n\t\t\tconst estimatedFlightTime = distance / flightTimeDivisor;\n\t\t\tnextThreatTime = Math.min(\n\t\t\t\tnextThreatTime,\n\t\t\t\tremainingEnemyCast + estimatedFlightTime,\n\t\t\t);\n\t\t}\n\n\t\tconst safeBudget =\n\t\t\tnextThreatTime - RULES.GCD_DURATION - RULES.SHIELD_CAST_TIME - SHIELD_BUFFER;\n\t\tconst budgetTicks = Math.min(safeBudget, MAX_CAST_BUDGET);\n\n\t\t// Pyromancer wants homing missiles — no maxDamage cap so missiles punch through shields\n\t\tconst enemyHP = Math.ceil(enemy.health);\n\t\tconst minDmg = Math.min(MIN_USEFUL_DAMAGE, enemyHP);\n\t\tconst config = fitMissileToBudget(budgetTicks, distance, {\n\t\t\tminTurnRate,\n\t\t\tlastMissileConfig: lastMissileConfig,\n\t\t});\n\n\t\tif (config && config.damage >= minDmg)\n\t\t{\n\t\t\tconst actualCastTime = getMissileCastTime(config, lastMissileConfig);\n\t\t\tif (isSafeToAttack(threats, actualCastTime))\n\t\t\t{\n\t\t\t\treturn missile(config, HomingAI, angleTo(position, enemy.position)).move(safeMove.x, safeMove.y);\n\t\t\t}\n\t\t}\n\n\t\t// Budget too small for useful missile — wait for threat to pass, then fire\n\t}\n\n\treturn moveAction(safeMove.x, safeMove.y);\n}\n","import type {FinalAction, MissileFunction} from '../../hooks/index.js';\nimport {usePosition, useEnemy, useStatus, useBlinkCooldown, useHealth, useTick, useThreats, useProjectiles, useLastMissileConfig, useCastingSpell, useCastProgress, idle, move as moveAction, missile, shield, blink, cancel, getMissileContext, turnToward, flyStraight} from '../../hooks/index.js';\nimport {angleTo} from '../../utils/angles.js';\nimport {distanceTo} from '../../utils/distance.js';\nimport {RULES, ARENA_MIN, ARENA_MAX} from '../../rules.js';\nimport {getMissileCastTime, getLeadPosition} from '../../utils/combat.js';\nimport {\n\tgetMostUrgentThreat,\n\tgetDodgeDirectionForMovement,\n\tisSafeToAttack,\n\tgetBlinkToIncreaseDistance,\n\tfitMissileToBudget,\n\tshouldForceShield,\n\tMIN_BLINK_ESCAPE_DISTANCE,\n\tMAX_CAST_BUDGET,\n\tMIN_USEFUL_DAMAGE,\n\tgetClosingRate,\n\tgetEnemyVulnerabilityTicks,\n\tkeepOffWalls,\n\tgetPreCastReposition,\n} from '../shared.js';\nimport {useParam} from '../../engine/params-runtime.js';\n\nconst WALL_BUFFER = 60;\nconst SHIELD_BUFFER = 3;\n\nconst HomingAI: MissileFunction = () =>\n{\n\tconst ctx = getMissileContext();\n\tconst enemy = ctx.worldState.enemies[0];\n\treturn enemy ? turnToward(enemy.position.x, enemy.position.y) : flyStraight();\n};\n\nconst StraightAI: MissileFunction = () => flyStraight();\n\nfunction isNearWall(position: {x: number; y: number}): boolean \n{\n\treturn (\n\t\tposition.x < ARENA_MIN + WALL_BUFFER ||\n position.x > ARENA_MAX - WALL_BUFFER ||\n position.y < ARENA_MIN + WALL_BUFFER ||\n position.y > ARENA_MAX - WALL_BUFFER\n\t);\n}\n\nfunction smartStrafe(\n\tposition: {x: number; y: number},\n\tenemy: {position: {x: number; y: number}},\n\tdodgeDirection: {x: number; y: number} | null,\n\ttick: number,\n\tstrafeCyclePeriod: number,\n\tstrafeIntensity: number,\n): {x: number; y: number} \n{\n\tconst deltaX = enemy.position.x - position.x;\n\tconst deltaY = enemy.position.y - position.y;\n\tconst len = Math.sqrt(deltaX * deltaX + deltaY * deltaY);\n\tif (len === 0) return {x: 0, y: 0};\n\n\tconst cw = {x: -deltaY / len, y: deltaX / len};\n\tconst ccw = {x: deltaY / len, y: -deltaX / len};\n\n\tlet dir: {x: number; y: number};\n\n\tif (dodgeDirection) \n\t{\n\t\tdir = dodgeDirection;\n\t}\n\telse if (isNearWall(position)) \n\t{\n\t\tconst fCw = {x: position.x + cw.x * 100, y: position.y + cw.y * 100};\n\t\tconst fCcw = {x: position.x + ccw.x * 100, y: position.y + ccw.y * 100};\n\t\tconst sCw = Math.min(fCw.x - ARENA_MIN, ARENA_MAX - fCw.x, fCw.y - ARENA_MIN, ARENA_MAX - fCw.y);\n\t\tconst sCcw = Math.min(\n\t\t\tfCcw.x,\n\t\t\tARENA_MAX - fCcw.x,\n\t\t\tfCcw.y,\n\t\t\tARENA_MAX - fCcw.y,\n\t\t);\n\t\tdir = sCw > sCcw ? cw : ccw;\n\t}\n\telse \n\t{\n\t\tconst cycle = Math.floor(tick / strafeCyclePeriod) % 2;\n\t\tdir = cycle === 0 ? cw : ccw;\n\t}\n\n\tconst intensity = dodgeDirection ? 1 : strafeIntensity;\n\treturn {x: dir.x * intensity, y: dir.y * intensity};\n}\n\n/**\n * Bot: Infernalist\n *\n * BEHAVIOR: Rapid-fire caster that exploits warmup bonus for accelerating DPS.\n * Fires consistent homing missiles to build warmup, punishes vulnerability windows\n * with warmup-boosted fast casts. Proactive blink kiting when enemy closes.\n *\n * KEY IMPROVEMENTS OVER PYROMANCER:\n * - Warmup exploitation: always passes lastMissileConfig for bonus\n * - Punish mode: straight missiles during enemy vulnerability\n * - Proactive blink kiting: monitors closing rate\n * - Progressive cast-cancel: graduated thresholds\n *\n * PROGRESSION LINE: Flamecaller → Pyromancer → Infernalist\n * TIER: 3 (elite Caster line)\n */\nexport function Infernalist(): FinalAction\n{\n\tconst position = usePosition();\n\tconst enemy = useEnemy();\n\tconst status = useStatus();\n\tconst blinkCooldown = useBlinkCooldown();\n\tconst health = useHealth();\n\tconst tick = useTick();\n\tconst threats = useThreats();\n\tconst projectiles = useProjectiles();\n\tconst lastMissileConfig = useLastMissileConfig();\n\tconst castingSpell = useCastingSpell();\n\tconst castProgressData = useCastProgress();\n\n\n\tconst targetDistance = useParam('targetDistance', 141, {range: 225, min: 0});\n\tconst minTurnRate = useParam('minTurnRate', 0.9, {range: 1.5, steps: 5});\n\tconst dangerDistance = useParam('dangerDistance', 332, {\n\t\trange: 150,\n\t\tmin: 0,\n\t});\n\tconst closingRateThreshold = useParam('closingRateThreshold', 0.94, {\n\t\trange: 0.65,\n\t\tmin: 0,\n\t\tsteps: 5,\n\t});\n\tconst punishMinVulnerability = useParam('punishMinVulnerability', 340, {\n\t\trange: 30,\n\t\tmin: 10,\n\t\tsteps: 5,\n\t});\n\tconst strafeCyclePeriod = useParam('strafeCyclePeriod', 174, {\n\t\trange: 75,\n\t\tmin: 80,\n\t\tmax: 250,\n\t});\n\tconst strafeIntensity = useParam('strafeIntensity', 0.87, {\n\t\trange: 0.4,\n\t\tmin: 0.2,\n\t\tmax: 1,\n\t\tsteps: 7,\n\t});\n\tconst approachSpeed = useParam('approachSpeed', 0.66, {\n\t\trange: 0.3,\n\t\tmin: 0.1,\n\t\tmax: 0.7,\n\t\tsteps: 7,\n\t});\n\tconst distanceDeadZone = useParam('distanceDeadZone', 29, {\n\t\trange: 30,\n\t\tmin: 5,\n\t\tmax: 80,\n\t\tsteps: 7,\n\t});\n\tconst cancelHeavyDmg = useParam('cancelHeavyDmg', 31, {\n\t\trange: 15,\n\t\tmin: 5,\n\t\tmax: 40,\n\t\tsteps: 5,\n\t});\n\tconst cancelMediumDmg = useParam('cancelMediumDmg', 12, {\n\t\trange: 10,\n\t\tmin: 3,\n\t\tmax: 25,\n\t\tsteps: 5,\n\t});\n\tconst cancelCastRatio = useParam('cancelCastRatio', 0.77, {\n\t\trange: 0.4,\n\t\tmin: 0.3,\n\t\tmax: 1.0,\n\t\tsteps: 5,\n\t});\n\tconst shieldCancelThreshold = useParam('shieldCancelThreshold', 60, {\n\t\trange: 75,\n\t\tmin: 50,\n\t\tmax: 300,\n\t});\n\tconst blinkWindowMax = useParam('blinkWindowMax', 23, {\n\t\trange: 40,\n\t\tmin: 20,\n\t\tmax: 120,\n\t\tsteps: 7,\n\t});\n\tconst proactiveBlinkRange = useParam('proactiveBlinkRange', 175, {\n\t\trange: 150,\n\t\tmin: 100,\n\t\tmax: 500,\n\t\tsteps: 7,\n\t});\n\tconst flightTimeDivisor = useParam('flightTimeDivisor', 5.4, {\n\t\trange: 4,\n\t\tmin: 2,\n\t\tmax: 12,\n\t\tsteps: 5,\n\t});\n\tconst centerBias = useParam('centerBias', 0.13, {\n\t\trange: 0.4,\n\t\tmin: 0,\n\t\tmax: 0.8,\n\t\tsteps: 5,\n\t});\n\tconst maxBlinkDistance = useParam('maxBlinkDistance', 123, {\n\t\trange: 100,\n\t\tmin: 50,\n\t\tmax: 300,\n\t\tsteps: 7,\n\t});\n\n\tfunction capBlinkDistance(target: {x: number; y: number}): {x: number; y: number}\n\t{\n\t\tconst dx = target.x - position.x;\n\t\tconst dy = target.y - position.y;\n\t\tconst dist = Math.sqrt(dx * dx + dy * dy);\n\t\tif (dist <= maxBlinkDistance) return target;\n\t\tconst scale = maxBlinkDistance / dist;\n\t\treturn {x: position.x + dx * scale, y: position.y + dy * scale};\n\t}\n\n\tconst distance = distanceTo(position, enemy.position);\n\tconst urgentThreat = getMostUrgentThreat(threats);\n\tconst dodgeDirection = getDodgeDirectionForMovement(threats, position);\n\tconst strafe = smartStrafe(\n\t\tposition,\n\t\tenemy,\n\t\tdodgeDirection,\n\t\ttick,\n\t\tstrafeCyclePeriod,\n\t\tstrafeIntensity,\n\t);\n\n\t// Distance management with wall-aware retreat\n\tlet moveX = strafe.x;\n\tlet moveY = strafe.y;\n\n\tif (!dodgeDirection) \n\t{\n\t\tconst deltaX = enemy.position.x - position.x;\n\t\tconst deltaY = enemy.position.y - position.y;\n\t\tconst norm = distance > 0 ? distance : 1;\n\n\t\tif (distance > targetDistance + distanceDeadZone)\n\t\t{\n\t\t\t// Approach the center-side of the enemy so knockback pushes toward center, not lava.\n\t\t\tconst center = (ARENA_MIN + ARENA_MAX) / 2;\n\t\t\tconst toCenterX = center - enemy.position.x;\n\t\t\tconst toCenterY = center - enemy.position.y;\n\t\t\tconst toCenterDist = Math.sqrt(toCenterX * toCenterX + toCenterY * toCenterY) || 1;\n\t\t\tconst approachDirX = deltaX / norm + (toCenterX / toCenterDist) * centerBias;\n\t\t\tconst approachDirY = deltaY / norm + (toCenterY / toCenterDist) * centerBias;\n\t\t\tconst approachMag = Math.sqrt(approachDirX * approachDirX + approachDirY * approachDirY) || 1;\n\t\t\tmoveX += (approachDirX / approachMag) * approachSpeed;\n\t\t\tmoveY += (approachDirY / approachMag) * approachSpeed;\n\t\t}\n\t\telse if (distance < targetDistance - distanceDeadZone) \n\t\t{\n\t\t\tlet rx = -(deltaX / norm) * approachSpeed;\n\t\t\tlet ry = -(deltaY / norm) * approachSpeed;\n\t\t\tif (position.x < ARENA_MIN + WALL_BUFFER && rx < 0) rx = 0;\n\t\t\tif (position.x > ARENA_MAX - WALL_BUFFER && rx > 0) rx = 0;\n\t\t\tif (position.y < ARENA_MIN + WALL_BUFFER && ry < 0) ry = 0;\n\t\t\tif (position.y > ARENA_MAX - WALL_BUFFER && ry > 0) ry = 0;\n\t\t\tmoveX += rx;\n\t\t\tmoveY += ry;\n\t\t}\n\t}\n\n\tconst mag = Math.sqrt(moveX * moveX + moveY * moveY);\n\tif (mag > 1)\n\t{\n\t\tmoveX = moveX / mag;\n\t\tmoveY = moveY / mag;\n\t}\n\n\tconst move = {x: moveX, y: moveY};\n\tconst safeMove = keepOffWalls(position, move);\n\n\t// === STEP 1: CHANNELING ===\n\tif (status === 'channeling') \n\t{\n\t\tif (!urgentThreat || urgentThreat.ticksToImpact > shieldCancelThreshold) \n\t\t{\n\t\t\treturn cancel().move(safeMove.x, safeMove.y);\n\t\t}\n\t\treturn idle();\n\t}\n\n\t// === STEP 2: PROGRESSIVE CAST-CANCEL ===\n\tif (\n\t\tstatus === 'casting' &&\n castingSpell === 'missile' &&\n urgentThreat &&\n !urgentThreat.bestDodgeDirection\n\t) \n\t{\n\t\tconst remainingCast = ((castProgressData?.total) ?? 0) - ((castProgressData?.current) ?? 0);\n\t\tconst defenseTime =\n\t\t\tblinkCooldown === 0\n\t\t\t\t? RULES.BLINK_CAST_TIME\n\t\t\t\t: RULES.SHIELD_CAST_TIME + SHIELD_BUFFER;\n\t\tconst willArriveInWindow =\n\t\t\turgentThreat.ticksToImpact <= remainingCast + RULES.GCD_DURATION + defenseTime;\n\n\t\tif (willArriveInWindow) \n\t\t{\n\t\t\tconst incomingDamage = urgentThreat.projectile.damage;\n\t\t\tconst castRatio = ((castProgressData?.current) ?? 0) / ((castProgressData?.total) ?? 1);\n\n\t\t\tif (incomingDamage >= health || incomingDamage >= cancelHeavyDmg) \n\t\t\t{\n\t\t\t\treturn cancel().move(safeMove.x, safeMove.y);\n\t\t\t}\n\t\t\tif (incomingDamage >= cancelMediumDmg && castRatio < cancelCastRatio) \n\t\t\t{\n\t\t\t\treturn cancel().move(safeMove.x, safeMove.y);\n\t\t\t}\n\t\t}\n\t}\n\n\t// === BLINK-DODGE — dodge undodgeable threats by blinking away ===\n\tif (\n\t\tstatus === 'idle' &&\n\t\turgentThreat &&\n\t\tblinkCooldown === 0 &&\n\t\t(!urgentThreat.bestDodgeDirection || shouldForceShield(urgentThreat)) &&\n\t\turgentThreat.ticksToImpact >= RULES.BLINK_CAST_TIME &&\n\t\turgentThreat.ticksToImpact <= blinkWindowMax\n\t)\n\t{\n\t\tconst blinkTarget = getBlinkToIncreaseDistance(\n\t\t\tposition,\n\t\t\tenemy.position,\n\t\t\tprojectiles,\n\t\t\tMIN_BLINK_ESCAPE_DISTANCE,\n\t\t);\n\t\tif (blinkTarget)\n\t\t{\n\t\t\tconst capped = capBlinkDistance(blinkTarget);\n\t\t\treturn blink(capped.x, capped.y);\n\t\t}\n\t}\n\n\t// === STEP 3: SHIELD — undodgeable or high-damage homing threats ===\n\tif (\n\t\tstatus === 'idle' &&\n urgentThreat &&\n (!urgentThreat.bestDodgeDirection || shouldForceShield(urgentThreat))\n\t)\n\t{\n\t\tif (urgentThreat.canBlockInTime && urgentThreat.ticksToStartShield <= SHIELD_BUFFER)\n\t\t{\n\t\t\treturn shield();\n\t\t}\n\t\tif (urgentThreat.canBlockInTime)\n\t\t{\n\t\t\treturn shield();\n\t\t}\n\t}\n\n\t// === Preemptive shield — shield when enemy is casting a missile at close range ===\n\tif (\n\t\tstatus === 'idle' &&\n\t\tdistance < 300 &&\n\t\tenemy.status === 'casting' &&\n\t\tenemy.castingSpell === 'missile'\n\t)\n\t{\n\t\tconst remainingCast = (enemy.castDuration ?? 0) - (enemy.castProgress ?? 0);\n\t\tconst estimatedFlightTicks = distance / 8;\n\t\tconst ticksUntilHit = remainingCast + estimatedFlightTicks;\n\n\t\tif (\n\t\t\tticksUntilHit >= RULES.SHIELD_CAST_TIME &&\n\t\t\tticksUntilHit < RULES.SHIELD_CAST_TIME + 15\n\t\t)\n\t\t{\n\t\t\treturn shield();\n\t\t}\n\t}\n\n\t// === STEP 5: PROACTIVE BLINK KITING ===\n\tif (\n\t\tstatus === 'idle' &&\n blinkCooldown === 0 &&\n (!urgentThreat || urgentThreat.bestDodgeDirection !== null)\n\t) \n\t{\n\t\tconst closingRate = getClosingRate(\n\t\t\tposition,\n\t\t\tenemy.position,\n\t\t\tenemy.velocity,\n\t\t);\n\t\tif (\n\t\t\t(closingRate > closingRateThreshold && distance < proactiveBlinkRange) ||\n distance < dangerDistance\n\t\t) \n\t\t{\n\t\t\tconst blinkTarget = getBlinkToIncreaseDistance(\n\t\t\t\tposition,\n\t\t\t\tenemy.position,\n\t\t\t\tprojectiles,\n\t\t\t\tMIN_BLINK_ESCAPE_DISTANCE,\n\t\t\t);\n\t\t\tif (blinkTarget)\n\t\t\t{\n\t\t\t\tconst capped = capBlinkDistance(blinkTarget);\n\t\t\t\treturn blink(capped.x, capped.y);\n\t\t\t}\n\t\t}\n\t}\n\n\t// === STEP 6: OFFENSE ===\n\tif (status === 'idle')\n\t{\n\t\tconst reposition = getPreCastReposition(position, enemy.position);\n\t\tif (reposition) return moveAction(reposition.x, reposition.y);\n\n\t\tconst enemyHP = Math.ceil(enemy.health);\n\t\tconst vulnerabilityTicks = getEnemyVulnerabilityTicks(enemy);\n\n\t\t// --- PUNISH MODE: warmup-accelerated missiles during vulnerability ---\n\t\tif (vulnerabilityTicks >= punishMinVulnerability && distance < 500) \n\t\t{\n\t\t\tconst flightTimeEstimate = distance / flightTimeDivisor;\n\t\t\tconst punishBudget = vulnerabilityTicks - flightTimeEstimate;\n\t\t\tconst nextThreatTime = urgentThreat?.ticksToImpact ?? Infinity;\n\t\t\tconst safeBudget =\n\t\t\t\tnextThreatTime - RULES.GCD_DURATION - RULES.SHIELD_CAST_TIME - SHIELD_BUFFER;\n\t\t\tconst effectiveBudget = Math.min(\n\t\t\t\tpunishBudget,\n\t\t\t\tsafeBudget,\n\t\t\t\tMAX_CAST_BUDGET,\n\t\t\t);\n\n\t\t\tif (effectiveBudget > 0) \n\t\t\t{\n\t\t\t\tconst config = fitMissileToBudget(effectiveBudget, distance, {\n\t\t\t\t\tminTurnRate: 0,\n\t\t\t\t\tmaxDamage: enemyHP,\n\t\t\t\t\tlastMissileConfig: lastMissileConfig,\n\t\t\t\t});\n\n\t\t\t\tif (config && config.damage >= MIN_USEFUL_DAMAGE) \n\t\t\t\t{\n\t\t\t\t\tconst castTime = getMissileCastTime(config, lastMissileConfig);\n\t\t\t\t\tconst actualFlight = distance / config.speed;\n\n\t\t\t\t\tif (\n\t\t\t\t\t\tcastTime + actualFlight < vulnerabilityTicks &&\n isSafeToAttack(threats, castTime)\n\t\t\t\t\t) \n\t\t\t\t\t{\n\t\t\t\t\t\tconst aimTarget =\n\t\t\t\t\t\t\tconfig.turnRate > 0\n\t\t\t\t\t\t\t\t? enemy.position\n\t\t\t\t\t\t\t\t: getLeadPosition(\n\t\t\t\t\t\t\t\t\tenemy.position,\n\t\t\t\t\t\t\t\t\tenemy.velocity,\n\t\t\t\t\t\t\t\t\tconfig.speed,\n\t\t\t\t\t\t\t\t\tposition,\n\t\t\t\t\t\t\t\t);\n\t\t\t\t\t\treturn missile(config, config.turnRate > 0 ? HomingAI : StraightAI, angleTo(position, aimTarget)).move(safeMove.x, safeMove.y);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t\t// --- STANDARD MODE: warmup-consistent homing missiles ---\n\t\tconst nextThreatTime = urgentThreat?.ticksToImpact ?? Infinity;\n\t\tconst safeBudget =\n\t\t\tnextThreatTime - RULES.GCD_DURATION - RULES.SHIELD_CAST_TIME - SHIELD_BUFFER;\n\t\tconst budgetTicks = Math.min(safeBudget, MAX_CAST_BUDGET);\n\n\t\tconst minDmg = Math.min(MIN_USEFUL_DAMAGE, enemyHP);\n\t\tlet config = fitMissileToBudget(budgetTicks, distance, {\n\t\t\tminTurnRate,\n\t\t\tmaxDamage: enemyHP,\n\t\t\tlastMissileConfig: lastMissileConfig,\n\t\t});\n\n\t\tif (config && config.damage >= minDmg)\n\t\t{\n\t\t\tconst actualCastTime = getMissileCastTime(config, lastMissileConfig);\n\t\t\tif (isSafeToAttack(threats, actualCastTime))\n\t\t\t{\n\t\t\t\treturn missile(config, HomingAI, angleTo(position, enemy.position)).move(safeMove.x, safeMove.y);\n\t\t\t}\n\t\t}\n\n\t\t// Fallback: fire bigger missile, accept incoming hit — but only if no undodgeable threat\n\t\tif (!config || config.damage < minDmg)\n\t\t{\n\t\t\tconfig = fitMissileToBudget(MAX_CAST_BUDGET, distance, {\n\t\t\t\tminTurnRate,\n\t\t\t\tmaxDamage: enemyHP,\n\t\t\t\tlastMissileConfig: lastMissileConfig,\n\t\t\t});\n\t\t\tif (config && (!urgentThreat || urgentThreat.bestDodgeDirection !== null))\n\t\t\t{\n\t\t\t\treturn missile(config, HomingAI, angleTo(position, enemy.position)).move(safeMove.x, safeMove.y);\n\t\t\t}\n\t\t}\n\t}\n\n\treturn moveAction(safeMove.x, safeMove.y);\n}\n","import type {FinalAction, MissileFunction} from '../../hooks/index.js';\nimport {usePosition, useEnemy, useStatus, useBlinkCooldown, useHealth, useTick, useThreats, useProjectiles, useLastMissileConfig, useCastingSpell, useCastProgress, idle, move as moveAction, missile, shield, blink, cancel, getMissileContext, turnToward, flyStraight} from '../../hooks/index.js';\nimport {angleTo} from '../../utils/angles.js';\nimport {distanceTo} from '../../utils/distance.js';\nimport {RULES, ARENA_MIN, ARENA_MAX} from '../../rules.js';\nimport {getMissileCastTime} from '../../utils/combat.js';\nimport {\n\tgetMostUrgentThreat,\n\tgetDodgeDirectionForMovement,\n\tisSafeToAttack,\n\tgetBlinkToCenter,\n\tgetBlinkToIncreaseDistance,\n\tMIN_BLINK_ESCAPE_DISTANCE,\n\tshouldForceShield,\n\tkeepOffWalls,\n\tgetPreCastReposition,\n} from '../shared.js';\nimport {useParam} from '../../engine/params-runtime.js';\n\nconst HomingAI: MissileFunction = () =>\n{\n\tconst ctx = getMissileContext();\n\tconst enemy = ctx.worldState.enemies[0];\n\treturn enemy ? turnToward(enemy.position.x, enemy.position.y) : flyStraight();\n};\nconst WALL_BUFFER = 50;\n\n/**\n * Smart combat movement: dodge using threat analysis, avoid walls, commit to direction.\n */\nfunction combatMove(\n\tposition: {x: number; y: number},\n\tenemy: {position: {x: number; y: number}},\n\tcurrentDistance: number,\n\tminDistance: number,\n\tmaxDistance: number,\n\tdodgeDirection: {x: number; y: number} | null,\n\ttick: number,\n\tstrafeCyclePeriod: number,\n\tstrafeIntensity: number,\n\tapproachSpeed: number,\n\tcenterBias: number,\n): {x: number; y: number}\n{\n\tconst deltaX = enemy.position.x - position.x;\n\tconst deltaY = enemy.position.y - position.y;\n\tconst normalizedDistance = currentDistance > 0 ? currentDistance : 1;\n\n\t// Approach the center-side of the enemy so knockback pushes toward center, not lava.\n\tconst center = (ARENA_MIN + ARENA_MAX) / 2;\n\tconst toCenterX = center - enemy.position.x;\n\tconst toCenterY = center - enemy.position.y;\n\tconst toCenterDist = Math.sqrt(toCenterX * toCenterX + toCenterY * toCenterY) || 1;\n\tconst approachDirX = deltaX / normalizedDistance + (toCenterX / toCenterDist) * centerBias;\n\tconst approachDirY = deltaY / normalizedDistance + (toCenterY / toCenterDist) * centerBias;\n\tconst approachMag = Math.sqrt(approachDirX * approachDirX + approachDirY * approachDirY) || 1;\n\n\tconst strafeClockwise = {\n\t\tx: -deltaY / normalizedDistance,\n\t\ty: deltaX / normalizedDistance,\n\t};\n\tconst strafeCounterClockwise = {\n\t\tx: deltaY / normalizedDistance,\n\t\ty: -deltaX / normalizedDistance,\n\t};\n\n\tlet strafeDirection: {x: number; y: number};\n\n\t// Priority 1: Use dodge direction (from threat analysis or close missile avoidance)\n\tif (dodgeDirection) \n\t{\n\t\tstrafeDirection = dodgeDirection;\n\t}\n\t// Priority 2: Avoid walls\n\telse if (\n\t\tposition.x < ARENA_MIN + WALL_BUFFER ||\n position.x > ARENA_MAX - WALL_BUFFER ||\n position.y < ARENA_MIN + WALL_BUFFER ||\n position.y > ARENA_MAX - WALL_BUFFER\n\t) \n\t{\n\t\tconst futureClockwise = {\n\t\t\tx: position.x + strafeClockwise.x * 100,\n\t\t\ty: position.y + strafeClockwise.y * 100,\n\t\t};\n\t\tconst futureCounterClockwise = {\n\t\t\tx: position.x + strafeCounterClockwise.x * 100,\n\t\t\ty: position.y + strafeCounterClockwise.y * 100,\n\t\t};\n\t\tconst scoreClockwise = Math.min(\n\t\t\tfutureClockwise.x - ARENA_MIN,\n\t\t\tARENA_MAX - futureClockwise.x,\n\t\t\tfutureClockwise.y - ARENA_MIN,\n\t\t\tARENA_MAX - futureClockwise.y,\n\t\t);\n\t\tconst scoreCounterClockwise = Math.min(\n\t\t\tfutureCounterClockwise.x - ARENA_MIN,\n\t\t\tARENA_MAX - futureCounterClockwise.x,\n\t\t\tfutureCounterClockwise.y - ARENA_MIN,\n\t\t\tARENA_MAX - futureCounterClockwise.y,\n\t\t);\n\t\tstrafeDirection =\n\t\t\tscoreClockwise > scoreCounterClockwise\n\t\t\t\t? strafeClockwise\n\t\t\t\t: strafeCounterClockwise;\n\t}\n\t// Priority 3: Alternate strafe direction\n\telse \n\t{\n\t\tconst cycle = Math.floor(tick / strafeCyclePeriod) % 2;\n\t\tstrafeDirection = cycle === 0 ? strafeClockwise : strafeCounterClockwise;\n\t}\n\n\t// When actively dodging, commit fully — no approach/retreat dilution\n\tif (dodgeDirection) \n\t{\n\t\treturn {x: strafeDirection.x, y: strafeDirection.y};\n\t}\n\n\tlet moveX = strafeDirection.x * strafeIntensity;\n\tlet moveY = strafeDirection.y * strafeIntensity;\n\n\t// Distance management (only when not dodging)\n\tif (currentDistance > maxDistance)\n\t{\n\t\tmoveX += (approachDirX / approachMag) * approachSpeed;\n\t\tmoveY += (approachDirY / approachMag) * approachSpeed;\n\t}\n\telse if (currentDistance < minDistance) \n\t{\n\t\tlet retreatX = -(deltaX / normalizedDistance) * approachSpeed;\n\t\tlet retreatY = -(deltaY / normalizedDistance) * approachSpeed;\n\t\tif (position.x < ARENA_MIN + WALL_BUFFER && retreatX < 0) retreatX = 0;\n\t\tif (position.x > ARENA_MAX - WALL_BUFFER && retreatX > 0) retreatX = 0;\n\t\tif (position.y < ARENA_MIN + WALL_BUFFER && retreatY < 0) retreatY = 0;\n\t\tif (position.y > ARENA_MAX - WALL_BUFFER && retreatY > 0) retreatY = 0;\n\t\tmoveX += retreatX;\n\t\tmoveY += retreatY;\n\t}\n\n\tconst magnitude = Math.sqrt(moveX * moveX + moveY * moveY);\n\tif (magnitude > 1)\n\t{\n\t\tmoveX = moveX / magnitude;\n\t\tmoveY = moveY / magnitude;\n\t}\n\n\treturn {x: moveX, y: moveY};\n}\n\n/**\n * Bot: Spellshot\n *\n * BEHAVIOR: fires lightly-homing missiles (turnRate defaults to 0.3) aimed at the enemy's\n * CURRENT position, strafes at medium range (300-400), shields undodgeable threats, and\n * blinks when a shield isn't available.\n *\n * This description used to claim it \"uses interceptAngle to calculate where the enemy will\n * be\" and fires \"non-homing missiles (speed 8, turnRate 0)\" whose \"key mechanic is\n * PREDICTION\". None of that was true — it calls angleTo(position, enemy.position) and lets\n * the missile home. That mattered because this is the exemplar other snipers are read from,\n * and until 2026-09-10 aiming ahead was impossible anyway: the engine auto-aimed at the\n * enemy every tick and discarded whatever angle a bot passed. Leading is now possible with\n * per-tick aim(), but this bot does not do it.\n *\n * NAMING RATIONALE: \"Spellshot\" — a spell that is a single, precisely aimed shot.\n * Like a sniper's \"called shot\" but magical. The defining feature is the intercept\n * calculation: this bot doesn't fire tracking missiles, it calculates the exact\n * angle needed to hit a moving target. \"Shot\" implies precision, singular impact,\n * and skill-based aiming — everything this bot is about.\n *\n * PROGRESSION LINE: Spellshot → Spelltracer → Spellseeker\n * - Spellshot (tier 1): Basic intercept prediction, non-homing missiles\n * - Spelltracer (tier 2): Future — predictive homing (missiles that lead AND track)\n * - Spellseeker (tier 3): Future — perfect prediction, multi-angle attacks\n * The naming progression: shot (single bullet) → tracer (bullet that tracks a path)\n * → seeker (actively hunts). Each tier adds more intelligence to the projectile,\n * evolving from \"I calculate where you'll be\" to \"my missile calculates where you'll be.\"\n *\n * NOTE: A separate future archetype \"Spellslinger\" (volume-of-fire) is reserved\n * for a rapid-fire bot that prioritizes quantity over prediction.\n *\n * TIER: 1 (base)\n */\nexport function Spellshot(): FinalAction\n{\n\tconst position = usePosition();\n\tconst enemy = useEnemy();\n\tconst status = useStatus();\n\tconst blinkCooldown = useBlinkCooldown();\n\tconst health = useHealth();\n\tconst tick = useTick();\n\tconst threats = useThreats();\n\tconst projectiles = useProjectiles();\n\tconst lastMissileConfig = useLastMissileConfig();\n\tconst castingSpell = useCastingSpell();\n\tconst castProgressData = useCastProgress();\n\n\n\tconst dangerDistance = useParam('dangerDistance', 99, {range: 100, min: 0});\n\tconst targetDistance = useParam('targetDistance', 310, {\n\t\trange: 150,\n\t\tmin: 0,\n\t});\n\tconst distanceDeadZone = useParam('distanceDeadZone', 81, {\n\t\trange: 50,\n\t\tmin: 0,\n\t});\n\tconst minCombatDistance = targetDistance - distanceDeadZone;\n\tconst maxCombatDistance = targetDistance + distanceDeadZone;\n\tconst strafeCyclePeriod = useParam('strafeCyclePeriod', 240, {\n\t\trange: 75,\n\t\tmin: 80,\n\t\tmax: 300,\n\t});\n\tconst strafeIntensity = useParam('strafeIntensity', 0.63, {\n\t\trange: 0.4,\n\t\tmin: 0.2,\n\t\tmax: 1,\n\t\tsteps: 7,\n\t});\n\tconst approachSpeed = useParam('approachSpeed', 0.73, {\n\t\trange: 0.3,\n\t\tmin: 0.1,\n\t\tmax: 0.8,\n\t\tsteps: 7,\n\t});\n\tconst shieldCancelThreshold = useParam('shieldCancelThreshold', 150, {\n\t\trange: 75,\n\t\tmin: 50,\n\t\tmax: 300,\n\t});\n\tconst missileDamage = useParam('missileDamage', 30, {\n\t\trange: 10,\n\t\tmin: 5,\n\t\tmax: 30,\n\t\tsteps: 5,\n\t});\n\tconst missileSpeed = useParam('missileSpeed', 12, {\n\t\trange: 3,\n\t\tmin: 3,\n\t\tmax: 12,\n\t\tsteps: 5,\n\t});\n\tconst missileTurnRate = useParam('missileTurnRate', 0.3, {\n\t\trange: 1.5,\n\t\tsteps: 5,\n\t});\n\tconst missileMinDuration = useParam('missileMinDuration', 49, {\n\t\trange: 30,\n\t\tmin: 20,\n\t\tmax: 100,\n\t\tsteps: 7,\n\t});\n\tconst durationRangeFactor = useParam('durationRangeFactor', 0.67, {\n\t\trange: 0.5,\n\t\tmin: 0.5,\n\t\tmax: 2.0,\n\t\tsteps: 5,\n\t});\n\tconst centerBias = useParam('centerBias', 0.3, {\n\t\trange: 0.4,\n\t\tmin: 0,\n\t\tmax: 0.8,\n\t\tsteps: 5,\n\t});\n\tconst maxBlinkDistance = useParam('maxBlinkDistance', 300, {\n\t\trange: 100,\n\t\tmin: 50,\n\t\tmax: 300,\n\t\tsteps: 7,\n\t});\n\n\tconst distance = distanceTo(position, enemy.position);\n\n\tfunction capBlinkDistance(target: {x: number; y: number}): {x: number; y: number}\n\t{\n\t\tconst dx = target.x - position.x;\n\t\tconst dy = target.y - position.y;\n\t\tconst dist = Math.sqrt(dx * dx + dy * dy);\n\t\tif (dist <= maxBlinkDistance) return target;\n\t\tconst scale = maxBlinkDistance / dist;\n\t\treturn {x: position.x + dx * scale, y: position.y + dy * scale};\n\t}\n\n\t// Analyze threats using simulation\n\tconst urgentThreat = getMostUrgentThreat(threats);\n\n\t// === DEFENSE: Handle channeling ===\n\tif (status === 'channeling') \n\t{\n\t\tif (!urgentThreat || urgentThreat.ticksToImpact > shieldCancelThreshold) \n\t\t{\n\t\t\treturn cancel();\n\t\t}\n\t\treturn idle();\n\t}\n\n\t// === DEFENSE: Cancel missile cast if dangerous threat will arrive before we can shield ===\n\t// Only cancel for: high-damage homing (always) or undodgeable when health is at risk\n\tif (\n\t\tstatus === 'casting' &&\n castingSpell === 'missile' &&\n urgentThreat &&\n (!urgentThreat.bestDodgeDirection || shouldForceShield(urgentThreat))\n\t) \n\t{\n\t\tconst mustCancel =\n\t\t\tshouldForceShield(urgentThreat) ||\n health <= urgentThreat.projectile.damage * 2 + 1;\n\t\tif (mustCancel) \n\t\t{\n\t\t\tconst remainingCast =\n\t\t\t\t((castProgressData?.total) ?? 0) - ((castProgressData?.current) ?? 0);\n\t\t\tif (\n\t\t\t\turgentThreat.ticksToImpact <=\n remainingCast + RULES.GCD_DURATION + RULES.SHIELD_CAST_TIME + 3\n\t\t\t) \n\t\t\t{\n\t\t\t\tconst dodgeDir = getDodgeDirectionForMovement(threats, position);\n\t\t\t\tconst cancelMove = combatMove(\n\t\t\t\t\tposition,\n\t\t\t\t\tenemy,\n\t\t\t\t\tdistance,\n\t\t\t\t\tminCombatDistance,\n\t\t\t\t\tmaxCombatDistance,\n\t\t\t\t\tdodgeDir,\n\t\t\t\t\ttick,\n\t\t\t\t\tstrafeCyclePeriod,\n\t\t\t\t\tstrafeIntensity,\n\t\t\t\t\tapproachSpeed,\n\t\t\t\t\tcenterBias,\n\t\t\t\t);\n\t\t\t\tconst safeCancelMove = keepOffWalls(position, cancelMove);\n\t\t\t\treturn cancel().move(safeCancelMove.x, safeCancelMove.y);\n\t\t\t}\n\t\t}\n\t}\n\n\t// === DEFENSE: Shield undodgeable or high-damage homing threats ===\n\tif (\n\t\tstatus === 'idle' &&\n urgentThreat &&\n (!urgentThreat.bestDodgeDirection || shouldForceShield(urgentThreat))\n\t) \n\t{\n\t\tif (urgentThreat.canBlockInTime) \n\t\t{\n\t\t\t// Start shield at the right time (small buffer for safety)\n\t\t\tif (urgentThreat.ticksToStartShield <= 3) \n\t\t\t{\n\t\t\t\treturn shield();\n\t\t\t}\n\t\t}\n\t\t// Can't dodge, can't shield → blink away (emergency)\n\t\telse if (blinkCooldown === 0)\n\t\t{\n\t\t\tconst blinkTarget = capBlinkDistance(getBlinkToCenter(position));\n\t\t\treturn blink(blinkTarget.x, blinkTarget.y);\n\t\t}\n\t}\n\n\t// === Preemptive shield — shield when enemy is casting a missile at close range ===\n\tif (\n\t\tstatus === 'idle' &&\n\t\tdistance < 300 &&\n\t\tenemy.status === 'casting' &&\n\t\tenemy.castingSpell === 'missile'\n\t)\n\t{\n\t\tconst remainingCast = (enemy.castDuration ?? 0) - (enemy.castProgress ?? 0);\n\t\tconst estimatedFlightTicks = distance / 8;\n\t\tconst ticksUntilHit = remainingCast + estimatedFlightTicks;\n\n\t\tif (\n\t\t\tticksUntilHit >= RULES.SHIELD_CAST_TIME &&\n\t\t\tticksUntilHit < RULES.SHIELD_CAST_TIME + 15\n\t\t)\n\t\t{\n\t\t\treturn shield();\n\t\t}\n\t}\n\n\t// === DISTANCE BLINK: enemy too close, blink to reestablish kiting range ===\n\tif (\n\t\tstatus === 'idle' &&\n distance < dangerDistance &&\n blinkCooldown === 0 &&\n (!urgentThreat || urgentThreat.bestDodgeDirection !== null)\n\t) \n\t{\n\t\tconst blinkTarget = getBlinkToIncreaseDistance(\n\t\t\tposition,\n\t\t\tenemy.position,\n\t\t\tprojectiles,\n\t\t\tMIN_BLINK_ESCAPE_DISTANCE,\n\t\t);\n\t\tif (blinkTarget)\n\t\t{\n\t\t\tconst capped = capBlinkDistance(blinkTarget);\n\t\t\treturn blink(capped.x, capped.y);\n\t\t}\n\t}\n\n\t// Smart combat movement\n\tconst dodgeDirection = getDodgeDirectionForMovement(threats, position);\n\tconst move = combatMove(\n\t\tposition,\n\t\tenemy,\n\t\tdistance,\n\t\tminCombatDistance,\n\t\tmaxCombatDistance,\n\t\tdodgeDirection,\n\t\ttick,\n\t\tstrafeCyclePeriod,\n\t\tstrafeIntensity,\n\t\tapproachSpeed,\n\t\tcenterBias,\n\t);\n\tconst safeMove = keepOffWalls(position, move);\n\t// === OFFENSE: Fast homing missiles ===\n\tif (status === 'idle' && distance < 600)\n\t{\n\t\tconst reposition = getPreCastReposition(position, enemy.position);\n\t\tif (reposition) return moveAction(reposition.x, reposition.y);\n\n\t\tconst missileConfig = {\n\t\t\tdamage: missileDamage,\n\t\t\tspeed: missileSpeed,\n\t\t\tturnRate: missileTurnRate,\n\t\t\tduration: Math.max(\n\t\t\t\tmissileMinDuration,\n\t\t\t\tMath.ceil((distance * durationRangeFactor) / missileSpeed),\n\t\t\t),\n\t\t};\n\t\tconst castTime = getMissileCastTime(missileConfig, lastMissileConfig);\n\t\tif (isSafeToAttack(threats, castTime)) \n\t\t{\n\t\t\treturn missile(missileConfig, HomingAI, angleTo(position, enemy.position)).move(safeMove.x, safeMove.y);\n\t\t}\n\t}\n\n\treturn moveAction(safeMove.x, safeMove.y);\n}\n","import type {FinalAction, MissileFunction} from '../../hooks/index.js';\nimport {usePosition, useEnemy, useStatus, useBlinkCooldown, useHealth, useTick, useThreats, useProjectiles, useMyProjectiles, useLastMissileConfig, useCastingSpell, useCastProgress, idle, move as moveAction, missile, shield, blink, cancel, getMissileContext, turnToward, flyStraight} from '../../hooks/index.js';\nimport {angleTo} from '../../utils/angles.js';\nimport {distanceTo} from '../../utils/distance.js';\nimport {RULES, ARENA_MIN, ARENA_MAX} from '../../rules.js';\nimport {\n\tgetMostUrgentThreat,\n\tgetDodgeDirectionForMovement,\n\tgetBlinkToCenter,\n\tgetBlinkToIncreaseDistance,\n\tfitMissileToBudget,\n\tMIN_BLINK_ESCAPE_DISTANCE,\n\tshouldForceShield,\n\tMAX_CAST_BUDGET,\n\tgetEnemyVulnerabilityTicks,\n\tkeepOffWalls,\n\tgetPreCastReposition,\n} from '../shared.js';\nimport {useParam} from '../../engine/params-runtime.js';\n\nconst HomingAI: MissileFunction = () =>\n{\n\tconst ctx = getMissileContext();\n\tconst enemy = ctx.worldState.enemies[0];\n\treturn enemy ? turnToward(enemy.position.x, enemy.position.y) : flyStraight();\n};\nconst WALL_BUFFER = 50;\n\nconst SHIELD_BUFFER = 3;\n\n/**\n * Smart combat movement: dodge using threat analysis, avoid walls, commit to direction.\n */\nfunction combatMove(\n\tposition: {x: number; y: number},\n\tenemy: {position: {x: number; y: number}},\n\tcurrentDistance: number,\n\tminDistance: number,\n\tmaxDistance: number,\n\tdodgeDirection: {x: number; y: number} | null,\n\ttick: number,\n\tstrafeCyclePeriod: number,\n\tstrafeIntensity: number,\n\tapproachSpeed: number,\n\tcenterBias: number,\n): {x: number; y: number}\n{\n\tconst deltaX = enemy.position.x - position.x;\n\tconst deltaY = enemy.position.y - position.y;\n\tconst normalizedDistance = currentDistance > 0 ? currentDistance : 1;\n\n\t// Approach the center-side of the enemy so knockback pushes toward center, not lava.\n\tconst center = (ARENA_MIN + ARENA_MAX) / 2;\n\tconst toCenterX = center - enemy.position.x;\n\tconst toCenterY = center - enemy.position.y;\n\tconst toCenterDist = Math.sqrt(toCenterX * toCenterX + toCenterY * toCenterY) || 1;\n\tconst approachDirX = deltaX / normalizedDistance + (toCenterX / toCenterDist) * centerBias;\n\tconst approachDirY = deltaY / normalizedDistance + (toCenterY / toCenterDist) * centerBias;\n\tconst approachMag = Math.sqrt(approachDirX * approachDirX + approachDirY * approachDirY) || 1;\n\n\tconst strafeClockwise = {\n\t\tx: -deltaY / normalizedDistance,\n\t\ty: deltaX / normalizedDistance,\n\t};\n\tconst strafeCounterClockwise = {\n\t\tx: deltaY / normalizedDistance,\n\t\ty: -deltaX / normalizedDistance,\n\t};\n\n\tlet strafeDirection: {x: number; y: number};\n\n\tif (dodgeDirection) \n\t{\n\t\tstrafeDirection = dodgeDirection;\n\t}\n\telse if (\n\t\tposition.x < ARENA_MIN + WALL_BUFFER ||\n position.x > ARENA_MAX - WALL_BUFFER ||\n position.y < ARENA_MIN + WALL_BUFFER ||\n position.y > ARENA_MAX - WALL_BUFFER\n\t) \n\t{\n\t\tconst futureClockwise = {\n\t\t\tx: position.x + strafeClockwise.x * 100,\n\t\t\ty: position.y + strafeClockwise.y * 100,\n\t\t};\n\t\tconst futureCounterClockwise = {\n\t\t\tx: position.x + strafeCounterClockwise.x * 100,\n\t\t\ty: position.y + strafeCounterClockwise.y * 100,\n\t\t};\n\t\tconst scoreClockwise = Math.min(\n\t\t\tfutureClockwise.x - ARENA_MIN,\n\t\t\tARENA_MAX - futureClockwise.x,\n\t\t\tfutureClockwise.y - ARENA_MIN,\n\t\t\tARENA_MAX - futureClockwise.y,\n\t\t);\n\t\tconst scoreCounterClockwise = Math.min(\n\t\t\tfutureCounterClockwise.x - ARENA_MIN,\n\t\t\tARENA_MAX - futureCounterClockwise.x,\n\t\t\tfutureCounterClockwise.y - ARENA_MIN,\n\t\t\tARENA_MAX - futureCounterClockwise.y,\n\t\t);\n\t\tstrafeDirection =\n\t\t\tscoreClockwise > scoreCounterClockwise\n\t\t\t\t? strafeClockwise\n\t\t\t\t: strafeCounterClockwise;\n\t}\n\telse \n\t{\n\t\tconst cycle = Math.floor(tick / strafeCyclePeriod) % 2;\n\t\tstrafeDirection = cycle === 0 ? strafeClockwise : strafeCounterClockwise;\n\t}\n\n\t// When actively dodging, commit fully\n\tif (dodgeDirection) \n\t{\n\t\treturn {x: strafeDirection.x, y: strafeDirection.y};\n\t}\n\n\tlet moveX = strafeDirection.x * strafeIntensity;\n\tlet moveY = strafeDirection.y * strafeIntensity;\n\n\t// Distance management\n\tif (currentDistance > maxDistance)\n\t{\n\t\tmoveX += (approachDirX / approachMag) * approachSpeed;\n\t\tmoveY += (approachDirY / approachMag) * approachSpeed;\n\t}\n\telse if (currentDistance < minDistance) \n\t{\n\t\tlet retreatX = -(deltaX / normalizedDistance) * approachSpeed;\n\t\tlet retreatY = -(deltaY / normalizedDistance) * approachSpeed;\n\t\tif (position.x < ARENA_MIN + WALL_BUFFER && retreatX < 0) retreatX = 0;\n\t\tif (position.x > ARENA_MAX - WALL_BUFFER && retreatX > 0) retreatX = 0;\n\t\tif (position.y < ARENA_MIN + WALL_BUFFER && retreatY < 0) retreatY = 0;\n\t\tif (position.y > ARENA_MAX - WALL_BUFFER && retreatY > 0) retreatY = 0;\n\t\tmoveX += retreatX;\n\t\tmoveY += retreatY;\n\t}\n\n\tconst magnitude = Math.sqrt(moveX * moveX + moveY * moveY);\n\tif (magnitude > 1)\n\t{\n\t\tmoveX = moveX / magnitude;\n\t\tmoveY = moveY / magnitude;\n\t}\n\n\treturn {x: moveX, y: moveY};\n}\n\n/**\n * Bot: Spelltracer\n *\n * BEHAVIOR: Enhanced ranged sniper with adaptive missile fitting and intercept\n * prediction. Uses fitMissileToBudget to find the highest-damage fast missile\n * that fits the safe window, then fires it along the predicted intercept angle.\n * Maintains medium-long range (300-450), shields undodgeable threats with proper\n * timing, emergency blinks, and distance blinks when cornered. The key mechanic\n * is still PREDICTION — but now with adaptive damage optimization.\n *\n * PROGRESSION LINE: Spellshot → Spelltracer → Spellseeker\n * - Spellshot (tier 1): Fixed config intercept prediction, non-homing missiles\n * - Spelltracer (tier 2): + adaptive fitting, timed defense, distance management\n * - Spellseeker (tier 3): Future — perfect prediction, multi-angle attacks\n *\n * TIER: 2 (enhanced Spellshot)\n */\nexport function Spelltracer(): FinalAction\n{\n\tconst position = usePosition();\n\tconst enemy = useEnemy();\n\tconst status = useStatus();\n\tconst blinkCooldown = useBlinkCooldown();\n\tconst health = useHealth();\n\tconst tick = useTick();\n\tconst threats = useThreats();\n\tconst projectiles = useProjectiles();\n\tconst myProjectiles = useMyProjectiles();\n\tconst lastMissileConfig = useLastMissileConfig();\n\tconst castingSpell = useCastingSpell();\n\tconst castProgressData = useCastProgress();\n\n\n\t// Tunable parameters (run optimizer script to find optimal values)\n\tconst dangerDistance = useParam('dangerDistance', 65, {\n\t\trange: 175,\n\t\tmin: 0,\n\t});\n\tconst targetDistance = useParam('targetDistance', 179, {range: 200, min: 0});\n\tconst distanceDeadZone = useParam('distanceDeadZone', 128, {\n\t\trange: 50,\n\t\tmin: 0,\n\t});\n\tconst rangeMin = targetDistance - distanceDeadZone;\n\tconst rangeMax = targetDistance + distanceDeadZone;\n\tconst minTurnRate = useParam('minTurnRate', -0.6, {range: 1.5, steps: 5});\n\tconst strafeCyclePeriod = useParam('strafeCyclePeriod', 221, {\n\t\trange: 75,\n\t\tmin: 80,\n\t\tmax: 300,\n\t});\n\tconst strafeIntensity = useParam('strafeIntensity', 0.92, {\n\t\trange: 0.4,\n\t\tmin: 0.2,\n\t\tmax: 1,\n\t\tsteps: 7,\n\t});\n\tconst approachSpeed = useParam('approachSpeed', 0.46, {\n\t\trange: 0.3,\n\t\tmin: 0.1,\n\t\tmax: 0.8,\n\t\tsteps: 7,\n\t});\n\tconst shieldCancelThreshold = useParam('shieldCancelThreshold', 150, {\n\t\trange: 75,\n\t\tmin: 50,\n\t\tmax: 300,\n\t});\n\tconst blinkWindowMax = useParam('blinkWindowMax', 34, {\n\t\trange: 40,\n\t\tmin: 20,\n\t\tmax: 120,\n\t\tsteps: 7,\n\t});\n\tconst flightTimeDivisor = useParam('flightTimeDivisor', 5.8, {\n\t\trange: 4,\n\t\tmin: 3,\n\t\tmax: 12,\n\t\tsteps: 5,\n\t});\n\tconst enemyResponseEstimate = useParam('enemyResponseEstimate', 145, {\n\t\trange: 100,\n\t\tmin: 50,\n\t\tmax: 300,\n\t\tsteps: 7,\n\t});\n\tconst threatFallbackThreshold = useParam('threatFallbackThreshold', 250, {\n\t\trange: 100,\n\t\tmin: 100,\n\t\tmax: 400,\n\t\tsteps: 7,\n\t});\n\tconst centerBias = useParam('centerBias', 0.11, {\n\t\trange: 0.4,\n\t\tmin: 0,\n\t\tmax: 0.8,\n\t\tsteps: 5,\n\t});\n\tconst maxBlinkDistance = useParam('maxBlinkDistance', 287, {\n\t\trange: 100,\n\t\tmin: 50,\n\t\tmax: 300,\n\t\tsteps: 7,\n\t});\n\n\tconst distance = distanceTo(position, enemy.position);\n\n\tfunction capBlinkDistance(target: {x: number; y: number}): {x: number; y: number}\n\t{\n\t\tconst dx = target.x - position.x;\n\t\tconst dy = target.y - position.y;\n\t\tconst dist = Math.sqrt(dx * dx + dy * dy);\n\t\tif (dist <= maxBlinkDistance) return target;\n\t\tconst scale = maxBlinkDistance / dist;\n\t\treturn {x: position.x + dx * scale, y: position.y + dy * scale};\n\t}\n\n\tconst urgentThreat = getMostUrgentThreat(threats);\n\n\t// === DEFENSE: Handle channeling ===\n\tif (status === 'channeling') \n\t{\n\t\tif (!urgentThreat || urgentThreat.ticksToImpact > shieldCancelThreshold) \n\t\t{\n\t\t\treturn cancel();\n\t\t}\n\t\treturn idle();\n\t}\n\n\t// === DEFENSE: Cancel missile cast only for LETHAL incoming damage ===\n\t// DPS trade: we accepted the hit when we started casting. Only cancel to survive.\n\tif (\n\t\tstatus === 'casting' &&\n castingSpell === 'missile' &&\n urgentThreat &&\n urgentThreat.projectile.damage >= health\n\t) \n\t{\n\t\tconst remainingCast = ((castProgressData?.total) ?? 0) - ((castProgressData?.current) ?? 0);\n\t\tif (\n\t\t\turgentThreat.ticksToImpact <=\n remainingCast + RULES.GCD_DURATION + RULES.SHIELD_CAST_TIME + SHIELD_BUFFER\n\t\t) \n\t\t{\n\t\t\tconst dodgeDir = getDodgeDirectionForMovement(threats, position);\n\t\t\tconst cancelMove = combatMove(\n\t\t\t\tposition,\n\t\t\t\tenemy,\n\t\t\t\tdistance,\n\t\t\t\trangeMin,\n\t\t\t\trangeMax,\n\t\t\t\tdodgeDir,\n\t\t\t\ttick,\n\t\t\t\tstrafeCyclePeriod,\n\t\t\t\tstrafeIntensity,\n\t\t\t\tapproachSpeed,\n\t\t\t\tcenterBias,\n\t\t\t);\n\t\t\tconst safeCancelMove = keepOffWalls(position, cancelMove);\n\t\t\treturn cancel().move(safeCancelMove.x, safeCancelMove.y);\n\t\t}\n\t}\n\n\t// === BLINK: Dodge undodgeable/forced-shield threats (offensive alternative to shielding) ===\n\t// When we would otherwise shield, blink instead — no GCD after blink, so can fire back immediately.\n\t// Only for threats that can't be dodged by movement (homing/undodgeable).\n\tif (\n\t\tstatus === 'idle' &&\n urgentThreat &&\n blinkCooldown === 0 &&\n (!urgentThreat.bestDodgeDirection || shouldForceShield(urgentThreat)) &&\n urgentThreat.ticksToImpact >= 10 &&\n urgentThreat.ticksToImpact <= blinkWindowMax\n\t) \n\t{\n\t\t{\n\t\t\tconst _bt = distance < targetDistance\n\t\t\t\t? (getBlinkToIncreaseDistance(\n\t\t\t\t\tposition,\n\t\t\t\t\tenemy.position,\n\t\t\t\t\tprojectiles,\n\t\t\t\t) ?? getBlinkToCenter(position))\n\t\t\t\t: getBlinkToCenter(position);\n\t\t\tconst capped = capBlinkDistance(_bt);\n\t\t\treturn blink(capped.x, capped.y);\n\t\t}\n\t}\n\n\t// === DEFENSE: Shield undodgeable or high-damage homing threats (when blink on cooldown) ===\n\tif (\n\t\tstatus === 'idle' &&\n urgentThreat &&\n (!urgentThreat.bestDodgeDirection || shouldForceShield(urgentThreat))\n\t) \n\t{\n\t\tif (urgentThreat.canBlockInTime) \n\t\t{\n\t\t\tif (urgentThreat.ticksToStartShield <= SHIELD_BUFFER) \n\t\t\t{\n\t\t\t\treturn shield();\n\t\t\t}\n\t\t}\n\t}\n\n\t// === Preemptive shield — shield when enemy is casting a missile at close range ===\n\tif (\n\t\tstatus === 'idle' &&\n\t\tdistance < 300 &&\n\t\tenemy.status === 'casting' &&\n\t\tenemy.castingSpell === 'missile'\n\t)\n\t{\n\t\tconst remainingCast = (enemy.castDuration ?? 0) - (enemy.castProgress ?? 0);\n\t\tconst estimatedFlightTicks = distance / 8;\n\t\tconst ticksUntilHit = remainingCast + estimatedFlightTicks;\n\n\t\tif (\n\t\t\tticksUntilHit >= RULES.SHIELD_CAST_TIME &&\n\t\t\tticksUntilHit < RULES.SHIELD_CAST_TIME + 15\n\t\t)\n\t\t{\n\t\t\treturn shield();\n\t\t}\n\t}\n\n\t// === DISTANCE BLINK: enemy too close, blink to reestablish range ===\n\tif (\n\t\tstatus === 'idle' &&\n distance < dangerDistance &&\n blinkCooldown === 0 &&\n (!urgentThreat || urgentThreat.bestDodgeDirection !== null)\n\t) \n\t{\n\t\tconst blinkTarget = getBlinkToIncreaseDistance(\n\t\t\tposition,\n\t\t\tenemy.position,\n\t\t\tprojectiles,\n\t\t\tMIN_BLINK_ESCAPE_DISTANCE,\n\t\t);\n\t\tif (blinkTarget)\n\t\t{\n\t\t\tconst capped = capBlinkDistance(blinkTarget);\n\t\t\treturn blink(capped.x, capped.y);\n\t\t}\n\t}\n\n\t// Smart combat movement\n\tconst dodgeDirection = getDodgeDirectionForMovement(threats, position);\n\tconst move = combatMove(\n\t\tposition,\n\t\tenemy,\n\t\tdistance,\n\t\trangeMin,\n\t\trangeMax,\n\t\tdodgeDirection,\n\t\ttick,\n\t\tstrafeCyclePeriod,\n\t\tstrafeIntensity,\n\t\tapproachSpeed,\n\t\tcenterBias,\n\t);\n\tconst safeMove = keepOffWalls(position, move);\n\t// === OFFENSE: Adaptive homing missiles ===\n\t// Skip offense when a lethal missile could reach us during cast+GCD — dodge at full speed instead\n\tconst myProjectileIds = new Set(myProjectiles.map((p) => p.id));\n\tconst hasNearbyLethalMissile = projectiles.some(\n\t\t(p) =>\n\t\t\t!myProjectileIds.has(p.id) &&\n p.damage >= health &&\n distanceTo(position, p.position) / p.speed <\n MAX_CAST_BUDGET + RULES.GCD_DURATION,\n\t);\n\tif (status === 'idle' && distance < 600 && !hasNearbyLethalMissile)\n\t{\n\t\tconst reposition = getPreCastReposition(position, enemy.position);\n\t\tif (reposition) return moveAction(reposition.x, reposition.y);\n\n\t\tlet nextThreatTime = urgentThreat?.ticksToImpact ?? Infinity;\n\n\t\t// Anticipate enemy's next missile based on their current state\n\t\tif (enemy.status === 'casting' && enemy.castingSpell === 'missile')\n\t\t{\n\t\t\tconst remainingEnemyCast =\n\t\t\t\t(enemy.castDuration ?? 0) - (enemy.castProgress ?? 0);\n\t\t\tnextThreatTime = Math.min(\n\t\t\t\tnextThreatTime,\n\t\t\t\tremainingEnemyCast + distance / flightTimeDivisor,\n\t\t\t);\n\t\t}\n\t\t// No imminent threat — estimate enemy's likely response time\n\t\tif (nextThreatTime > threatFallbackThreshold) \n\t\t{\n\t\t\tconst enemyLockTime = getEnemyVulnerabilityTicks(enemy);\n\t\t\tnextThreatTime = Math.min(\n\t\t\t\tnextThreatTime,\n\t\t\t\tenemyLockTime + enemyResponseEstimate + distance / flightTimeDivisor,\n\t\t\t);\n\t\t}\n\n\t\tconst safeBudget =\n\t\t\tnextThreatTime - RULES.GCD_DURATION - RULES.SHIELD_CAST_TIME - SHIELD_BUFFER;\n\t\tconst budgetTicks = Math.min(safeBudget, MAX_CAST_BUDGET);\n\n\t\t// Try adaptive fitting for the safe budget\n\t\tconst enemyHP = Math.ceil(enemy.health);\n\t\tconst config = fitMissileToBudget(budgetTicks, distance, {\n\t\t\tminTurnRate,\n\t\t\tmaxDamage: enemyHP,\n\t\t\tlastMissileConfig: lastMissileConfig,\n\t\t});\n\n\t\t// HIGH-DAMAGE PRIORITY: Sniper missiles need to chip through shields.\n\t\t// Damage 5 through 90% shield = 0.5 chip (useless).\n\t\t// Damage 25 through 90% shield = 2.5 chip (kills in ~24 hits).\n\t\t// Always prefer the adaptive config if damage >= 15; otherwise use a\n\t\t// fixed big-shot fallback that guarantees meaningful shield chip.\n\t\tconst BIG_SHOT = {damage: 25, speed: 10, turnRate: 0.5, duration: 80};\n\n\t\tif (config && config.damage >= 15)\n\t\t{\n\t\t\treturn missile(config, HomingAI, angleTo(position, enemy.position)).move(safeMove.x, safeMove.y);\n\t\t}\n\n\t\t// Adaptive fitting produced weak missile or failed — fire big shot instead\n\t\t// This ensures Spelltracer always does meaningful damage, even if it takes\n\t\t// a hit during the longer cast (trade is worthwhile at high damage).\n\t\tif (!urgentThreat || urgentThreat.ticksToImpact > 50)\n\t\t{\n\t\t\treturn missile(BIG_SHOT, HomingAI, angleTo(position, enemy.position)).move(safeMove.x, safeMove.y);\n\t\t}\n\n\t\t// Imminent threat — wait for it to pass, then fire\n\t}\n\n\treturn moveAction(safeMove.x, safeMove.y);\n}\n","import type {FinalAction, MissileFunction} from '../../hooks/index.js';\nimport {usePosition, useEnemy, useStatus, useBlinkCooldown, useHealth, useTick, useThreats, useProjectiles, useLastMissileConfig, useCastingSpell, useCastProgress, idle, move as moveAction, missile, shield, blink, cancel, getMissileContext, turnToward, flyStraight} from '../../hooks/index.js';\nimport {angleTo} from '../../utils/angles.js';\nimport {distanceTo} from '../../utils/distance.js';\nimport {RULES, ARENA_MIN, ARENA_MAX} from '../../rules.js';\nimport {getMissileCastTime, getLeadPosition} from '../../utils/combat.js';\nimport {\n\tgetMostUrgentThreat,\n\tgetDodgeDirectionForMovement,\n\tgetBlinkToCenter,\n\tgetBlinkToIncreaseDistance,\n\tfitMissileToBudget,\n\tshouldForceShield,\n\tMIN_BLINK_ESCAPE_DISTANCE,\n\tMAX_CAST_BUDGET,\n\tMIN_USEFUL_DAMAGE,\n\tgetClosingRate,\n\tgetEnemyVulnerabilityTicks,\n\tisSafeToAttack,\n\tkeepOffWalls,\n\tgetPreCastReposition,\n} from '../shared.js';\nimport {useParam} from '../../engine/params-runtime.js';\n\nconst HomingAI: MissileFunction = () =>\n{\n\tconst ctx = getMissileContext();\n\tconst enemy = ctx.worldState.enemies[0];\n\treturn enemy ? turnToward(enemy.position.x, enemy.position.y) : flyStraight();\n};\n\nconst StraightAI: MissileFunction = () => flyStraight();\n\nconst WALL_BUFFER = 50;\nconst SHIELD_BUFFER = 3;\n\n/**\n * Smart combat movement: dodge, avoid walls, maintain sniper range.\n */\nfunction combatMove(\n\tposition: {x: number; y: number},\n\tenemy: {position: {x: number; y: number}},\n\tcurrentDistance: number,\n\tminDistance: number,\n\tmaxDistance: number,\n\tdodgeDirection: {x: number; y: number} | null,\n\ttick: number,\n\tstrafeCyclePeriod: number,\n\tstrafeIntensity: number,\n\tapproachSpeed: number,\n\tcenterBias: number,\n): {x: number; y: number}\n{\n\tconst deltaX = enemy.position.x - position.x;\n\tconst deltaY = enemy.position.y - position.y;\n\tconst normalizedDistance = currentDistance > 0 ? currentDistance : 1;\n\n\t// Approach the center-side of the enemy so knockback pushes toward center, not lava.\n\tconst center = (ARENA_MIN + ARENA_MAX) / 2;\n\tconst toCenterX = center - enemy.position.x;\n\tconst toCenterY = center - enemy.position.y;\n\tconst toCenterDist = Math.sqrt(toCenterX * toCenterX + toCenterY * toCenterY) || 1;\n\tconst approachDirX = deltaX / normalizedDistance + (toCenterX / toCenterDist) * centerBias;\n\tconst approachDirY = deltaY / normalizedDistance + (toCenterY / toCenterDist) * centerBias;\n\tconst approachMag = Math.sqrt(approachDirX * approachDirX + approachDirY * approachDirY) || 1;\n\n\tconst strafeClockwise = {\n\t\tx: -deltaY / normalizedDistance,\n\t\ty: deltaX / normalizedDistance,\n\t};\n\tconst strafeCounterClockwise = {\n\t\tx: deltaY / normalizedDistance,\n\t\ty: -deltaX / normalizedDistance,\n\t};\n\n\tlet strafeDirection: {x: number; y: number};\n\n\tif (dodgeDirection) \n\t{\n\t\tstrafeDirection = dodgeDirection;\n\t}\n\telse if (\n\t\tposition.x < ARENA_MIN + WALL_BUFFER ||\n position.x > ARENA_MAX - WALL_BUFFER ||\n position.y < ARENA_MIN + WALL_BUFFER ||\n position.y > ARENA_MAX - WALL_BUFFER\n\t) \n\t{\n\t\tconst futureClockwise = {\n\t\t\tx: position.x + strafeClockwise.x * 100,\n\t\t\ty: position.y + strafeClockwise.y * 100,\n\t\t};\n\t\tconst futureCounterClockwise = {\n\t\t\tx: position.x + strafeCounterClockwise.x * 100,\n\t\t\ty: position.y + strafeCounterClockwise.y * 100,\n\t\t};\n\t\tconst scoreClockwise = Math.min(\n\t\t\tfutureClockwise.x - ARENA_MIN,\n\t\t\tARENA_MAX - futureClockwise.x,\n\t\t\tfutureClockwise.y - ARENA_MIN,\n\t\t\tARENA_MAX - futureClockwise.y,\n\t\t);\n\t\tconst scoreCounterClockwise = Math.min(\n\t\t\tfutureCounterClockwise.x - ARENA_MIN,\n\t\t\tARENA_MAX - futureCounterClockwise.x,\n\t\t\tfutureCounterClockwise.y - ARENA_MIN,\n\t\t\tARENA_MAX - futureCounterClockwise.y,\n\t\t);\n\t\tstrafeDirection =\n\t\t\tscoreClockwise > scoreCounterClockwise\n\t\t\t\t? strafeClockwise\n\t\t\t\t: strafeCounterClockwise;\n\t}\n\telse \n\t{\n\t\tconst cycle = Math.floor(tick / strafeCyclePeriod) % 2;\n\t\tstrafeDirection = cycle === 0 ? strafeClockwise : strafeCounterClockwise;\n\t}\n\n\tif (dodgeDirection) \n\t{\n\t\treturn {x: strafeDirection.x, y: strafeDirection.y};\n\t}\n\n\tlet moveX = strafeDirection.x * strafeIntensity;\n\tlet moveY = strafeDirection.y * strafeIntensity;\n\n\tif (currentDistance > maxDistance)\n\t{\n\t\tmoveX += (approachDirX / approachMag) * approachSpeed;\n\t\tmoveY += (approachDirY / approachMag) * approachSpeed;\n\t}\n\telse if (currentDistance < minDistance) \n\t{\n\t\tlet retreatX = -(deltaX / normalizedDistance) * approachSpeed;\n\t\tlet retreatY = -(deltaY / normalizedDistance) * approachSpeed;\n\t\tif (position.x < ARENA_MIN + WALL_BUFFER && retreatX < 0) retreatX = 0;\n\t\tif (position.x > ARENA_MAX - WALL_BUFFER && retreatX > 0) retreatX = 0;\n\t\tif (position.y < ARENA_MIN + WALL_BUFFER && retreatY < 0) retreatY = 0;\n\t\tif (position.y > ARENA_MAX - WALL_BUFFER && retreatY > 0) retreatY = 0;\n\t\tmoveX += retreatX;\n\t\tmoveY += retreatY;\n\t}\n\n\tconst magnitude = Math.sqrt(moveX * moveX + moveY * moveY);\n\tif (magnitude > 1)\n\t{\n\t\tmoveX = moveX / magnitude;\n\t\tmoveY = moveY / magnitude;\n\t}\n\n\treturn {x: moveX, y: moveY};\n}\n\n/**\n * Bot: Spellseeker\n *\n * BEHAVIOR: Elite sniper that uses intercept-aimed straight missiles during vulnerability\n * windows. Combines Spelltracer's adaptive fitting with precise lead-position aiming\n * and vulnerability exploitation. Straight punish missiles at sniper range are nearly\n * unavoidable. Proactive distance control via closing rate detection.\n *\n * KEY IMPROVEMENTS OVER SPELLTRACER:\n * - Intercept-aimed punish: getLeadPosition + straight missiles during vulnerability\n * - Proactive distance blink: monitors closing rate, blinks before danger zone\n * - Progressive cast-cancel: graduated damage thresholds\n * - Warmup exploitation: always passes lastMissileConfig\n *\n * PROGRESSION LINE: Spellshot → Spelltracer → Spellseeker\n * TIER: 3 (elite Sniper line)\n */\nexport function Spellseeker(): FinalAction\n{\n\tconst position = usePosition();\n\tconst enemy = useEnemy();\n\tconst status = useStatus();\n\tconst blinkCooldown = useBlinkCooldown();\n\tconst health = useHealth();\n\tconst tick = useTick();\n\tconst threats = useThreats();\n\tconst projectiles = useProjectiles();\n\tconst lastMissileConfig = useLastMissileConfig();\n\tconst castingSpell = useCastingSpell();\n\tconst castProgressData = useCastProgress();\n\n\n\tconst dangerDistance = useParam('dangerDistance', 362, {\n\t\trange: 175,\n\t\tmin: 0,\n\t});\n\tconst targetDistance = useParam('targetDistance', 515, {\n\t\trange: 200,\n\t\tmin: 0,\n\t});\n\tconst distanceDeadZone = useParam('distanceDeadZone', 55, {\n\t\trange: 50,\n\t\tmin: 0,\n\t});\n\tconst rangeMin = targetDistance - distanceDeadZone;\n\tconst rangeMax = targetDistance + distanceDeadZone;\n\tconst minTurnRate = useParam('minTurnRate', 3.5, {range: 1.5, steps: 5});\n\tconst closingRateThreshold = useParam('closingRateThreshold', 1.79, {\n\t\trange: 0.65,\n\t\tmin: 0,\n\t\tsteps: 5,\n\t});\n\tconst punishMinVulnerability = useParam('punishMinVulnerability', 249, {\n\t\trange: 30,\n\t\tmin: 10,\n\t\tsteps: 5,\n\t});\n\tconst preferBlinkDodge =\n\t\tuseParam('preferBlinkDodge', 1, {min: 0, max: 1, steps: 2}) >= 0.5;\n\tconst strafeCyclePeriod = useParam('strafeCyclePeriod', 112, {\n\t\trange: 75,\n\t\tmin: 80,\n\t\tmax: 250,\n\t});\n\tconst strafeIntensity = useParam('strafeIntensity', 0.99, {\n\t\trange: 0.4,\n\t\tmin: 0.2,\n\t\tmax: 1,\n\t\tsteps: 7,\n\t});\n\tconst approachSpeed = useParam('approachSpeed', 0.34, {\n\t\trange: 0.3,\n\t\tmin: 0.1,\n\t\tmax: 0.8,\n\t\tsteps: 7,\n\t});\n\tconst shieldCancelThreshold = useParam('shieldCancelThreshold', 100, {\n\t\trange: 75,\n\t\tmin: 50,\n\t\tmax: 300,\n\t});\n\tconst blinkWindowMax = useParam('blinkWindowMax', 93, {\n\t\trange: 40,\n\t\tmin: 20,\n\t\tmax: 120,\n\t\tsteps: 7,\n\t});\n\tconst proactiveBlinkRange = useParam('proactiveBlinkRange', 283, {\n\t\trange: 150,\n\t\tmin: 100,\n\t\tmax: 500,\n\t\tsteps: 7,\n\t});\n\tconst flightTimeDivisor = useParam('flightTimeDivisor', 12, {\n\t\trange: 4,\n\t\tmin: 2,\n\t\tmax: 12,\n\t\tsteps: 5,\n\t});\n\tconst castingFlightTimeDivisor = useParam('castingFlightTimeDivisor', 12, {\n\t\trange: 4,\n\t\tmin: 3,\n\t\tmax: 12,\n\t\tsteps: 5,\n\t});\n\tconst enemyResponseEstimate = useParam('enemyResponseEstimate', 168, {\n\t\trange: 100,\n\t\tmin: 50,\n\t\tmax: 300,\n\t\tsteps: 7,\n\t});\n\tconst threatFallbackThreshold = useParam('threatFallbackThreshold', 250, {\n\t\trange: 100,\n\t\tmin: 100,\n\t\tmax: 400,\n\t\tsteps: 7,\n\t});\n\tconst punishAttackRange = useParam('punishAttackRange', 288, {\n\t\trange: 150,\n\t\tmin: 200,\n\t\tmax: 700,\n\t\tsteps: 7,\n\t});\n\tconst centerBias = useParam('centerBias', 0.69, {\n\t\trange: 0.4,\n\t\tmin: 0,\n\t\tmax: 0.8,\n\t\tsteps: 5,\n\t});\n\tconst maxBlinkDistance = useParam('maxBlinkDistance', 283, {\n\t\trange: 100,\n\t\tmin: 50,\n\t\tmax: 300,\n\t\tsteps: 7,\n\t});\n\n\tfunction capBlinkDistance(target: {x: number; y: number}): {x: number; y: number}\n\t{\n\t\tconst dx = target.x - position.x;\n\t\tconst dy = target.y - position.y;\n\t\tconst dist = Math.sqrt(dx * dx + dy * dy);\n\t\tif (dist <= maxBlinkDistance) return target;\n\t\tconst scale = maxBlinkDistance / dist;\n\t\treturn {x: position.x + dx * scale, y: position.y + dy * scale};\n\t}\n\n\tconst distance = distanceTo(position, enemy.position);\n\tconst urgentThreat = getMostUrgentThreat(threats);\n\tconst dodgeDirection = getDodgeDirectionForMovement(threats, position);\n\tconst move = combatMove(\n\t\tposition,\n\t\tenemy,\n\t\tdistance,\n\t\trangeMin,\n\t\trangeMax,\n\t\tdodgeDirection,\n\t\ttick,\n\t\tstrafeCyclePeriod,\n\t\tstrafeIntensity,\n\t\tapproachSpeed,\n\t\tcenterBias,\n\t);\n\tconst safeMove = keepOffWalls(position, move);\n\t// === STEP 1: CHANNELING — cancel shield when safe ===\n\tif (status === 'channeling') \n\t{\n\t\tif (!urgentThreat || urgentThreat.ticksToImpact > shieldCancelThreshold) \n\t\t{\n\t\t\treturn cancel().move(safeMove.x, safeMove.y);\n\t\t}\n\t\treturn idle();\n\t}\n\n\t// === STEP 2: PROGRESSIVE CAST-CANCEL ===\n\tif (\n\t\tstatus === 'casting' &&\n castingSpell === 'missile' &&\n urgentThreat &&\n !urgentThreat.bestDodgeDirection\n\t) \n\t{\n\t\tconst remainingCast = ((castProgressData?.total) ?? 0) - ((castProgressData?.current) ?? 0);\n\t\tconst defenseTime =\n\t\t\tblinkCooldown === 0\n\t\t\t\t? RULES.BLINK_CAST_TIME\n\t\t\t\t: RULES.SHIELD_CAST_TIME + SHIELD_BUFFER;\n\t\tconst willArriveInWindow =\n\t\t\turgentThreat.ticksToImpact <= remainingCast + RULES.GCD_DURATION + defenseTime;\n\n\t\tif (willArriveInWindow) \n\t\t{\n\t\t\tconst incomingDamage = urgentThreat.projectile.damage;\n\t\t\tconst castRatio = ((castProgressData?.current) ?? 0) / ((castProgressData?.total) ?? 1);\n\n\t\t\tif (incomingDamage >= health || incomingDamage >= 20) \n\t\t\t{\n\t\t\t\treturn cancel().move(safeMove.x, safeMove.y);\n\t\t\t}\n\t\t\tif (incomingDamage >= 10 && castRatio < 0.8) \n\t\t\t{\n\t\t\t\treturn cancel().move(safeMove.x, safeMove.y);\n\t\t\t}\n\t\t}\n\t}\n\n\t// === STEP 3: BLINK-DODGE — 100% damage avoidance (optimizer-controlled) ===\n\tif (\n\t\tpreferBlinkDodge &&\n status === 'idle' &&\n urgentThreat &&\n blinkCooldown === 0 &&\n (!urgentThreat.bestDodgeDirection || shouldForceShield(urgentThreat)) &&\n urgentThreat.ticksToImpact >= RULES.BLINK_CAST_TIME &&\n urgentThreat.ticksToImpact <= blinkWindowMax\n\t) \n\t{\n\t\tconst midRange = targetDistance;\n\t\tconst target =\n\t\t\tdistance < midRange\n\t\t\t\t? (getBlinkToIncreaseDistance(\n\t\t\t\t\tposition,\n\t\t\t\t\tenemy.position,\n\t\t\t\t\tprojectiles,\n\t\t\t\t) ?? getBlinkToCenter(position))\n\t\t\t\t: getBlinkToCenter(position);\n\t\tconst capped = capBlinkDistance(target);\n\t\treturn blink(capped.x, capped.y);\n\t}\n\n\t// === STEP 4: SHIELD — undodgeable or critical threats ===\n\tif (\n\t\tstatus === 'idle' &&\n urgentThreat &&\n (!urgentThreat.bestDodgeDirection || shouldForceShield(urgentThreat))\n\t) \n\t{\n\t\tif (\n\t\t\turgentThreat.canBlockInTime &&\n urgentThreat.ticksToStartShield <= SHIELD_BUFFER\n\t\t) \n\t\t{\n\t\t\treturn shield();\n\t\t}\n\t}\n\n\t// === Preemptive shield — shield when enemy is casting a missile at close range ===\n\tif (\n\t\tstatus === 'idle' &&\n\t\tdistance < 300 &&\n\t\tenemy.status === 'casting' &&\n\t\tenemy.castingSpell === 'missile'\n\t)\n\t{\n\t\tconst remainingCast = (enemy.castDuration ?? 0) - (enemy.castProgress ?? 0);\n\t\tconst estimatedFlightTicks = distance / 8;\n\t\tconst ticksUntilHit = remainingCast + estimatedFlightTicks;\n\n\t\tif (\n\t\t\tticksUntilHit >= RULES.SHIELD_CAST_TIME &&\n\t\t\tticksUntilHit < RULES.SHIELD_CAST_TIME + 15\n\t\t)\n\t\t{\n\t\t\treturn shield();\n\t\t}\n\t}\n\n\t// === STEP 5: PROACTIVE DISTANCE BLINK ===\n\tif (\n\t\tstatus === 'idle' &&\n blinkCooldown === 0 &&\n (!urgentThreat || urgentThreat.bestDodgeDirection !== null)\n\t) \n\t{\n\t\tconst closingRate = getClosingRate(\n\t\t\tposition,\n\t\t\tenemy.position,\n\t\t\tenemy.velocity,\n\t\t);\n\t\tif (\n\t\t\t(closingRate > closingRateThreshold && distance < proactiveBlinkRange) ||\n distance < dangerDistance\n\t\t) \n\t\t{\n\t\t\tconst blinkTarget = getBlinkToIncreaseDistance(\n\t\t\t\tposition,\n\t\t\t\tenemy.position,\n\t\t\t\tprojectiles,\n\t\t\t\tMIN_BLINK_ESCAPE_DISTANCE,\n\t\t\t);\n\t\t\tif (blinkTarget)\n\t\t\t{\n\t\t\t\tconst capped = capBlinkDistance(blinkTarget);\n\t\t\t\treturn blink(capped.x, capped.y);\n\t\t\t}\n\t\t}\n\t}\n\n\t// === STEP 6: OFFENSE ===\n\tif (status === 'idle' && distance < 600)\n\t{\n\t\tconst reposition = getPreCastReposition(position, enemy.position);\n\t\tif (reposition) return moveAction(reposition.x, reposition.y);\n\n\t\tconst offenseDefenseTime =\n\t\t\tblinkCooldown === 0\n\t\t\t\t? RULES.BLINK_CAST_TIME\n\t\t\t\t: RULES.SHIELD_CAST_TIME + SHIELD_BUFFER;\n\t\tconst enemyHP = Math.ceil(enemy.health);\n\t\tconst vulnerabilityTicks = getEnemyVulnerabilityTicks(enemy);\n\n\t\t// --- PUNISH MODE: intercept-aimed straight missiles during vulnerability ---\n\t\tif (\n\t\t\tvulnerabilityTicks >= punishMinVulnerability &&\n distance < punishAttackRange\n\t\t) \n\t\t{\n\t\t\tconst flightTimeEstimate = distance / flightTimeDivisor;\n\t\t\tconst punishBudget = vulnerabilityTicks - flightTimeEstimate;\n\t\t\tconst nextThreatTime = urgentThreat?.ticksToImpact ?? Infinity;\n\t\t\tconst safeBudget = nextThreatTime - RULES.GCD_DURATION - offenseDefenseTime;\n\t\t\tconst effectiveBudget = Math.min(\n\t\t\t\tpunishBudget,\n\t\t\t\tsafeBudget,\n\t\t\t\tMAX_CAST_BUDGET,\n\t\t\t);\n\n\t\t\tif (effectiveBudget > 0) \n\t\t\t{\n\t\t\t\tconst config = fitMissileToBudget(effectiveBudget, distance, {\n\t\t\t\t\tminTurnRate: 0,\n\t\t\t\t\tmaxDamage: enemyHP,\n\t\t\t\t\tlastMissileConfig: lastMissileConfig,\n\t\t\t\t});\n\n\t\t\t\tif (config && config.damage >= MIN_USEFUL_DAMAGE) \n\t\t\t\t{\n\t\t\t\t\tconst castTime = getMissileCastTime(config, lastMissileConfig);\n\t\t\t\t\tconst actualFlight = distance / config.speed;\n\n\t\t\t\t\tif (\n\t\t\t\t\t\tcastTime + actualFlight < vulnerabilityTicks &&\n isSafeToAttack(threats, castTime)\n\t\t\t\t\t) \n\t\t\t\t\t{\n\t\t\t\t\t\tconst aimTarget =\n\t\t\t\t\t\t\tconfig.turnRate > 0\n\t\t\t\t\t\t\t\t? enemy.position\n\t\t\t\t\t\t\t\t: getLeadPosition(\n\t\t\t\t\t\t\t\t\tenemy.position,\n\t\t\t\t\t\t\t\t\tenemy.velocity,\n\t\t\t\t\t\t\t\t\tconfig.speed,\n\t\t\t\t\t\t\t\t\tposition,\n\t\t\t\t\t\t\t\t);\n\t\t\t\t\t\treturn missile(config, config.turnRate > 0 ? HomingAI : StraightAI, angleTo(position, aimTarget)).move(safeMove.x, safeMove.y);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t\t// --- STANDARD MODE: adaptive homing missiles ---\n\t\tlet nextThreatTime = urgentThreat?.ticksToImpact ?? Infinity;\n\n\t\t// Anticipate enemy's next missile based on their current state\n\t\tif (enemy.status === 'casting' && enemy.castingSpell === 'missile') \n\t\t{\n\t\t\tconst remainingEnemyCast =\n\t\t\t\t(enemy.castDuration ?? 0) - (enemy.castProgress ?? 0);\n\t\t\tnextThreatTime = Math.min(\n\t\t\t\tnextThreatTime,\n\t\t\t\tremainingEnemyCast + distance / castingFlightTimeDivisor,\n\t\t\t);\n\t\t}\n\t\t// No imminent threat — estimate enemy's likely response time\n\t\tif (nextThreatTime > threatFallbackThreshold) \n\t\t{\n\t\t\tconst enemyLockTime = getEnemyVulnerabilityTicks(enemy);\n\t\t\tnextThreatTime = Math.min(\n\t\t\t\tnextThreatTime,\n\t\t\t\tenemyLockTime +\n enemyResponseEstimate +\n distance / castingFlightTimeDivisor,\n\t\t\t);\n\t\t}\n\n\t\tconst safeBudget =\n\t\t\tnextThreatTime - RULES.GCD_DURATION - RULES.SHIELD_CAST_TIME - SHIELD_BUFFER;\n\t\tconst budgetTicks = Math.min(safeBudget, MAX_CAST_BUDGET);\n\n\t\tconst config = fitMissileToBudget(budgetTicks, distance, {\n\t\t\tminTurnRate,\n\t\t\tmaxDamage: enemyHP,\n\t\t\tlastMissileConfig: lastMissileConfig,\n\t\t});\n\n\t\t// HIGH-DAMAGE PRIORITY: Sniper missiles need meaningful shield chip.\n\t\t// Fixed big-shot fallback ensures Spellseeker always does significant damage.\n\t\tconst BIG_SHOT = {damage: 28, speed: 10, turnRate: 0.5, duration: 80};\n\n\t\tif (config && config.damage >= 15)\n\t\t{\n\t\t\tconst actualCastTime = getMissileCastTime(config, lastMissileConfig);\n\t\t\tif (isSafeToAttack(threats, actualCastTime))\n\t\t\t{\n\t\t\t\treturn missile(config, HomingAI, angleTo(position, enemy.position)).move(safeMove.x, safeMove.y);\n\t\t\t}\n\t\t}\n\n\t\t// Adaptive fitting weak or failed — fire big shot for meaningful damage\n\t\tconst bigShotCast = getMissileCastTime(BIG_SHOT, lastMissileConfig);\n\t\tif (isSafeToAttack(threats, bigShotCast))\n\t\t{\n\t\t\treturn missile(BIG_SHOT, HomingAI, angleTo(position, enemy.position)).move(safeMove.x, safeMove.y);\n\t\t}\n\t}\n\n\treturn moveAction(safeMove.x, safeMove.y);\n}\n","import type {FinalAction, MissileFunction} from '../../hooks/index.js';\nimport {usePosition, useEnemy, useStatus, useBlinkCooldown, useHealth, useTick, useThreats, useProjectiles, useCastingSpell, useCastProgress, idle, move as moveAction, missile, shield, blink, cancel, getMissileContext, turnToward, flyStraight} from '../../hooks/index.js';\nimport {angleTo} from '../../utils/angles.js';\nimport {distanceTo} from '../../utils/distance.js';\nimport {getMissileCastTime} from '../../utils/combat.js';\nimport {RULES, ARENA_MIN, ARENA_MAX} from '../../rules.js';\nimport {\n\tgetMostUrgentThreat,\n\tgetDodgeDirectionForMovement,\n\tisSafeToAttack,\n\tgetBlinkToDecreaseDistance,\n\tshouldForceShield,\n\tkeepOffWalls,\n\tgetPreCastReposition,\n} from '../shared.js';\nimport {useParam} from '../../engine/params-runtime.js';\nconst WALL_BUFFER = 60;\n\nconst QUICK_CONFIG = {damage: 15, speed: 5, turnRate: 1, duration: 70};\nconst HEAVY_CONFIG = {damage: 15, speed: 5, turnRate: 1, duration: 150};\n\n// Missile effective range (speed * duration). Use HEAVY when QUICK can't reach.\nconst QUICK_RANGE = QUICK_CONFIG.speed * QUICK_CONFIG.duration; // 350\n\n/**\n * Standard homing missile AI.\n */\nconst StandardHoming: MissileFunction = () =>\n{\n\tconst ctx = getMissileContext();\n\tconst enemy = ctx.worldState.enemies[0];\n\treturn enemy ? turnToward(enemy.position.x, enemy.position.y) : flyStraight();\n};\n\n/**\n * Check if near wall.\n */\nfunction isNearWall(position: {x: number; y: number}): boolean \n{\n\treturn (\n\t\tposition.x < ARENA_MIN + WALL_BUFFER ||\n position.x > ARENA_MAX - WALL_BUFFER ||\n position.y < ARENA_MIN + WALL_BUFFER ||\n position.y > ARENA_MAX - WALL_BUFFER\n\t);\n}\n\n/**\n * Smart combat movement with threat-aware dodging.\n */\nfunction combatMove(\n\tposition: {x: number; y: number},\n\tenemy: {position: {x: number; y: number}},\n\tcurrentDistance: number,\n\ttargetDistance: number,\n\tdodgeDirection: {x: number; y: number} | null,\n\ttick: number,\n\tstrafeCyclePeriod: number,\n\tstrafeIntensity: number,\n\tapproachSpeed: number,\n\tdistanceDeadZone: number,\n\tcenterBias: number,\n): {x: number; y: number}\n{\n\tconst deltaX = enemy.position.x - position.x;\n\tconst deltaY = enemy.position.y - position.y;\n\tconst normalizedDistance = currentDistance > 0 ? currentDistance : 1;\n\n\t// Approach the center-side of the enemy so knockback pushes toward center, not lava.\n\tconst center = (ARENA_MIN + ARENA_MAX) / 2;\n\tconst toCenterX = center - enemy.position.x;\n\tconst toCenterY = center - enemy.position.y;\n\tconst toCenterDist = Math.sqrt(toCenterX * toCenterX + toCenterY * toCenterY) || 1;\n\tconst approachDirX = deltaX / normalizedDistance + (toCenterX / toCenterDist) * centerBias;\n\tconst approachDirY = deltaY / normalizedDistance + (toCenterY / toCenterDist) * centerBias;\n\tconst approachMag = Math.sqrt(approachDirX * approachDirX + approachDirY * approachDirY) || 1;\n\n\t// Perpendicular directions\n\tconst strafeClockwise = {\n\t\tx: -deltaY / normalizedDistance,\n\t\ty: deltaX / normalizedDistance,\n\t};\n\tconst strafeCounterClockwise = {\n\t\tx: deltaY / normalizedDistance,\n\t\ty: -deltaX / normalizedDistance,\n\t};\n\n\tlet strafeDirection: {x: number; y: number};\n\n\t// Priority 1: Use dodge direction (from threat analysis or close missile avoidance)\n\tif (dodgeDirection) \n\t{\n\t\tstrafeDirection = dodgeDirection;\n\t}\n\t// Priority 2: Avoid walls\n\telse if (isNearWall(position)) \n\t{\n\t\tconst futureClockwise = {\n\t\t\tx: position.x + strafeClockwise.x * 100,\n\t\t\ty: position.y + strafeClockwise.y * 100,\n\t\t};\n\t\tconst futureCounterClockwise = {\n\t\t\tx: position.x + strafeCounterClockwise.x * 100,\n\t\t\ty: position.y + strafeCounterClockwise.y * 100,\n\t\t};\n\t\tconst scoreClockwise = Math.min(\n\t\t\tfutureClockwise.x - ARENA_MIN,\n\t\t\tARENA_MAX - futureClockwise.x,\n\t\t\tfutureClockwise.y - ARENA_MIN,\n\t\t\tARENA_MAX - futureClockwise.y,\n\t\t);\n\t\tconst scoreCounterClockwise = Math.min(\n\t\t\tfutureCounterClockwise.x - ARENA_MIN,\n\t\t\tARENA_MAX - futureCounterClockwise.x,\n\t\t\tfutureCounterClockwise.y - ARENA_MIN,\n\t\t\tARENA_MAX - futureCounterClockwise.y,\n\t\t);\n\t\tstrafeDirection =\n\t\t\tscoreClockwise > scoreCounterClockwise\n\t\t\t\t? strafeClockwise\n\t\t\t\t: strafeCounterClockwise;\n\t}\n\t// Priority 3: Commit to direction\n\telse \n\t{\n\t\tconst cycle = Math.floor(tick / strafeCyclePeriod) % 2;\n\t\tstrafeDirection = cycle === 0 ? strafeClockwise : strafeCounterClockwise;\n\t}\n\n\t// When actively dodging, commit fully — no approach/retreat dilution\n\tif (dodgeDirection) \n\t{\n\t\treturn {x: strafeDirection.x, y: strafeDirection.y};\n\t}\n\n\tlet moveX = strafeDirection.x * strafeIntensity;\n\tlet moveY = strafeDirection.y * strafeIntensity;\n\n\t// Distance management (only when not dodging)\n\tif (currentDistance > targetDistance + distanceDeadZone)\n\t{\n\t\tmoveX += (approachDirX / approachMag) * approachSpeed;\n\t\tmoveY += (approachDirY / approachMag) * approachSpeed;\n\t}\n\telse if (currentDistance < targetDistance - distanceDeadZone) \n\t{\n\t\tlet retreatX = -(deltaX / normalizedDistance) * approachSpeed;\n\t\tlet retreatY = -(deltaY / normalizedDistance) * approachSpeed;\n\t\tif (position.x < ARENA_MIN + WALL_BUFFER && retreatX < 0) retreatX = 0;\n\t\tif (position.x > ARENA_MAX - WALL_BUFFER && retreatX > 0) retreatX = 0;\n\t\tif (position.y < ARENA_MIN + WALL_BUFFER && retreatY < 0) retreatY = 0;\n\t\tif (position.y > ARENA_MAX - WALL_BUFFER && retreatY > 0) retreatY = 0;\n\t\tmoveX += retreatX;\n\t\tmoveY += retreatY;\n\t}\n\n\t// Normalize\n\tconst magnitude = Math.sqrt(moveX * moveX + moveY * moveY);\n\tif (magnitude > 1)\n\t{\n\t\tmoveX = moveX / magnitude;\n\t\tmoveY = moveY / magnitude;\n\t}\n\n\treturn {x: moveX, y: moveY};\n}\n\n/**\n * Bot: Battlemage\n *\n * BEHAVIOR: Balanced mid-range duelist. Shields undodgeable threats, interrupts\n * enemy casts with quick missiles, saves blink for emergencies OR gap-closing.\n * Switches between quick (10 dmg, fast) and heavy (15 dmg, slow) missile configs\n * based on safety window and range. Will aggressively trade hits when health allows.\n * The unique trait is cast-interruption: fires quick missiles specifically when the\n * enemy is casting, punishing long cast times.\n *\n * PROGRESSION LINE: Battlemage → Warmage → Archmage\n * - Battlemage (tier 1): Quick/heavy fixed configs, cast interruption, basic defense\n * - Warmage (tier 2): Adaptive missile fitting (fitMissileToBudget), smarter attacks\n * - Archmage (tier 3): Future — supreme duelist, perfect tactical mastery\n *\n * TIER: 1 (base)\n */\nexport function Battlemage(): FinalAction\n{\n\tconst position = usePosition();\n\tconst enemy = useEnemy();\n\tconst status = useStatus();\n\tconst blinkCooldown = useBlinkCooldown();\n\tconst health = useHealth();\n\tconst tick = useTick();\n\tconst threats = useThreats();\n\tconst projectiles = useProjectiles();\n\tconst castingSpell = useCastingSpell();\n\tconst castProgressData = useCastProgress();\n\n\n\tconst targetDistance = useParam('targetDistance', 392, {\n\t\trange: 150,\n\t\tmin: 150,\n\t});\n\tconst strafeCyclePeriod = useParam('strafeCyclePeriod', 240, {\n\t\trange: 75,\n\t\tmin: 80,\n\t\tmax: 300,\n\t});\n\tconst strafeIntensity = useParam('strafeIntensity', 0.87, {\n\t\trange: 0.4,\n\t\tmin: 0.2,\n\t\tmax: 1,\n\t\tsteps: 7,\n\t});\n\tconst approachSpeed = useParam('approachSpeed', 0.8, {\n\t\trange: 0.3,\n\t\tmin: 0.1,\n\t\tmax: 0.8,\n\t\tsteps: 7,\n\t});\n\tconst distanceDeadZone = useParam('distanceDeadZone', 64, {\n\t\trange: 30,\n\t\tmin: 10,\n\t\tmax: 80,\n\t\tsteps: 7,\n\t});\n\tconst shieldCancelThreshold = useParam('shieldCancelThreshold', 150, {\n\t\trange: 75,\n\t\tmin: 50,\n\t\tmax: 300,\n\t});\n\tconst blinkWindowMax = useParam('blinkWindowMax', 15, {\n\t\trange: 30,\n\t\tmin: 15,\n\t\tmax: 80,\n\t\tsteps: 7,\n\t});\n\tconst blinkDistanceOffset = useParam('blinkDistanceOffset', 100, {\n\t\trange: 40,\n\t\tmin: 0,\n\t\tmax: 100,\n\t\tsteps: 7,\n\t});\n\tconst cancelMinRemainingCast = useParam('cancelMinRemainingCast', 36, {\n\t\trange: 30,\n\t\tmin: 5,\n\t\tmax: 100,\n\t\tsteps: 7,\n\t});\n\tconst interruptRange = useParam('interruptRange', 150, {\n\t\trange: 150,\n\t\tmin: 150,\n\t\tmax: 600,\n\t\tsteps: 7,\n\t});\n\tconst attackRange = useParam('attackRange', 662, {\n\t\trange: 150,\n\t\tmin: 200,\n\t\tmax: 700,\n\t});\n\tconst centerBias = useParam('centerBias', 0.04, {\n\t\trange: 0.4,\n\t\tmin: 0,\n\t\tmax: 0.8,\n\t\tsteps: 5,\n\t});\n\tconst maxBlinkDistance = useParam('maxBlinkDistance', 216, {\n\t\trange: 100,\n\t\tmin: 50,\n\t\tmax: 300,\n\t\tsteps: 7,\n\t});\n\n\tconst distance = distanceTo(position, enemy.position);\n\n\tfunction capBlinkDistance(target: {x: number; y: number}): {x: number; y: number}\n\t{\n\t\tconst dx = target.x - position.x;\n\t\tconst dy = target.y - position.y;\n\t\tconst dist = Math.sqrt(dx * dx + dy * dy);\n\t\tif (dist <= maxBlinkDistance) return target;\n\t\tconst scale = maxBlinkDistance / dist;\n\t\treturn {x: position.x + dx * scale, y: position.y + dy * scale};\n\t}\n\n\t// Analyze threats using simulation\n\tconst urgentThreat = getMostUrgentThreat(threats);\n\n\t// === DEFENSE: Handle channeling ===\n\tif (status === 'channeling') \n\t{\n\t\t// Cancel shield if no imminent threats\n\t\tif (!urgentThreat || urgentThreat.ticksToImpact > shieldCancelThreshold) \n\t\t{\n\t\t\treturn cancel();\n\t\t}\n\t\treturn idle();\n\t}\n\n\t// === DEFENSE: Cancel long missile casts if undodgeable threat approaches ===\n\t// Only cancel when health is too low to trade (aggressive casts accepted the risk).\n\tif (\n\t\tstatus === 'casting' &&\n castingSpell === 'missile' &&\n urgentThreat &&\n !urgentThreat.bestDodgeDirection\n\t) \n\t{\n\t\tconst remainingCast = ((castProgressData?.total) ?? 0) - ((castProgressData?.current) ?? 0);\n\t\tif (\n\t\t\tremainingCast > cancelMinRemainingCast &&\n urgentThreat.ticksToImpact <=\n remainingCast + RULES.GCD_DURATION + RULES.SHIELD_CAST_TIME + 1 &&\n health <= urgentThreat.projectile.damage * 2 + 1\n\t\t) \n\t\t{\n\t\t\tconst dodgeDirection = getDodgeDirectionForMovement(\n\t\t\t\tthreats,\n\t\t\t\tposition,\n\t\t\t);\n\t\t\tconst cancelMove = combatMove(\n\t\t\t\tposition,\n\t\t\t\tenemy,\n\t\t\t\tdistance,\n\t\t\t\ttargetDistance,\n\t\t\t\tdodgeDirection,\n\t\t\t\ttick,\n\t\t\t\tstrafeCyclePeriod,\n\t\t\t\tstrafeIntensity,\n\t\t\t\tapproachSpeed,\n\t\t\t\tdistanceDeadZone,\n\t\t\t\tcenterBias,\n\t\t\t);\n\t\t\tconst safeCancelMove = keepOffWalls(position, cancelMove);\n\t\t\treturn cancel().move(safeCancelMove.x, safeCancelMove.y);\n\t\t}\n\t}\n\n\t// === BLINK: Dodge missile + close gap simultaneously (first priority) ===\n\t// Blink both dodges the incoming missile AND closes distance — better than shielding.\n\t// Only shield when blink is on cooldown.\n\tif (\n\t\tstatus === 'idle' &&\n urgentThreat &&\n blinkCooldown === 0 &&\n distance > targetDistance - blinkDistanceOffset &&\n urgentThreat.ticksToImpact >= 10 &&\n urgentThreat.ticksToImpact <= blinkWindowMax\n\t) \n\t{\n\t\tconst rawBlinkTarget =\n\t\t\tgetBlinkToDecreaseDistance(\n\t\t\t\tposition,\n\t\t\t\tenemy.position,\n\t\t\t\tprojectiles,\n\t\t\t) ?? enemy.position;\n\t\tconst blinkTarget = capBlinkDistance(rawBlinkTarget);\n\t\treturn blink(blinkTarget.x, blinkTarget.y);\n\t}\n\n\t// === DEFENSE: Shield undodgeable or high-damage homing threats (only when blink can't handle it) ===\n\tif (\n\t\tstatus === 'idle' &&\n urgentThreat &&\n (!urgentThreat.bestDodgeDirection || shouldForceShield(urgentThreat))\n\t) \n\t{\n\t\tif (\n\t\t\turgentThreat.canBlockInTime &&\n urgentThreat.ticksToStartShield <= 3 &&\n (blinkCooldown > 0 || urgentThreat.ticksToImpact < 10)\n\t\t) \n\t\t{\n\t\t\treturn shield();\n\t\t}\n\t}\n\n\t// === Preemptive shield — shield when enemy is casting a missile at close range ===\n\tif (\n\t\tstatus === 'idle' &&\n\t\tdistance < 300 &&\n\t\tenemy.status === 'casting' &&\n\t\tenemy.castingSpell === 'missile'\n\t)\n\t{\n\t\tconst remainingCast = (enemy.castDuration ?? 0) - (enemy.castProgress ?? 0);\n\t\tconst estimatedFlightTicks = distance / 8;\n\t\tconst ticksUntilHit = remainingCast + estimatedFlightTicks;\n\n\t\tif (\n\t\t\tticksUntilHit >= RULES.SHIELD_CAST_TIME &&\n\t\t\tticksUntilHit < RULES.SHIELD_CAST_TIME + 15\n\t\t)\n\t\t{\n\t\t\treturn shield();\n\t\t}\n\t}\n\n\t// Movement: smart strafe + maintain optimal distance\n\tconst dodgeDirection = getDodgeDirectionForMovement(threats, position);\n\tconst move = combatMove(\n\t\tposition,\n\t\tenemy,\n\t\tdistance,\n\t\ttargetDistance,\n\t\tdodgeDirection,\n\t\ttick,\n\t\tstrafeCyclePeriod,\n\t\tstrafeIntensity,\n\t\tapproachSpeed,\n\t\tdistanceDeadZone,\n\t\tcenterBias,\n\t);\n\tconst safeMove = keepOffWalls(position, move);\n\t// === OFFENSE ===\n\tif (status === 'idle')\n\t{\n\t\t// Pre-cast wall discipline: don't commit to a cast we can't react out of while\n\t\t// pinned near a wall — step toward center first so knockback can't reach lava.\n\t\tconst reposition = getPreCastReposition(position, enemy.position);\n\t\tif (reposition) return moveAction(reposition.x, reposition.y);\n\n\t\t// Interrupt if enemy is casting (quick attack)\n\t\tif (enemy.status === 'casting' && distance < interruptRange) \n\t\t{\n\t\t\tconst castTime = getMissileCastTime(QUICK_CONFIG);\n\t\t\tif (isSafeToAttack(threats, castTime)) \n\t\t\t{\n\t\t\t\treturn missile(QUICK_CONFIG, StandardHoming, angleTo(position, enemy.position)).move(safeMove.x, safeMove.y);\n\t\t\t}\n\t\t}\n\n\t\t// Standard attacks at combat range\n\t\tif (distance < attackRange) \n\t\t{\n\t\t\tconst heavyCastTime = getMissileCastTime(HEAVY_CONFIG);\n\t\t\tif (isSafeToAttack(threats, heavyCastTime)) \n\t\t\t{\n\t\t\t\treturn missile(HEAVY_CONFIG, StandardHoming, angleTo(position, enemy.position)).move(safeMove.x, safeMove.y);\n\t\t\t}\n\n\t\t\t// Fallback: quick homing missile when heavy isn't safe (only if in range)\n\t\t\tconst quickCastTime = getMissileCastTime(QUICK_CONFIG);\n\t\t\tif (\n\t\t\t\tdistance < QUICK_RANGE * 0.9 &&\n isSafeToAttack(threats, quickCastTime)\n\t\t\t) \n\t\t\t{\n\t\t\t\treturn missile(QUICK_CONFIG, StandardHoming, angleTo(position, enemy.position)).move(safeMove.x, safeMove.y);\n\t\t\t}\n\n\t\t\t// Not safe to attack — wait for threat to pass, then fire\n\t\t}\n\t}\n\n\t// === FALLBACK DEFENSE: Shield when no attack window exists ===\n\tif (\n\t\tstatus === 'idle' &&\n urgentThreat &&\n !urgentThreat.bestDodgeDirection &&\n urgentThreat.canBlockInTime &&\n urgentThreat.ticksToStartShield <= 3\n\t) \n\t{\n\t\treturn shield();\n\t}\n\n\treturn moveAction(safeMove.x, safeMove.y);\n}\n","import type {FinalAction, MissileFunction} from '../../hooks/index.js';\nimport {usePosition, useEnemy, useStatus, useBlinkCooldown, useHealth, useTick, useThreats, useProjectiles, useLastMissileConfig, useCastingSpell, useCastProgress, idle, move as moveAction, missile, shield, blink, cancel, getMissileContext, turnToward, flyStraight} from '../../hooks/index.js';\nimport {angleTo} from '../../utils/angles.js';\nimport {distanceTo} from '../../utils/distance.js';\nimport {RULES, ARENA_MIN, ARENA_MAX} from '../../rules.js';\nimport {\n\tgetMostUrgentThreat,\n\tgetDodgeDirectionForMovement,\n\tfitMissileToBudget,\n\tgetBlinkToDecreaseDistance,\n\tgetBlinkToIncreaseDistance,\n\tshouldForceShield,\n\tMIN_BLINK_ESCAPE_DISTANCE,\n\tMAX_CAST_BUDGET,\n\tMIN_USEFUL_DAMAGE,\n\tkeepOffWalls,\n\tgetPreCastReposition,\n} from '../shared.js';\nimport {useParam} from '../../engine/params-runtime.js';\nconst WALL_BUFFER = 60;\n\nconst SHIELD_BUFFER = 3;\n\n/**\n * Standard homing missile AI.\n */\nconst StandardHoming: MissileFunction = () =>\n{\n\tconst ctx = getMissileContext();\n\tconst enemy = ctx.worldState.enemies[0];\n\treturn enemy ? turnToward(enemy.position.x, enemy.position.y) : flyStraight();\n};\n\nconst StraightAI: MissileFunction = () => flyStraight();\n\n/**\n * Check if near wall.\n */\nfunction isNearWall(position: {x: number; y: number}): boolean \n{\n\treturn (\n\t\tposition.x < ARENA_MIN + WALL_BUFFER ||\n position.x > ARENA_MAX - WALL_BUFFER ||\n position.y < ARENA_MIN + WALL_BUFFER ||\n position.y > ARENA_MAX - WALL_BUFFER\n\t);\n}\n\n/**\n * Smart combat movement with threat-aware dodging.\n */\nfunction combatMove(\n\tposition: {x: number; y: number},\n\tenemy: {position: {x: number; y: number}},\n\tcurrentDistance: number,\n\ttargetDistance: number,\n\tdodgeDirection: {x: number; y: number} | null,\n\ttick: number,\n\tstrafeCyclePeriod: number,\n\tstrafeIntensity: number,\n\tapproachSpeed: number,\n\tdistanceDeadZone: number,\n\tcenterBias: number,\n): {x: number; y: number}\n{\n\tconst deltaX = enemy.position.x - position.x;\n\tconst deltaY = enemy.position.y - position.y;\n\tconst normalizedDistance = currentDistance > 0 ? currentDistance : 1;\n\n\t// Approach the center-side of the enemy so knockback pushes toward center, not lava.\n\tconst center = (ARENA_MIN + ARENA_MAX) / 2;\n\tconst toCenterX = center - enemy.position.x;\n\tconst toCenterY = center - enemy.position.y;\n\tconst toCenterDist = Math.sqrt(toCenterX * toCenterX + toCenterY * toCenterY) || 1;\n\tconst approachDirX = deltaX / normalizedDistance + (toCenterX / toCenterDist) * centerBias;\n\tconst approachDirY = deltaY / normalizedDistance + (toCenterY / toCenterDist) * centerBias;\n\tconst approachMag = Math.sqrt(approachDirX * approachDirX + approachDirY * approachDirY) || 1;\n\n\t// Perpendicular directions\n\tconst strafeClockwise = {\n\t\tx: -deltaY / normalizedDistance,\n\t\ty: deltaX / normalizedDistance,\n\t};\n\tconst strafeCounterClockwise = {\n\t\tx: deltaY / normalizedDistance,\n\t\ty: -deltaX / normalizedDistance,\n\t};\n\n\tlet strafeDirection: {x: number; y: number};\n\n\tif (dodgeDirection) \n\t{\n\t\tstrafeDirection = dodgeDirection;\n\t}\n\telse if (isNearWall(position)) \n\t{\n\t\tconst futureClockwise = {\n\t\t\tx: position.x + strafeClockwise.x * 100,\n\t\t\ty: position.y + strafeClockwise.y * 100,\n\t\t};\n\t\tconst futureCounterClockwise = {\n\t\t\tx: position.x + strafeCounterClockwise.x * 100,\n\t\t\ty: position.y + strafeCounterClockwise.y * 100,\n\t\t};\n\t\tconst scoreClockwise = Math.min(\n\t\t\tfutureClockwise.x - ARENA_MIN,\n\t\t\tARENA_MAX - futureClockwise.x,\n\t\t\tfutureClockwise.y - ARENA_MIN,\n\t\t\tARENA_MAX - futureClockwise.y,\n\t\t);\n\t\tconst scoreCounterClockwise = Math.min(\n\t\t\tfutureCounterClockwise.x - ARENA_MIN,\n\t\t\tARENA_MAX - futureCounterClockwise.x,\n\t\t\tfutureCounterClockwise.y - ARENA_MIN,\n\t\t\tARENA_MAX - futureCounterClockwise.y,\n\t\t);\n\t\tstrafeDirection =\n\t\t\tscoreClockwise > scoreCounterClockwise\n\t\t\t\t? strafeClockwise\n\t\t\t\t: strafeCounterClockwise;\n\t}\n\telse \n\t{\n\t\tconst cycle = Math.floor(tick / strafeCyclePeriod) % 2;\n\t\tstrafeDirection = cycle === 0 ? strafeClockwise : strafeCounterClockwise;\n\t}\n\n\tif (dodgeDirection) \n\t{\n\t\treturn {x: strafeDirection.x, y: strafeDirection.y};\n\t}\n\n\tlet moveX = strafeDirection.x * strafeIntensity;\n\tlet moveY = strafeDirection.y * strafeIntensity;\n\n\tif (currentDistance > targetDistance + distanceDeadZone)\n\t{\n\t\tmoveX += (approachDirX / approachMag) * approachSpeed;\n\t\tmoveY += (approachDirY / approachMag) * approachSpeed;\n\t}\n\telse if (currentDistance < targetDistance - distanceDeadZone) \n\t{\n\t\tlet retreatX = -(deltaX / normalizedDistance) * approachSpeed;\n\t\tlet retreatY = -(deltaY / normalizedDistance) * approachSpeed;\n\t\tif (position.x < ARENA_MIN + WALL_BUFFER && retreatX < 0) retreatX = 0;\n\t\tif (position.x > ARENA_MAX - WALL_BUFFER && retreatX > 0) retreatX = 0;\n\t\tif (position.y < ARENA_MIN + WALL_BUFFER && retreatY < 0) retreatY = 0;\n\t\tif (position.y > ARENA_MAX - WALL_BUFFER && retreatY > 0) retreatY = 0;\n\t\tmoveX += retreatX;\n\t\tmoveY += retreatY;\n\t}\n\n\tconst magnitude = Math.sqrt(moveX * moveX + moveY * moveY);\n\tif (magnitude > 1)\n\t{\n\t\tmoveX = moveX / magnitude;\n\t\tmoveY = moveY / magnitude;\n\t}\n\n\treturn {x: moveX, y: moveY};\n}\n\n/**\n * Bot: Warmage\n *\n * BEHAVIOR: Enhanced Battlemage with adaptive missile fitting. Uses fitMissileToBudget\n * to maximize damage within safe attack windows instead of fixed quick/heavy configs.\n * Same close-range playstyle: shields undodgeable threats, blinks to close distance\n * or escape, aggressive hit-trading when health allows. The adaptive fitting means\n * every attack is optimized for the current situation — no wasted cast time.\n *\n * PROGRESSION LINE: Battlemage → Warmage → Archmage\n * - Battlemage (tier 1): Quick/heavy fixed configs, cast interruption, basic defense\n * - Warmage (tier 2): Adaptive missile fitting, optimized damage windows\n * - Archmage (tier 3): Future — supreme duelist, perfect tactical mastery\n *\n * TIER: 2 (enhanced Battlemage)\n */\nexport function Warmage(): FinalAction\n{\n\tconst position = usePosition();\n\tconst enemy = useEnemy();\n\tconst status = useStatus();\n\tconst blinkCooldown = useBlinkCooldown();\n\tconst health = useHealth();\n\tconst tick = useTick();\n\tconst threats = useThreats();\n\tconst projectiles = useProjectiles();\n\tconst lastMissileConfig = useLastMissileConfig();\n\tconst castingSpell = useCastingSpell();\n\tconst castProgressData = useCastProgress();\n\n\n\tconst targetDistance = useParam('targetDistance', 154, {\n\t\trange: 150,\n\t\tmin: 0,\n\t});\n\tconst minTurnRate = useParam('minTurnRate', 0.8, {range: 1.5, min: 0, steps: 5});\n\tconst blinkEscapeDistance = useParam('blinkEscapeDistance', 220, {\n\t\trange: 190,\n\t\tmin: 0,\n\t\tsteps: 7,\n\t});\n\tconst strafeCyclePeriod = useParam('strafeCyclePeriod', 136, {\n\t\trange: 75,\n\t\tmin: 80,\n\t\tmax: 300,\n\t});\n\tconst strafeIntensity = useParam('strafeIntensity', 0.64, {\n\t\trange: 0.4,\n\t\tmin: 0.2,\n\t\tmax: 1,\n\t\tsteps: 7,\n\t});\n\tconst approachSpeed = useParam('approachSpeed', 0.74, {\n\t\trange: 0.3,\n\t\tmin: 0.1,\n\t\tmax: 0.8,\n\t\tsteps: 7,\n\t});\n\tconst distanceDeadZone = useParam('distanceDeadZone', 29, {\n\t\trange: 30,\n\t\tmin: 10,\n\t\tmax: 80,\n\t\tsteps: 7,\n\t});\n\tconst shieldCancelThreshold = useParam('shieldCancelThreshold', 150, {\n\t\trange: 75,\n\t\tmin: 50,\n\t\tmax: 300,\n\t});\n\tconst blinkWindowMax = useParam('blinkWindowMax', 32, {\n\t\trange: 30,\n\t\tmin: 15,\n\t\tmax: 80,\n\t\tsteps: 7,\n\t});\n\tconst blinkDistanceOffset = useParam('blinkDistanceOffset', 100, {\n\t\trange: 40,\n\t\tmin: 0,\n\t\tmax: 100,\n\t\tsteps: 7,\n\t});\n\tconst attackRange = useParam('attackRange', 425, {\n\t\trange: 150,\n\t\tmin: 200,\n\t\tmax: 700,\n\t});\n\tconst flightTimeDivisor = useParam('flightTimeDivisor', 7, {\n\t\trange: 4,\n\t\tmin: 2,\n\t\tmax: 12,\n\t\tsteps: 5,\n\t});\n\tconst centerBias = useParam('centerBias', 0.57, {\n\t\trange: 0.4,\n\t\tmin: 0,\n\t\tmax: 0.8,\n\t\tsteps: 5,\n\t});\n\tconst maxBlinkDistance = useParam('maxBlinkDistance', 224, {\n\t\trange: 100,\n\t\tmin: 50,\n\t\tmax: 300,\n\t\tsteps: 7,\n\t});\n\n\tconst distance = distanceTo(position, enemy.position);\n\n\tfunction capBlinkDistance(target: {x: number; y: number}): {x: number; y: number}\n\t{\n\t\tconst dx = target.x - position.x;\n\t\tconst dy = target.y - position.y;\n\t\tconst dist = Math.sqrt(dx * dx + dy * dy);\n\t\tif (dist <= maxBlinkDistance) return target;\n\t\tconst scale = maxBlinkDistance / dist;\n\t\treturn {x: position.x + dx * scale, y: position.y + dy * scale};\n\t}\n\n\t// Analyze threats using simulation\n\tconst urgentThreat = getMostUrgentThreat(threats);\n\n\t// === DEFENSE: Handle channeling ===\n\tif (status === 'channeling') \n\t{\n\t\tif (!urgentThreat || urgentThreat.ticksToImpact > shieldCancelThreshold) \n\t\t{\n\t\t\treturn cancel();\n\t\t}\n\t\treturn idle();\n\t}\n\n\t// === DEFENSE: Cancel missile cast only for LETHAL incoming damage ===\n\t// DPS trade: we accepted the hit when we started casting. Only cancel to survive.\n\tif (\n\t\tstatus === 'casting' &&\n castingSpell === 'missile' &&\n urgentThreat &&\n urgentThreat.projectile.damage >= health\n\t) \n\t{\n\t\tconst remainingCast = ((castProgressData?.total) ?? 0) - ((castProgressData?.current) ?? 0);\n\t\tif (\n\t\t\turgentThreat.ticksToImpact <=\n remainingCast + RULES.GCD_DURATION + RULES.SHIELD_CAST_TIME + 1\n\t\t) \n\t\t{\n\t\t\tconst dodgeDirection = getDodgeDirectionForMovement(\n\t\t\t\tthreats,\n\t\t\t\tposition,\n\t\t\t);\n\t\t\tconst cancelMove = combatMove(\n\t\t\t\tposition,\n\t\t\t\tenemy,\n\t\t\t\tdistance,\n\t\t\t\ttargetDistance,\n\t\t\t\tdodgeDirection,\n\t\t\t\ttick,\n\t\t\t\tstrafeCyclePeriod,\n\t\t\t\tstrafeIntensity,\n\t\t\t\tapproachSpeed,\n\t\t\t\tdistanceDeadZone,\n\t\t\t\tcenterBias,\n\t\t\t);\n\t\t\tconst safeCancelMove = keepOffWalls(position, cancelMove);\n\t\t\treturn cancel().move(safeCancelMove.x, safeCancelMove.y);\n\t\t}\n\t}\n\n\t// === BLINK: Dodge missile + close gap simultaneously (first priority) ===\n\t// Blink both dodges the incoming missile AND closes distance — better than shielding.\n\t// Only shield when blink is on cooldown.\n\tif (\n\t\tstatus === 'idle' &&\n urgentThreat &&\n blinkCooldown === 0 &&\n distance > targetDistance - blinkDistanceOffset &&\n urgentThreat.ticksToImpact >= 10 &&\n urgentThreat.ticksToImpact <= blinkWindowMax\n\t) \n\t{\n\t\tconst rawBlinkTarget =\n\t\t\tgetBlinkToDecreaseDistance(\n\t\t\t\tposition,\n\t\t\t\tenemy.position,\n\t\t\t\tprojectiles,\n\t\t\t) ?? enemy.position;\n\t\tconst blinkTarget = capBlinkDistance(rawBlinkTarget);\n\t\treturn blink(blinkTarget.x, blinkTarget.y);\n\t}\n\n\t// === BLINK ESCAPE: Enemy too close, blink away to reestablish dueling range ===\n\t// Warmage is a duelist at 280 range — if enemy closes to melee, blink out.\n\tif (\n\t\tstatus === 'idle' &&\n distance < blinkEscapeDistance &&\n blinkCooldown === 0 &&\n (!urgentThreat || urgentThreat.bestDodgeDirection !== null)\n\t) \n\t{\n\t\tconst escapeTarget = getBlinkToIncreaseDistance(\n\t\t\tposition,\n\t\t\tenemy.position,\n\t\t\tprojectiles,\n\t\t\tMIN_BLINK_ESCAPE_DISTANCE,\n\t\t);\n\t\tif (escapeTarget)\n\t\t{\n\t\t\tconst capped = capBlinkDistance(escapeTarget);\n\t\t\treturn blink(capped.x, capped.y);\n\t\t}\n\t}\n\n\t// === DEFENSE: Shield undodgeable or high-damage homing threats (only when blink can't handle it) ===\n\tif (\n\t\tstatus === 'idle' &&\n urgentThreat &&\n (!urgentThreat.bestDodgeDirection || shouldForceShield(urgentThreat))\n\t) \n\t{\n\t\tif (\n\t\t\turgentThreat.canBlockInTime &&\n urgentThreat.ticksToStartShield <= 3 &&\n (blinkCooldown > 0 || urgentThreat.ticksToImpact < 10)\n\t\t) \n\t\t{\n\t\t\treturn shield();\n\t\t}\n\t}\n\n\t// === Preemptive shield — shield when enemy is casting a missile at close range ===\n\tif (\n\t\tstatus === 'idle' &&\n\t\tdistance < 300 &&\n\t\tenemy.status === 'casting' &&\n\t\tenemy.castingSpell === 'missile'\n\t)\n\t{\n\t\tconst remainingCast = (enemy.castDuration ?? 0) - (enemy.castProgress ?? 0);\n\t\tconst estimatedFlightTicks = distance / 8;\n\t\tconst ticksUntilHit = remainingCast + estimatedFlightTicks;\n\n\t\tif (\n\t\t\tticksUntilHit >= RULES.SHIELD_CAST_TIME &&\n\t\t\tticksUntilHit < RULES.SHIELD_CAST_TIME + 15\n\t\t)\n\t\t{\n\t\t\treturn shield();\n\t\t}\n\t}\n\n\t// Movement\n\tconst dodgeDirection = getDodgeDirectionForMovement(threats, position);\n\tconst move = combatMove(\n\t\tposition,\n\t\tenemy,\n\t\tdistance,\n\t\ttargetDistance,\n\t\tdodgeDirection,\n\t\ttick,\n\t\tstrafeCyclePeriod,\n\t\tstrafeIntensity,\n\t\tapproachSpeed,\n\t\tdistanceDeadZone,\n\t\tcenterBias,\n\t);\n\tconst safeMove = keepOffWalls(position, move);\n\t// === OFFENSE: Adaptive missile fitting ===\n\tif (status === 'idle' && distance < attackRange)\n\t{\n\t\tconst reposition = getPreCastReposition(position, enemy.position);\n\t\tif (reposition) return moveAction(reposition.x, reposition.y);\n\n\t\tlet nextThreatTime = urgentThreat?.ticksToImpact ?? Infinity;\n\n\t\t// Account for enemy's active cast — their missile will arrive after cast completes + flight time\n\t\tif (enemy.status === 'casting' && enemy.castingSpell === 'missile') \n\t\t{\n\t\t\tconst remainingEnemyCast =\n\t\t\t\t(enemy.castDuration ?? 0) - (enemy.castProgress ?? 0);\n\t\t\tconst estimatedFlightTime = distance / flightTimeDivisor;\n\t\t\tnextThreatTime = Math.min(\n\t\t\t\tnextThreatTime,\n\t\t\t\tremainingEnemyCast + estimatedFlightTime,\n\t\t\t);\n\t\t}\n\n\t\tconst safeBudget =\n\t\t\tnextThreatTime - RULES.GCD_DURATION - RULES.SHIELD_CAST_TIME - SHIELD_BUFFER;\n\t\tconst budgetTicks = Math.min(safeBudget, MAX_CAST_BUDGET);\n\n\t\t// Warmage moves while casting, so always need homing to compensate\n\t\tconst enemyHP = Math.ceil(enemy.health);\n\t\tconst minDmg = Math.min(MIN_USEFUL_DAMAGE, enemyHP);\n\t\tconst config = fitMissileToBudget(budgetTicks, distance, {\n\t\t\tminTurnRate,\n\t\t\tmaxDamage: enemyHP,\n\t\t\tlastMissileConfig: lastMissileConfig,\n\t\t});\n\n\t\tif (config && config.damage >= minDmg) \n\t\t{\n\t\t\treturn missile(config, config.turnRate > 0 ? StandardHoming : StraightAI, angleTo(position, enemy.position)).move(safeMove.x, safeMove.y);\n\t\t}\n\n\t\t// Budget too small for useful missile — wait for threat to pass, then fire\n\t}\n\n\t// === FALLBACK DEFENSE: Shield when no attack window exists ===\n\t// If all offense checks failed and there's an undodgeable threat, shield it.\n\tif (\n\t\tstatus === 'idle' &&\n urgentThreat &&\n !urgentThreat.bestDodgeDirection &&\n urgentThreat.canBlockInTime &&\n urgentThreat.ticksToStartShield <= 3\n\t) \n\t{\n\t\treturn shield();\n\t}\n\n\treturn moveAction(safeMove.x, safeMove.y);\n}\n","import type {FinalAction, MissileFunction} from '../../hooks/index.js';\nimport {usePosition, useEnemy, useStatus, useBlinkCooldown, useHealth, useTick, useThreats, useProjectiles, useLastMissileConfig, useCastingSpell, useCastProgress, idle, move as moveAction, missile, shield, blink, cancel, getMissileContext, turnToward, flyStraight} from '../../hooks/index.js';\nimport {angleTo} from '../../utils/angles.js';\nimport {distanceTo} from '../../utils/distance.js';\nimport {RULES, ARENA_MIN, ARENA_MAX} from '../../rules.js';\nimport {getMissileCastTime, getLeadPosition} from '../../utils/combat.js';\nimport {\n\tgetMostUrgentThreat,\n\tgetDodgeDirectionForMovement,\n\tfitMissileToBudget,\n\tgetBlinkToDecreaseDistance,\n\tgetBlinkToIncreaseDistance,\n\tshouldForceShield,\n\tMIN_BLINK_ESCAPE_DISTANCE,\n\tMAX_CAST_BUDGET,\n\tMIN_USEFUL_DAMAGE,\n\tgetEnemyVulnerabilityTicks,\n\tisSafeToAttack,\n\tkeepOffWalls,\n\tgetPreCastReposition,\n} from '../shared.js';\nimport {useParam} from '../../engine/params-runtime.js';\n\nconst WALL_BUFFER = 60;\nconst SHIELD_BUFFER = 3;\n\nconst HomingAI: MissileFunction = () =>\n{\n\tconst ctx = getMissileContext();\n\tconst enemy = ctx.worldState.enemies[0];\n\treturn enemy ? turnToward(enemy.position.x, enemy.position.y) : flyStraight();\n};\n\nconst StraightAI: MissileFunction = () => flyStraight();\n\nfunction isNearWall(position: {x: number; y: number}): boolean \n{\n\treturn (\n\t\tposition.x < ARENA_MIN + WALL_BUFFER ||\n position.x > ARENA_MAX - WALL_BUFFER ||\n position.y < ARENA_MIN + WALL_BUFFER ||\n position.y > ARENA_MAX - WALL_BUFFER\n\t);\n}\n\n/**\n * Smart combat movement with threat-aware dodging.\n */\nfunction combatMove(\n\tposition: {x: number; y: number},\n\tenemy: {position: {x: number; y: number}},\n\tcurrentDistance: number,\n\ttargetDistance: number,\n\tdodgeDirection: {x: number; y: number} | null,\n\ttick: number,\n\tstrafeCyclePeriod: number,\n\tstrafeIntensity: number,\n\tapproachSpeed: number,\n\tdistanceDeadZone: number,\n\tcenterBias: number,\n): {x: number; y: number}\n{\n\tconst deltaX = enemy.position.x - position.x;\n\tconst deltaY = enemy.position.y - position.y;\n\tconst normalizedDistance = currentDistance > 0 ? currentDistance : 1;\n\n\t// Approach the center-side of the enemy so knockback pushes toward center, not lava.\n\tconst center = (ARENA_MIN + ARENA_MAX) / 2;\n\tconst toCenterX = center - enemy.position.x;\n\tconst toCenterY = center - enemy.position.y;\n\tconst toCenterDist = Math.sqrt(toCenterX * toCenterX + toCenterY * toCenterY) || 1;\n\tconst approachDirX = deltaX / normalizedDistance + (toCenterX / toCenterDist) * centerBias;\n\tconst approachDirY = deltaY / normalizedDistance + (toCenterY / toCenterDist) * centerBias;\n\tconst approachMag = Math.sqrt(approachDirX * approachDirX + approachDirY * approachDirY) || 1;\n\n\tconst strafeClockwise = {\n\t\tx: -deltaY / normalizedDistance,\n\t\ty: deltaX / normalizedDistance,\n\t};\n\tconst strafeCounterClockwise = {\n\t\tx: deltaY / normalizedDistance,\n\t\ty: -deltaX / normalizedDistance,\n\t};\n\n\tlet strafeDirection: {x: number; y: number};\n\n\tif (dodgeDirection) \n\t{\n\t\tstrafeDirection = dodgeDirection;\n\t}\n\telse if (isNearWall(position)) \n\t{\n\t\tconst futureClockwise = {\n\t\t\tx: position.x + strafeClockwise.x * 100,\n\t\t\ty: position.y + strafeClockwise.y * 100,\n\t\t};\n\t\tconst futureCounterClockwise = {\n\t\t\tx: position.x + strafeCounterClockwise.x * 100,\n\t\t\ty: position.y + strafeCounterClockwise.y * 100,\n\t\t};\n\t\tconst scoreClockwise = Math.min(\n\t\t\tfutureClockwise.x - ARENA_MIN,\n\t\t\tARENA_MAX - futureClockwise.x,\n\t\t\tfutureClockwise.y - ARENA_MIN,\n\t\t\tARENA_MAX - futureClockwise.y,\n\t\t);\n\t\tconst scoreCounterClockwise = Math.min(\n\t\t\tfutureCounterClockwise.x - ARENA_MIN,\n\t\t\tARENA_MAX - futureCounterClockwise.x,\n\t\t\tfutureCounterClockwise.y - ARENA_MIN,\n\t\t\tARENA_MAX - futureCounterClockwise.y,\n\t\t);\n\t\tstrafeDirection =\n\t\t\tscoreClockwise > scoreCounterClockwise\n\t\t\t\t? strafeClockwise\n\t\t\t\t: strafeCounterClockwise;\n\t}\n\telse \n\t{\n\t\tconst cycle = Math.floor(tick / strafeCyclePeriod) % 2;\n\t\tstrafeDirection = cycle === 0 ? strafeClockwise : strafeCounterClockwise;\n\t}\n\n\tif (dodgeDirection) \n\t{\n\t\treturn {x: strafeDirection.x, y: strafeDirection.y};\n\t}\n\n\tlet moveX = strafeDirection.x * strafeIntensity;\n\tlet moveY = strafeDirection.y * strafeIntensity;\n\n\tif (currentDistance > targetDistance + distanceDeadZone)\n\t{\n\t\tmoveX += (approachDirX / approachMag) * approachSpeed;\n\t\tmoveY += (approachDirY / approachMag) * approachSpeed;\n\t}\n\telse if (currentDistance < targetDistance - distanceDeadZone) \n\t{\n\t\tlet retreatX = -(deltaX / normalizedDistance) * approachSpeed;\n\t\tlet retreatY = -(deltaY / normalizedDistance) * approachSpeed;\n\t\tif (position.x < ARENA_MIN + WALL_BUFFER && retreatX < 0) retreatX = 0;\n\t\tif (position.x > ARENA_MAX - WALL_BUFFER && retreatX > 0) retreatX = 0;\n\t\tif (position.y < ARENA_MIN + WALL_BUFFER && retreatY < 0) retreatY = 0;\n\t\tif (position.y > ARENA_MAX - WALL_BUFFER && retreatY > 0) retreatY = 0;\n\t\tmoveX += retreatX;\n\t\tmoveY += retreatY;\n\t}\n\n\tconst magnitude = Math.sqrt(moveX * moveX + moveY * moveY);\n\tif (magnitude > 1)\n\t{\n\t\tmoveX = moveX / magnitude;\n\t\tmoveY = moveY / magnitude;\n\t}\n\n\treturn {x: moveX, y: moveY};\n}\n\n/**\n * Bot: Archmage\n *\n * BEHAVIOR: Versatile duelist that adapts missile choice based on distance and HP.\n * Close range → straight missiles (no turn cost = more damage). Mid/far range → homing.\n * Uses dual-blink aggressively (gap-close during vulnerability, escape when trade is bad).\n * HP-aware: ahead → aggressive close range; behind → defensive ranged kiting.\n *\n * KEY IMPROVEMENTS OVER WARMAGE:\n * - Range-adaptive missiles: straight close, homing far\n * - Vulnerability-timed blinks: gap-close during enemy cast/GCD\n * - HP-aware aggression: adjusts distance + risk tolerance based on HP differential\n * - Progressive cast-cancel: graduated thresholds\n *\n * PROGRESSION LINE: Battlemage → Warmage → Archmage\n * TIER: 3 (elite Duelist line)\n */\nexport function Archmage(): FinalAction\n{\n\tconst position = usePosition();\n\tconst enemy = useEnemy();\n\tconst status = useStatus();\n\tconst blinkCooldown = useBlinkCooldown();\n\tconst health = useHealth();\n\tconst tick = useTick();\n\tconst threats = useThreats();\n\tconst projectiles = useProjectiles();\n\tconst lastMissileConfig = useLastMissileConfig();\n\tconst castingSpell = useCastingSpell();\n\tconst castProgressData = useCastProgress();\n\n\n\tconst targetDistance = useParam('targetDistance', 341, {\n\t\trange: 150,\n\t\tmin: 0,\n\t});\n\tconst minTurnRate = useParam('minTurnRate', 0.4, {range: 1.5, min: 0, steps: 5});\n\tconst blinkEscapeDistance = useParam('blinkEscapeDistance', 233, {\n\t\trange: 190,\n\t\tmin: 0,\n\t\tsteps: 7,\n\t});\n\tconst punishMinVulnerability = useParam('punishMinVulnerability', 70, {\n\t\trange: 30,\n\t\tmin: 10,\n\t\tsteps: 5,\n\t});\n\tconst aggressiveHPThreshold = useParam('aggressiveHPThreshold', 8, {\n\t\trange: 20,\n\t\tmin: 0,\n\t\tsteps: 5,\n\t});\n\tconst preferBlinkDodge =\n\t\tuseParam('preferBlinkDodge', 1, {min: 0, max: 1, steps: 2}) >= 0.5;\n\tconst strafeCyclePeriod = useParam('strafeCyclePeriod', 249, {\n\t\trange: 75,\n\t\tmin: 80,\n\t\tmax: 250,\n\t});\n\tconst strafeIntensity = useParam('strafeIntensity', 0.97, {\n\t\trange: 0.4,\n\t\tmin: 0.2,\n\t\tmax: 1,\n\t\tsteps: 7,\n\t});\n\tconst approachSpeed = useParam('approachSpeed', 0.7, {\n\t\trange: 0.3,\n\t\tmin: 0.1,\n\t\tmax: 0.8,\n\t\tsteps: 7,\n\t});\n\tconst distanceDeadZone = useParam('distanceDeadZone', 30, {\n\t\trange: 30,\n\t\tmin: 10,\n\t\tmax: 80,\n\t\tsteps: 7,\n\t});\n\tconst aggressiveDistanceOffset = useParam('aggressiveDistanceOffset', 11, {\n\t\trange: 50,\n\t\tmin: 0,\n\t\tmax: 100,\n\t\tsteps: 7,\n\t});\n\tconst cautiousDistanceOffset = useParam('cautiousDistanceOffset', 31, {\n\t\trange: 50,\n\t\tmin: 0,\n\t\tmax: 120,\n\t\tsteps: 7,\n\t});\n\tconst cancelHeavyDmg = useParam('cancelHeavyDmg', 30, {\n\t\trange: 15,\n\t\tmin: 5,\n\t\tmax: 40,\n\t\tsteps: 5,\n\t});\n\tconst cancelMediumDmg = useParam('cancelMediumDmg', 21, {\n\t\trange: 10,\n\t\tmin: 3,\n\t\tmax: 25,\n\t\tsteps: 5,\n\t});\n\tconst cancelCastRatio = useParam('cancelCastRatio', 0.6, {\n\t\trange: 0.4,\n\t\tmin: 0.3,\n\t\tmax: 1.0,\n\t\tsteps: 5,\n\t});\n\tconst shieldCancelThreshold = useParam('shieldCancelThreshold', 100, {\n\t\trange: 75,\n\t\tmin: 50,\n\t\tmax: 300,\n\t});\n\tconst blinkWindowMax = useParam('blinkWindowMax', 69, {\n\t\trange: 40,\n\t\tmin: 20,\n\t\tmax: 120,\n\t\tsteps: 7,\n\t});\n\tconst blinkGapThreshold = useParam('blinkGapThreshold', 111, {\n\t\trange: 75,\n\t\tmin: 20,\n\t\tmax: 200,\n\t\tsteps: 7,\n\t});\n\tconst flightTimeDivisor = useParam('flightTimeDivisor', 8.9, {\n\t\trange: 4,\n\t\tmin: 2,\n\t\tmax: 12,\n\t\tsteps: 5,\n\t});\n\tconst closeRangeStraightThreshold = useParam(\n\t\t'closeRangeStraightThreshold',\n\t\t50,\n\t\t{range: 100, min: 50, max: 300, steps: 7},\n\t);\n\tconst centerBias = useParam('centerBias', 0.48, {\n\t\trange: 0.4,\n\t\tmin: 0,\n\t\tmax: 0.8,\n\t\tsteps: 5,\n\t});\n\tconst maxBlinkDistance = useParam('maxBlinkDistance', 200, {\n\t\trange: 100,\n\t\tmin: 50,\n\t\tmax: 300,\n\t\tsteps: 7,\n\t});\n\n\tfunction capBlinkDistance(target: {x: number; y: number}): {x: number; y: number}\n\t{\n\t\tconst dx = target.x - position.x;\n\t\tconst dy = target.y - position.y;\n\t\tconst dist = Math.sqrt(dx * dx + dy * dy);\n\t\tif (dist <= maxBlinkDistance) return target;\n\t\tconst scale = maxBlinkDistance / dist;\n\t\treturn {x: position.x + dx * scale, y: position.y + dy * scale};\n\t}\n\n\tconst distance = distanceTo(position, enemy.position);\n\tconst urgentThreat = getMostUrgentThreat(threats);\n\tconst dodgeDirection = getDodgeDirectionForMovement(threats, position);\n\n\t// HP-aware distance: ahead → fight closer, behind → kite at range\n\tconst hpDiff = health - enemy.health;\n\tconst isAggressive = hpDiff >= -aggressiveHPThreshold;\n\tconst effectiveTargetDistance = isAggressive\n\t\t? targetDistance - aggressiveDistanceOffset\n\t\t: targetDistance + cautiousDistanceOffset;\n\n\tconst move = combatMove(\n\t\tposition,\n\t\tenemy,\n\t\tdistance,\n\t\teffectiveTargetDistance,\n\t\tdodgeDirection,\n\t\ttick,\n\t\tstrafeCyclePeriod,\n\t\tstrafeIntensity,\n\t\tapproachSpeed,\n\t\tdistanceDeadZone,\n\t\tcenterBias,\n\t);\n\tconst safeMove = keepOffWalls(position, move);\n\t// === STEP 1: CHANNELING ===\n\tif (status === 'channeling') \n\t{\n\t\tif (!urgentThreat || urgentThreat.ticksToImpact > shieldCancelThreshold) \n\t\t{\n\t\t\treturn cancel().move(safeMove.x, safeMove.y);\n\t\t}\n\t\treturn idle();\n\t}\n\n\t// === STEP 2: PROGRESSIVE CAST-CANCEL ===\n\tif (\n\t\tstatus === 'casting' &&\n castingSpell === 'missile' &&\n urgentThreat &&\n !urgentThreat.bestDodgeDirection\n\t) \n\t{\n\t\tconst remainingCast = ((castProgressData?.total) ?? 0) - ((castProgressData?.current) ?? 0);\n\t\tconst defenseTime =\n\t\t\tblinkCooldown === 0\n\t\t\t\t? RULES.BLINK_CAST_TIME\n\t\t\t\t: RULES.SHIELD_CAST_TIME + SHIELD_BUFFER;\n\t\tconst willArriveInWindow =\n\t\t\turgentThreat.ticksToImpact <= remainingCast + RULES.GCD_DURATION + defenseTime;\n\n\t\tif (willArriveInWindow) \n\t\t{\n\t\t\tconst incomingDamage = urgentThreat.projectile.damage;\n\t\t\tconst castRatio = ((castProgressData?.current) ?? 0) / ((castProgressData?.total) ?? 1);\n\n\t\t\tif (incomingDamage >= health || incomingDamage >= cancelHeavyDmg) \n\t\t\t{\n\t\t\t\treturn cancel().move(safeMove.x, safeMove.y);\n\t\t\t}\n\t\t\tif (incomingDamage >= cancelMediumDmg && castRatio < cancelCastRatio) \n\t\t\t{\n\t\t\t\treturn cancel().move(safeMove.x, safeMove.y);\n\t\t\t}\n\t\t}\n\t}\n\n\t// === STEP 3: BLINK-DODGE — 100% damage avoidance (optimizer-controlled) ===\n\tif (\n\t\tpreferBlinkDodge &&\n status === 'idle' &&\n urgentThreat &&\n blinkCooldown === 0 &&\n (!urgentThreat.bestDodgeDirection || shouldForceShield(urgentThreat)) &&\n urgentThreat.ticksToImpact >= RULES.BLINK_CAST_TIME &&\n urgentThreat.ticksToImpact <= blinkWindowMax\n\t) \n\t{\n\t\t// Aggressive: blink toward enemy to dodge + close gap\n\t\t// Defensive: blink away to dodge + increase distance\n\t\tif (isAggressive && distance > effectiveTargetDistance)\n\t\t{\n\t\t\tconst blinkTarget = getBlinkToDecreaseDistance(\n\t\t\t\tposition,\n\t\t\t\tenemy.position,\n\t\t\t\tprojectiles,\n\t\t\t);\n\t\t\tif (blinkTarget)\n\t\t\t{\n\t\t\t\tconst capped = capBlinkDistance(blinkTarget);\n\t\t\t\treturn blink(capped.x, capped.y);\n\t\t\t}\n\t\t}\n\t\tconst blinkTarget = getBlinkToIncreaseDistance(\n\t\t\tposition,\n\t\t\tenemy.position,\n\t\t\tprojectiles,\n\t\t\tMIN_BLINK_ESCAPE_DISTANCE,\n\t\t);\n\t\tif (blinkTarget)\n\t\t{\n\t\t\tconst capped = capBlinkDistance(blinkTarget);\n\t\t\treturn blink(capped.x, capped.y);\n\t\t}\n\t}\n\n\t// === STEP 4: BLINK ESCAPE — enemy too close ===\n\tif (\n\t\tstatus === 'idle' &&\n distance < blinkEscapeDistance &&\n blinkCooldown === 0 &&\n (!urgentThreat || urgentThreat.bestDodgeDirection !== null)\n\t) \n\t{\n\t\tconst escapeTarget = getBlinkToIncreaseDistance(\n\t\t\tposition,\n\t\t\tenemy.position,\n\t\t\tprojectiles,\n\t\t\tMIN_BLINK_ESCAPE_DISTANCE,\n\t\t);\n\t\tif (escapeTarget)\n\t\t{\n\t\t\tconst capped = capBlinkDistance(escapeTarget);\n\t\t\treturn blink(capped.x, capped.y);\n\t\t}\n\t}\n\n\t// === STEP 5: SHIELD ===\n\tif (\n\t\tstatus === 'idle' &&\n urgentThreat &&\n (!urgentThreat.bestDodgeDirection || shouldForceShield(urgentThreat))\n\t) \n\t{\n\t\tif (\n\t\t\turgentThreat.canBlockInTime &&\n urgentThreat.ticksToStartShield <= SHIELD_BUFFER &&\n (blinkCooldown > 0 || urgentThreat.ticksToImpact < 10)\n\t\t) \n\t\t{\n\t\t\treturn shield();\n\t\t}\n\t}\n\n\t// === Preemptive shield — shield when enemy is casting a missile at close range ===\n\tif (\n\t\tstatus === 'idle' &&\n\t\tdistance < 300 &&\n\t\tenemy.status === 'casting' &&\n\t\tenemy.castingSpell === 'missile'\n\t)\n\t{\n\t\tconst remainingCast = (enemy.castDuration ?? 0) - (enemy.castProgress ?? 0);\n\t\tconst estimatedFlightTicks = distance / 8;\n\t\tconst ticksUntilHit = remainingCast + estimatedFlightTicks;\n\n\t\tif (\n\t\t\tticksUntilHit >= RULES.SHIELD_CAST_TIME &&\n\t\t\tticksUntilHit < RULES.SHIELD_CAST_TIME + 15\n\t\t)\n\t\t{\n\t\t\treturn shield();\n\t\t}\n\t}\n\n\t// === STEP 6: VULNERABILITY BLINK — gap-close during enemy cast/GCD ===\n\tif (\n\t\tstatus === 'idle' &&\n blinkCooldown === 0 &&\n isAggressive &&\n distance > effectiveTargetDistance + blinkGapThreshold &&\n (!urgentThreat || urgentThreat.bestDodgeDirection !== null)\n\t) \n\t{\n\t\tconst vulnerabilityTicks = getEnemyVulnerabilityTicks(enemy);\n\t\tif (vulnerabilityTicks >= punishMinVulnerability) \n\t\t{\n\t\t\tconst blinkTarget = getBlinkToDecreaseDistance(\n\t\t\t\tposition,\n\t\t\t\tenemy.position,\n\t\t\t\tprojectiles,\n\t\t\t);\n\t\t\tif (blinkTarget)\n\t\t\t{\n\t\t\t\tconst capped = capBlinkDistance(blinkTarget);\n\t\t\t\treturn blink(capped.x, capped.y);\n\t\t\t}\n\t\t}\n\t}\n\n\t// === STEP 7: OFFENSE ===\n\tif (status === 'idle' && distance < 500)\n\t{\n\t\tconst reposition = getPreCastReposition(position, enemy.position);\n\t\tif (reposition) return moveAction(reposition.x, reposition.y);\n\n\t\tconst offenseDefenseTime =\n\t\t\tblinkCooldown === 0\n\t\t\t\t? RULES.BLINK_CAST_TIME\n\t\t\t\t: RULES.SHIELD_CAST_TIME + SHIELD_BUFFER;\n\t\tconst enemyHP = Math.ceil(enemy.health);\n\t\tconst vulnerabilityTicks = getEnemyVulnerabilityTicks(enemy);\n\n\t\t// --- PUNISH MODE: range-adaptive missiles during vulnerability ---\n\t\tif (vulnerabilityTicks >= punishMinVulnerability) \n\t\t{\n\t\t\tconst flightTimeEstimate = distance / flightTimeDivisor;\n\t\t\tconst punishBudget = vulnerabilityTicks - flightTimeEstimate;\n\t\t\tconst nextThreatTime = urgentThreat?.ticksToImpact ?? Infinity;\n\t\t\tconst safeBudget = nextThreatTime - RULES.GCD_DURATION - offenseDefenseTime;\n\t\t\tconst effectiveBudget = Math.min(\n\t\t\t\tpunishBudget,\n\t\t\t\tsafeBudget,\n\t\t\t\tMAX_CAST_BUDGET,\n\t\t\t);\n\n\t\t\tif (effectiveBudget > 0) \n\t\t\t{\n\t\t\t\t// Close range → straight for max damage, far → light homing\n\t\t\t\tconst punishTurnRate = distance < closeRangeStraightThreshold ? 0 : 0.2;\n\t\t\t\tconst config = fitMissileToBudget(effectiveBudget, distance, {\n\t\t\t\t\tminTurnRate: punishTurnRate,\n\t\t\t\t\tmaxDamage: enemyHP,\n\t\t\t\t\tlastMissileConfig: lastMissileConfig,\n\t\t\t\t});\n\n\t\t\t\tif (config && config.damage >= MIN_USEFUL_DAMAGE) \n\t\t\t\t{\n\t\t\t\t\tconst castTime = getMissileCastTime(config, lastMissileConfig);\n\t\t\t\t\tconst actualFlight = distance / config.speed;\n\n\t\t\t\t\tif (\n\t\t\t\t\t\tcastTime + actualFlight < vulnerabilityTicks &&\n isSafeToAttack(threats, castTime)\n\t\t\t\t\t) \n\t\t\t\t\t{\n\t\t\t\t\t\tconst aimTarget =\n\t\t\t\t\t\t\tconfig.turnRate > 0\n\t\t\t\t\t\t\t\t? enemy.position\n\t\t\t\t\t\t\t\t: getLeadPosition(\n\t\t\t\t\t\t\t\t\tenemy.position,\n\t\t\t\t\t\t\t\t\tenemy.velocity,\n\t\t\t\t\t\t\t\t\tconfig.speed,\n\t\t\t\t\t\t\t\t\tposition,\n\t\t\t\t\t\t\t\t);\n\t\t\t\t\t\treturn missile(config, config.turnRate > 0 ? HomingAI : StraightAI, angleTo(position, aimTarget)).move(safeMove.x, safeMove.y);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t\t// --- STANDARD MODE: range-adaptive missiles ---\n\t\tconst nextThreatTime = urgentThreat?.ticksToImpact ?? Infinity;\n\t\tconst safeBudget = nextThreatTime - RULES.GCD_DURATION - offenseDefenseTime;\n\t\tconst budgetTicks = Math.min(safeBudget, MAX_CAST_BUDGET);\n\n\t\t// Adapt turn rate to distance: close → straight, far → homing\n\t\tconst effectiveMinTurnRate =\n\t\t\tdistance < closeRangeStraightThreshold ? 0 : minTurnRate;\n\t\tconst minDmg = Math.min(MIN_USEFUL_DAMAGE, enemyHP);\n\t\tlet config = fitMissileToBudget(budgetTicks, distance, {\n\t\t\tminTurnRate: effectiveMinTurnRate,\n\t\t\tmaxDamage: enemyHP,\n\t\t\tlastMissileConfig: lastMissileConfig,\n\t\t});\n\n\t\tif (config && config.damage >= minDmg)\n\t\t{\n\t\t\tconst actualCastTime = getMissileCastTime(config, lastMissileConfig);\n\t\t\tif (isSafeToAttack(threats, actualCastTime))\n\t\t\t{\n\t\t\t\treturn missile(config, config.turnRate > 0 ? HomingAI : StraightAI, angleTo(position, enemy.position)).move(safeMove.x, safeMove.y);\n\t\t\t}\n\t\t}\n\n\t\t// Fallback: fire bigger missile, accept incoming hit — but only if no undodgeable threat\n\t\tif (!config || config.damage < minDmg)\n\t\t{\n\t\t\tconfig = fitMissileToBudget(MAX_CAST_BUDGET, distance, {\n\t\t\t\tminTurnRate: effectiveMinTurnRate,\n\t\t\t\tmaxDamage: enemyHP,\n\t\t\t\tlastMissileConfig: lastMissileConfig,\n\t\t\t});\n\t\t\tif (config && (!urgentThreat || urgentThreat.bestDodgeDirection !== null))\n\t\t\t{\n\t\t\t\treturn missile(config, config.turnRate > 0 ? HomingAI : StraightAI, angleTo(position, enemy.position)).move(safeMove.x, safeMove.y);\n\t\t\t}\n\t\t}\n\t}\n\n\treturn moveAction(safeMove.x, safeMove.y);\n}\n","import type {FinalAction, MissileFunction} from '../../hooks/index.js';\nimport {usePosition, useEnemy, useStatus, useBlinkCooldown, useHealth, useTick, useThreats, useCastingSpell, useCastProgress, idle, move as moveAction, missile, shield, blink, cancel, getMissileContext, turnToward, flyStraight} from '../../hooks/index.js';\nimport {angleTo} from '../../utils/angles.js';\nimport {distanceTo} from '../../utils/distance.js';\nimport {interceptAngle, moveInDirection} from '../../utils/movement.js';\nimport {getMissileCastTime} from '../../utils/combat.js';\nimport {RULES, ARENA_MIN, ARENA_MAX} from '../../rules.js';\nimport {\n\tgetMostUrgentThreat,\n\tgetDodgeDirectionForMovement,\n\tisSafeToAttack,\n\tgetBlinkToCenter,\n\tshouldForceShield,\n\tkeepOffWalls,\n\tgetPreCastReposition,\n} from '../shared.js';\nimport {useParam} from '../../engine/params-runtime.js';\nconst WALL_BUFFER = 80;\n\n/**\n * Standard homing missile: higher damage for faster kills. s=5 × dur=150 = 750u range.\n */\nconst STANDARD_CONFIG = {damage: 15, speed: 5, turnRate: 1, duration: 150};\n\n/**\n * Quick attack config for use under pressure (shorter cast time).\n * Same low turn/duration for warmup compatibility.\n */\nconst QUICK_CONFIG = {damage: 10, speed: 5, turnRate: 1, duration: 80};\n\n/**\n * Predictive homing missile AI - leads the target.\n */\nconst StormchaserMissileAI: MissileFunction = () =>\n{\n\tconst ctx = getMissileContext();\n\tconst enemy = ctx.worldState.enemies[0];\n\tif (enemy.health <= 0) return flyStraight();\n\n\tconst angle = interceptAngle(\n\t\tctx.position,\n\t\tenemy.position,\n\t\tenemy.velocity,\n\t\tctx.speed,\n\t);\n\tif (angle !== null)\n\t{\n\t\tconst target = moveInDirection(ctx.position, angle, 100);\n\t\treturn turnToward(target.x, target.y);\n\t}\n\treturn turnToward(enemy.position.x, enemy.position.y);\n};\n\n/**\n * Check if position is near a wall.\n */\nfunction isNearWall(position: {x: number; y: number}): boolean \n{\n\treturn (\n\t\tposition.x < ARENA_MIN + WALL_BUFFER ||\n position.x > ARENA_MAX - WALL_BUFFER ||\n position.y < ARENA_MIN + WALL_BUFFER ||\n position.y > ARENA_MAX - WALL_BUFFER\n\t);\n}\n\n/**\n * Smart combat movement with threat-aware dodging.\n */\nfunction combatMove(\n\tposition: {x: number; y: number},\n\tenemy: {position: {x: number; y: number}},\n\tcurrentDistance: number,\n\ttargetDistance: number,\n\tdodgeDirection: {x: number; y: number} | null,\n\ttick: number,\n\tstrafeCyclePeriod: number,\n\tstrafeIntensity: number,\n\tapproachSpeed: number,\n\tdistanceDeadZone: number,\n\tcenterBias: number,\n): {x: number; y: number}\n{\n\tconst deltaX = enemy.position.x - position.x;\n\tconst deltaY = enemy.position.y - position.y;\n\tconst normalizedDistance = currentDistance > 0 ? currentDistance : 1;\n\n\t// Approach the center-side of the enemy so knockback pushes toward center, not lava.\n\tconst center = (ARENA_MIN + ARENA_MAX) / 2;\n\tconst toCenterX = center - enemy.position.x;\n\tconst toCenterY = center - enemy.position.y;\n\tconst toCenterDist = Math.sqrt(toCenterX * toCenterX + toCenterY * toCenterY) || 1;\n\tconst approachDirX = deltaX / normalizedDistance + (toCenterX / toCenterDist) * centerBias;\n\tconst approachDirY = deltaY / normalizedDistance + (toCenterY / toCenterDist) * centerBias;\n\tconst approachMag = Math.sqrt(approachDirX * approachDirX + approachDirY * approachDirY) || 1;\n\n\t// Perpendicular directions for strafing\n\tconst strafeClockwise = {\n\t\tx: -deltaY / normalizedDistance,\n\t\ty: deltaX / normalizedDistance,\n\t};\n\tconst strafeCounterClockwise = {\n\t\tx: deltaY / normalizedDistance,\n\t\ty: -deltaX / normalizedDistance,\n\t};\n\n\tlet strafeDirection: {x: number; y: number};\n\n\t// Priority 1: Use dodge direction (from threat analysis or close missile avoidance)\n\tif (dodgeDirection) \n\t{\n\t\tstrafeDirection = dodgeDirection;\n\t}\n\t// Priority 2: Avoid walls\n\telse if (isNearWall(position)) \n\t{\n\t\tconst futureClockwise = {\n\t\t\tx: position.x + strafeClockwise.x * 100,\n\t\t\ty: position.y + strafeClockwise.y * 100,\n\t\t};\n\t\tconst futureCounterClockwise = {\n\t\t\tx: position.x + strafeCounterClockwise.x * 100,\n\t\t\ty: position.y + strafeCounterClockwise.y * 100,\n\t\t};\n\t\tconst scoreClockwise = Math.min(\n\t\t\tfutureClockwise.x - ARENA_MIN,\n\t\t\tARENA_MAX - futureClockwise.x,\n\t\t\tfutureClockwise.y - ARENA_MIN,\n\t\t\tARENA_MAX - futureClockwise.y,\n\t\t);\n\t\tconst scoreCounterClockwise = Math.min(\n\t\t\tfutureCounterClockwise.x - ARENA_MIN,\n\t\t\tARENA_MAX - futureCounterClockwise.x,\n\t\t\tfutureCounterClockwise.y - ARENA_MIN,\n\t\t\tARENA_MAX - futureCounterClockwise.y,\n\t\t);\n\t\tstrafeDirection =\n\t\t\tscoreClockwise > scoreCounterClockwise\n\t\t\t\t? strafeClockwise\n\t\t\t\t: strafeCounterClockwise;\n\t}\n\t// Priority 3: Commit to strafe direction (unpredictability)\n\telse \n\t{\n\t\tconst cycle = Math.floor(tick / strafeCyclePeriod) % 2;\n\t\tstrafeDirection = cycle === 0 ? strafeClockwise : strafeCounterClockwise;\n\t}\n\n\t// When actively dodging, commit fully — no approach/retreat dilution\n\tif (dodgeDirection) \n\t{\n\t\treturn {x: strafeDirection.x, y: strafeDirection.y};\n\t}\n\n\tlet moveX = strafeDirection.x * strafeIntensity;\n\tlet moveY = strafeDirection.y * strafeIntensity;\n\n\t// Distance management (tighter band than other bots, only when not dodging)\n\tif (currentDistance > targetDistance + distanceDeadZone)\n\t{\n\t\tmoveX += (approachDirX / approachMag) * approachSpeed;\n\t\tmoveY += (approachDirY / approachMag) * approachSpeed;\n\t}\n\telse if (currentDistance < targetDistance - distanceDeadZone) \n\t{\n\t\tlet retreatX = -(deltaX / normalizedDistance) * approachSpeed;\n\t\tlet retreatY = -(deltaY / normalizedDistance) * approachSpeed;\n\t\tif (position.x < ARENA_MIN + WALL_BUFFER && retreatX < 0) retreatX = 0;\n\t\tif (position.x > ARENA_MAX - WALL_BUFFER && retreatX > 0) retreatX = 0;\n\t\tif (position.y < ARENA_MIN + WALL_BUFFER && retreatY < 0) retreatY = 0;\n\t\tif (position.y > ARENA_MAX - WALL_BUFFER && retreatY > 0) retreatY = 0;\n\t\tmoveX += retreatX;\n\t\tmoveY += retreatY;\n\t}\n\n\t// Normalize to max speed\n\tconst magnitude = Math.sqrt(moveX * moveX + moveY * moveY);\n\tif (magnitude > 1)\n\t{\n\t\tmoveX = moveX / magnitude;\n\t\tmoveY = moveY / magnitude;\n\t}\n\n\treturn {x: moveX, y: moveY};\n}\n\n/**\n * Bot: Stormchaser\n *\n * BEHAVIOR: Fights aggressively while managing defense intelligently. Uses\n * two fixed missile configs (standard homing + quick attack) with predictive\n * homing missile AI (interceptAngle on the missile itself). Blink-dodges\n * incoming threats, shields when blink is on cooldown. Tight distance\n * management (350 units, ±30 band).\n *\n * PROGRESSION LINE: Stormchaser → Stormcaller → Stormforger\n * - Stormchaser (tier 1): Fixed missiles, predictive homing AI, blink-dodge\n * - Stormcaller (tier 2): + fitMissileToBudget, predictive homing, optimized damage\n * - Stormforger (tier 3): Future — supreme berserker, perfect aggression\n *\n * TIER: 1 (base)\n */\nexport function Stormchaser(): FinalAction\n{\n\tconst position = usePosition();\n\tconst enemy = useEnemy();\n\tconst status = useStatus();\n\tconst blinkCooldown = useBlinkCooldown();\n\tconst health = useHealth();\n\tconst tick = useTick();\n\tconst threats = useThreats();\n\tconst castingSpell = useCastingSpell();\n\tconst castProgressData = useCastProgress();\n\n\n\tconst targetDistance = useParam('targetDistance', 263, {\n\t\trange: 150,\n\t\tmin: 0,\n\t});\n\tconst healthLowThreshold = useParam('healthLowThreshold', 45, {\n\t\trange: 20,\n\t\tmin: 1,\n\t\tsteps: 5,\n\t});\n\tconst strafeCyclePeriod = useParam('strafeCyclePeriod', 205, {\n\t\trange: 75,\n\t\tmin: 80,\n\t\tmax: 300,\n\t});\n\tconst strafeIntensity = useParam('strafeIntensity', 0.93, {\n\t\trange: 0.4,\n\t\tmin: 0.2,\n\t\tmax: 1,\n\t\tsteps: 7,\n\t});\n\tconst approachSpeed = useParam('approachSpeed', 0.38, {\n\t\trange: 0.3,\n\t\tmin: 0.1,\n\t\tmax: 0.7,\n\t\tsteps: 7,\n\t});\n\tconst distanceDeadZone = useParam('distanceDeadZone', 15, {\n\t\trange: 25,\n\t\tmin: 10,\n\t\tmax: 60,\n\t\tsteps: 7,\n\t});\n\tconst shieldCancelThreshold = useParam('shieldCancelThreshold', 150, {\n\t\trange: 75,\n\t\tmin: 50,\n\t\tmax: 300,\n\t});\n\tconst blinkWindowMax = useParam('blinkWindowMax', 80, {\n\t\trange: 30,\n\t\tmin: 15,\n\t\tmax: 80,\n\t\tsteps: 7,\n\t});\n\tconst cancelMinRemainingCast = useParam('cancelMinRemainingCast', 5, {\n\t\trange: 50,\n\t\tmin: 5,\n\t\tmax: 150,\n\t\tsteps: 7,\n\t});\n\tconst attackRange = useParam('attackRange', 697, {\n\t\trange: 200,\n\t\tmin: 300,\n\t\tmax: 800,\n\t});\n\tconst healthDamageRatio = useParam('healthDamageRatio', 4.5, {\n\t\trange: 2,\n\t\tmin: 0.5,\n\t\tmax: 5,\n\t\tsteps: 7,\n\t});\n\tconst centerBias = useParam('centerBias', 0.13, {\n\t\trange: 0.4,\n\t\tmin: 0,\n\t\tmax: 0.8,\n\t\tsteps: 5,\n\t});\n\tconst maxBlinkDistance = useParam('maxBlinkDistance', 300, {\n\t\trange: 100,\n\t\tmin: 50,\n\t\tmax: 300,\n\t\tsteps: 7,\n\t});\n\n\tconst distance = distanceTo(position, enemy.position);\n\n\tfunction capBlinkDistance(target: {x: number; y: number}): {x: number; y: number}\n\t{\n\t\tconst dx = target.x - position.x;\n\t\tconst dy = target.y - position.y;\n\t\tconst dist = Math.sqrt(dx * dx + dy * dy);\n\t\tif (dist <= maxBlinkDistance) return target;\n\t\tconst scale = maxBlinkDistance / dist;\n\t\treturn {x: position.x + dx * scale, y: position.y + dy * scale};\n\t}\n\n\t// Analyze threats using simulation\n\tconst urgentThreat = getMostUrgentThreat(threats);\n\n\t// === DEFENSE: Handle channeling state ===\n\tif (status === 'channeling') \n\t{\n\t\t// Cancel shield if no imminent danger\n\t\tif (!urgentThreat || urgentThreat.ticksToImpact > shieldCancelThreshold) \n\t\t{\n\t\t\treturn cancel();\n\t\t}\n\t\treturn idle();\n\t}\n\n\t// === DEFENSE: Cancel missile cast for threats arriving during vulnerability window ===\n\tif (\n\t\tstatus === 'casting' &&\n castingSpell === 'missile' &&\n urgentThreat\n\t) \n\t{\n\t\tconst remainingCast = ((castProgressData?.total) ?? 0) - ((castProgressData?.current) ?? 0);\n\t\tconst incomingDamage = urgentThreat.projectile.damage;\n\t\tconst arrivesInGCD =\n\t\t\turgentThreat.ticksToImpact > remainingCast &&\n urgentThreat.ticksToImpact <= remainingCast + RULES.GCD_DURATION;\n\n\t\t// Cancel for undodgeable threats when trade isn't worth it\n\t\tif (!urgentThreat.bestDodgeDirection) \n\t\t{\n\t\t\tconst canSurviveHit =\n\t\t\t\thealth > incomingDamage * healthDamageRatio + 1;\n\t\t\tconst tradeWorthIt =\n\t\t\t\tcanSurviveHit && incomingDamage <= QUICK_CONFIG.damage;\n\t\t\tif (\n\t\t\t\t!tradeWorthIt &&\n remainingCast > cancelMinRemainingCast &&\n urgentThreat.ticksToImpact <=\n remainingCast + RULES.GCD_DURATION + RULES.SHIELD_CAST_TIME + 1\n\t\t\t) \n\t\t\t{\n\t\t\t\tconst dodgeDir = getDodgeDirectionForMovement(threats, position);\n\t\t\t\tconst cancelMove = combatMove(\n\t\t\t\t\tposition,\n\t\t\t\t\tenemy,\n\t\t\t\t\tdistance,\n\t\t\t\t\ttargetDistance,\n\t\t\t\t\tdodgeDir,\n\t\t\t\t\ttick,\n\t\t\t\t\tstrafeCyclePeriod,\n\t\t\t\t\tstrafeIntensity,\n\t\t\t\t\tapproachSpeed,\n\t\t\t\t\tdistanceDeadZone,\n\t\t\t\t\tcenterBias,\n\t\t\t\t);\n\t\t\t\tconst safeCancelMove = keepOffWalls(position, cancelMove);\n\t\t\t\treturn cancel().move(safeCancelMove.x, safeCancelMove.y);\n\t\t\t}\n\t\t}\n\n\t\t// Cancel for ANY threat arriving during GCD when health is critical\n\t\t// At low health, surviving is more important than finishing the attack.\n\t\tif (\n\t\t\tarrivesInGCD &&\n health <= incomingDamage + 1 &&\n remainingCast > 10\n\t\t) \n\t\t{\n\t\t\tconst dodgeDir = getDodgeDirectionForMovement(threats, position);\n\t\t\tconst cancelMove = combatMove(\n\t\t\t\tposition,\n\t\t\t\tenemy,\n\t\t\t\tdistance,\n\t\t\t\ttargetDistance,\n\t\t\t\tdodgeDir,\n\t\t\t\ttick,\n\t\t\t\tstrafeCyclePeriod,\n\t\t\t\tstrafeIntensity,\n\t\t\t\tapproachSpeed,\n\t\t\t\tdistanceDeadZone,\n\t\t\t\tcenterBias,\n\t\t\t);\n\t\t\tconst safeCancelMove = keepOffWalls(position, cancelMove);\n\t\t\treturn cancel().move(safeCancelMove.x, safeCancelMove.y);\n\t\t}\n\t}\n\n\t// === BLINK: Dodge missile + reposition (first priority) ===\n\t// Blink dodges the incoming missile — no GCD after, so can immediately fire back.\n\t// Only shield when blink is on cooldown.\n\tif (\n\t\tstatus === 'idle' &&\n urgentThreat &&\n blinkCooldown === 0 &&\n urgentThreat.ticksToImpact >= 10 &&\n urgentThreat.ticksToImpact <= blinkWindowMax\n\t) \n\t{\n\t\tconst blinkTarget = capBlinkDistance(getBlinkToCenter(position));\n\t\treturn blink(blinkTarget.x, blinkTarget.y);\n\t}\n\n\t// === DEFENSE: Shield threats (when blink is on cooldown) ===\n\tif (status === 'idle' && urgentThreat) \n\t{\n\t\tconst forceShield = shouldForceShield(urgentThreat);\n\t\tconst undodgeable = !urgentThreat.bestDodgeDirection;\n\t\tconst healthLow = health < healthLowThreshold;\n\t\tconst healthCritical =\n\t\t\thealth <= urgentThreat.projectile.damage * healthDamageRatio + 1;\n\t\tconst shouldShield =\n\t\t\tforceShield || (undodgeable && healthLow) || healthCritical;\n\n\t\tif (shouldShield && urgentThreat.canBlockInTime) \n\t\t{\n\t\t\tif (urgentThreat.ticksToStartShield <= 3) \n\t\t\t{\n\t\t\t\treturn shield();\n\t\t\t}\n\t\t}\n\t}\n\n\t// === Preemptive shield — shield when enemy is casting a missile at close range ===\n\tif (\n\t\tstatus === 'idle' &&\n\t\tdistance < 300 &&\n\t\tenemy.status === 'casting' &&\n\t\tenemy.castingSpell === 'missile'\n\t)\n\t{\n\t\tconst remainingCast = (enemy.castDuration ?? 0) - (enemy.castProgress ?? 0);\n\t\tconst estimatedFlightTicks = distance / 8;\n\t\tconst ticksUntilHit = remainingCast + estimatedFlightTicks;\n\n\t\tif (\n\t\t\tticksUntilHit >= RULES.SHIELD_CAST_TIME &&\n\t\t\tticksUntilHit < RULES.SHIELD_CAST_TIME + 15\n\t\t)\n\t\t{\n\t\t\treturn shield();\n\t\t}\n\t}\n\n\t// === MOVEMENT: Smart combat movement ===\n\tconst dodgeDirection = getDodgeDirectionForMovement(threats, position);\n\tconst move = combatMove(\n\t\tposition,\n\t\tenemy,\n\t\tdistance,\n\t\ttargetDistance,\n\t\tdodgeDirection,\n\t\ttick,\n\t\tstrafeCyclePeriod,\n\t\tstrafeIntensity,\n\t\tapproachSpeed,\n\t\tdistanceDeadZone,\n\t\tcenterBias,\n\t);\n\tconst safeMove = keepOffWalls(position, move);\n\t// === OFFENSE: Attack aggressively while moving ===\n\tif (status === 'idle' && distance < attackRange)\n\t{\n\t\tconst reposition = getPreCastReposition(position, enemy.position);\n\t\tif (reposition) return moveAction(reposition.x, reposition.y);\n\n\t\t// Primary: standard homing missile\n\t\tconst standardCastTime = getMissileCastTime(STANDARD_CONFIG);\n\t\tif (isSafeToAttack(threats, standardCastTime)) \n\t\t{\n\t\t\treturn missile(STANDARD_CONFIG, StormchaserMissileAI, angleTo(position, enemy.position)).move(safeMove.x, safeMove.y);\n\t\t}\n\n\t\t// Fallback: quick missile under pressure (shorter cast = smaller vulnerability window)\n\t\tconst quickCastTime = getMissileCastTime(QUICK_CONFIG);\n\t\tif (isSafeToAttack(threats, quickCastTime)) \n\t\t{\n\t\t\treturn missile(QUICK_CONFIG, StormchaserMissileAI, angleTo(position, enemy.position)).move(safeMove.x, safeMove.y);\n\t\t}\n\n\t\t// Not safe to attack — wait for threat to pass, then fire\n\t}\n\n\t// === FALLBACK DEFENSE: Shield when no attack window exists ===\n\t// If all offense checks failed and there's an undodgeable threat, shield it\n\t// rather than sitting idle and taking the hit.\n\tif (\n\t\tstatus === 'idle' &&\n urgentThreat &&\n !urgentThreat.bestDodgeDirection &&\n urgentThreat.canBlockInTime &&\n urgentThreat.ticksToStartShield <= 3\n\t) \n\t{\n\t\treturn shield();\n\t}\n\n\t// Default: just move (dodging/positioning)\n\treturn moveAction(safeMove.x, safeMove.y);\n}\n","import type {FinalAction, MissileFunction} from '../../hooks/index.js';\nimport {usePosition, useEnemy, useStatus, useBlinkCooldown, useHealth, useTick, useThreats, useLastMissileConfig, useCastingSpell, useCastProgress, idle, move as moveAction, missile, shield, blink, cancel, getMissileContext, turnToward, flyStraight} from '../../hooks/index.js';\nimport {angleTo} from '../../utils/angles.js';\nimport {distanceTo} from '../../utils/distance.js';\nimport {interceptAngle, moveInDirection} from '../../utils/movement.js';\nimport {RULES, ARENA_MIN, ARENA_MAX} from '../../rules.js';\nimport {\n\tgetMostUrgentThreat,\n\tgetDodgeDirectionForMovement,\n\tgetBlinkToCenter,\n\tfitMissileToBudget,\n\tshouldForceShield,\n\tMAX_CAST_BUDGET,\n\tMIN_USEFUL_DAMAGE,\n\tkeepOffWalls,\n\tgetPreCastReposition,\n} from '../shared.js';\nimport {useParam} from '../../engine/params-runtime.js';\nconst WALL_BUFFER = 80;\n\nconst SHIELD_BUFFER = 3;\n\n/**\n * Predictive homing missile AI - leads the target.\n */\nconst StormcallerMissileAI: MissileFunction = () =>\n{\n\tconst ctx = getMissileContext();\n\tconst enemy = ctx.worldState.enemies[0];\n\tif (enemy.health <= 0) return flyStraight();\n\n\tconst angle = interceptAngle(\n\t\tctx.position,\n\t\tenemy.position,\n\t\tenemy.velocity,\n\t\tctx.speed,\n\t);\n\tif (angle !== null)\n\t{\n\t\tconst target = moveInDirection(ctx.position, angle, 100);\n\t\treturn turnToward(target.x, target.y);\n\t}\n\treturn turnToward(enemy.position.x, enemy.position.y);\n};\n\nconst StraightAI: MissileFunction = () => flyStraight();\n\n/**\n * Check if position is near a wall.\n */\nfunction isNearWall(position: {x: number; y: number}): boolean \n{\n\treturn (\n\t\tposition.x < ARENA_MIN + WALL_BUFFER ||\n position.x > ARENA_MAX - WALL_BUFFER ||\n position.y < ARENA_MIN + WALL_BUFFER ||\n position.y > ARENA_MAX - WALL_BUFFER\n\t);\n}\n\n/**\n * Smart combat movement with threat-aware dodging.\n */\nfunction combatMove(\n\tposition: {x: number; y: number},\n\tenemy: {position: {x: number; y: number}},\n\tcurrentDistance: number,\n\ttargetDistance: number,\n\tdodgeDirection: {x: number; y: number} | null,\n\ttick: number,\n\tstrafeCyclePeriod: number,\n\tstrafeIntensity: number,\n\tapproachSpeed: number,\n\tdistanceDeadZone: number,\n\tcenterBias: number,\n): {x: number; y: number}\n{\n\tconst deltaX = enemy.position.x - position.x;\n\tconst deltaY = enemy.position.y - position.y;\n\tconst normalizedDistance = currentDistance > 0 ? currentDistance : 1;\n\n\t// Approach the center-side of the enemy so knockback pushes toward center, not lava.\n\tconst center = (ARENA_MIN + ARENA_MAX) / 2;\n\tconst toCenterX = center - enemy.position.x;\n\tconst toCenterY = center - enemy.position.y;\n\tconst toCenterDist = Math.sqrt(toCenterX * toCenterX + toCenterY * toCenterY) || 1;\n\tconst approachDirX = deltaX / normalizedDistance + (toCenterX / toCenterDist) * centerBias;\n\tconst approachDirY = deltaY / normalizedDistance + (toCenterY / toCenterDist) * centerBias;\n\tconst approachMag = Math.sqrt(approachDirX * approachDirX + approachDirY * approachDirY) || 1;\n\n\tconst strafeClockwise = {\n\t\tx: -deltaY / normalizedDistance,\n\t\ty: deltaX / normalizedDistance,\n\t};\n\tconst strafeCounterClockwise = {\n\t\tx: deltaY / normalizedDistance,\n\t\ty: -deltaX / normalizedDistance,\n\t};\n\n\tlet strafeDirection: {x: number; y: number};\n\n\tif (dodgeDirection) \n\t{\n\t\tstrafeDirection = dodgeDirection;\n\t}\n\telse if (isNearWall(position)) \n\t{\n\t\tconst futureClockwise = {\n\t\t\tx: position.x + strafeClockwise.x * 100,\n\t\t\ty: position.y + strafeClockwise.y * 100,\n\t\t};\n\t\tconst futureCounterClockwise = {\n\t\t\tx: position.x + strafeCounterClockwise.x * 100,\n\t\t\ty: position.y + strafeCounterClockwise.y * 100,\n\t\t};\n\t\tconst scoreClockwise = Math.min(\n\t\t\tfutureClockwise.x - ARENA_MIN,\n\t\t\tARENA_MAX - futureClockwise.x,\n\t\t\tfutureClockwise.y - ARENA_MIN,\n\t\t\tARENA_MAX - futureClockwise.y,\n\t\t);\n\t\tconst scoreCounterClockwise = Math.min(\n\t\t\tfutureCounterClockwise.x - ARENA_MIN,\n\t\t\tARENA_MAX - futureCounterClockwise.x,\n\t\t\tfutureCounterClockwise.y - ARENA_MIN,\n\t\t\tARENA_MAX - futureCounterClockwise.y,\n\t\t);\n\t\tstrafeDirection =\n\t\t\tscoreClockwise > scoreCounterClockwise\n\t\t\t\t? strafeClockwise\n\t\t\t\t: strafeCounterClockwise;\n\t}\n\telse \n\t{\n\t\tconst cycle = Math.floor(tick / strafeCyclePeriod) % 2;\n\t\tstrafeDirection = cycle === 0 ? strafeClockwise : strafeCounterClockwise;\n\t}\n\n\tif (dodgeDirection) \n\t{\n\t\treturn {x: strafeDirection.x, y: strafeDirection.y};\n\t}\n\n\tlet moveX = strafeDirection.x * strafeIntensity;\n\tlet moveY = strafeDirection.y * strafeIntensity;\n\n\tif (currentDistance > targetDistance + distanceDeadZone)\n\t{\n\t\tmoveX += (approachDirX / approachMag) * approachSpeed;\n\t\tmoveY += (approachDirY / approachMag) * approachSpeed;\n\t}\n\telse if (currentDistance < targetDistance - distanceDeadZone) \n\t{\n\t\tlet retreatX = -(deltaX / normalizedDistance) * approachSpeed;\n\t\tlet retreatY = -(deltaY / normalizedDistance) * approachSpeed;\n\t\tif (position.x < ARENA_MIN + WALL_BUFFER && retreatX < 0) retreatX = 0;\n\t\tif (position.x > ARENA_MAX - WALL_BUFFER && retreatX > 0) retreatX = 0;\n\t\tif (position.y < ARENA_MIN + WALL_BUFFER && retreatY < 0) retreatY = 0;\n\t\tif (position.y > ARENA_MAX - WALL_BUFFER && retreatY > 0) retreatY = 0;\n\t\tmoveX += retreatX;\n\t\tmoveY += retreatY;\n\t}\n\n\tconst magnitude = Math.sqrt(moveX * moveX + moveY * moveY);\n\tif (magnitude > 1)\n\t{\n\t\tmoveX = moveX / magnitude;\n\t\tmoveY = moveY / magnitude;\n\t}\n\n\treturn {x: moveX, y: moveY};\n}\n\n/**\n * Bot: Stormcaller\n *\n * BEHAVIOR: Enhanced Stormchaser with adaptive missile fitting (fitMissileToBudget)\n * AND predictive homing missiles. Combines aggressive fighting philosophy with\n * optimized damage output. Uses budget-based missile fitting to maximize damage\n * within safe windows. Falls back to quick missiles under pressure. Same smart\n * trade/shield decisions as Stormchaser but with better resource usage.\n *\n * PROGRESSION LINE: Stormchaser → Stormcaller → Stormforger\n * - Stormchaser (tier 1): Adaptive missiles, smart trading, aggressive defense\n * - Stormcaller (tier 2): + fitMissileToBudget, predictive homing, optimized damage\n * - Stormforger (tier 3): Future — supreme berserker, perfect aggression\n *\n * TIER: 2 (enhanced Stormchaser)\n */\nexport function Stormcaller(): FinalAction\n{\n\tconst position = usePosition();\n\tconst enemy = useEnemy();\n\tconst status = useStatus();\n\tconst blinkCooldown = useBlinkCooldown();\n\tconst health = useHealth();\n\tconst tick = useTick();\n\tconst threats = useThreats();\n\tconst lastMissileConfig = useLastMissileConfig();\n\tconst castingSpell = useCastingSpell();\n\tconst castProgressData = useCastProgress();\n\n\n\t// Tunable parameters (run optimizer script to find optimal values)\n\tconst targetDistance = useParam('targetDistance', 176, {\n\t\trange: 200,\n\t\tmin: 0,\n\t});\n\tconst minTurnRate = useParam('minTurnRate', 0.5, {range: 1.5, steps: 5});\n\tconst shieldHealthThreshold = useParam('shieldHealthThreshold', 20, {\n\t\trange: 23,\n\t\tmin: 1,\n\t\tsteps: 7,\n\t});\n\tconst strafeCyclePeriod = useParam('strafeCyclePeriod', 208, {\n\t\trange: 75,\n\t\tmin: 80,\n\t\tmax: 300,\n\t});\n\tconst strafeIntensity = useParam('strafeIntensity', 0.9, {\n\t\trange: 0.4,\n\t\tmin: 0.2,\n\t\tmax: 1,\n\t\tsteps: 7,\n\t});\n\tconst approachSpeed = useParam('approachSpeed', 0.45, {\n\t\trange: 0.3,\n\t\tmin: 0.1,\n\t\tmax: 0.7,\n\t\tsteps: 7,\n\t});\n\tconst distanceDeadZone = useParam('distanceDeadZone', 33, {\n\t\trange: 25,\n\t\tmin: 10,\n\t\tmax: 60,\n\t\tsteps: 7,\n\t});\n\tconst shieldCancelThreshold = useParam('shieldCancelThreshold', 150, {\n\t\trange: 75,\n\t\tmin: 50,\n\t\tmax: 300,\n\t});\n\tconst blinkWindowMax = useParam('blinkWindowMax', 31, {\n\t\trange: 40,\n\t\tmin: 20,\n\t\tmax: 120,\n\t\tsteps: 7,\n\t});\n\tconst attackRange = useParam('attackRange', 590, {\n\t\trange: 200,\n\t\tmin: 300,\n\t\tmax: 800,\n\t});\n\tconst flightTimeDivisor = useParam('flightTimeDivisor', 10.5, {\n\t\trange: 4,\n\t\tmin: 2,\n\t\tmax: 12,\n\t\tsteps: 5,\n\t});\n\tconst centerBias = useParam('centerBias', 0.26, {\n\t\trange: 0.4,\n\t\tmin: 0,\n\t\tmax: 0.8,\n\t\tsteps: 5,\n\t});\n\tconst maxBlinkDistance = useParam('maxBlinkDistance', 178, {\n\t\trange: 100,\n\t\tmin: 50,\n\t\tmax: 300,\n\t\tsteps: 7,\n\t});\n\n\tconst distance = distanceTo(position, enemy.position);\n\n\tfunction capBlinkDistance(target: {x: number; y: number}): {x: number; y: number}\n\t{\n\t\tconst dx = target.x - position.x;\n\t\tconst dy = target.y - position.y;\n\t\tconst dist = Math.sqrt(dx * dx + dy * dy);\n\t\tif (dist <= maxBlinkDistance) return target;\n\t\tconst scale = maxBlinkDistance / dist;\n\t\treturn {x: position.x + dx * scale, y: position.y + dy * scale};\n\t}\n\n\t// Analyze threats using simulation\n\tconst urgentThreat = getMostUrgentThreat(threats);\n\n\t// === DEFENSE: Handle channeling state ===\n\tif (status === 'channeling') \n\t{\n\t\tif (!urgentThreat || urgentThreat.ticksToImpact > shieldCancelThreshold) \n\t\t{\n\t\t\treturn cancel();\n\t\t}\n\t\treturn idle();\n\t}\n\n\t// === DEFENSE: Cancel missile cast only for LETHAL incoming damage ===\n\t// DPS trade: we accepted the hit when we started casting. Only cancel to survive.\n\tif (\n\t\tstatus === 'casting' &&\n castingSpell === 'missile' &&\n urgentThreat &&\n urgentThreat.projectile.damage >= health\n\t) \n\t{\n\t\tconst remainingCast = ((castProgressData?.total) ?? 0) - ((castProgressData?.current) ?? 0);\n\t\tif (\n\t\t\turgentThreat.ticksToImpact <=\n remainingCast + RULES.GCD_DURATION + RULES.SHIELD_CAST_TIME + 1\n\t\t) \n\t\t{\n\t\t\tconst dodgeDirection = getDodgeDirectionForMovement(\n\t\t\t\tthreats,\n\t\t\t\tposition,\n\t\t\t);\n\t\t\tconst cancelMove = combatMove(\n\t\t\t\tposition,\n\t\t\t\tenemy,\n\t\t\t\tdistance,\n\t\t\t\ttargetDistance,\n\t\t\t\tdodgeDirection,\n\t\t\t\ttick,\n\t\t\t\tstrafeCyclePeriod,\n\t\t\t\tstrafeIntensity,\n\t\t\t\tapproachSpeed,\n\t\t\t\tdistanceDeadZone,\n\t\t\t\tcenterBias,\n\t\t\t);\n\t\t\tconst safeCancelMove = keepOffWalls(position, cancelMove);\n\t\t\treturn cancel().move(safeCancelMove.x, safeCancelMove.y);\n\t\t}\n\t}\n\n\t// === BLINK: Dodge missile + reposition (first priority) ===\n\t// Blink dodges the incoming missile — no GCD after, so can immediately fire back.\n\t// Only shield when blink is on cooldown.\n\tif (\n\t\tstatus === 'idle' &&\n urgentThreat &&\n blinkCooldown === 0 &&\n urgentThreat.ticksToImpact >= 10 &&\n urgentThreat.ticksToImpact <= blinkWindowMax\n\t) \n\t{\n\t\tconst blinkTarget = capBlinkDistance(getBlinkToCenter(position));\n\t\treturn blink(blinkTarget.x, blinkTarget.y);\n\t}\n\n\t// === DEFENSE: Shield threats (when blink is on cooldown) ===\n\tif (status === 'idle' && urgentThreat) \n\t{\n\t\tconst forceShield = shouldForceShield(urgentThreat);\n\t\tconst undodgeable = !urgentThreat.bestDodgeDirection;\n\t\tconst healthLow = health < shieldHealthThreshold;\n\t\tconst healthCritical =\n\t\t\thealth <= urgentThreat.projectile.damage * 2 + 1;\n\t\tconst doShield =\n\t\t\tforceShield || (undodgeable && healthLow) || healthCritical;\n\n\t\tif (doShield && urgentThreat.canBlockInTime) \n\t\t{\n\t\t\tif (urgentThreat.ticksToStartShield <= 3) \n\t\t\t{\n\t\t\t\treturn shield();\n\t\t\t}\n\t\t}\n\t}\n\n\t// === Preemptive shield — shield when enemy is casting a missile at close range ===\n\tif (\n\t\tstatus === 'idle' &&\n\t\tdistance < 300 &&\n\t\tenemy.status === 'casting' &&\n\t\tenemy.castingSpell === 'missile'\n\t)\n\t{\n\t\tconst remainingCast = (enemy.castDuration ?? 0) - (enemy.castProgress ?? 0);\n\t\tconst estimatedFlightTicks = distance / 8;\n\t\tconst ticksUntilHit = remainingCast + estimatedFlightTicks;\n\n\t\tif (\n\t\t\tticksUntilHit >= RULES.SHIELD_CAST_TIME &&\n\t\t\tticksUntilHit < RULES.SHIELD_CAST_TIME + 15\n\t\t)\n\t\t{\n\t\t\treturn shield();\n\t\t}\n\t}\n\n\t// === MOVEMENT: Smart combat movement ===\n\tconst dodgeDirection = getDodgeDirectionForMovement(threats, position);\n\tconst move = combatMove(\n\t\tposition,\n\t\tenemy,\n\t\tdistance,\n\t\ttargetDistance,\n\t\tdodgeDirection,\n\t\ttick,\n\t\tstrafeCyclePeriod,\n\t\tstrafeIntensity,\n\t\tapproachSpeed,\n\t\tdistanceDeadZone,\n\t\tcenterBias,\n\t);\n\tconst safeMove = keepOffWalls(position, move);\n\t// === OFFENSE: Adaptive missile fitting with predictive homing ===\n\tif (status === 'idle' && distance < attackRange)\n\t{\n\t\tconst reposition = getPreCastReposition(position, enemy.position);\n\t\tif (reposition) return moveAction(reposition.x, reposition.y);\n\n\t\tlet nextThreatTime = urgentThreat?.ticksToImpact ?? Infinity;\n\n\t\t// Account for enemy's active cast — their missile will arrive after cast completes + flight time\n\t\tif (enemy.status === 'casting' && enemy.castingSpell === 'missile') \n\t\t{\n\t\t\tconst remainingEnemyCast =\n\t\t\t\t(enemy.castDuration ?? 0) - (enemy.castProgress ?? 0);\n\t\t\tconst estimatedFlightTime = distance / flightTimeDivisor;\n\t\t\tnextThreatTime = Math.min(\n\t\t\t\tnextThreatTime,\n\t\t\t\tremainingEnemyCast + estimatedFlightTime,\n\t\t\t);\n\t\t}\n\n\t\tconst safeBudget =\n\t\t\tnextThreatTime - RULES.GCD_DURATION - RULES.SHIELD_CAST_TIME - SHIELD_BUFFER;\n\t\tconst budgetTicks = Math.min(safeBudget, MAX_CAST_BUDGET);\n\n\t\t// Predictive homing compensates for movement during cast\n\t\tconst enemyHP = Math.ceil(enemy.health);\n\t\tconst minDmg = Math.min(MIN_USEFUL_DAMAGE, enemyHP);\n\t\tconst config = fitMissileToBudget(budgetTicks, distance, {\n\t\t\tminTurnRate,\n\t\t\tmaxDamage: enemyHP,\n\t\t\tlastMissileConfig: lastMissileConfig,\n\t\t});\n\n\t\tif (config && config.damage >= minDmg) \n\t\t{\n\t\t\treturn missile(config, config.turnRate > 0 ? StormcallerMissileAI : StraightAI, angleTo(position, enemy.position)).move(safeMove.x, safeMove.y);\n\t\t}\n\n\t\t// Budget too small for useful missile — wait for threat to pass, then fire\n\t}\n\n\t// === FALLBACK DEFENSE: Shield when no attack window exists ===\n\tif (\n\t\tstatus === 'idle' &&\n urgentThreat &&\n !urgentThreat.bestDodgeDirection &&\n urgentThreat.canBlockInTime &&\n urgentThreat.ticksToStartShield <= 3\n\t) \n\t{\n\t\treturn shield();\n\t}\n\n\treturn moveAction(safeMove.x, safeMove.y);\n}\n","import type {FinalAction, MissileFunction} from '../../hooks/index.js';\nimport {usePosition, useEnemy, useStatus, useBlinkCooldown, useHealth, useTick, useThreats, useLastMissileConfig, useCastingSpell, useCastProgress, idle, move as moveAction, missile, shield, blink, cancel, getMissileContext, turnToward, flyStraight} from '../../hooks/index.js';\nimport {angleTo} from '../../utils/angles.js';\nimport {distanceTo} from '../../utils/distance.js';\nimport {interceptAngle, moveInDirection} from '../../utils/movement.js';\nimport {RULES, ARENA_MIN, ARENA_MAX} from '../../rules.js';\nimport {getMissileCastTime, getLeadPosition} from '../../utils/combat.js';\nimport {\n\tgetMostUrgentThreat,\n\tgetDodgeDirectionForMovement,\n\tgetBlinkToCenter,\n\tfitMissileToBudget,\n\tshouldForceShield,\n\tMAX_CAST_BUDGET,\n\tMIN_USEFUL_DAMAGE,\n\tgetEnemyVulnerabilityTicks,\n\tkeepOffWalls,\n\tgetPreCastReposition,\n} from '../shared.js';\nimport {useParam} from '../../engine/params-runtime.js';\n\nconst WALL_BUFFER = 80;\n\nconst SHIELD_BUFFER = 3;\n\n/**\n * Predictive homing missile AI - leads the target.\n */\nconst HomingAI: MissileFunction = () =>\n{\n\tconst ctx = getMissileContext();\n\tconst enemy = ctx.worldState.enemies[0];\n\tif (enemy.health <= 0) return flyStraight();\n\n\tconst angle = interceptAngle(\n\t\tctx.position,\n\t\tenemy.position,\n\t\tenemy.velocity,\n\t\tctx.speed,\n\t);\n\tif (angle !== null)\n\t{\n\t\tconst target = moveInDirection(ctx.position, angle, 100);\n\t\treturn turnToward(target.x, target.y);\n\t}\n\treturn turnToward(enemy.position.x, enemy.position.y);\n};\n\nconst StraightAI: MissileFunction = () => flyStraight();\n\n/**\n * Check if position is near a wall.\n */\nfunction isNearWall(position: {x: number; y: number}): boolean\n{\n\treturn (\n\t\tposition.x < ARENA_MIN + WALL_BUFFER ||\n position.x > ARENA_MAX - WALL_BUFFER ||\n position.y < ARENA_MIN + WALL_BUFFER ||\n position.y > ARENA_MAX - WALL_BUFFER\n\t);\n}\n\n/**\n * Smart combat movement with threat-aware dodging.\n */\nfunction combatMove(\n\tposition: {x: number; y: number},\n\tenemy: {position: {x: number; y: number}},\n\tcurrentDistance: number,\n\ttargetDistance: number,\n\tdodgeDirection: {x: number; y: number} | null,\n\ttick: number,\n\tstrafeCyclePeriod: number,\n\tstrafeIntensity: number,\n\tapproachSpeed: number,\n\tdistanceDeadZone: number,\n\tcenterBias: number,\n): {x: number; y: number}\n{\n\tconst deltaX = enemy.position.x - position.x;\n\tconst deltaY = enemy.position.y - position.y;\n\tconst normalizedDistance = currentDistance > 0 ? currentDistance : 1;\n\n\t// Approach the center-side of the enemy so knockback pushes toward center, not lava.\n\tconst center = (ARENA_MIN + ARENA_MAX) / 2;\n\tconst toCenterX = center - enemy.position.x;\n\tconst toCenterY = center - enemy.position.y;\n\tconst toCenterDist = Math.sqrt(toCenterX * toCenterX + toCenterY * toCenterY) || 1;\n\tconst approachDirX = deltaX / normalizedDistance + (toCenterX / toCenterDist) * centerBias;\n\tconst approachDirY = deltaY / normalizedDistance + (toCenterY / toCenterDist) * centerBias;\n\tconst approachMag = Math.sqrt(approachDirX * approachDirX + approachDirY * approachDirY) || 1;\n\n\tconst strafeClockwise = {\n\t\tx: -deltaY / normalizedDistance,\n\t\ty: deltaX / normalizedDistance,\n\t};\n\tconst strafeCounterClockwise = {\n\t\tx: deltaY / normalizedDistance,\n\t\ty: -deltaX / normalizedDistance,\n\t};\n\n\tlet strafeDirection: {x: number; y: number};\n\n\tif (dodgeDirection)\n\t{\n\t\tstrafeDirection = dodgeDirection;\n\t}\n\telse if (isNearWall(position))\n\t{\n\t\tconst futureClockwise = {\n\t\t\tx: position.x + strafeClockwise.x * 100,\n\t\t\ty: position.y + strafeClockwise.y * 100,\n\t\t};\n\t\tconst futureCounterClockwise = {\n\t\t\tx: position.x + strafeCounterClockwise.x * 100,\n\t\t\ty: position.y + strafeCounterClockwise.y * 100,\n\t\t};\n\t\tconst scoreClockwise = Math.min(\n\t\t\tfutureClockwise.x - ARENA_MIN,\n\t\t\tARENA_MAX - futureClockwise.x,\n\t\t\tfutureClockwise.y - ARENA_MIN,\n\t\t\tARENA_MAX - futureClockwise.y,\n\t\t);\n\t\tconst scoreCounterClockwise = Math.min(\n\t\t\tfutureCounterClockwise.x - ARENA_MIN,\n\t\t\tARENA_MAX - futureCounterClockwise.x,\n\t\t\tfutureCounterClockwise.y - ARENA_MIN,\n\t\t\tARENA_MAX - futureCounterClockwise.y,\n\t\t);\n\t\tstrafeDirection =\n\t\t\tscoreClockwise > scoreCounterClockwise\n\t\t\t\t? strafeClockwise\n\t\t\t\t: strafeCounterClockwise;\n\t}\n\telse\n\t{\n\t\tconst cycle = Math.floor(tick / strafeCyclePeriod) % 2;\n\t\tstrafeDirection = cycle === 0 ? strafeClockwise : strafeCounterClockwise;\n\t}\n\n\tif (dodgeDirection)\n\t{\n\t\treturn {x: strafeDirection.x, y: strafeDirection.y};\n\t}\n\n\tlet moveX = strafeDirection.x * strafeIntensity;\n\tlet moveY = strafeDirection.y * strafeIntensity;\n\n\tif (currentDistance > targetDistance + distanceDeadZone)\n\t{\n\t\tmoveX += (approachDirX / approachMag) * approachSpeed;\n\t\tmoveY += (approachDirY / approachMag) * approachSpeed;\n\t}\n\telse if (currentDistance < targetDistance - distanceDeadZone)\n\t{\n\t\tlet retreatX = -(deltaX / normalizedDistance) * approachSpeed;\n\t\tlet retreatY = -(deltaY / normalizedDistance) * approachSpeed;\n\t\tif (position.x < ARENA_MIN + WALL_BUFFER && retreatX < 0) retreatX = 0;\n\t\tif (position.x > ARENA_MAX - WALL_BUFFER && retreatX > 0) retreatX = 0;\n\t\tif (position.y < ARENA_MIN + WALL_BUFFER && retreatY < 0) retreatY = 0;\n\t\tif (position.y > ARENA_MAX - WALL_BUFFER && retreatY > 0) retreatY = 0;\n\t\tmoveX += retreatX;\n\t\tmoveY += retreatY;\n\t}\n\n\tconst magnitude = Math.sqrt(moveX * moveX + moveY * moveY);\n\tif (magnitude > 1)\n\t{\n\t\tmoveX = moveX / magnitude;\n\t\tmoveY = moveY / magnitude;\n\t}\n\n\treturn {x: moveX, y: moveY};\n}\n\n/**\n * Bot: Stormforger\n *\n * BEHAVIOR: Enhanced Stormcaller with vulnerability exploitation. Takes the exact\n * Stormcaller foundation (adaptive missile fitting + predictive homing) and adds\n * a punish mode that fires fast straight missiles when the enemy is locked in\n * GCD or cast animation. During vulnerability windows, uses getLeadPosition for\n * accurate straight shots that arrive before the enemy can react.\n *\n * PROGRESSION LINE: Stormchaser → Stormcaller → Stormforger\n * - Stormchaser (tier 1): Adaptive missiles, smart trading, aggressive defense\n * - Stormcaller (tier 2): + fitMissileToBudget, predictive homing, optimized damage\n * - Stormforger (tier 3): + vulnerability exploitation, punish missiles during enemy GCD\n *\n * TIER: 3 (elite Berserker line)\n */\nexport function Stormforger(): FinalAction\n{\n\tconst position = usePosition();\n\tconst enemy = useEnemy();\n\tconst status = useStatus();\n\tconst blinkCooldown = useBlinkCooldown();\n\tconst health = useHealth();\n\tconst tick = useTick();\n\tconst threats = useThreats();\n\tconst lastMissileConfig = useLastMissileConfig();\n\tconst castingSpell = useCastingSpell();\n\tconst castProgressData = useCastProgress();\n\n\n\t// Tunable parameters (run optimizer script to find optimal values)\n\tconst targetDistance = useParam('targetDistance', 159, {\n\t\trange: 200,\n\t\tmin: 0,\n\t});\n\tconst minTurnRate = useParam('minTurnRate', -1, {range: 1.5, steps: 5});\n\tconst shieldHealthThreshold = useParam('shieldHealthThreshold', 20, {\n\t\trange: 23,\n\t\tmin: 1,\n\t\tsteps: 7,\n\t});\n\tconst strafeCyclePeriod = useParam('strafeCyclePeriod', 96, {\n\t\trange: 75,\n\t\tmin: 80,\n\t\tmax: 300,\n\t});\n\tconst strafeIntensity = useParam('strafeIntensity', 0.88, {\n\t\trange: 0.4,\n\t\tmin: 0.2,\n\t\tmax: 1,\n\t\tsteps: 7,\n\t});\n\tconst approachSpeed = useParam('approachSpeed', 0.6, {\n\t\trange: 0.3,\n\t\tmin: 0.1,\n\t\tmax: 0.7,\n\t\tsteps: 7,\n\t});\n\tconst distanceDeadZone = useParam('distanceDeadZone', 41, {\n\t\trange: 25,\n\t\tmin: 10,\n\t\tmax: 60,\n\t\tsteps: 7,\n\t});\n\tconst shieldCancelThreshold = useParam('shieldCancelThreshold', 150, {\n\t\trange: 75,\n\t\tmin: 50,\n\t\tmax: 300,\n\t});\n\tconst blinkWindowMax = useParam('blinkWindowMax', 97, {\n\t\trange: 40,\n\t\tmin: 20,\n\t\tmax: 120,\n\t\tsteps: 7,\n\t});\n\tconst attackRange = useParam('attackRange', 586, {\n\t\trange: 200,\n\t\tmin: 300,\n\t\tmax: 800,\n\t});\n\tconst flightTimeDivisor = useParam('flightTimeDivisor', 11.5, {\n\t\trange: 4,\n\t\tmin: 2,\n\t\tmax: 12,\n\t\tsteps: 5,\n\t});\n\tconst punishMinVulnerability = useParam('punishMinVulnerability', 239, {\n\t\trange: 80,\n\t\tmin: 30,\n\t\tsteps: 7,\n\t});\n\tconst centerBias = useParam('centerBias', 0.16, {\n\t\trange: 0.4,\n\t\tmin: 0,\n\t\tmax: 0.8,\n\t\tsteps: 5,\n\t});\n\tconst maxBlinkDistance = useParam('maxBlinkDistance', 234, {\n\t\trange: 100,\n\t\tmin: 50,\n\t\tmax: 300,\n\t\tsteps: 7,\n\t});\n\n\tconst distance = distanceTo(position, enemy.position);\n\n\tfunction capBlinkDistance(target: {x: number; y: number}): {x: number; y: number}\n\t{\n\t\tconst dx = target.x - position.x;\n\t\tconst dy = target.y - position.y;\n\t\tconst dist = Math.sqrt(dx * dx + dy * dy);\n\t\tif (dist <= maxBlinkDistance) return target;\n\t\tconst scale = maxBlinkDistance / dist;\n\t\treturn {x: position.x + dx * scale, y: position.y + dy * scale};\n\t}\n\n\t// Analyze threats using simulation\n\tconst urgentThreat = getMostUrgentThreat(threats);\n\n\t// === DEFENSE: Handle channeling state ===\n\tif (status === 'channeling')\n\t{\n\t\tif (!urgentThreat || urgentThreat.ticksToImpact > shieldCancelThreshold)\n\t\t{\n\t\t\treturn cancel();\n\t\t}\n\t\treturn idle();\n\t}\n\n\t// === DEFENSE: Cancel missile cast only for LETHAL incoming damage ===\n\t// DPS trade: we accepted the hit when we started casting. Only cancel to survive.\n\tif (\n\t\tstatus === 'casting' &&\n castingSpell === 'missile' &&\n urgentThreat &&\n urgentThreat.projectile.damage >= health\n\t)\n\t{\n\t\tconst remainingCast = ((castProgressData?.total) ?? 0) - ((castProgressData?.current) ?? 0);\n\t\tif (\n\t\t\turgentThreat.ticksToImpact <=\n remainingCast + RULES.GCD_DURATION + RULES.SHIELD_CAST_TIME + 1\n\t\t)\n\t\t{\n\t\t\tconst dodgeDirection = getDodgeDirectionForMovement(\n\t\t\t\tthreats,\n\t\t\t\tposition,\n\t\t\t);\n\t\t\tconst cancelMove = combatMove(\n\t\t\t\tposition,\n\t\t\t\tenemy,\n\t\t\t\tdistance,\n\t\t\t\ttargetDistance,\n\t\t\t\tdodgeDirection,\n\t\t\t\ttick,\n\t\t\t\tstrafeCyclePeriod,\n\t\t\t\tstrafeIntensity,\n\t\t\t\tapproachSpeed,\n\t\t\t\tdistanceDeadZone,\n\t\t\t\tcenterBias,\n\t\t\t);\n\t\t\tconst safeCancelMove = keepOffWalls(position, cancelMove);\n\t\t\treturn cancel().move(safeCancelMove.x, safeCancelMove.y);\n\t\t}\n\t}\n\n\t// === BLINK: Dodge missile + reposition (first priority) ===\n\t// Blink dodges the incoming missile — no GCD after, so can immediately fire back.\n\t// Only shield when blink is on cooldown.\n\tif (\n\t\tstatus === 'idle' &&\n urgentThreat &&\n blinkCooldown === 0 &&\n urgentThreat.ticksToImpact >= 10 &&\n urgentThreat.ticksToImpact <= blinkWindowMax\n\t)\n\t{\n\t\tconst blinkTarget = capBlinkDistance(getBlinkToCenter(position));\n\t\treturn blink(blinkTarget.x, blinkTarget.y);\n\t}\n\n\t// === DEFENSE: Shield threats (when blink is on cooldown) ===\n\tif (status === 'idle' && urgentThreat)\n\t{\n\t\tconst forceShield = shouldForceShield(urgentThreat);\n\t\tconst undodgeable = !urgentThreat.bestDodgeDirection;\n\t\tconst healthLow = health < shieldHealthThreshold;\n\t\tconst healthCritical =\n\t\t\thealth <= urgentThreat.projectile.damage * 2 + 1;\n\t\tconst doShield =\n\t\t\tforceShield || (undodgeable && healthLow) || healthCritical;\n\n\t\tif (doShield && urgentThreat.canBlockInTime)\n\t\t{\n\t\t\tif (urgentThreat.ticksToStartShield <= 3)\n\t\t\t{\n\t\t\t\treturn shield();\n\t\t\t}\n\t\t}\n\t}\n\n\t// === Preemptive shield — shield when enemy is casting a missile at close range ===\n\tif (\n\t\tstatus === 'idle' &&\n\t\tdistance < 300 &&\n\t\tenemy.status === 'casting' &&\n\t\tenemy.castingSpell === 'missile'\n\t)\n\t{\n\t\tconst remainingCast = (enemy.castDuration ?? 0) - (enemy.castProgress ?? 0);\n\t\tconst estimatedFlightTicks = distance / 8;\n\t\tconst ticksUntilHit = remainingCast + estimatedFlightTicks;\n\n\t\tif (\n\t\t\tticksUntilHit >= RULES.SHIELD_CAST_TIME &&\n\t\t\tticksUntilHit < RULES.SHIELD_CAST_TIME + 15\n\t\t)\n\t\t{\n\t\t\treturn shield();\n\t\t}\n\t}\n\n\t// === MOVEMENT: Smart combat movement ===\n\tconst dodgeDirection = getDodgeDirectionForMovement(threats, position);\n\tconst move = combatMove(\n\t\tposition,\n\t\tenemy,\n\t\tdistance,\n\t\ttargetDistance,\n\t\tdodgeDirection,\n\t\ttick,\n\t\tstrafeCyclePeriod,\n\t\tstrafeIntensity,\n\t\tapproachSpeed,\n\t\tdistanceDeadZone,\n\t\tcenterBias,\n\t);\n\tconst safeMove = keepOffWalls(position, move);\n\t// === OFFENSE: Vulnerability punish + adaptive missile fitting ===\n\tif (status === 'idle' && distance < attackRange)\n\t{\n\t\tconst reposition = getPreCastReposition(position, enemy.position);\n\t\tif (reposition) return moveAction(reposition.x, reposition.y);\n\n\t\tconst enemyHP = Math.ceil(enemy.health);\n\t\tconst vulnerabilityTicks = getEnemyVulnerabilityTicks(enemy);\n\n\t\t// --- PUNISH MODE: fast straight missiles during enemy GCD/cast ---\n\t\tif (\n\t\t\tvulnerabilityTicks >= punishMinVulnerability &&\n distance < 500\n\t\t)\n\t\t{\n\t\t\tconst punishBudget = vulnerabilityTicks - distance / flightTimeDivisor;\n\n\t\t\tif (punishBudget > 0)\n\t\t\t{\n\t\t\t\tconst config = fitMissileToBudget(\n\t\t\t\t\tMath.min(punishBudget, MAX_CAST_BUDGET),\n\t\t\t\t\tdistance,\n\t\t\t\t\t{\n\t\t\t\t\t\tminTurnRate: 0,\n\t\t\t\t\t\tmaxDamage: enemyHP,\n\t\t\t\t\t\tlastMissileConfig: lastMissileConfig,\n\t\t\t\t\t},\n\t\t\t\t);\n\n\t\t\t\tif (config && config.damage >= MIN_USEFUL_DAMAGE)\n\t\t\t\t{\n\t\t\t\t\tconst castTime = getMissileCastTime(config, lastMissileConfig);\n\t\t\t\t\tconst flightTime = distance / config.speed;\n\n\t\t\t\t\tif (castTime + flightTime < vulnerabilityTicks)\n\t\t\t\t\t{\n\t\t\t\t\t\tconst aimTarget =\n\t\t\t\t\t\t\tconfig.turnRate > 0\n\t\t\t\t\t\t\t\t? enemy.position\n\t\t\t\t\t\t\t\t: getLeadPosition(\n\t\t\t\t\t\t\t\t\tenemy.position,\n\t\t\t\t\t\t\t\t\tenemy.velocity,\n\t\t\t\t\t\t\t\t\tconfig.speed,\n\t\t\t\t\t\t\t\t\tposition,\n\t\t\t\t\t\t\t\t);\n\t\t\t\t\t\treturn missile(config, config.turnRate > 0 ? HomingAI : StraightAI, angleTo(position, aimTarget)).move(safeMove.x, safeMove.y);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t\t// --- STANDARD MODE: adaptive missile fitting with predictive homing ---\n\t\tlet nextThreatTime = urgentThreat?.ticksToImpact ?? Infinity;\n\n\t\t// Account for enemy's active cast — their missile will arrive after cast completes + flight time\n\t\tif (enemy.status === 'casting' && enemy.castingSpell === 'missile')\n\t\t{\n\t\t\tconst remainingEnemyCast =\n\t\t\t\t(enemy.castDuration ?? 0) - (enemy.castProgress ?? 0);\n\t\t\tconst estimatedFlightTime = distance / flightTimeDivisor;\n\t\t\tnextThreatTime = Math.min(\n\t\t\t\tnextThreatTime,\n\t\t\t\tremainingEnemyCast + estimatedFlightTime,\n\t\t\t);\n\t\t}\n\n\t\tconst safeBudget =\n\t\t\tnextThreatTime - RULES.GCD_DURATION - RULES.SHIELD_CAST_TIME - SHIELD_BUFFER;\n\t\tconst budgetTicks = Math.min(safeBudget, MAX_CAST_BUDGET);\n\n\t\t// Predictive homing compensates for movement during cast\n\t\tconst minDmg = Math.min(MIN_USEFUL_DAMAGE, enemyHP);\n\t\tconst config = fitMissileToBudget(budgetTicks, distance, {\n\t\t\tminTurnRate,\n\t\t\tmaxDamage: enemyHP,\n\t\t\tlastMissileConfig: lastMissileConfig,\n\t\t});\n\n\t\tif (config && config.damage >= minDmg)\n\t\t{\n\t\t\treturn missile(config, config.turnRate > 0 ? HomingAI : StraightAI, angleTo(position, enemy.position)).move(safeMove.x, safeMove.y);\n\t\t}\n\n\t\t// Budget too small for useful missile — wait for threat to pass, then fire\n\t}\n\n\t// === FALLBACK DEFENSE: Shield when no attack window exists ===\n\tif (\n\t\tstatus === 'idle' &&\n urgentThreat &&\n !urgentThreat.bestDodgeDirection &&\n urgentThreat.canBlockInTime &&\n urgentThreat.ticksToStartShield <= 3\n\t)\n\t{\n\t\treturn shield();\n\t}\n\n\treturn moveAction(safeMove.x, safeMove.y);\n}\n","import type {FinalAction, MissileFunction} from '../../hooks/index.js';\nimport {usePosition, useEnemy, useStatus, useBlinkCooldown, useHealth, useTick, useThreats, useProjectiles, useCastingSpell, useCastProgress, idle, move as moveAction, missile, shield, blink, cancel, getMissileContext, turnToward, flyStraight} from '../../hooks/index.js';\nimport {angleTo} from '../../utils/angles.js';\nimport {distanceTo} from '../../utils/distance.js';\nimport {getMissileCastTime} from '../../utils/combat.js';\nimport {RULES, ARENA_MIN, ARENA_MAX} from '../../rules.js';\nimport {\n\tgetMostUrgentThreat,\n\tgetDodgeDirectionForMovement,\n\tisSafeToAttack,\n\tgetBlinkToCenter,\n\tgetBlinkToIncreaseDistance,\n\tMIN_BLINK_ESCAPE_DISTANCE,\n\tshouldForceShield,\n\tkeepOffWalls,\n\tgetPreCastReposition,\n} from '../shared.js';\nimport {useParam} from '../../engine/params-runtime.js';\nconst WALL_BUFFER = 60;\n\n/**\n * Standard homing missile: higher damage, good range. s=5 × dur=150 = 750u range.\n */\nconst STANDARD_CONFIG = {damage: 15, speed: 5, turnRate: 1, duration: 150};\n\n/**\n * Quick homing missile for firing under pressure.\n * Similar speed/turn for warmup compatibility.\n */\nconst QUICK_CONFIG = {damage: 10, speed: 5, turnRate: 1, duration: 80};\n\n/**\n * Standard homing missile AI.\n */\nconst HomingAI: MissileFunction = () =>\n{\n\tconst ctx = getMissileContext();\n\tconst enemy = ctx.worldState.enemies[0];\n\treturn enemy ? turnToward(enemy.position.x, enemy.position.y) : flyStraight();\n};\n\n/**\n * Check if near wall.\n */\nfunction isNearWall(position: {x: number; y: number}): boolean \n{\n\treturn (\n\t\tposition.x < ARENA_MIN + WALL_BUFFER ||\n position.x > ARENA_MAX - WALL_BUFFER ||\n position.y < ARENA_MIN + WALL_BUFFER ||\n position.y > ARENA_MAX - WALL_BUFFER\n\t);\n}\n\n/**\n * Smart strafe with threat-aware dodging and wall avoidance.\n */\nfunction smartStrafe(\n\tposition: {x: number; y: number},\n\tenemy: {position: {x: number; y: number}},\n\tdodgeDirection: {x: number; y: number} | null,\n\ttick: number,\n\tstrafeCyclePeriod: number,\n\tstrafeIntensity: number,\n): {x: number; y: number} \n{\n\tconst deltaX = enemy.position.x - position.x;\n\tconst deltaY = enemy.position.y - position.y;\n\tconst normalizedDistance = Math.sqrt(deltaX * deltaX + deltaY * deltaY);\n\tif (normalizedDistance === 0) return {x: 0, y: 0};\n\n\t// Perpendicular directions\n\tconst strafeClockwise = {\n\t\tx: -deltaY / normalizedDistance,\n\t\ty: deltaX / normalizedDistance,\n\t};\n\tconst strafeCounterClockwise = {\n\t\tx: deltaY / normalizedDistance,\n\t\ty: -deltaX / normalizedDistance,\n\t};\n\n\tlet strafeDir: {x: number; y: number};\n\n\t// Priority 1: Use dodge direction (from threat analysis or close missile avoidance)\n\tif (dodgeDirection) \n\t{\n\t\tstrafeDir = dodgeDirection;\n\t}\n\t// Priority 2: Avoid walls\n\telse if (isNearWall(position)) \n\t{\n\t\tconst futureClockwise = {\n\t\t\tx: position.x + strafeClockwise.x * 100,\n\t\t\ty: position.y + strafeClockwise.y * 100,\n\t\t};\n\t\tconst futureCounterClockwise = {\n\t\t\tx: position.x + strafeCounterClockwise.x * 100,\n\t\t\ty: position.y + strafeCounterClockwise.y * 100,\n\t\t};\n\t\tconst scoreClockwise = Math.min(\n\t\t\tfutureClockwise.x - ARENA_MIN,\n\t\t\tARENA_MAX - futureClockwise.x,\n\t\t\tfutureClockwise.y - ARENA_MIN,\n\t\t\tARENA_MAX - futureClockwise.y,\n\t\t);\n\t\tconst scoreCounterClockwise = Math.min(\n\t\t\tfutureCounterClockwise.x - ARENA_MIN,\n\t\t\tARENA_MAX - futureCounterClockwise.x,\n\t\t\tfutureCounterClockwise.y - ARENA_MIN,\n\t\t\tARENA_MAX - futureCounterClockwise.y,\n\t\t);\n\t\tstrafeDir =\n\t\t\tscoreClockwise > scoreCounterClockwise\n\t\t\t\t? strafeClockwise\n\t\t\t\t: strafeCounterClockwise;\n\t}\n\t// Priority 3: Commit to direction (switch every ~200 ticks)\n\telse \n\t{\n\t\tconst cycle = Math.floor(tick / strafeCyclePeriod) % 2;\n\t\tstrafeDir = cycle === 0 ? strafeClockwise : strafeCounterClockwise;\n\t}\n\n\t// When actively dodging, commit fully — no approach/retreat dilution\n\tconst intensity = dodgeDirection ? 1 : strafeIntensity;\n\treturn {x: strafeDir.x * intensity, y: strafeDir.y * intensity};\n}\n\n/**\n * Bot: Spellspinner\n *\n * BEHAVIOR: Maintains medium range (350 units), strafes constantly to dodge\n * missiles, and fires homing missiles (damage 10, speed 4, turnRate 2). Heavy\n * emphasis on movement — 80% strafe intensity when not dodging, 100% when dodging.\n * Shields only undodgeable threats, emergency blinks when shield isn't available.\n * The constant circular strafing motion traces patterns like thread being spun.\n *\n * NAMING RATIONALE: Like a spider spinning a web of projectiles while circling its\n * prey. The constant strafing movement pattern traces circles — spinning thread\n * around the arena. \"Spell\" + \"spinner\" = a wizard who spins spells around the\n * battlefield. The kiting behavior (maintaining distance while attacking) creates\n * a web-like pattern of missiles and movement that traps opponents.\n *\n * PROGRESSION LINE: Spellspinner → Spellweaver → Spellbinder\n * - Spellspinner (tier 1): Fixed homing missiles, constant strafe, basic defense\n * - Spellweaver (tier 2): + adaptive missile fitting, more sophisticated patterns\n * - Spellbinder (tier 3): Future — inescapable web of magic, perfect distance control\n * The progression: spinner (raw thread) → weaver (creates patterns) → binder\n * (constrains and traps). Each tier's projectile web becomes harder to escape.\n *\n * TIER: 1 (base)\n */\nexport function Spellspinner(): FinalAction\n{\n\tconst position = usePosition();\n\tconst enemy = useEnemy();\n\tconst status = useStatus();\n\tconst blinkCooldown = useBlinkCooldown();\n\tconst health = useHealth();\n\tconst tick = useTick();\n\tconst threats = useThreats();\n\tconst projectiles = useProjectiles();\n\tconst castingSpell = useCastingSpell();\n\tconst castProgressData = useCastProgress();\n\n\n\tconst targetDistance = useParam('targetDistance', 268, {\n\t\trange: 150,\n\t\tmin: 150,\n\t\tmax: 450,\n\t});\n\tconst dangerDistance = useParam('dangerDistance', 173, {\n\t\trange: 100,\n\t\tmin: 100,\n\t});\n\tconst strafeCyclePeriod = useParam('strafeCyclePeriod', 286, {\n\t\trange: 75,\n\t\tmin: 80,\n\t\tmax: 300,\n\t});\n\tconst strafeIntensity = useParam('strafeIntensity', 0.98, {\n\t\trange: 0.4,\n\t\tmin: 0.3,\n\t\tmax: 1,\n\t\tsteps: 7,\n\t});\n\tconst approachSpeed = useParam('approachSpeed', 0.4, {\n\t\trange: 0.3,\n\t\tmin: 0.1,\n\t\tmax: 0.7,\n\t\tsteps: 7,\n\t});\n\tconst distanceDeadZone = useParam('distanceDeadZone', 13, {\n\t\trange: 30,\n\t\tmin: 5,\n\t\tmax: 80,\n\t\tsteps: 7,\n\t});\n\tconst shieldCancelThreshold = useParam('shieldCancelThreshold', 150, {\n\t\trange: 75,\n\t\tmin: 50,\n\t\tmax: 300,\n\t});\n\tconst blinkWindowMax = useParam('blinkWindowMax', 51, {\n\t\trange: 30,\n\t\tmin: 15,\n\t\tmax: 80,\n\t\tsteps: 7,\n\t});\n\tconst centerBias = useParam('centerBias', 0.69, {\n\t\trange: 0.4,\n\t\tmin: 0,\n\t\tmax: 0.8,\n\t\tsteps: 5,\n\t});\n\tconst maxBlinkDistance = useParam('maxBlinkDistance', 300, {\n\t\trange: 100,\n\t\tmin: 50,\n\t\tmax: 300,\n\t\tsteps: 7,\n\t});\n\n\tconst distance = distanceTo(position, enemy.position);\n\n\tfunction capBlinkDistance(target: {x: number; y: number}): {x: number; y: number}\n\t{\n\t\tconst dx = target.x - position.x;\n\t\tconst dy = target.y - position.y;\n\t\tconst dist = Math.sqrt(dx * dx + dy * dy);\n\t\tif (dist <= maxBlinkDistance) return target;\n\t\tconst scale = maxBlinkDistance / dist;\n\t\treturn {x: position.x + dx * scale, y: position.y + dy * scale};\n\t}\n\n\t// Analyze threats using simulation\n\tconst urgentThreat = getMostUrgentThreat(threats);\n\n\t// Smart strafe (dodge direction includes close homing missile avoidance)\n\tconst dodgeDirection = getDodgeDirectionForMovement(threats, position);\n\tconst strafe = smartStrafe(\n\t\tposition,\n\t\tenemy,\n\t\tdodgeDirection,\n\t\ttick,\n\t\tstrafeCyclePeriod,\n\t\tstrafeIntensity,\n\t);\n\n\t// Distance management (only when not dodging)\n\tlet moveX = strafe.x;\n\tlet moveY = strafe.y;\n\n\tif (!dodgeDirection) \n\t{\n\t\tconst deltaX = enemy.position.x - position.x;\n\t\tconst deltaY = enemy.position.y - position.y;\n\t\tconst normalizedDistance = distance > 0 ? distance : 1;\n\n\t\tif (distance > targetDistance + distanceDeadZone)\n\t\t{\n\t\t\t// Approach the center-side of the enemy so knockback pushes toward center, not lava.\n\t\t\tconst center = (ARENA_MIN + ARENA_MAX) / 2;\n\t\t\tconst toCenterX = center - enemy.position.x;\n\t\t\tconst toCenterY = center - enemy.position.y;\n\t\t\tconst toCenterDist = Math.sqrt(toCenterX * toCenterX + toCenterY * toCenterY) || 1;\n\t\t\tconst approachDirX = deltaX / normalizedDistance + (toCenterX / toCenterDist) * centerBias;\n\t\t\tconst approachDirY = deltaY / normalizedDistance + (toCenterY / toCenterDist) * centerBias;\n\t\t\tconst approachMag = Math.sqrt(approachDirX * approachDirX + approachDirY * approachDirY) || 1;\n\t\t\tmoveX += (approachDirX / approachMag) * approachSpeed;\n\t\t\tmoveY += (approachDirY / approachMag) * approachSpeed;\n\t\t}\n\t\telse if (distance < targetDistance - distanceDeadZone) \n\t\t{\n\t\t\tlet retreatX = -(deltaX / normalizedDistance) * approachSpeed;\n\t\t\tlet retreatY = -(deltaY / normalizedDistance) * approachSpeed;\n\t\t\tif (position.x < ARENA_MIN + WALL_BUFFER && retreatX < 0) retreatX = 0;\n\t\t\tif (position.x > ARENA_MAX - WALL_BUFFER && retreatX > 0)\n\t\t\t\tretreatX = 0;\n\t\t\tif (position.y < ARENA_MIN + WALL_BUFFER && retreatY < 0) retreatY = 0;\n\t\t\tif (position.y > ARENA_MAX - WALL_BUFFER && retreatY > 0)\n\t\t\t\tretreatY = 0;\n\t\t\tmoveX += retreatX;\n\t\t\tmoveY += retreatY;\n\t\t}\n\t}\n\n\t// Normalize\n\tconst magnitude = Math.sqrt(moveX * moveX + moveY * moveY);\n\tif (magnitude > 1)\n\t{\n\t\tmoveX = moveX / magnitude;\n\t\tmoveY = moveY / magnitude;\n\t}\n\n\tconst move = {x: moveX, y: moveY};\n\tconst safeMove = keepOffWalls(position, move);\n\n\t// === DEFENSE: Handle channeling ===\n\tif (status === 'channeling') \n\t{\n\t\t// Cancel shield if no imminent threats\n\t\tif (!urgentThreat || urgentThreat.ticksToImpact > shieldCancelThreshold) \n\t\t{\n\t\t\treturn cancel().move(safeMove.x, safeMove.y);\n\t\t}\n\t\treturn idle(); // Hold shield if still threatened\n\t}\n\n\t// === DEFENSE: Cancel missile cast if lethal threat arrives during GCD ===\n\tif (\n\t\tstatus === 'casting' &&\n castingSpell === 'missile' &&\n urgentThreat\n\t) \n\t{\n\t\tconst remainingCast = ((castProgressData?.total) ?? 0) - ((castProgressData?.current) ?? 0);\n\t\tconst arrivesInGCD =\n\t\t\turgentThreat.ticksToImpact > remainingCast &&\n urgentThreat.ticksToImpact <= remainingCast + RULES.GCD_DURATION;\n\n\t\tif (\n\t\t\tarrivesInGCD &&\n health <= urgentThreat.projectile.damage + 1 &&\n remainingCast > 10\n\t\t) \n\t\t{\n\t\t\treturn cancel().move(safeMove.x, safeMove.y);\n\t\t}\n\t}\n\n\t// === BLINK-DODGE: For undodgeable threats OR to create attack window ===\n\t// Blink to center (stays in combat range) and dodges the current missile.\n\t// Also blink when persistent threats block all offense (creates safe firing window).\n\tif (\n\t\tstatus === 'idle' &&\n urgentThreat &&\n blinkCooldown === 0 &&\n urgentThreat.ticksToImpact >= 10 &&\n urgentThreat.ticksToImpact <= blinkWindowMax\n\t) \n\t{\n\t\tconst undodgeableOrForced =\n\t\t\t!urgentThreat.bestDodgeDirection || shouldForceShield(urgentThreat);\n\t\tconst cannotAttack = !isSafeToAttack(\n\t\t\tthreats,\n\t\t\tgetMissileCastTime(QUICK_CONFIG),\n\t\t);\n\n\t\tif (undodgeableOrForced || cannotAttack)\n\t\t{\n\t\t\tconst blinkTarget = capBlinkDistance(getBlinkToCenter(position));\n\t\t\treturn blink(blinkTarget.x, blinkTarget.y);\n\t\t}\n\t}\n\n\t// === DEFENSE: Shield undodgeable/high-damage threats (when blink on cooldown) ===\n\tif (\n\t\tstatus === 'idle' &&\n urgentThreat &&\n (!urgentThreat.bestDodgeDirection || shouldForceShield(urgentThreat))\n\t) \n\t{\n\t\tif (urgentThreat.canBlockInTime) \n\t\t{\n\t\t\tif (urgentThreat.ticksToStartShield <= 3) \n\t\t\t{\n\t\t\t\treturn shield();\n\t\t\t}\n\t\t}\n\t}\n\n\t// === Preemptive shield — shield when enemy is casting a missile at close range ===\n\tif (\n\t\tstatus === 'idle' &&\n\t\tdistance < 300 &&\n\t\tenemy.status === 'casting' &&\n\t\tenemy.castingSpell === 'missile'\n\t)\n\t{\n\t\tconst remainingCast = (enemy.castDuration ?? 0) - (enemy.castProgress ?? 0);\n\t\tconst estimatedFlightTicks = distance / 8;\n\t\tconst ticksUntilHit = remainingCast + estimatedFlightTicks;\n\n\t\tif (\n\t\t\tticksUntilHit >= RULES.SHIELD_CAST_TIME &&\n\t\t\tticksUntilHit < RULES.SHIELD_CAST_TIME + 15\n\t\t)\n\t\t{\n\t\t\treturn shield();\n\t\t}\n\t}\n\n\t// === DISTANCE BLINK: enemy too close, blink to reestablish kiting range ===\n\tif (\n\t\tstatus === 'idle' &&\n distance < dangerDistance &&\n blinkCooldown === 0 &&\n (!urgentThreat || urgentThreat.bestDodgeDirection !== null)\n\t) \n\t{\n\t\tconst blinkTarget = getBlinkToIncreaseDistance(\n\t\t\tposition,\n\t\t\tenemy.position,\n\t\t\tprojectiles,\n\t\t\tMIN_BLINK_ESCAPE_DISTANCE,\n\t\t);\n\t\tif (blinkTarget)\n\t\t{\n\t\t\tconst capped = capBlinkDistance(blinkTarget);\n\t\t\treturn blink(capped.x, capped.y);\n\t\t}\n\t}\n\n\t// === OFFENSE: Attack when safe ===\n\tif (status === 'idle' && distance < 500)\n\t{\n\t\tconst reposition = getPreCastReposition(position, enemy.position);\n\t\tif (reposition) return moveAction(reposition.x, reposition.y);\n\n\t\t// Primary: standard homing missile\n\t\tconst standardCastTime = getMissileCastTime(STANDARD_CONFIG);\n\t\tif (isSafeToAttack(threats, standardCastTime)) \n\t\t{\n\t\t\treturn missile(STANDARD_CONFIG, HomingAI, angleTo(position, enemy.position)).move(safeMove.x, safeMove.y);\n\t\t}\n\n\t\t// Fallback: quick missile under pressure\n\t\tconst quickCastTime = getMissileCastTime(QUICK_CONFIG);\n\t\tif (isSafeToAttack(threats, quickCastTime)) \n\t\t{\n\t\t\treturn missile(QUICK_CONFIG, HomingAI, angleTo(position, enemy.position)).move(safeMove.x, safeMove.y);\n\t\t}\n\t}\n\n\treturn moveAction(safeMove.x, safeMove.y);\n}\n","import type {FinalAction, MissileFunction} from '../../hooks/index.js';\nimport {usePosition, useEnemy, useStatus, useBlinkCooldown, useHealth, useTick, useThreats, useProjectiles, useMyProjectiles, useLastMissileConfig, useCastingSpell, useCastProgress, idle, move as moveAction, missile, shield, blink, cancel, getMissileContext, turnToward, flyStraight} from '../../hooks/index.js';\nimport {angleTo} from '../../utils/angles.js';\nimport {distanceTo} from '../../utils/distance.js';\nimport {RULES, ARENA_MIN, ARENA_MAX} from '../../rules.js';\nimport {\n\tgetMostUrgentThreat,\n\tgetDodgeDirectionForMovement,\n\tgetBlinkToCenter,\n\tgetBlinkToIncreaseDistance,\n\tfitMissileToBudget,\n\tMIN_BLINK_ESCAPE_DISTANCE,\n\tshouldForceShield,\n\tMAX_CAST_BUDGET,\n\tMIN_USEFUL_DAMAGE,\n\tkeepOffWalls,\n\tgetPreCastReposition,\n} from '../shared.js';\nimport {useParam} from '../../engine/params-runtime.js';\nconst WALL_BUFFER = 60;\n\nconst SHIELD_BUFFER = 3;\n\n/**\n * Standard homing missile AI.\n */\nconst HomingAI: MissileFunction = () =>\n{\n\tconst ctx = getMissileContext();\n\tconst enemy = ctx.worldState.enemies[0];\n\treturn enemy ? turnToward(enemy.position.x, enemy.position.y) : flyStraight();\n};\n\n/**\n * Check if near wall.\n */\nfunction isNearWall(position: {x: number; y: number}): boolean \n{\n\treturn (\n\t\tposition.x < ARENA_MIN + WALL_BUFFER ||\n position.x > ARENA_MAX - WALL_BUFFER ||\n position.y < ARENA_MIN + WALL_BUFFER ||\n position.y > ARENA_MAX - WALL_BUFFER\n\t);\n}\n\n/**\n * Smart strafe with threat-aware dodging and wall avoidance.\n */\nfunction smartStrafe(\n\tposition: {x: number; y: number},\n\tenemy: {position: {x: number; y: number}},\n\tdodgeDirection: {x: number; y: number} | null,\n\ttick: number,\n\tstrafeCyclePeriod: number,\n\tstrafeIntensity: number,\n): {x: number; y: number} \n{\n\tconst deltaX = enemy.position.x - position.x;\n\tconst deltaY = enemy.position.y - position.y;\n\tconst normalizedDistance = Math.sqrt(deltaX * deltaX + deltaY * deltaY);\n\tif (normalizedDistance === 0) return {x: 0, y: 0};\n\n\tconst strafeClockwise = {\n\t\tx: -deltaY / normalizedDistance,\n\t\ty: deltaX / normalizedDistance,\n\t};\n\tconst strafeCounterClockwise = {\n\t\tx: deltaY / normalizedDistance,\n\t\ty: -deltaX / normalizedDistance,\n\t};\n\n\tlet strafeDir: {x: number; y: number};\n\n\tif (dodgeDirection) \n\t{\n\t\tstrafeDir = dodgeDirection;\n\t}\n\telse if (isNearWall(position)) \n\t{\n\t\tconst futureClockwise = {\n\t\t\tx: position.x + strafeClockwise.x * 100,\n\t\t\ty: position.y + strafeClockwise.y * 100,\n\t\t};\n\t\tconst futureCounterClockwise = {\n\t\t\tx: position.x + strafeCounterClockwise.x * 100,\n\t\t\ty: position.y + strafeCounterClockwise.y * 100,\n\t\t};\n\t\tconst scoreClockwise = Math.min(\n\t\t\tfutureClockwise.x - ARENA_MIN,\n\t\t\tARENA_MAX - futureClockwise.x,\n\t\t\tfutureClockwise.y - ARENA_MIN,\n\t\t\tARENA_MAX - futureClockwise.y,\n\t\t);\n\t\tconst scoreCounterClockwise = Math.min(\n\t\t\tfutureCounterClockwise.x - ARENA_MIN,\n\t\t\tARENA_MAX - futureCounterClockwise.x,\n\t\t\tfutureCounterClockwise.y - ARENA_MIN,\n\t\t\tARENA_MAX - futureCounterClockwise.y,\n\t\t);\n\t\tstrafeDir =\n\t\t\tscoreClockwise > scoreCounterClockwise\n\t\t\t\t? strafeClockwise\n\t\t\t\t: strafeCounterClockwise;\n\t}\n\telse \n\t{\n\t\tconst cycle = Math.floor(tick / strafeCyclePeriod) % 2;\n\t\tstrafeDir = cycle === 0 ? strafeClockwise : strafeCounterClockwise;\n\t}\n\n\tconst intensity = dodgeDirection ? 1 : strafeIntensity;\n\treturn {x: strafeDir.x * intensity, y: strafeDir.y * intensity};\n}\n\n/**\n * Bot: Spellweaver\n *\n * BEHAVIOR: Enhanced Spellspinner with adaptive missile fitting. Same medium-range\n * kiting playstyle — maintains distance, strafes heavily — but uses fitMissileToBudget\n * to maximize damage within safe attack windows. Always uses homing missiles since\n * kiting means enemies are always moving. More sophisticated than Spellspinner's\n * fixed damage/speed/turnRate configuration.\n *\n * NAMING RATIONALE: A weaver creates intricate patterns from raw thread. Where the\n * Spellspinner produces raw threads of magic (fixed missiles), the Spellweaver\n * combines them into optimized patterns (adaptive fitting). The name suggests\n * craftsmanship and sophistication — the same kiting web, but deliberately woven\n * rather than chaotically spun.\n *\n * PROGRESSION LINE: Spellspinner → Spellweaver → Spellbinder\n * - Spellspinner (tier 1): Fixed homing missiles, constant strafe, basic defense\n * - Spellweaver (tier 2): + adaptive missile fitting, more sophisticated patterns\n * - Spellbinder (tier 3): Future — inescapable web, perfect distance control\n *\n * TIER: 2 (enhanced Spellspinner)\n */\nexport function Spellweaver(): FinalAction\n{\n\tconst position = usePosition();\n\tconst enemy = useEnemy();\n\tconst status = useStatus();\n\tconst blinkCooldown = useBlinkCooldown();\n\tconst health = useHealth();\n\tconst tick = useTick();\n\tconst threats = useThreats();\n\tconst projectiles = useProjectiles();\n\tconst myProjectiles = useMyProjectiles();\n\tconst lastMissileConfig = useLastMissileConfig();\n\tconst castingSpell = useCastingSpell();\n\tconst castProgressData = useCastProgress();\n\n\n\tconst targetDistance = useParam('targetDistance', 257, {\n\t\trange: 150,\n\t\tmin: 0,\n\t});\n\tconst dangerDistance = useParam('dangerDistance', 295, {\n\t\trange: 125,\n\t\tmin: 0,\n\t});\n\tconst minTurnRate = useParam('minTurnRate', 0.9, {range: 1.5, steps: 5});\n\tconst strafeCyclePeriod = useParam('strafeCyclePeriod', 285, {\n\t\trange: 75,\n\t\tmin: 80,\n\t\tmax: 300,\n\t});\n\tconst strafeIntensity = useParam('strafeIntensity', 1, {\n\t\trange: 0.4,\n\t\tmin: 0.3,\n\t\tmax: 1,\n\t\tsteps: 7,\n\t});\n\tconst approachSpeed = useParam('approachSpeed', 0.53, {\n\t\trange: 0.3,\n\t\tmin: 0.1,\n\t\tmax: 0.7,\n\t\tsteps: 7,\n\t});\n\tconst distanceDeadZone = useParam('distanceDeadZone', 31, {\n\t\trange: 30,\n\t\tmin: 5,\n\t\tmax: 80,\n\t\tsteps: 7,\n\t});\n\tconst shieldCancelThreshold = useParam('shieldCancelThreshold', 150, {\n\t\trange: 75,\n\t\tmin: 50,\n\t\tmax: 300,\n\t});\n\tconst flightTimeDivisor = useParam('flightTimeDivisor', 2.1, {\n\t\trange: 4,\n\t\tmin: 2,\n\t\tmax: 12,\n\t\tsteps: 5,\n\t});\n\tconst centerBias = useParam('centerBias', 0.14, {\n\t\trange: 0.4,\n\t\tmin: 0,\n\t\tmax: 0.8,\n\t\tsteps: 5,\n\t});\n\tconst maxBlinkDistance = useParam('maxBlinkDistance', 239, {\n\t\trange: 100,\n\t\tmin: 50,\n\t\tmax: 300,\n\t\tsteps: 7,\n\t});\n\n\tconst distance = distanceTo(position, enemy.position);\n\n\tfunction capBlinkDistance(target: {x: number; y: number}): {x: number; y: number}\n\t{\n\t\tconst dx = target.x - position.x;\n\t\tconst dy = target.y - position.y;\n\t\tconst dist = Math.sqrt(dx * dx + dy * dy);\n\t\tif (dist <= maxBlinkDistance) return target;\n\t\tconst scale = maxBlinkDistance / dist;\n\t\treturn {x: position.x + dx * scale, y: position.y + dy * scale};\n\t}\n\n\t// Analyze threats using simulation\n\tconst urgentThreat = getMostUrgentThreat(threats);\n\n\t// Smart strafe\n\tconst dodgeDirection = getDodgeDirectionForMovement(threats, position);\n\tconst strafe = smartStrafe(\n\t\tposition,\n\t\tenemy,\n\t\tdodgeDirection,\n\t\ttick,\n\t\tstrafeCyclePeriod,\n\t\tstrafeIntensity,\n\t);\n\n\t// Distance management (only when not dodging)\n\tlet moveX = strafe.x;\n\tlet moveY = strafe.y;\n\n\tif (!dodgeDirection) \n\t{\n\t\tconst deltaX = enemy.position.x - position.x;\n\t\tconst deltaY = enemy.position.y - position.y;\n\t\tconst normalizedDistance = distance > 0 ? distance : 1;\n\n\t\tif (distance > targetDistance + distanceDeadZone)\n\t\t{\n\t\t\t// Approach the center-side of the enemy so knockback pushes toward center, not lava.\n\t\t\tconst center = (ARENA_MIN + ARENA_MAX) / 2;\n\t\t\tconst toCenterX = center - enemy.position.x;\n\t\t\tconst toCenterY = center - enemy.position.y;\n\t\t\tconst toCenterDist = Math.sqrt(toCenterX * toCenterX + toCenterY * toCenterY) || 1;\n\t\t\tconst approachDirX = deltaX / normalizedDistance + (toCenterX / toCenterDist) * centerBias;\n\t\t\tconst approachDirY = deltaY / normalizedDistance + (toCenterY / toCenterDist) * centerBias;\n\t\t\tconst approachMag = Math.sqrt(approachDirX * approachDirX + approachDirY * approachDirY) || 1;\n\t\t\tmoveX += (approachDirX / approachMag) * approachSpeed;\n\t\t\tmoveY += (approachDirY / approachMag) * approachSpeed;\n\t\t}\n\t\telse if (distance < targetDistance - distanceDeadZone) \n\t\t{\n\t\t\tlet retreatX = -(deltaX / normalizedDistance) * approachSpeed;\n\t\t\tlet retreatY = -(deltaY / normalizedDistance) * approachSpeed;\n\t\t\tif (position.x < ARENA_MIN + WALL_BUFFER && retreatX < 0) retreatX = 0;\n\t\t\tif (position.x > ARENA_MAX - WALL_BUFFER && retreatX > 0)\n\t\t\t\tretreatX = 0;\n\t\t\tif (position.y < ARENA_MIN + WALL_BUFFER && retreatY < 0) retreatY = 0;\n\t\t\tif (position.y > ARENA_MAX - WALL_BUFFER && retreatY > 0)\n\t\t\t\tretreatY = 0;\n\t\t\tmoveX += retreatX;\n\t\t\tmoveY += retreatY;\n\t\t}\n\t}\n\n\tconst magnitude = Math.sqrt(moveX * moveX + moveY * moveY);\n\tif (magnitude > 1)\n\t{\n\t\tmoveX = moveX / magnitude;\n\t\tmoveY = moveY / magnitude;\n\t}\n\n\tconst move = {x: moveX, y: moveY};\n\tconst safeMove = keepOffWalls(position, move);\n\n\t// === DEFENSE: Handle channeling ===\n\tif (status === 'channeling') \n\t{\n\t\tif (!urgentThreat || urgentThreat.ticksToImpact > shieldCancelThreshold) \n\t\t{\n\t\t\treturn cancel().move(safeMove.x, safeMove.y);\n\t\t}\n\t\treturn idle();\n\t}\n\n\t// === DEFENSE: Cancel missile cast only for LETHAL incoming damage ===\n\t// DPS trade: we accepted the hit when we started casting. Only cancel to survive.\n\tif (\n\t\tstatus === 'casting' &&\n castingSpell === 'missile' &&\n urgentThreat &&\n urgentThreat.projectile.damage >= health\n\t) \n\t{\n\t\tconst remainingCast = ((castProgressData?.total) ?? 0) - ((castProgressData?.current) ?? 0);\n\t\tif (\n\t\t\turgentThreat.ticksToImpact <=\n remainingCast + RULES.GCD_DURATION + RULES.SHIELD_CAST_TIME + SHIELD_BUFFER\n\t\t) \n\t\t{\n\t\t\treturn cancel().move(safeMove.x, safeMove.y);\n\t\t}\n\t}\n\n\t// === DEFENSE: Shield undodgeable or high-damage homing threats ===\n\tif (\n\t\tstatus === 'idle' &&\n urgentThreat &&\n (!urgentThreat.bestDodgeDirection || shouldForceShield(urgentThreat))\n\t) \n\t{\n\t\tif (urgentThreat.canBlockInTime) \n\t\t{\n\t\t\tif (urgentThreat.ticksToStartShield <= SHIELD_BUFFER) \n\t\t\t{\n\t\t\t\treturn shield();\n\t\t\t}\n\t\t}\n\t\telse if (blinkCooldown === 0)\n\t\t{\n\t\t\tconst blinkTarget = capBlinkDistance(getBlinkToCenter(position));\n\t\t\treturn blink(blinkTarget.x, blinkTarget.y);\n\t\t}\n\t}\n\n\t// === Preemptive shield — shield when enemy is casting a missile at close range ===\n\tif (\n\t\tstatus === 'idle' &&\n\t\tdistance < 300 &&\n\t\tenemy.status === 'casting' &&\n\t\tenemy.castingSpell === 'missile'\n\t)\n\t{\n\t\tconst remainingCast = (enemy.castDuration ?? 0) - (enemy.castProgress ?? 0);\n\t\tconst estimatedFlightTicks = distance / 8;\n\t\tconst ticksUntilHit = remainingCast + estimatedFlightTicks;\n\n\t\tif (\n\t\t\tticksUntilHit >= RULES.SHIELD_CAST_TIME &&\n\t\t\tticksUntilHit < RULES.SHIELD_CAST_TIME + 15\n\t\t)\n\t\t{\n\t\t\treturn shield();\n\t\t}\n\t}\n\n\t// === DISTANCE BLINK: enemy too close, blink to reestablish kiting range ===\n\tif (\n\t\tstatus === 'idle' &&\n distance < dangerDistance &&\n blinkCooldown === 0 &&\n (!urgentThreat || urgentThreat.bestDodgeDirection !== null)\n\t) \n\t{\n\t\tconst blinkTarget = getBlinkToIncreaseDistance(\n\t\t\tposition,\n\t\t\tenemy.position,\n\t\t\tprojectiles,\n\t\t\tMIN_BLINK_ESCAPE_DISTANCE,\n\t\t);\n\t\tif (blinkTarget)\n\t\t{\n\t\t\tconst capped = capBlinkDistance(blinkTarget);\n\t\t\treturn blink(capped.x, capped.y);\n\t\t}\n\t}\n\n\t// === OFFENSE: Adaptive missile fitting ===\n\t// Skip offense when a lethal missile could reach us during cast+GCD — dodge at full speed instead\n\tconst myProjectileIds = new Set(myProjectiles.map((p) => p.id));\n\tconst hasNearbyLethalMissile = projectiles.some(\n\t\t(p) =>\n\t\t\t!myProjectileIds.has(p.id) &&\n p.damage >= health &&\n distanceTo(position, p.position) / p.speed <\n MAX_CAST_BUDGET + RULES.GCD_DURATION,\n\t);\n\tif (status === 'idle' && distance < 600 && !hasNearbyLethalMissile)\n\t{\n\t\tconst reposition = getPreCastReposition(position, enemy.position);\n\t\tif (reposition) return moveAction(reposition.x, reposition.y);\n\n\t\tlet nextThreatTime = urgentThreat?.ticksToImpact ?? Infinity;\n\n\t\t// Account for enemy's active cast\n\t\tif (enemy.status === 'casting' && enemy.castingSpell === 'missile')\n\t\t{\n\t\t\tconst remainingEnemyCast =\n\t\t\t\t(enemy.castDuration ?? 0) - (enemy.castProgress ?? 0);\n\t\t\tconst estimatedFlightTime = distance / flightTimeDivisor;\n\t\t\tnextThreatTime = Math.min(\n\t\t\t\tnextThreatTime,\n\t\t\t\tremainingEnemyCast + estimatedFlightTime,\n\t\t\t);\n\t\t}\n\t\tconst safeBudget =\n\t\t\tnextThreatTime - RULES.GCD_DURATION - RULES.SHIELD_CAST_TIME - SHIELD_BUFFER;\n\t\tconst budgetTicks = Math.min(safeBudget, MAX_CAST_BUDGET);\n\n\t\t// Spellweaver always uses homing (kiting means enemies are always moving)\n\t\tconst enemyHP = Math.ceil(enemy.health);\n\t\tconst minDmg = Math.min(MIN_USEFUL_DAMAGE, enemyHP);\n\t\tconst config = fitMissileToBudget(budgetTicks, distance, {\n\t\t\tminTurnRate,\n\t\t\tmaxDamage: enemyHP,\n\t\t\tlastMissileConfig: lastMissileConfig,\n\t\t});\n\n\t\tif (config && config.damage >= minDmg) \n\t\t{\n\t\t\treturn missile(config, HomingAI, angleTo(position, enemy.position)).move(safeMove.x, safeMove.y);\n\t\t}\n\n\t\t// Budget too small for useful missile — wait for threat to pass, then fire\n\t}\n\n\treturn moveAction(safeMove.x, safeMove.y);\n}\n","import type {FinalAction, MissileFunction} from '../../hooks/index.js';\nimport {usePosition, useEnemy, useStatus, useBlinkCooldown, useHealth, useTick, useThreats, useProjectiles, useMyProjectiles, useLastMissileConfig, useCastingSpell, useCastProgress, idle, move as moveAction, missile, shield, blink, cancel, getMissileContext, turnToward, flyStraight} from '../../hooks/index.js';\nimport {angleTo} from '../../utils/angles.js';\nimport {distanceTo} from '../../utils/distance.js';\nimport {RULES, ARENA_MIN, ARENA_MAX} from '../../rules.js';\nimport {getMissileCastTime, getLeadPosition} from '../../utils/combat.js';\nimport {\n\tgetMostUrgentThreat,\n\tgetDodgeDirectionForMovement,\n\tgetBlinkToCenter,\n\tgetBlinkToIncreaseDistance,\n\tfitMissileToBudget,\n\tMIN_BLINK_ESCAPE_DISTANCE,\n\tshouldForceShield,\n\tMAX_CAST_BUDGET,\n\tMIN_USEFUL_DAMAGE,\n\tgetEnemyVulnerabilityTicks,\n\tkeepOffWalls,\n\tgetPreCastReposition,\n} from '../shared.js';\nimport {useParam} from '../../engine/params-runtime.js';\nconst WALL_BUFFER = 60;\n\nconst SHIELD_BUFFER = 3;\n\n/**\n * Standard homing missile AI.\n */\nconst HomingAI: MissileFunction = () =>\n{\n\tconst ctx = getMissileContext();\n\tconst enemy = ctx.worldState.enemies[0];\n\treturn enemy ? turnToward(enemy.position.x, enemy.position.y) : flyStraight();\n};\n\n/**\n * Straight missile AI — no homing, flies in initial direction.\n */\nconst StraightAI: MissileFunction = () => flyStraight();\n\n/**\n * Check if near wall.\n */\nfunction isNearWall(position: {x: number; y: number}): boolean\n{\n\treturn (\n\t\tposition.x < ARENA_MIN + WALL_BUFFER ||\n position.x > ARENA_MAX - WALL_BUFFER ||\n position.y < ARENA_MIN + WALL_BUFFER ||\n position.y > ARENA_MAX - WALL_BUFFER\n\t);\n}\n\n/**\n * Smart strafe with threat-aware dodging and wall avoidance.\n */\nfunction smartStrafe(\n\tposition: {x: number; y: number},\n\tenemy: {position: {x: number; y: number}},\n\tdodgeDirection: {x: number; y: number} | null,\n\ttick: number,\n\tstrafeCyclePeriod: number,\n\tstrafeIntensity: number,\n): {x: number; y: number}\n{\n\tconst deltaX = enemy.position.x - position.x;\n\tconst deltaY = enemy.position.y - position.y;\n\tconst normalizedDistance = Math.sqrt(deltaX * deltaX + deltaY * deltaY);\n\tif (normalizedDistance === 0) return {x: 0, y: 0};\n\n\tconst strafeClockwise = {\n\t\tx: -deltaY / normalizedDistance,\n\t\ty: deltaX / normalizedDistance,\n\t};\n\tconst strafeCounterClockwise = {\n\t\tx: deltaY / normalizedDistance,\n\t\ty: -deltaX / normalizedDistance,\n\t};\n\n\tlet strafeDir: {x: number; y: number};\n\n\tif (dodgeDirection)\n\t{\n\t\tstrafeDir = dodgeDirection;\n\t}\n\telse if (isNearWall(position))\n\t{\n\t\tconst futureClockwise = {\n\t\t\tx: position.x + strafeClockwise.x * 100,\n\t\t\ty: position.y + strafeClockwise.y * 100,\n\t\t};\n\t\tconst futureCounterClockwise = {\n\t\t\tx: position.x + strafeCounterClockwise.x * 100,\n\t\t\ty: position.y + strafeCounterClockwise.y * 100,\n\t\t};\n\t\tconst scoreClockwise = Math.min(\n\t\t\tfutureClockwise.x - ARENA_MIN,\n\t\t\tARENA_MAX - futureClockwise.x,\n\t\t\tfutureClockwise.y - ARENA_MIN,\n\t\t\tARENA_MAX - futureClockwise.y,\n\t\t);\n\t\tconst scoreCounterClockwise = Math.min(\n\t\t\tfutureCounterClockwise.x - ARENA_MIN,\n\t\t\tARENA_MAX - futureCounterClockwise.x,\n\t\t\tfutureCounterClockwise.y - ARENA_MIN,\n\t\t\tARENA_MAX - futureCounterClockwise.y,\n\t\t);\n\t\tstrafeDir =\n\t\t\tscoreClockwise > scoreCounterClockwise\n\t\t\t\t? strafeClockwise\n\t\t\t\t: strafeCounterClockwise;\n\t}\n\telse\n\t{\n\t\tconst cycle = Math.floor(tick / strafeCyclePeriod) % 2;\n\t\tstrafeDir = cycle === 0 ? strafeClockwise : strafeCounterClockwise;\n\t}\n\n\tconst intensity = dodgeDirection ? 1 : strafeIntensity;\n\treturn {x: strafeDir.x * intensity, y: strafeDir.y * intensity};\n}\n\n/**\n * Bot: Spellbinder\n *\n * BEHAVIOR: Enhanced Spellweaver with vulnerability exploitation. Same medium-range\n * kiting playstyle — maintains distance, strafes heavily, uses fitMissileToBudget\n * for adaptive homing missiles. The T3 upgrade adds a punish mode that fires fast\n * straight missiles timed to land while the enemy is locked in a cast or GCD,\n * when they cannot shield. Defense, movement, and standard offense are identical\n * to Spellweaver.\n *\n * NAMING RATIONALE: A binder constrains and locks down opponents. Where the\n * Spellweaver optimizes missile patterns (adaptive fitting), the Spellbinder\n * reads the enemy's state and punishes vulnerability windows — binding them\n * to their commitments with unavoidable damage.\n *\n * PROGRESSION LINE: Spellspinner → Spellweaver → Spellbinder\n * - Spellspinner (tier 1): Fixed homing missiles, constant strafe, basic defense\n * - Spellweaver (tier 2): + adaptive missile fitting, more sophisticated patterns\n * - Spellbinder (tier 3): + vulnerability punish mode with fast straight missiles\n *\n * TIER: 3 (elite Spellspinner line)\n */\nexport function Spellbinder(): FinalAction\n{\n\tconst position = usePosition();\n\tconst enemy = useEnemy();\n\tconst status = useStatus();\n\tconst blinkCooldown = useBlinkCooldown();\n\tconst health = useHealth();\n\tconst tick = useTick();\n\tconst threats = useThreats();\n\tconst projectiles = useProjectiles();\n\tconst myProjectiles = useMyProjectiles();\n\tconst lastMissileConfig = useLastMissileConfig();\n\tconst castingSpell = useCastingSpell();\n\tconst castProgressData = useCastProgress();\n\n\n\tconst targetDistance = useParam('targetDistance', 197, {\n\t\trange: 150,\n\t\tmin: 0,\n\t});\n\tconst dangerDistance = useParam('dangerDistance', 171, {\n\t\trange: 125,\n\t\tmin: 0,\n\t});\n\tconst strafeCyclePeriod = useParam('strafeCyclePeriod', 179, {\n\t\trange: 75,\n\t\tmin: 80,\n\t\tmax: 300,\n\t});\n\tconst strafeIntensity = useParam('strafeIntensity', 1, {\n\t\trange: 0.4,\n\t\tmin: 0.3,\n\t\tmax: 1,\n\t\tsteps: 7,\n\t});\n\tconst approachSpeed = useParam('approachSpeed', 0.4, {\n\t\trange: 0.3,\n\t\tmin: 0.1,\n\t\tmax: 0.7,\n\t\tsteps: 7,\n\t});\n\tconst distanceDeadZone = useParam('distanceDeadZone', 71, {\n\t\trange: 30,\n\t\tmin: 5,\n\t\tmax: 80,\n\t\tsteps: 7,\n\t});\n\tconst shieldCancelThreshold = useParam('shieldCancelThreshold', 150, {\n\t\trange: 75,\n\t\tmin: 50,\n\t\tmax: 300,\n\t});\n\tconst flightTimeDivisor = useParam('flightTimeDivisor', 10, {\n\t\trange: 4,\n\t\tmin: 2,\n\t\tmax: 12,\n\t\tsteps: 5,\n\t});\n\tconst punishMinVulnerability = useParam('punishMinVulnerability', 91, {\n\t\trange: 80,\n\t\tmin: 30,\n\t\tsteps: 7,\n\t});\n\tconst centerBias = useParam('centerBias', 0.39, {\n\t\trange: 0.4,\n\t\tmin: 0,\n\t\tmax: 0.8,\n\t\tsteps: 5,\n\t});\n\tconst maxBlinkDistance = useParam('maxBlinkDistance', 258, {\n\t\trange: 100,\n\t\tmin: 50,\n\t\tmax: 300,\n\t\tsteps: 7,\n\t});\n\n\tconst distance = distanceTo(position, enemy.position);\n\n\tfunction capBlinkDistance(target: {x: number; y: number}): {x: number; y: number}\n\t{\n\t\tconst dx = target.x - position.x;\n\t\tconst dy = target.y - position.y;\n\t\tconst dist = Math.sqrt(dx * dx + dy * dy);\n\t\tif (dist <= maxBlinkDistance) return target;\n\t\tconst scale = maxBlinkDistance / dist;\n\t\treturn {x: position.x + dx * scale, y: position.y + dy * scale};\n\t}\n\n\t// Analyze threats using simulation\n\tconst urgentThreat = getMostUrgentThreat(threats);\n\n\t// Smart strafe\n\tconst dodgeDirection = getDodgeDirectionForMovement(threats, position);\n\tconst strafe = smartStrafe(\n\t\tposition,\n\t\tenemy,\n\t\tdodgeDirection,\n\t\ttick,\n\t\tstrafeCyclePeriod,\n\t\tstrafeIntensity,\n\t);\n\n\t// Distance management (only when not dodging)\n\tlet moveX = strafe.x;\n\tlet moveY = strafe.y;\n\n\tif (!dodgeDirection)\n\t{\n\t\tconst deltaX = enemy.position.x - position.x;\n\t\tconst deltaY = enemy.position.y - position.y;\n\t\tconst normalizedDistance = distance > 0 ? distance : 1;\n\n\t\tif (distance > targetDistance + distanceDeadZone)\n\t\t{\n\t\t\t// Approach the center-side of the enemy so knockback pushes toward center, not lava.\n\t\t\tconst center = (ARENA_MIN + ARENA_MAX) / 2;\n\t\t\tconst toCenterX = center - enemy.position.x;\n\t\t\tconst toCenterY = center - enemy.position.y;\n\t\t\tconst toCenterDist = Math.sqrt(toCenterX * toCenterX + toCenterY * toCenterY) || 1;\n\t\t\tconst approachDirX = deltaX / normalizedDistance + (toCenterX / toCenterDist) * centerBias;\n\t\t\tconst approachDirY = deltaY / normalizedDistance + (toCenterY / toCenterDist) * centerBias;\n\t\t\tconst approachMag = Math.sqrt(approachDirX * approachDirX + approachDirY * approachDirY) || 1;\n\t\t\tmoveX += (approachDirX / approachMag) * approachSpeed;\n\t\t\tmoveY += (approachDirY / approachMag) * approachSpeed;\n\t\t}\n\t\telse if (distance < targetDistance - distanceDeadZone)\n\t\t{\n\t\t\tlet retreatX = -(deltaX / normalizedDistance) * approachSpeed;\n\t\t\tlet retreatY = -(deltaY / normalizedDistance) * approachSpeed;\n\t\t\tif (position.x < ARENA_MIN + WALL_BUFFER && retreatX < 0) retreatX = 0;\n\t\t\tif (position.x > ARENA_MAX - WALL_BUFFER && retreatX > 0)\n\t\t\t\tretreatX = 0;\n\t\t\tif (position.y < ARENA_MIN + WALL_BUFFER && retreatY < 0) retreatY = 0;\n\t\t\tif (position.y > ARENA_MAX - WALL_BUFFER && retreatY > 0)\n\t\t\t\tretreatY = 0;\n\t\t\tmoveX += retreatX;\n\t\t\tmoveY += retreatY;\n\t\t}\n\t}\n\n\tconst magnitude = Math.sqrt(moveX * moveX + moveY * moveY);\n\tif (magnitude > 1)\n\t{\n\t\tmoveX = moveX / magnitude;\n\t\tmoveY = moveY / magnitude;\n\t}\n\n\tconst move = {x: moveX, y: moveY};\n\tconst safeMove = keepOffWalls(position, move);\n\n\t// === DEFENSE: Handle channeling ===\n\tif (status === 'channeling')\n\t{\n\t\tif (!urgentThreat || urgentThreat.ticksToImpact > shieldCancelThreshold)\n\t\t{\n\t\t\treturn cancel().move(safeMove.x, safeMove.y);\n\t\t}\n\t\treturn idle();\n\t}\n\n\t// === DEFENSE: Cancel missile cast only for LETHAL incoming damage ===\n\t// DPS trade: we accepted the hit when we started casting. Only cancel to survive.\n\tif (\n\t\tstatus === 'casting' &&\n castingSpell === 'missile' &&\n urgentThreat &&\n urgentThreat.projectile.damage >= health\n\t)\n\t{\n\t\tconst remainingCast = ((castProgressData?.total) ?? 0) - ((castProgressData?.current) ?? 0);\n\t\tif (\n\t\t\turgentThreat.ticksToImpact <=\n remainingCast + RULES.GCD_DURATION + RULES.SHIELD_CAST_TIME + SHIELD_BUFFER\n\t\t)\n\t\t{\n\t\t\treturn cancel().move(safeMove.x, safeMove.y);\n\t\t}\n\t}\n\n\t// === DEFENSE: Shield undodgeable or high-damage homing threats ===\n\tif (\n\t\tstatus === 'idle' &&\n urgentThreat &&\n (!urgentThreat.bestDodgeDirection || shouldForceShield(urgentThreat))\n\t)\n\t{\n\t\tif (urgentThreat.canBlockInTime && urgentThreat.ticksToStartShield <= SHIELD_BUFFER)\n\t\t{\n\t\t\treturn shield();\n\t\t}\n\t\tif (blinkCooldown === 0)\n\t\t{\n\t\t\tconst blinkTarget = capBlinkDistance(getBlinkToCenter(position));\n\t\t\treturn blink(blinkTarget.x, blinkTarget.y);\n\t\t}\n\t\tif (urgentThreat.canBlockInTime)\n\t\t{\n\t\t\treturn shield();\n\t\t}\n\t}\n\n\t// === Preemptive shield — shield when enemy is casting a missile at close range ===\n\tif (\n\t\tstatus === 'idle' &&\n\t\tdistance < 300 &&\n\t\tenemy.status === 'casting' &&\n\t\tenemy.castingSpell === 'missile'\n\t)\n\t{\n\t\tconst remainingCast = (enemy.castDuration ?? 0) - (enemy.castProgress ?? 0);\n\t\tconst estimatedFlightTicks = distance / 8;\n\t\tconst ticksUntilHit = remainingCast + estimatedFlightTicks;\n\n\t\tif (\n\t\t\tticksUntilHit >= RULES.SHIELD_CAST_TIME &&\n\t\t\tticksUntilHit < RULES.SHIELD_CAST_TIME + 15\n\t\t)\n\t\t{\n\t\t\treturn shield();\n\t\t}\n\t}\n\n\t// === DISTANCE BLINK: enemy too close, blink to reestablish kiting range ===\n\tif (\n\t\tstatus === 'idle' &&\n distance < dangerDistance &&\n blinkCooldown === 0 &&\n (!urgentThreat || urgentThreat.bestDodgeDirection !== null)\n\t)\n\t{\n\t\tconst blinkTarget = getBlinkToIncreaseDistance(\n\t\t\tposition,\n\t\t\tenemy.position,\n\t\t\tprojectiles,\n\t\t\tMIN_BLINK_ESCAPE_DISTANCE,\n\t\t);\n\t\tif (blinkTarget)\n\t\t{\n\t\t\tconst capped = capBlinkDistance(blinkTarget);\n\t\t\treturn blink(capped.x, capped.y);\n\t\t}\n\t}\n\n\t// Pre-cast wall discipline: don't commit to a cast we can't react out of while\n\t// pinned near a wall — step toward center first so knockback can't reach lava.\n\tif (status === 'idle')\n\t{\n\t\tconst reposition = getPreCastReposition(position, enemy.position);\n\t\tif (reposition) return moveAction(reposition.x, reposition.y);\n\t}\n\n\t// === OFFENSE: Punish mode — fast straight missiles during enemy vulnerability ===\n\tif (\n\t\tstatus === 'idle' &&\n getEnemyVulnerabilityTicks(enemy) >= punishMinVulnerability &&\n distance < 500\n\t)\n\t{\n\t\tconst vulnerabilityTicks = getEnemyVulnerabilityTicks(enemy);\n\t\tconst flightTimeEstimate = distance / flightTimeDivisor;\n\t\tconst punishBudget = vulnerabilityTicks - flightTimeEstimate;\n\t\tconst nextThreatTime = urgentThreat?.ticksToImpact ?? Infinity;\n\t\tconst safeBudget =\n\t\t\tnextThreatTime - RULES.GCD_DURATION - RULES.SHIELD_CAST_TIME - SHIELD_BUFFER;\n\t\tconst effectiveBudget = Math.min(\n\t\t\tpunishBudget,\n\t\t\tsafeBudget,\n\t\t\tMAX_CAST_BUDGET,\n\t\t);\n\n\t\tif (effectiveBudget > 0)\n\t\t{\n\t\t\tconst enemyHP = Math.ceil(enemy.health);\n\t\t\tconst config = fitMissileToBudget(effectiveBudget, distance, {\n\t\t\t\tminTurnRate: 0,\n\t\t\t\tmaxDamage: enemyHP,\n\t\t\t\tlastMissileConfig: lastMissileConfig,\n\t\t\t});\n\n\t\t\tif (config && config.damage >= MIN_USEFUL_DAMAGE)\n\t\t\t{\n\t\t\t\tconst castTime = getMissileCastTime(config, lastMissileConfig);\n\t\t\t\tconst actualFlight = distance / config.speed;\n\n\t\t\t\tif (castTime + actualFlight < vulnerabilityTicks)\n\t\t\t\t{\n\t\t\t\t\tconst aimTarget =\n\t\t\t\t\t\tconfig.turnRate > 0\n\t\t\t\t\t\t\t? enemy.position\n\t\t\t\t\t\t\t: getLeadPosition(\n\t\t\t\t\t\t\t\tenemy.position,\n\t\t\t\t\t\t\t\tenemy.velocity,\n\t\t\t\t\t\t\t\tconfig.speed,\n\t\t\t\t\t\t\t\tposition,\n\t\t\t\t\t\t\t);\n\t\t\t\t\treturn missile(config, config.turnRate > 0 ? HomingAI : StraightAI, angleTo(position, aimTarget)).move(safeMove.x, safeMove.y);\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t}\n\n\t// === OFFENSE: Adaptive missile fitting (identical to Spellweaver) ===\n\t// Skip offense when a lethal missile could reach us during cast+GCD — dodge at full speed instead\n\tconst myProjectileIds = new Set(myProjectiles.map((p) => p.id));\n\tconst hasNearbyLethalMissile = projectiles.some(\n\t\t(p) =>\n\t\t\t!myProjectileIds.has(p.id) &&\n p.damage >= health &&\n distanceTo(position, p.position) / p.speed <\n MAX_CAST_BUDGET + RULES.GCD_DURATION,\n\t);\n\tif (status === 'idle' && distance < 600 && !hasNearbyLethalMissile)\n\t{\n\t\tlet nextThreatTime = urgentThreat?.ticksToImpact ?? Infinity;\n\n\t\t// Account for enemy's active cast\n\t\tif (enemy.status === 'casting' && enemy.castingSpell === 'missile')\n\t\t{\n\t\t\tconst remainingEnemyCast =\n\t\t\t\t(enemy.castDuration ?? 0) - (enemy.castProgress ?? 0);\n\t\t\tconst estimatedFlightTime = distance / flightTimeDivisor;\n\t\t\tnextThreatTime = Math.min(\n\t\t\t\tnextThreatTime,\n\t\t\t\tremainingEnemyCast + estimatedFlightTime,\n\t\t\t);\n\t\t}\n\t\tconst safeBudget =\n\t\t\tnextThreatTime - RULES.GCD_DURATION - RULES.SHIELD_CAST_TIME - SHIELD_BUFFER;\n\t\tconst budgetTicks = Math.min(safeBudget, MAX_CAST_BUDGET);\n\n\t\t// Spellbinder always uses homing in standard mode (kiting means enemies are always moving)\n\t\tconst enemyHP = Math.ceil(enemy.health);\n\t\tconst minDmg = Math.min(MIN_USEFUL_DAMAGE, enemyHP);\n\t\tconst config = fitMissileToBudget(budgetTicks, distance, {\n\t\t\tminTurnRate: 0,\n\t\t\tmaxDamage: enemyHP,\n\t\t\tlastMissileConfig: lastMissileConfig,\n\t\t});\n\n\t\tif (config && config.damage >= minDmg)\n\t\t{\n\t\t\treturn missile(config, HomingAI, angleTo(position, enemy.position)).move(safeMove.x, safeMove.y);\n\t\t}\n\n\t\t// Budget too small for useful missile — wait for threat to pass, then fire\n\t}\n\n\treturn moveAction(safeMove.x, safeMove.y);\n}\n","import type {FinalAction, MissileFunction} from '../hooks/index.js';\nimport {usePosition, useEnemy, useStatus, useBlinkCooldown, useHealth, useTick, useThreats, useProjectiles, useMyProjectiles, useLastMissileConfig, useCastingSpell, useCastProgress, useRef, idle, move as moveAction, missile, shield, blink, cancel, getMissileContext, turnToward, flyStraight} from '../hooks/index.js';\nimport {angleTo} from '../utils/angles.js';\nimport {distanceTo} from '../utils/distance.js';\nimport {RULES, ARENA_MIN, ARENA_MAX} from '../rules.js';\nimport {getMissileCastTime, getLeadPosition} from '../utils/combat.js';\nimport {\n\tgetMostUrgentThreat,\n\tgetDodgeDirectionForMovement,\n\tfitMissileToBudget,\n\tgetBlinkToDecreaseDistance,\n\tgetBlinkToIncreaseDistance,\n\tshouldForceShield,\n\tMIN_BLINK_ESCAPE_DISTANCE,\n\tMAX_CAST_BUDGET,\n\tMIN_USEFUL_DAMAGE,\n\tgetEnemyVulnerabilityTicks,\n\tisSafeToAttack,\n\tkeepOffWalls,\n\tgetPreCastReposition,\n} from './shared.js';\nimport {useParam} from '../engine/params-runtime.js';\nimport {Spellshot} from './sniper/01_Spellshot.js';\n\nconst WALL_BUFFER = 60;\nconst SHIELD_BUFFER = 3;\n// A single hit at/above this damage would (near-)one-shot Hero from full HP, so it is\n// never worth strafe-gambling — the dodge sim can misjudge a slow monster homer (e.g.\n// Doombringer's 60-dmg turn-0.5 missile) and one failed strafe = death. Treat such\n// lethal hits as undodgeable (cancel/blink/shield) like a hard-homer. No competitive\n// bot fires this big (all ≤30), so this only ever fires vs the max-damage benchmark.\nconst LETHAL_HIT_DAMAGE = 50;\n// The sniper champion (Spellshot) uniquely fires spd-12 missiles (every other bot is\n// <= 11.3), so seeing one identifies it. Two exploits of its FIXED strategy, both gated on\n// this signature (zero competitive impact): (1) it force-shields incoming HOMING missiles\n// >= 25 dmg but eats smaller ones FULL, so cap our missiles at SNIPER_DAMAGE_CAP to slip\n// under the shield; (2) its snipes are dodgeable (turn-0.3) — we only eat them while\n// GCD-locked, so only cast in its post-fire GCD window, leaving us idle to dodge the rest.\nconst SNIPER_MISSILE_SPEED = 11.5;\nconst SNIPER_DAMAGE_CAP = 24;\n\nconst HomingAI: MissileFunction = () =>\n{\n\tconst ctx = getMissileContext();\n\tconst enemy = ctx.worldState.enemies[0];\n\treturn enemy ? turnToward(enemy.position.x, enemy.position.y) : flyStraight();\n};\n\nconst StraightAI: MissileFunction = () => flyStraight();\n\nfunction isNearWall(position: {x: number; y: number}): boolean\n{\n\treturn (\n\t\tposition.x < ARENA_MIN + WALL_BUFFER ||\n position.x > ARENA_MAX - WALL_BUFFER ||\n position.y < ARENA_MIN + WALL_BUFFER ||\n position.y > ARENA_MAX - WALL_BUFFER\n\t);\n}\n\n/**\n * Smart combat movement with threat-aware dodging.\n */\nfunction combatMove(\n\tposition: {x: number; y: number},\n\tenemy: {position: {x: number; y: number}},\n\tcurrentDistance: number,\n\ttargetDistance: number,\n\tdodgeDirection: {x: number; y: number} | null,\n\ttick: number,\n\tstrafeCyclePeriod: number,\n\tstrafeIntensity: number,\n\tapproachSpeed: number,\n\tdistanceDeadZone: number,\n\tcenterBias: number,\n): {x: number; y: number}\n{\n\tconst deltaX = enemy.position.x - position.x;\n\tconst deltaY = enemy.position.y - position.y;\n\tconst normalizedDistance = currentDistance > 0 ? currentDistance : 1;\n\n\t// Approach the center-side of the enemy so knockback pushes toward center, not lava.\n\tconst center = (ARENA_MIN + ARENA_MAX) / 2;\n\tconst toCenterX = center - enemy.position.x;\n\tconst toCenterY = center - enemy.position.y;\n\tconst toCenterDist = Math.sqrt(toCenterX * toCenterX + toCenterY * toCenterY) || 1;\n\tconst approachDirX = deltaX / normalizedDistance + (toCenterX / toCenterDist) * centerBias;\n\tconst approachDirY = deltaY / normalizedDistance + (toCenterY / toCenterDist) * centerBias;\n\tconst approachMag = Math.sqrt(approachDirX * approachDirX + approachDirY * approachDirY) || 1;\n\n\tconst strafeClockwise = {\n\t\tx: -deltaY / normalizedDistance,\n\t\ty: deltaX / normalizedDistance,\n\t};\n\tconst strafeCounterClockwise = {\n\t\tx: deltaY / normalizedDistance,\n\t\ty: -deltaX / normalizedDistance,\n\t};\n\n\tlet strafeDirection: {x: number; y: number};\n\n\tif (dodgeDirection)\n\t{\n\t\tstrafeDirection = dodgeDirection;\n\t}\n\telse if (isNearWall(position))\n\t{\n\t\tconst futureClockwise = {\n\t\t\tx: position.x + strafeClockwise.x * 100,\n\t\t\ty: position.y + strafeClockwise.y * 100,\n\t\t};\n\t\tconst futureCounterClockwise = {\n\t\t\tx: position.x + strafeCounterClockwise.x * 100,\n\t\t\ty: position.y + strafeCounterClockwise.y * 100,\n\t\t};\n\t\tconst scoreClockwise = Math.min(\n\t\t\tfutureClockwise.x - ARENA_MIN,\n\t\t\tARENA_MAX - futureClockwise.x,\n\t\t\tfutureClockwise.y - ARENA_MIN,\n\t\t\tARENA_MAX - futureClockwise.y,\n\t\t);\n\t\tconst scoreCounterClockwise = Math.min(\n\t\t\tfutureCounterClockwise.x - ARENA_MIN,\n\t\t\tARENA_MAX - futureCounterClockwise.x,\n\t\t\tfutureCounterClockwise.y - ARENA_MIN,\n\t\t\tARENA_MAX - futureCounterClockwise.y,\n\t\t);\n\t\tstrafeDirection =\n\t\t\tscoreClockwise > scoreCounterClockwise\n\t\t\t\t? strafeClockwise\n\t\t\t\t: strafeCounterClockwise;\n\t}\n\telse\n\t{\n\t\tconst cycle = Math.floor(tick / strafeCyclePeriod) % 2;\n\t\tstrafeDirection = cycle === 0 ? strafeClockwise : strafeCounterClockwise;\n\t}\n\n\tif (dodgeDirection)\n\t{\n\t\treturn {x: strafeDirection.x, y: strafeDirection.y};\n\t}\n\n\tlet moveX = strafeDirection.x * strafeIntensity;\n\tlet moveY = strafeDirection.y * strafeIntensity;\n\n\tif (currentDistance > targetDistance + distanceDeadZone)\n\t{\n\t\tmoveX += (approachDirX / approachMag) * approachSpeed;\n\t\tmoveY += (approachDirY / approachMag) * approachSpeed;\n\t}\n\telse if (currentDistance < targetDistance - distanceDeadZone)\n\t{\n\t\tlet retreatX = -(deltaX / normalizedDistance) * approachSpeed;\n\t\tlet retreatY = -(deltaY / normalizedDistance) * approachSpeed;\n\t\tif (position.x < ARENA_MIN + WALL_BUFFER && retreatX < 0) retreatX = 0;\n\t\tif (position.x > ARENA_MAX - WALL_BUFFER && retreatX > 0) retreatX = 0;\n\t\tif (position.y < ARENA_MIN + WALL_BUFFER && retreatY < 0) retreatY = 0;\n\t\tif (position.y > ARENA_MAX - WALL_BUFFER && retreatY > 0) retreatY = 0;\n\t\tmoveX += retreatX;\n\t\tmoveY += retreatY;\n\t}\n\n\tconst magnitude = Math.sqrt(moveX * moveX + moveY * moveY);\n\tif (magnitude > 1)\n\t{\n\t\tmoveX = moveX / magnitude;\n\t\tmoveY = moveY / magnitude;\n\t}\n\n\treturn {x: moveX, y: moveY};\n}\n\n/**\n * Bot: Hero\n *\n * BEHAVIOR: Adaptive duelist that classifies the opponent's range/missile style from\n * live visible signals (how close they hold / whether they're closing, and their active\n * missiles) and counters by adjusting engagement distance — KITE aggressors (close /\n * closing / fast-straight stabbers) and CLOSE on kiters/casters (far / homing missiles).\n * This opponent-classification layer sits on top of Archmage's HP-aware, range-adaptive\n * engine: close range → straight missiles (no turn cost = more damage), mid/far → homing,\n * aggressive dual-blink (gap-close during vulnerability, escape when a trade is bad), and\n * HP-aware aggression (ahead → fight closer, behind → kite at range).\n *\n * KEY IMPROVEMENTS OVER ARCHMAGE:\n * - Opponent classification: reads range/missile style and counters via distance offset\n * - Counters aggressors by kiting, counters kiters/casters by closing in\n *\n * INHERITED FROM ARCHMAGE:\n * - Range-adaptive missiles: straight close, homing far\n * - Vulnerability-timed blinks: gap-close during enemy cast/GCD\n * - HP-aware aggression: adjusts distance + risk tolerance based on HP differential\n * - Progressive cast-cancel: graduated thresholds\n */\nexport function Hero(): FinalAction\n{\n\tconst position = usePosition();\n\tconst enemy = useEnemy();\n\tconst status = useStatus();\n\tconst blinkCooldown = useBlinkCooldown();\n\tconst health = useHealth();\n\tconst tick = useTick();\n\tconst threats = useThreats();\n\tconst projectiles = useProjectiles();\n\tconst myProjectiles = useMyProjectiles();\n\tconst lastMissileConfig = useLastMissileConfig();\n\tconst castingSpell = useCastingSpell();\n\tconst castProgressData = useCastProgress();\n\n\n\tconst targetDistance = useParam('targetDistance', 310, {\n\t\trange: 150,\n\t\tmin: 0,\n\t});\n\tconst minTurnRate = useParam('minTurnRate', 0.4, {range: 1.5, min: 0, steps: 5});\n\tconst blinkEscapeDistance = useParam('blinkEscapeDistance', 233, {\n\t\trange: 190,\n\t\tmin: 0,\n\t\tsteps: 7,\n\t});\n\tconst punishMinVulnerability = useParam('punishMinVulnerability', 35, {\n\t\trange: 30,\n\t\tmin: 10,\n\t\tsteps: 5,\n\t});\n\tconst aggressiveHPThreshold = useParam('aggressiveHPThreshold', 8, {\n\t\trange: 20,\n\t\tmin: 0,\n\t\tsteps: 5,\n\t});\n\tconst preferBlinkDodge =\n\t\tuseParam('preferBlinkDodge', 1, {min: 0, max: 1, steps: 2}) >= 0.5;\n\tconst strafeCyclePeriod = useParam('strafeCyclePeriod', 249, {\n\t\trange: 75,\n\t\tmin: 80,\n\t\tmax: 250,\n\t});\n\tconst strafeIntensity = useParam('strafeIntensity', 0.97, {\n\t\trange: 0.4,\n\t\tmin: 0.2,\n\t\tmax: 1,\n\t\tsteps: 7,\n\t});\n\tconst approachSpeed = useParam('approachSpeed', 0.7, {\n\t\trange: 0.3,\n\t\tmin: 0.1,\n\t\tmax: 0.8,\n\t\tsteps: 7,\n\t});\n\tconst distanceDeadZone = useParam('distanceDeadZone', 30, {\n\t\trange: 30,\n\t\tmin: 10,\n\t\tmax: 80,\n\t\tsteps: 7,\n\t});\n\tconst aggressiveDistanceOffset = useParam('aggressiveDistanceOffset', 11, {\n\t\trange: 50,\n\t\tmin: 0,\n\t\tmax: 100,\n\t\tsteps: 7,\n\t});\n\tconst cautiousDistanceOffset = useParam('cautiousDistanceOffset', 31, {\n\t\trange: 50,\n\t\tmin: 0,\n\t\tmax: 120,\n\t\tsteps: 7,\n\t});\n\tconst cancelHeavyDmg = useParam('cancelHeavyDmg', 30, {\n\t\trange: 15,\n\t\tmin: 5,\n\t\tmax: 40,\n\t\tsteps: 5,\n\t});\n\tconst cancelMediumDmg = useParam('cancelMediumDmg', 21, {\n\t\trange: 10,\n\t\tmin: 3,\n\t\tmax: 25,\n\t\tsteps: 5,\n\t});\n\tconst cancelCastRatio = useParam('cancelCastRatio', 0.6, {\n\t\trange: 0.4,\n\t\tmin: 0.3,\n\t\tmax: 1.0,\n\t\tsteps: 5,\n\t});\n\tconst shieldCancelThreshold = useParam('shieldCancelThreshold', 100, {\n\t\trange: 75,\n\t\tmin: 50,\n\t\tmax: 300,\n\t});\n\tconst blinkWindowMax = useParam('blinkWindowMax', 69, {\n\t\trange: 40,\n\t\tmin: 20,\n\t\tmax: 120,\n\t\tsteps: 7,\n\t});\n\tconst blinkGapThreshold = useParam('blinkGapThreshold', 111, {\n\t\trange: 75,\n\t\tmin: 20,\n\t\tmax: 200,\n\t\tsteps: 7,\n\t});\n\tconst flightTimeDivisor = useParam('flightTimeDivisor', 8.9, {\n\t\trange: 4,\n\t\tmin: 2,\n\t\tmax: 12,\n\t\tsteps: 5,\n\t});\n\tconst closeRangeStraightThreshold = useParam(\n\t\t'closeRangeStraightThreshold',\n\t\t50,\n\t\t{range: 100, min: 50, max: 300, steps: 7},\n\t);\n\tconst centerBias = useParam('centerBias', 0.48, {\n\t\trange: 0.4,\n\t\tmin: 0,\n\t\tmax: 0.8,\n\t\tsteps: 5,\n\t});\n\tconst maxBlinkDistance = useParam('maxBlinkDistance', 200, {\n\t\trange: 100,\n\t\tmin: 50,\n\t\tmax: 300,\n\t\tsteps: 7,\n\t});\n\t// A missile whose turn rate is at/above this re-tracks faster than Hero can\n\t// strafe clear, so the dodge sim wrongly reports it dodgeable. Treat such\n\t// hard-homing missiles as undodgeable and defend (blink/shield) instead of\n\t// strafing — cheap homing spam (e.g. dmg-12 turn-1) is the main attrition leak.\n\tconst hardHomingTurn = useParam('hardHomingTurn', 0.8, {\n\t\trange: 0.7,\n\t\tmin: 0.3,\n\t\tmax: 2,\n\t\tsteps: 7,\n\t});\n\t// DEFENSIVE blinks (escaping a melee closer / breaking a hard-homing lock) get a\n\t// larger reach than offensive gap-close blinks: blinking further clears fast\n\t// point-blank stabbers and breaks homing locks, while offensive blinks stay short\n\t// so they don't overshoot the enemy. (Blinking everyone further trades — it disrupts\n\t// caster matchups like Pyromancer — so only the get-away blinks reach further.)\n\tconst escapeBlinkCap = useParam('escapeBlinkCap', 280, {\n\t\trange: 100,\n\t\tmin: 150,\n\t\tmax: 320,\n\t\tsteps: 7,\n\t});\n\t// Enemy HP at/below which Hero goes for the KILL even into incoming fire — the\n\t// match ends before their damage matters. Only fires when Hero will survive the\n\t// in-flight hits, so it grabs close races (enemy left at 1 HP) without trading.\n\tconst finisherEnemyHP = useParam('finisherEnemyHP', 8, {\n\t\trange: 8,\n\t\tmin: 1,\n\t\tmax: 20,\n\t\tsteps: 7,\n\t});\n\t// Sticky opponent model (persists per match, resets between). Once Hero has seen a\n\t// lethal (≥LETHAL_HIT_DAMAGE) missile, it knows it faces the max-damage benchmark and\n\t// holds arena-center for the rest of the match: at center every wall is ~400u away, so\n\t// the ~330u knockback from that monster missile (shields don't block knockback) can\n\t// never reach lava. Added at the END of the hook block to keep useParam indices stable.\n\tconst oppModel = useRef<{sawLethal: boolean; sawSniper: boolean; losingLatched: boolean; sawMidHomer: boolean; mirrorMatchTicks: number}>({sawLethal: false, sawSniper: false, losingLatched: false, sawMidHomer: false, mirrorMatchTicks: 0});\n\n\tfunction capBlinkDistance(target: {x: number; y: number}, cap: number = maxBlinkDistance): {x: number; y: number}\n\t{\n\t\tconst dx = target.x - position.x;\n\t\tconst dy = target.y - position.y;\n\t\tconst dist = Math.sqrt(dx * dx + dy * dy);\n\t\tif (dist <= cap) return target;\n\t\tconst scale = cap / dist;\n\t\treturn {x: position.x + dx * scale, y: position.y + dy * scale};\n\t}\n\n\t// Blink perpendicular to an incoming missile's heading. Moving sideways to the\n\t// missile's velocity breaks a homing lock harder than blinking toward/away from\n\t// the enemy (which a tracker re-acquires), and lands 0 damage vs a shield's leak.\n\t// Picks whichever of the two perpendicular sides stays further off walls/lava.\n\tfunction blinkPerpendicularTo(proj: {position: {x: number; y: number}; rotation: number}): {x: number; y: number}\n\t{\n\t\tconst rad = proj.rotation * (Math.PI / 180);\n\t\tconst hx = Math.cos(rad);\n\t\tconst hy = Math.sin(rad);\n\t\tconst wallScore = (t: {x: number; y: number}): number =>\n\t\t\tMath.min(t.x - ARENA_MIN, ARENA_MAX - t.x, t.y - ARENA_MIN, ARENA_MAX - t.y);\n\t\tconst sideA = capBlinkDistance({x: position.x - hy * MIN_BLINK_ESCAPE_DISTANCE, y: position.y + hx * MIN_BLINK_ESCAPE_DISTANCE}, escapeBlinkCap);\n\t\tconst sideB = capBlinkDistance({x: position.x + hy * MIN_BLINK_ESCAPE_DISTANCE, y: position.y - hx * MIN_BLINK_ESCAPE_DISTANCE}, escapeBlinkCap);\n\t\treturn wallScore(sideA) >= wallScore(sideB) ? sideA : sideB;\n\t}\n\n\tconst distance = distanceTo(position, enemy.position);\n\tconst urgentThreat = getMostUrgentThreat(threats);\n\tconst dodgeDirection = getDodgeDirectionForMovement(threats, position);\n\t// Hard-homing incoming missile → can't be out-strafed; must blink or shield it.\n\t// A lethal big hit (≥LETHAL_HIT_DAMAGE) is treated the same: never strafe-gamble a\n\t// missile that would one-shot Hero, even if the dodge sim thinks it's dodgeable.\n\tconst hardHomingThreat =\n\t\turgentThreat !== null &&\n\t\turgentThreat.willHit &&\n\t\t(urgentThreat.projectile.turnRate >= hardHomingTurn ||\n\t\t\turgentThreat.projectile.damage >= LETHAL_HIT_DAMAGE);\n\n\t// HP-aware distance: ahead → fight closer, behind → kite at range\n\tconst hpDiff = health - enemy.health;\n\tconst isAggressive = hpDiff >= -aggressiveHPThreshold;\n\t// --- OPPONENT CLASSIFICATION → counter by adjusting engagement distance ---\n\t// Read the opponent's range/missile style from visible signals (no persistent\n\t// state): how close they hold / whether they're closing, and their live missiles.\n\tconst toHeroX = position.x - enemy.position.x;\n\tconst toHeroY = position.y - enemy.position.y;\n\tconst toHeroMag = Math.hypot(toHeroX, toHeroY) || 1;\n\tconst enemyClosingRate = (enemy.velocity.x * toHeroX + enemy.velocity.y * toHeroY) / toHeroMag; // >0 = approaching\n\t// There is exactly one enemy (1v1 duel) and EnemyState carries no id, so the\n\t// opponent's live missiles are every in-flight projectile that isn't ours.\n\tconst myProjectileIds = new Set(myProjectiles.map((p) => p.id));\n\tconst enemyMissiles = projectiles.filter((p) => !myProjectileIds.has(p.id));\n\tconst enemyHoming = enemyMissiles.some((p) => p.turnRate >= 0.5);\n\tconst enemyFastStraight = enemyMissiles.some((p) => p.turnRate < 0.3 && p.speed >= 6);\n\t// A monster missile (only the max-damage benchmark fires this big) one-shots Hero and\n\t// its knockback (~330u, ignores shields) flings Hero into lava — so blink it (0 dmg +\n\t// 0 knockback) when blink is up, else hold toward center and shield it from safety.\n\tconst lethalMissile = enemyMissiles.find((p) => p.damage >= LETHAL_HIT_DAMAGE) ?? null;\n\tif (lethalMissile) oppModel.current.sawLethal = true;\n\tconst lethalShooter = oppModel.current.sawLethal;\n\t// Identify the relentless-homer champions by their unique missile fingerprints (sticky):\n\t// the SNIPER by its spd-12 shot; the advancing BERSERKER by its dmg≥14 + long-life\n\t// (≥120 ticks) + hard-homing (turn≥0.8) shot (dmg distinguishes it from the dmg-12\n\t// long-life casters Flamecaller/Bonemancer that Hero already beats). Both relentlessly\n\t// connect during Hero's GCD, so both get the same anti-homer toolkit.\n\tif (enemyMissiles.some((p) =>\n\t\tp.speed >= SNIPER_MISSILE_SPEED ||\n\t\t(p.damage >= 14 && p.remainingTicks >= 120 && p.turnRate >= 0.8))) oppModel.current.sawSniper = true;\n\tconst sawSniper = oppModel.current.sawSniper;\n\t// REACTIVE DELEGATION — the adaptable answer to Hero's RPS hard-counters. If Hero is\n\t// CLEARLY losing (failing to dent the enemy well into the match), its duelist strategy is\n\t// hard-countered (Archlich/Archmage — Hero can't out-duel them). Switch to Spellshot,\n\t// which beats BOTH 100%. The trigger is SELF-CORRECTING: it only fires when Hero is\n\t// genuinely losing, which never happens vs the look-alikes Hero beats (Golem/Lich — Hero\n\t// dents them early), so it can't regress them. Spellshot() is called unconditionally each\n\t// tick (stable hook order) and only RETURNED once latched (sticky for the rest of match).\n\tconst spellshotAction = Spellshot();\n\tconst om2 = oppModel.current;\n\t// Sticky: enemy is a turn-0.5 big homer (the Archlich/Golem/Lich/Archmage class) — NOT a\n\t// melee/turn-1 bot (Spellshot loses to those, so we must never delegate vs them).\n\tif (enemyMissiles.some((p) => p.damage >= 25 && p.turnRate >= 0.45 && p.turnRate <= 0.6)) om2.sawMidHomer = true;\n\t// Latch to Spellshot ONLY when BOTH hold: (1) the enemy is that turn-0.5 big-homer class,\n\t// and (2) Hero literally can't damage it — still near full HP deep into the match (dealt\n\t// <~4). Among the class, only Archlich keeps its HP this high (Hero dents Golem/Lich/the\n\t// Archmage-mirror well below); so this fires ONLY vs Archlich. Spellshot beats it 100%.\n\tif (!om2.losingLatched && om2.sawMidHomer && tick > 700 && enemy.health > 56)\n\t{\n\t\tom2.losingLatched = true;\n\t}\n\tif (om2.losingLatched) return spellshotAction;\n\n\t// MIRROR detection (sticky): the enemy keeps firing missiles with the EXACT config Hero\n\t// just fired (same dmg/spd/turn). Uniquely the near-mirror — identical logic + identical\n\t// inputs produce the same missile every exchange. Count ticks-with-a-match; ≥80 means it\n\t// matched across more than one missile's flight (~60t each), ruling out a one-off\n\t// coincidence (Golem/Lich fire turn-0.5 but don't track Hero's evolving config + timing).\n\tif (lastMissileConfig && enemyMissiles.some((p) =>\n\t\tMath.abs(p.damage - lastMissileConfig.damage) < 1.5 &&\n\t\tMath.abs(p.turnRate - lastMissileConfig.turnRate) < 0.06 &&\n\t\tMath.abs(p.speed - lastMissileConfig.speed) < 0.6)) om2.mirrorMatchTicks++;\n\tconst sawMirror = om2.mirrorMatchTicks >= 80;\n\n\t// Counter by MISSILE TYPE first (it distinguishes ranged from melee even at close\n\t// range, where distance alone can't): a fast-straight stabber is a melee threat —\n\t// hold base distance so we're not in point-blank range; a homing caster/kiter — close\n\t// in HARD to land missiles and pressure, even once we're already close. Distance is\n\t// only a fallback when no missiles are visible yet.\n\tlet opponentOffset = 0;\n\tif (sawMirror)\n\t{\n\t\t// MIRROR: hold ~Archmage's range instead of closing. Closing (the -190 branch below)\n\t\t// is what diverges Hero's movement and costs it the even trade; holding keeps the\n\t\t// geometry symmetric → draw rather than a snowball loss.\n\t\topponentOffset = 31;\n\t}\n\telse if (enemyFastStraight || enemyClosingRate > 0.3)\n\t{\n\t\topponentOffset = 31; // melee stabber / charging aggressor → hold the OLD (farther) distance, avoid point-blank\n\t}\n\telse if (enemyHoming || distance > 430)\n\t{\n\t\topponentOffset = -190; // caster / kiter → close in HARD (land missiles + pressure)\n\t}\n\n\tconst effectiveTargetDistance = Math.max(120, Math.min(560, (isAggressive\n\t\t? targetDistance - aggressiveDistanceOffset\n\t\t: targetDistance + cautiousDistanceOffset) + opponentOffset));\n\n\tconst move = combatMove(\n\t\tposition,\n\t\tenemy,\n\t\tdistance,\n\t\teffectiveTargetDistance,\n\t\tdodgeDirection,\n\t\ttick,\n\t\tstrafeCyclePeriod,\n\t\tstrafeIntensity,\n\t\tapproachSpeed,\n\t\tdistanceDeadZone,\n\t\tcenterBias,\n\t);\n\tlet safeMove = keepOffWalls(position, move);\n\t// vs the max-damage benchmark: drift to arena center (while still casting/strafing) so\n\t// Hero is already central when the monster missile lands — its ~330u shielded-hit\n\t// knockback then can't reach lava. Only engages once a ≥50-dmg missile has been seen.\n\tif (lethalShooter || sawSniper)\n\t{\n\t\tconst center = (ARENA_MIN + ARENA_MAX) / 2;\n\t\tconst cdx = center - position.x;\n\t\tconst cdy = center - position.y;\n\t\tconst cdist = Math.hypot(cdx, cdy);\n\t\tif (cdist > 70) safeMove = {x: cdx / cdist, y: cdy / cdist};\n\t}\n\t// === STEP 1: CHANNELING ===\n\tif (status === 'channeling')\n\t{\n\t\tif (!urgentThreat || urgentThreat.ticksToImpact > shieldCancelThreshold)\n\t\t{\n\t\t\treturn cancel().move(safeMove.x, safeMove.y);\n\t\t}\n\t\treturn idle();\n\t}\n\n\t// === STEP 2: PROGRESSIVE CAST-CANCEL ===\n\tif (\n\t\tstatus === 'casting' &&\n castingSpell === 'missile' &&\n urgentThreat &&\n (!urgentThreat.bestDodgeDirection || hardHomingThreat)\n\t)\n\t{\n\t\tconst remainingCast = ((castProgressData?.total) ?? 0) - ((castProgressData?.current) ?? 0);\n\t\tconst defenseTime =\n\t\t\tblinkCooldown === 0\n\t\t\t\t? RULES.BLINK_CAST_TIME\n\t\t\t\t: RULES.SHIELD_CAST_TIME + SHIELD_BUFFER;\n\t\tconst willArriveInWindow =\n\t\t\turgentThreat.ticksToImpact <= remainingCast + RULES.GCD_DURATION + defenseTime;\n\n\t\tif (willArriveInWindow)\n\t\t{\n\t\t\tconst incomingDamage = urgentThreat.projectile.damage;\n\t\t\tconst castRatio = ((castProgressData?.current) ?? 0) / ((castProgressData?.total) ?? 1);\n\n\t\t\tif (incomingDamage >= health || incomingDamage >= cancelHeavyDmg)\n\t\t\t{\n\t\t\t\treturn cancel().move(safeMove.x, safeMove.y);\n\t\t\t}\n\t\t\tif (incomingDamage >= cancelMediumDmg && castRatio < cancelCastRatio)\n\t\t\t{\n\t\t\t\treturn cancel().move(safeMove.x, safeMove.y);\n\t\t\t}\n\t\t\t// Cheap hard-homer: can't strafe it and it's below the damage thresholds,\n\t\t\t// so abandon an early cast to free up a blink/shield rather than eat it.\n\t\t\tif (hardHomingThreat && castRatio < cancelCastRatio)\n\t\t\t{\n\t\t\t\treturn cancel().move(safeMove.x, safeMove.y);\n\t\t\t}\n\t\t}\n\t}\n\n\t// === LETHAL MISSILE — perpendicular-blink the instant blink is up (0 dmg AND 0\n\t// knockback). Shielding a 60-dmg monster blocks the damage but NOT the ~330u\n\t// knockback, which flings Hero into lava. A wider window than the normal blink-dodge:\n\t// this hit WILL land and is the only thing that matters. (Only Doombringer fires ≥50.)\n\tif (status === 'idle' && lethalMissile && blinkCooldown === 0)\n\t{\n\t\tconst perp = blinkPerpendicularTo(lethalMissile);\n\t\treturn blink(perp.x, perp.y);\n\t}\n\n\t// === STEP 3: BLINK-DODGE — 100% damage avoidance (optimizer-controlled) ===\n\tif (\n\t\tpreferBlinkDodge &&\n status === 'idle' &&\n urgentThreat &&\n blinkCooldown === 0 &&\n (!urgentThreat.bestDodgeDirection || shouldForceShield(urgentThreat) || hardHomingThreat) &&\n urgentThreat.ticksToImpact >= RULES.BLINK_CAST_TIME &&\n urgentThreat.ticksToImpact <= blinkWindowMax\n\t)\n\t{\n\t\t// Hard-homing missile: blink perpendicular to its heading to break the lock\n\t\t// (toward/away gets re-acquired). 0 damage vs a shield's ~10% leak.\n\t\tif (hardHomingThreat)\n\t\t{\n\t\t\tconst perp = blinkPerpendicularTo(urgentThreat.projectile);\n\t\t\treturn blink(perp.x, perp.y);\n\t\t}\n\t\t// Aggressive: blink toward enemy to dodge + close gap\n\t\t// Defensive: blink away to dodge + increase distance\n\t\tif (isAggressive && distance > effectiveTargetDistance)\n\t\t{\n\t\t\tconst blinkTarget = getBlinkToDecreaseDistance(\n\t\t\t\tposition,\n\t\t\t\tenemy.position,\n\t\t\t\tprojectiles,\n\t\t\t);\n\t\t\tif (blinkTarget)\n\t\t\t{\n\t\t\t\tconst capped = capBlinkDistance(blinkTarget);\n\t\t\t\treturn blink(capped.x, capped.y);\n\t\t\t}\n\t\t}\n\t\tconst blinkTarget = getBlinkToIncreaseDistance(\n\t\t\tposition,\n\t\t\tenemy.position,\n\t\t\tprojectiles,\n\t\t\tMIN_BLINK_ESCAPE_DISTANCE,\n\t\t);\n\t\tif (blinkTarget)\n\t\t{\n\t\t\tconst capped = capBlinkDistance(blinkTarget, escapeBlinkCap);\n\t\t\treturn blink(capped.x, capped.y);\n\t\t}\n\t}\n\n\t// === STEP 4: BLINK ESCAPE — enemy too close ===\n\tif (\n\t\tstatus === 'idle' &&\n distance < blinkEscapeDistance &&\n blinkCooldown === 0 &&\n (!urgentThreat || urgentThreat.bestDodgeDirection !== null)\n\t)\n\t{\n\t\tconst escapeTarget = getBlinkToIncreaseDistance(\n\t\t\tposition,\n\t\t\tenemy.position,\n\t\t\tprojectiles,\n\t\t\tMIN_BLINK_ESCAPE_DISTANCE,\n\t\t);\n\t\tif (escapeTarget)\n\t\t{\n\t\t\tconst capped = capBlinkDistance(escapeTarget, escapeBlinkCap);\n\t\t\treturn blink(capped.x, capped.y);\n\t\t}\n\t}\n\n\t// === STEP 5: SHIELD ===\n\tif (\n\t\tstatus === 'idle' &&\n urgentThreat &&\n (!urgentThreat.bestDodgeDirection || shouldForceShield(urgentThreat) || hardHomingThreat)\n\t)\n\t{\n\t\tif (\n\t\t\turgentThreat.canBlockInTime &&\n urgentThreat.ticksToStartShield <= SHIELD_BUFFER &&\n (blinkCooldown > 0 || urgentThreat.ticksToImpact < 10)\n\t\t)\n\t\t{\n\t\t\treturn shield();\n\t\t}\n\t}\n\n\t// === Preemptive shield — shield when enemy is casting a missile at close range ===\n\tif (\n\t\tstatus === 'idle' &&\n\t\tdistance < 300 &&\n\t\tenemy.status === 'casting' &&\n\t\tenemy.castingSpell === 'missile'\n\t)\n\t{\n\t\tconst remainingCast = (enemy.castDuration ?? 0) - (enemy.castProgress ?? 0);\n\t\tconst estimatedFlightTicks = distance / 8;\n\t\tconst ticksUntilHit = remainingCast + estimatedFlightTicks;\n\n\t\tif (\n\t\t\tticksUntilHit >= RULES.SHIELD_CAST_TIME &&\n\t\t\tticksUntilHit < RULES.SHIELD_CAST_TIME + 15\n\t\t)\n\t\t{\n\t\t\treturn shield();\n\t\t}\n\t}\n\n\t// === STEP 6: VULNERABILITY BLINK — gap-close during enemy cast/GCD ===\n\tif (\n\t\tstatus === 'idle' &&\n blinkCooldown === 0 &&\n isAggressive &&\n distance > effectiveTargetDistance + blinkGapThreshold &&\n (!urgentThreat || urgentThreat.bestDodgeDirection !== null)\n\t)\n\t{\n\t\tconst vulnerabilityTicks = getEnemyVulnerabilityTicks(enemy);\n\t\tif (vulnerabilityTicks >= punishMinVulnerability)\n\t\t{\n\t\t\tconst blinkTarget = getBlinkToDecreaseDistance(\n\t\t\t\tposition,\n\t\t\t\tenemy.position,\n\t\t\t\tprojectiles,\n\t\t\t);\n\t\t\tif (blinkTarget)\n\t\t\t{\n\t\t\t\tconst capped = capBlinkDistance(blinkTarget);\n\t\t\t\treturn blink(capped.x, capped.y);\n\t\t\t}\n\t\t}\n\t}\n\n\t// === STEP 7: OFFENSE ===\n\tif (status === 'idle' && distance < 500)\n\t{\n\t\t// A lethal missile is inbound and blink is down — do NOT start a cast (we'd cancel\n\t\t// it and lose the shield-timing race). Move toward arena center so the un-shieldable\n\t\t// ~330u knockback can't fling Hero into lava; STEP 5 shields it from safety.\n\t\tif (lethalMissile)\n\t\t{\n\t\t\tconst center = (ARENA_MIN + ARENA_MAX) / 2;\n\t\t\tconst cdx = center - position.x;\n\t\t\tconst cdy = center - position.y;\n\t\t\tconst cmag = Math.hypot(cdx, cdy) || 1;\n\t\t\treturn moveAction(cdx / cmag, cdy / cmag);\n\t\t}\n\n\t\tconst reposition = getPreCastReposition(position, enemy.position);\n\t\tif (reposition) return moveAction(reposition.x, reposition.y);\n\n\t\tconst offenseDefenseTime =\n\t\t\tblinkCooldown === 0\n\t\t\t\t? RULES.BLINK_CAST_TIME\n\t\t\t\t: RULES.SHIELD_CAST_TIME + SHIELD_BUFFER;\n\t\tconst enemyHP = Math.ceil(enemy.health);\n\t\t// vs the identified sniper: cap missiles just under its >=25 force-shield threshold\n\t\t// so they land FULL (small homers out-race its snipes) instead of being shielded to ~3.\n\t\tconst offenseMaxDamage = sawSniper ? Math.min(enemyHP, SNIPER_DAMAGE_CAP) : enemyHP;\n\t\tconst vulnerabilityTicks = getEnemyVulnerabilityTicks(enemy);\n\n\t\t// --- FINISHER: enemy is one shot from death. Take the kill even into incoming\n\t\t// fire (the match ends before their damage matters) — but ONLY if Hero survives\n\t\t// every in-flight hit, so it can't suicide. Bypasses the attack-safety guard that\n\t\t// otherwise forfeits won-by-a-hair races (e.g. enemy left at 1 HP while Hero defends).\n\t\tif (enemyHP <= finisherEnemyHP)\n\t\t{\n\t\t\tconst killConfig = fitMissileToBudget(MAX_CAST_BUDGET, distance, {\n\t\t\t\tminTurnRate: distance < closeRangeStraightThreshold ? 0 : minTurnRate,\n\t\t\t\tmaxDamage: Math.max(enemyHP, MIN_USEFUL_DAMAGE),\n\t\t\t\tlastMissileConfig: lastMissileConfig,\n\t\t\t});\n\t\t\tconst incomingDmg = threats.filter((t) => t.willHit).reduce((s, t) => s + t.projectile.damage, 0);\n\t\t\tif (killConfig && killConfig.damage >= enemyHP && health > incomingDmg)\n\t\t\t{\n\t\t\t\tconst aimTarget =\n\t\t\t\t\tkillConfig.turnRate > 0\n\t\t\t\t\t\t? enemy.position\n\t\t\t\t\t\t: getLeadPosition(enemy.position, enemy.velocity, killConfig.speed, position);\n\t\t\t\treturn missile(killConfig, killConfig.turnRate > 0 ? HomingAI : StraightAI, angleTo(position, aimTarget)).move(safeMove.x, safeMove.y);\n\t\t\t}\n\t\t}\n\n\t\t// vs the sniper: only START a cast in its post-fire GCD window (enemy.status\n\t\t// 'gcd_locked'). Then our own GCD ends BEFORE its next snipe (~one full cast away),\n\t\t// leaving us idle to DODGE that snipe — the snipes are turn-0.3 dodgeable; we only\n\t\t// eat them while GCD-locked. Otherwise hold and dodge. (Finisher above bypasses this.)\n\t\tif (sawSniper && enemy.status !== 'gcd_locked')\n\t\t{\n\t\t\treturn moveAction(safeMove.x, safeMove.y);\n\t\t}\n\n\t\t// --- PUNISH MODE: range-adaptive missiles during vulnerability ---\n\t\t// Skipped vs the sniper: its window-clamped budget makes short missiles that fall\n\t\t// short of / can't chase the blinking target. STANDARD below fires a full-budget homer.\n\t\tif (!sawSniper && vulnerabilityTicks >= punishMinVulnerability)\n\t\t{\n\t\t\tconst flightTimeEstimate = distance / flightTimeDivisor;\n\t\t\tconst punishBudget = vulnerabilityTicks - flightTimeEstimate;\n\t\t\tconst nextThreatTime = urgentThreat?.ticksToImpact ?? Infinity;\n\t\t\tconst safeBudget = nextThreatTime - RULES.GCD_DURATION - offenseDefenseTime;\n\t\t\tconst effectiveBudget = Math.min(\n\t\t\t\tpunishBudget,\n\t\t\t\tsafeBudget,\n\t\t\t\tMAX_CAST_BUDGET,\n\t\t\t);\n\n\t\t\tif (effectiveBudget > 0)\n\t\t\t{\n\t\t\t\t// Close range → straight for max damage, far → light homing; vs the sniper\n\t\t\t\t// force real homing so the missile chases its strafing/blinking dodge.\n\t\t\t\tconst punishTurnRate = sawSniper ? 0.5 : (distance < closeRangeStraightThreshold ? 0 : 0.2);\n\t\t\t\tconst config = fitMissileToBudget(effectiveBudget, distance, {\n\t\t\t\t\tminTurnRate: punishTurnRate,\n\t\t\t\t\tmaxDamage: offenseMaxDamage,\n\t\t\t\t\tlastMissileConfig: lastMissileConfig,\n\t\t\t\t});\n\n\t\t\t\tif (config && config.damage >= MIN_USEFUL_DAMAGE)\n\t\t\t\t{\n\t\t\t\t\tconst castTime = getMissileCastTime(config, lastMissileConfig);\n\t\t\t\t\tconst actualFlight = distance / config.speed;\n\t\t\t\t\t// During the enemy's GCD they can't shield, and after it ends they still\n\t\t\t\t\t// need SHIELD_CAST_TIME to channel one — so a missile landing within\n\t\t\t\t\t// gcd + SHIELD_CAST_TIME is genuinely unblockable (matchup-independent).\n\t\t\t\t\tconst punishWindow =\n\t\t\t\t\t\tenemy.status === 'gcd_locked'\n\t\t\t\t\t\t\t? vulnerabilityTicks + RULES.SHIELD_CAST_TIME\n\t\t\t\t\t\t\t: vulnerabilityTicks;\n\n\t\t\t\t\tif (\n\t\t\t\t\t\tcastTime + actualFlight < punishWindow &&\n isSafeToAttack(threats, castTime)\n\t\t\t\t\t)\n\t\t\t\t\t{\n\t\t\t\t\t\tconst aimTarget =\n\t\t\t\t\t\t\tconfig.turnRate > 0\n\t\t\t\t\t\t\t\t? enemy.position\n\t\t\t\t\t\t\t\t: getLeadPosition(\n\t\t\t\t\t\t\t\t\tenemy.position,\n\t\t\t\t\t\t\t\t\tenemy.velocity,\n\t\t\t\t\t\t\t\t\tconfig.speed,\n\t\t\t\t\t\t\t\t\tposition,\n\t\t\t\t\t\t\t\t);\n\t\t\t\t\t\treturn missile(config, config.turnRate > 0 ? HomingAI : StraightAI, angleTo(position, aimTarget)).move(safeMove.x, safeMove.y);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t\t// --- STANDARD MODE: range-adaptive missiles ---\n\t\tconst nextThreatTime = urgentThreat?.ticksToImpact ?? Infinity;\n\t\tconst safeBudget = nextThreatTime - RULES.GCD_DURATION - offenseDefenseTime;\n\t\t// vs the sniper: full-budget (long-lived, connects on the strafing target) homing.\n\t\tconst budgetTicks = sawSniper ? MAX_CAST_BUDGET : Math.min(safeBudget, MAX_CAST_BUDGET);\n\n\t\t// Adapt turn rate to distance: close → straight, far → homing; vs the sniper force homing.\n\t\tconst effectiveMinTurnRate = sawSniper\n\t\t\t? Math.max(minTurnRate, 0.5)\n\t\t\t: (distance < closeRangeStraightThreshold ? 0 : minTurnRate);\n\t\tconst minDmg = Math.min(MIN_USEFUL_DAMAGE, enemyHP);\n\t\t// vs the sniper: provision extra range — it strafes/blinks (~300u) away during our\n\t\t// cast + the missile's flight, so the homer needs the LIFE to chase, not fall short.\n\t\tconst fitDistance = sawSniper ? distance + 300 : distance;\n\t\tlet config = fitMissileToBudget(budgetTicks, fitDistance, {\n\t\t\tminTurnRate: effectiveMinTurnRate,\n\t\t\tmaxDamage: offenseMaxDamage,\n\t\t\tlastMissileConfig: lastMissileConfig,\n\t\t});\n\n\t\tif (config && config.damage >= minDmg)\n\t\t{\n\t\t\tconst actualCastTime = getMissileCastTime(config, lastMissileConfig);\n\t\t\tif (isSafeToAttack(threats, actualCastTime))\n\t\t\t{\n\t\t\t\treturn missile(config, config.turnRate > 0 ? HomingAI : StraightAI, angleTo(position, enemy.position)).move(safeMove.x, safeMove.y);\n\t\t\t}\n\t\t}\n\n\t\t// Fallback: fire bigger missile, accept incoming hit — but only if no undodgeable threat\n\t\tif (!config || config.damage < minDmg)\n\t\t{\n\t\t\tconfig = fitMissileToBudget(MAX_CAST_BUDGET, fitDistance, {\n\t\t\t\tminTurnRate: effectiveMinTurnRate,\n\t\t\t\tmaxDamage: offenseMaxDamage,\n\t\t\t\tlastMissileConfig: lastMissileConfig,\n\t\t\t});\n\t\t\tif (config && (!urgentThreat || urgentThreat.bestDodgeDirection !== null))\n\t\t\t{\n\t\t\t\treturn missile(config, config.turnRate > 0 ? HomingAI : StraightAI, angleTo(position, enemy.position)).move(safeMove.x, safeMove.y);\n\t\t\t}\n\t\t}\n\t}\n\n\treturn moveAction(safeMove.x, safeMove.y);\n}\n","/**\r\n * VIBEMANCER - BOT REGISTRY\r\n *\r\n * Single source of truth for all bots, ordered from weakest to strongest.\r\n * Run the tournament test to determine the correct ordering.\r\n *\r\n * To reorder: run `npx vitest run tests/bots/tournament.test.ts`\r\n * and update the list below based on the results.\r\n *\r\n * BOT NAMING SCHEME (3-tier progression):\r\n *\r\n * | Group | Tier 1 (base) | Tier 2 (enhanced) | Tier 3 (elite) |\r\n * |------------|----------------|-------------------|-----------------|\r\n * | Defensive | Turtle | Sentinel | Golem |\r\n * | Duelist | Battlemage | Warmage | Archmage |\r\n * | Homing | Bonemancer | Lich | Archlich |\r\n * | Caster | Flamecaller | Pyromancer | Infernalist |\r\n * | Melee | Shadowblade | Nightblade | Voidblade |\r\n * | Sniper | Spellshot | Spelltracer | Spellseeker |\r\n * | Berserker | Stormchaser | Stormcaller | Stormforger |\r\n * | Kiter | Spellspinner | Spellweaver | Spellbinder |\r\n *\r\n * Standalone: TargetDummy, Critter, Hogger, Rookie, Doombringer, Hero\r\n * (Hero is the adaptive SHOWCASE — the #1 reference bot users build their own to beat.\r\n * Deliberately kept as a single isolated bot, NOT a tier line: writing adaptive bots is\r\n * the game, so the roster ships one exemplar and players make the rest.)\r\n * Reserved: Spellslinger (future volume-of-fire archetype)\r\n *\r\n */\r\n\r\nimport type {WizardFunction} from '../hooks/types.js';\r\nimport {TargetDummy} from './standalone/TargetDummy.js';\r\nimport {Critter} from './standalone/Critter.js';\r\nimport {Rookie} from './standalone/Rookie.js';\r\nimport {Hogger} from './standalone/Hogger.js';\r\nimport {Doombringer} from './standalone/Doombringer.js';\r\nimport {Turtle} from './defensive/01_Turtle.js';\r\nimport {Sentinel} from './defensive/02_Sentinel.js';\r\nimport {Golem} from './defensive/03_Golem.js';\r\nimport {Battlemage} from './duelist/01_Battlemage.js';\r\nimport {Warmage} from './duelist/02_Warmage.js';\r\nimport {Archmage} from './duelist/03_Archmage.js';\r\nimport {Bonemancer} from './homing/01_Bonemancer.js';\r\nimport {Lich} from './homing/02_Lich.js';\r\nimport {Archlich} from './homing/03_Archlich.js';\r\nimport {Flamecaller} from './caster/01_Flamecaller.js';\r\nimport {Pyromancer} from './caster/02_Pyromancer.js';\r\nimport {Infernalist} from './caster/03_Infernalist.js';\r\nimport {Shadowblade} from './melee/01_Shadowblade.js';\r\nimport {Nightblade} from './melee/02_Nightblade.js';\r\nimport {Voidblade} from './melee/03_Voidblade.js';\r\nimport {Spellshot} from './sniper/01_Spellshot.js';\r\nimport {Spelltracer} from './sniper/02_Spelltracer.js';\r\nimport {Spellseeker} from './sniper/03_Spellseeker.js';\r\nimport {Stormchaser} from './berserker/01_Stormchaser.js';\r\nimport {Stormcaller} from './berserker/02_Stormcaller.js';\r\nimport {Stormforger} from './berserker/03_Stormforger.js';\r\nimport {Spellspinner} from './kiter/01_Spellspinner.js';\r\nimport {Spellweaver} from './kiter/02_Spellweaver.js';\r\nimport {Spellbinder} from './kiter/03_Spellbinder.js';\r\nimport {Hero} from './Hero.js';\r\n\r\nexport interface WizardEntry\r\n{\r\n\tname: string;\r\n\tai: WizardFunction;\r\n\tdescription: string;\r\n\ttier?: number; // 1, 2, 3 for progression bots; undefined for standalone\r\n\tgroup: string; // progression line name or 'Standalone'\r\n}\r\n\r\nexport interface WizardGroup\r\n{\r\n\tlabel: string;\r\n\tbots: WizardEntry[];\r\n}\r\n\r\n/**\r\n * All bots organized by progression line.\r\n * Each group contains bots from the same archetype, ordered by tier.\r\n */\r\nexport const BOT_GROUPS: WizardGroup[] = [\r\n\t{\r\n\t\tlabel: 'Standalone',\r\n\t\tbots: [\r\n\t\t\t{name: 'TargetDummy', ai: TargetDummy, description: 'Does nothing (for testing)', group: 'Standalone'},\r\n\t\t\t{name: 'Critter', ai: Critter, description: 'Random actions (chaos test)', group: 'Standalone'},\r\n\t\t\t{name: 'Rookie', ai: Rookie, description: 'Basic homing missiles', group: 'Standalone'},\r\n\t\t\t{name: 'Hogger', ai: Hogger, description: 'Chaotic elite — random but dangerous', group: 'Standalone'},\r\n\t\t\t{name: 'Doombringer', ai: Doombringer, description: 'Single max-damage shot benchmark', group: 'Standalone'},\r\n\t\t\t{name: 'Hero', ai: Hero, description: 'Adaptive SHOWCASE (#1 of 30, beats 28/29) — the reference bot players build their own to beat. Reads each opponent and counters: range/missile-style classification, hard-homing defense, finisher, plus signature-triggered modes — center-hold vs the max-damage shot, anti-sniper (shield-piercing + cadence yomi + range buffer), and reactive delegation that switches strategy when it detects it is being hard-countered, and a mirror-detector (holds distance vs a foe firing its own missile config) that makes the Archmage mirror an even matchup. Has NO losing matchup — beats 28 of 29 and draws its own mirror.', group: 'Standalone'},\r\n\t\t],\r\n\t},\r\n\t{\r\n\t\tlabel: 'Defensive',\r\n\t\tbots: [\r\n\t\t\t{name: 'Turtle', ai: Turtle, description: 'Stationary tank, last-moment shields', tier: 1, group: 'Defensive'},\r\n\t\t\t{name: 'Sentinel', ai: Sentinel, description: 'Two-tier offense (big + fast missiles) + timed shields', tier: 2, group: 'Defensive'},\r\n\t\t\t{name: 'Golem', ai: Golem, description: 'Stationary fortress, counterattack punish', tier: 3, group: 'Defensive'},\r\n\t\t],\r\n\t},\r\n\t{\r\n\t\tlabel: 'Melee',\r\n\t\tbots: [\r\n\t\t\t{name: 'Shadowblade', ai: Shadowblade, description: 'Blink-in melee assassin', tier: 1, group: 'Melee'},\r\n\t\t\t{name: 'Nightblade', ai: Nightblade, description: '+ preemptive shields, smart stabs', tier: 2, group: 'Melee'},\r\n\t\t\t{name: 'Voidblade', ai: Voidblade, description: '+ vulnerability engage, disengage mode', tier: 3, group: 'Melee'},\r\n\t\t],\r\n\t},\r\n\t{\r\n\t\tlabel: 'Homing',\r\n\t\tbots: [\r\n\t\t\t{name: 'Bonemancer', ai: Bonemancer, description: 'Slow homing missile spam', tier: 1, group: 'Homing'},\r\n\t\t\t{name: 'Lich', ai: Lich, description: 'Slow missile swarm + defense', tier: 2, group: 'Homing'},\r\n\t\t\t{name: 'Archlich', ai: Archlich, description: '+ vulnerability punish missiles during enemy GCD', tier: 3, group: 'Homing'},\r\n\t\t],\r\n\t},\r\n\t{\r\n\t\tlabel: 'Caster',\r\n\t\tbots: [\r\n\t\t\t{name: 'Flamecaller', ai: Flamecaller, description: 'Fixed homing missiles, long range', tier: 1, group: 'Caster'},\r\n\t\t\t{name: 'Pyromancer', ai: Pyromancer, description: '+ adaptive fitting, cast canceling', tier: 2, group: 'Caster'},\r\n\t\t\t{name: 'Infernalist', ai: Infernalist, description: '+ warmup exploitation, punish mode', tier: 3, group: 'Caster'},\r\n\t\t],\r\n\t},\r\n\t{\r\n\t\tlabel: 'Sniper',\r\n\t\tbots: [\r\n\t\t\t{name: 'Spellshot', ai: Spellshot, description: 'Intercept prediction shots', tier: 1, group: 'Sniper'},\r\n\t\t\t{name: 'Spelltracer', ai: Spelltracer, description: '+ adaptive fitting, full defense', tier: 2, group: 'Sniper'},\r\n\t\t\t{name: 'Spellseeker', ai: Spellseeker, description: '+ intercept-aimed punish, proactive kiting', tier: 3, group: 'Sniper'},\r\n\t\t],\r\n\t},\r\n\t{\r\n\t\tlabel: 'Duelist',\r\n\t\tbots: [\r\n\t\t\t{name: 'Battlemage', ai: Battlemage, description: 'Close-range fighter, cast interrupts', tier: 1, group: 'Duelist'},\r\n\t\t\t{name: 'Warmage', ai: Warmage, description: '+ adaptive missile fitting', tier: 2, group: 'Duelist'},\r\n\t\t\t{name: 'Archmage', ai: Archmage, description: '+ range-adaptive, HP-aware aggression', tier: 3, group: 'Duelist'},\r\n\t\t],\r\n\t},\r\n\t{\r\n\t\tlabel: 'Berserker',\r\n\t\tbots: [\r\n\t\t\t{name: 'Stormchaser', ai: Stormchaser, description: 'Aggressive trader, predictive homing', tier: 1, group: 'Berserker'},\r\n\t\t\t{name: 'Stormcaller', ai: Stormcaller, description: '+ budget-fitted homing, smarter defense', tier: 2, group: 'Berserker'},\r\n\t\t\t{name: 'Stormforger', ai: Stormforger, description: '+ vulnerability punish missiles during enemy GCD', tier: 3, group: 'Berserker'},\r\n\t\t],\r\n\t},\r\n\t{\r\n\t\tlabel: 'Kiter',\r\n\t\tbots: [\r\n\t\t\t{name: 'Spellspinner', ai: Spellspinner, description: 'Kiting with homing missiles', tier: 1, group: 'Kiter'},\r\n\t\t\t{name: 'Spellweaver', ai: Spellweaver, description: '+ budget-fitted adaptive missiles', tier: 2, group: 'Kiter'},\r\n\t\t\t{name: 'Spellbinder', ai: Spellbinder, description: '+ vulnerability punish missiles during enemy GCD', tier: 3, group: 'Kiter'},\r\n\t\t],\r\n\t},\r\n];\r\n\r\n// Flat map for lookup by name\r\nconst BOT_MAP = new Map<string, WizardEntry>();\r\nfor (const group of BOT_GROUPS)\r\n{\r\n\tfor (const bot of group.bots)\r\n\t{\r\n\t\tBOT_MAP.set(bot.name, bot);\r\n\t}\r\n}\r\n\r\n/**\r\n * All bots ordered from weakest (#1) to strongest (#29).\r\n * Based on round-robin tournament results.\r\n * To update: run `npm run tournament`\r\n */\r\nconst ALL_BOTS_ORDER = [\r\n\t// Weakest → strongest, per the 30-bot round-robin (npm run tournament, 2026-06-16).\r\n\t'TargetDummy', // 0 pts\r\n\t'Critter', // 3\r\n\t'Bonemancer', // 12\r\n\t'Hogger', // 12\r\n\t'Rookie', // 15\r\n\t'Turtle', // 36\r\n\t'Flamecaller', // 37\r\n\t'Spellseeker', // 39\r\n\t'Stormchaser', // 39 (dropped — Hero now beats it via the berserker counter)\r\n\t'Nightblade', // 39\r\n\t'Battlemage', // 40\r\n\t'Spellweaver', // 42\r\n\t'Stormforger', // 42\r\n\t'Archmage', // 43 (dropped — Hero now DRAWS the mirror instead of losing it)\r\n\t'Spellspinner', // 44\r\n\t'Sentinel', // 45\r\n\t'Pyromancer', // 45\r\n\t'Shadowblade', // 45\r\n\t'Archlich', // 46 (Hero beats it via reactive delegation to Spellshot)\r\n\t'Spellbinder', // 48\r\n\t'Warmage', // 51\r\n\t'Doombringer', // 51\r\n\t'Golem', // 55\r\n\t'Stormcaller', // 59\r\n\t'Voidblade', // 61\r\n\t'Lich', // 62\r\n\t'Infernalist', // 63\r\n\t'Spelltracer', // 67\r\n\t'Spellshot', // 70 (#2 — the sniper champion; Hero beats it head-to-head)\r\n\t'Hero', // 85 (#1 — adaptive; beats 28 of 29 and DRAWS its Archmage mirror → no losing matchup)\r\n];\r\n\r\nexport const ALL_BOTS: WizardEntry[] = ALL_BOTS_ORDER.map((name) =>\r\n{\r\n\tconst bot = BOT_MAP.get(name);\r\n\tif (!bot) throw new Error(`Bot \"${name}\" not found in BOT_GROUPS`);\r\n\treturn bot;\r\n});\r\n","export * from './standalone/TargetDummy.js';\r\nexport * from './standalone/Rookie.js';\r\nexport * from './standalone/Critter.js';\r\nexport * from './standalone/Hogger.js';\r\nexport * from './standalone/Doombringer.js';\r\nexport * from './defensive/01_Turtle.js';\r\nexport * from './defensive/02_Sentinel.js';\r\nexport * from './defensive/03_Golem.js';\r\nexport * from './melee/01_Shadowblade.js';\r\nexport * from './melee/02_Nightblade.js';\r\nexport * from './melee/03_Voidblade.js';\r\nexport * from './homing/01_Bonemancer.js';\r\nexport * from './homing/02_Lich.js';\r\nexport * from './homing/03_Archlich.js';\r\nexport * from './caster/01_Flamecaller.js';\r\nexport * from './caster/02_Pyromancer.js';\r\nexport * from './caster/03_Infernalist.js';\r\nexport * from './sniper/01_Spellshot.js';\r\nexport * from './sniper/02_Spelltracer.js';\r\nexport * from './sniper/03_Spellseeker.js';\r\nexport * from './duelist/01_Battlemage.js';\r\nexport * from './duelist/02_Warmage.js';\r\nexport * from './duelist/03_Archmage.js';\r\nexport * from './berserker/01_Stormchaser.js';\r\nexport * from './berserker/02_Stormcaller.js';\r\nexport * from './berserker/03_Stormforger.js';\r\nexport * from './kiter/01_Spellspinner.js';\r\nexport * from './kiter/02_Spellweaver.js';\r\nexport * from './kiter/03_Spellbinder.js';\r\n// Hero sits at the top level rather than in a progression directory, and was left out of\r\n// this barrel when it was added. That mattered: the MCP fight path builds an opponent by\r\n// importing `{<name>}` from THIS file, so the one bot the roster tells players to beat could\r\n// not be fought — and the failure was swallowed into an outcome instead of surfacing.\r\nexport * from './Hero.js';\r\nexport * from './registry.js';\r\n","/**\r\n * VIBEMANCER - OPTIMIZER UTILITIES\r\n *\r\n * Core functions used by the offline parameter optimizer script.\r\n * These handle combo generation, range narrowing, and fight scoring.\r\n *\r\n * The optimizer uses multi-pass coordinate descent:\r\n * - Pass 1: Coarse search across the effective range for each param\r\n * - Pass 2+: Fine search zoomed into the neighborhood of the best result\r\n *\r\n * Parameters can define their search window two ways:\r\n * - `range`: sliding window centered on current value (value ± range)\r\n * - `min`/`max`: fixed bounds (old-style)\r\n *\r\n * Both can be combined: range defines the search radius, min/max clamp it.\r\n */\r\n\r\nimport type {ParamDeclaration} from './params-runtime.js';\r\nimport type {FightResult} from './simulation.js';\r\nimport {RULES} from '../rules.js';\r\n\r\n/**\r\n * Compute the effective min/max search window for a parameter.\r\n *\r\n * - If `range` is set: window is `[value - range, value + range]`, clamped by optional min/max\r\n * - If only `min`/`max` are set: window is `[min, max]` directly\r\n * - If neither: returns `[value, value]` (no search)\r\n */\r\nexport function getEffectiveRange(p: ParamDeclaration): {min: number; max: number}\r\n{\r\n\tif (p.range != null)\r\n\t{\r\n\t\treturn {\r\n\t\t\tmin: Math.max(p.value - p.range, p.min ?? -Infinity),\r\n\t\t\tmax: Math.min(p.value + p.range, p.max ?? Infinity),\r\n\t\t};\r\n\t}\r\n\treturn {\r\n\t\tmin: p.min ?? p.value,\r\n\t\tmax: p.max ?? p.value,\r\n\t};\r\n}\r\n\r\n/**\r\n * Generate evenly-spaced candidate values for a single parameter.\r\n *\r\n * Divides [min, max] into `steps` evenly-spaced values. For example,\r\n * min=0, max=100, steps=5 produces [0, 25, 50, 75, 100].\r\n *\r\n * @param min - Lower bound of search range\r\n * @param max - Upper bound of search range\r\n * @param steps - Number of evenly-spaced values to generate (minimum 2)\r\n * @returns Array of candidate values, sorted ascending\r\n */\r\nexport function generateCandidates(min: number, max: number, steps: number): number[]\r\n{\r\n\tif (steps < 2) steps = 2;\r\n\tconst values: number[] = [];\r\n\tfor (let i = 0; i < steps; i++)\r\n\t{\r\n\t\tvalues.push(min + (max - min) * i / (steps - 1));\r\n\t}\r\n\treturn values;\r\n}\r\n\r\n/**\r\n * Generate all combinations (cartesian product) of candidate values for multiple params.\r\n *\r\n * For N params with S1, S2, ... SN steps each, produces S1 × S2 × ... × SN combinations.\r\n * Each combination is a Record<string, number> mapping param name to value.\r\n *\r\n * @param params - Parameter declarations with search ranges and step counts\r\n * @returns Array of all parameter combinations to evaluate\r\n */\r\nexport function generateCombos(params: ParamDeclaration[]): Record<string, number>[]\r\n{\r\n\tif (params.length === 0) return [{}];\r\n\r\n\t// Generate candidates per param\r\n\tconst candidateArrays = params.map((p) =>\r\n\t{\r\n\t\tconst {min, max} = getEffectiveRange(p);\r\n\t\treturn {\r\n\t\t\tname: p.name,\r\n\t\t\tvalues: generateCandidates(min, max, p.steps),\r\n\t\t};\r\n\t});\r\n\r\n\t// Cartesian product\r\n\tlet combos: Record<string, number>[] = [{}];\r\n\tfor (const {name, values} of candidateArrays)\r\n\t{\r\n\t\tconst next: Record<string, number>[] = [];\r\n\t\tfor (const combo of combos)\r\n\t\t{\r\n\t\t\tfor (const value of values)\r\n\t\t\t{\r\n\t\t\t\tnext.push({...combo, [name]: value});\r\n\t\t\t}\r\n\t\t}\r\n\t\tcombos = next;\r\n\t}\r\n\r\n\treturn combos;\r\n}\r\n\r\n/**\r\n * Narrow parameter ranges around the best combo found in the previous pass.\r\n *\r\n * Centers each param on its best value and shrinks the search range to one gap width.\r\n * This provides finer resolution in subsequent passes. Hard min/max constraints are preserved.\r\n *\r\n * @param params - Original parameter declarations\r\n * @param best - Best parameter combination from the previous pass\r\n * @returns New parameter declarations with narrowed ranges for the next pass\r\n */\r\nexport function narrowRange(params: ParamDeclaration[], best: Record<string, number>): ParamDeclaration[]\r\n{\r\n\treturn params.map((p) =>\r\n\t{\r\n\t\tconst bestVal = best[p.name] ?? p.value;\r\n\t\tconst effectiveSubsteps = p.substeps ?? p.steps;\r\n\r\n\t\t// substeps: 0 — freeze this param at its best value (skip in subsequent passes)\r\n\t\tif (effectiveSubsteps === 0)\r\n\t\t{\r\n\t\t\treturn {...p, value: bestVal, min: bestVal, max: bestVal, range: undefined, steps: 2};\r\n\t\t}\r\n\r\n\t\tconst {min: effMin, max: effMax} = getEffectiveRange(p);\r\n\t\tconst gap = (effMax - effMin) / (p.steps - 1);\r\n\t\tconst narrowedSteps = effectiveSubsteps;\r\n\r\n\t\tif (p.range != null)\r\n\t\t{\r\n\t\t\t// Range mode: center on best, shrink range to one gap\r\n\t\t\treturn {...p, value: bestVal, range: gap, steps: narrowedSteps};\r\n\t\t}\r\n\t\t// Fixed min/max mode: narrow bounds around best, clamped to original\r\n\t\treturn {\r\n\t\t\t...p,\r\n\t\t\tmin: Math.max(p.min ?? bestVal, bestVal - gap),\r\n\t\t\tmax: Math.min(p.max ?? bestVal, bestVal + gap),\r\n\t\t\tsteps: narrowedSteps,\r\n\t\t};\r\n\t});\r\n}\r\n\r\n/**\r\n * Score a FightResult from one bot's perspective.\r\n *\r\n * Returns a continuous score that provides gradient information beyond binary win/loss:\r\n * - Win: 3.0 base + up to 0.5 HP bonus (higher remaining HP = better)\r\n * - Draw: 1.0\r\n * - Loss: 0.0 base + up to 0.5 bonus for low enemy HP (closer fights = better)\r\n *\r\n * For a mirrored fight set (bot as wizard-1 AND wizard-2), call this twice\r\n * and sum the scores for a balanced evaluation.\r\n *\r\n * @param result - The fight result to score\r\n * @returns Continuous score in range [0, 3.5] per match\r\n */\r\nexport function scoreFight(result: FightResult): number\r\n{\r\n\tlet score = 0;\r\n\r\n\tfor (const match of result.matches)\r\n\t{\r\n\t\tif (match.winner === 'wizard-1')\r\n\t\t{\r\n\t\t\t// Won: 3.0 base + HP bonus\r\n\t\t\tscore += 3.0 + (match.finalState.health / RULES.WIZARD_HEALTH) * 0.5;\r\n\t\t}\r\n\t\telse if (match.winner === 'draw' || match.winner === null)\r\n\t\t{\r\n\t\t\tscore += 1.0;\r\n\t\t}\r\n\t\telse\r\n\t\t{\r\n\t\t\t// Lost: small bonus for low enemy HP\r\n\t\t\tconst enemyHP = match.finalState.enemies[0]?.health ?? RULES.WIZARD_HEALTH;\r\n\t\t\tscore += (1 - enemyHP / RULES.WIZARD_HEALTH) * 0.5;\r\n\t\t}\r\n\t}\r\n\r\n\treturn score;\r\n}\r\n\r\n/**\r\n * Score a FightResult from wizard-2's perspective.\r\n * Same scoring logic as scoreFight but with roles reversed.\r\n *\r\n * Use this for tournaments where both sides of a pairing need scoring.\r\n */\r\nexport function scoreFightAsWizard2(result: FightResult): number\r\n{\r\n\tlet score = 0;\r\n\r\n\tfor (const match of result.matches)\r\n\t{\r\n\t\tif (match.winner === 'wizard-2')\r\n\t\t{\r\n\t\t\t// Won: 3.0 base + HP bonus (wizard-2's remaining HP)\r\n\t\t\tconst hp = match.finalState.enemies[0]?.health ?? RULES.WIZARD_HEALTH;\r\n\t\t\tscore += 3.0 + (hp / RULES.WIZARD_HEALTH) * 0.5;\r\n\t\t}\r\n\t\telse if (match.winner === 'draw' || match.winner === null)\r\n\t\t{\r\n\t\t\tscore += 1.0;\r\n\t\t}\r\n\t\telse\r\n\t\t{\r\n\t\t\t// Lost: small bonus for low wizard-1 HP\r\n\t\t\tconst enemyHP = match.finalState.health;\r\n\t\t\tscore += (1 - enemyHP / RULES.WIZARD_HEALTH) * 0.5;\r\n\t\t}\r\n\t}\r\n\r\n\treturn score;\r\n}\r\n","/**\n * Bot-name filter — the single source of truth for which bot names are\n * disallowed. Called everywhere a bot name is served or displayed (matchmaker,\n * upload, handle/botname selectors, leaderboard, CLI) so the rule is consistent.\n *\n * Deliberately a pure function over stateless rules: nothing is written to the\n * bot, so adding a rule hides matching bots everywhere at once, and REMOVING a\n * rule brings them straight back — no data to migrate or un-flag. Editing the\n * lists below is a (rare) release; the bots themselves are never mutated.\n *\n * On a takedown (trademark / defamation / illegal content), add the exact name\n * to BANNED_EXACT, or a pattern to BANNED_PATTERNS for a family of names.\n *\n * FULL RUNBOOK (read this before banning anything): docs/BANNING_BOT_NAMES.md\n * — it explains the why, the exact-match semantics, and the release steps\n * required for the change to reach the (published-core) Cloud Functions.\n */\n\n// Exact, lowercased bot names to disallow. Exact match only — banning \"cola\"\n// must never affect \"Nicola\".\nconst BANNED_EXACT: ReadonlySet<string> = new Set<string>([\n\t// e.g. 'somebrand',\n]);\n\n// Regex patterns (tested against the lowercased, trimmed name) for families of\n// names. Use sparingly + anchor them to avoid over-broad matches.\nconst BANNED_PATTERNS: readonly RegExp[] = [\n\t// e.g. /^somebrand[-_ ]?bot$/,\n];\n\n/**\n * Pure matcher — exported for testing. Returns true if `name` matches any of the\n * given exact names or patterns (case-insensitive, trimmed).\n */\nexport function matchesAnyBanRule(\n\tname: string,\n\texact: ReadonlySet<string>,\n\tpatterns: readonly RegExp[],\n): boolean\n{\n\tconst normalized = name.trim().toLowerCase();\n\tif (exact.has(normalized)) return true;\n\treturn patterns.some((re) => re.test(normalized));\n}\n\n/**\n * True if a bot name is disallowed. Call this at every surface that serves or\n * displays bot names; never persist the result onto the bot.\n */\nexport function isBannedBotName(name: string): boolean\n{\n\treturn matchesAnyBanRule(name, BANNED_EXACT, BANNED_PATTERNS);\n}\n","/**\r\n * VIBEMANCER — BROWSER SANDBOX\r\n *\r\n * Provides Web Worker-based sandboxing for bot code execution in the browser.\r\n * Same compiled bundles as the isolated-vm sandbox (MatchSandbox), but runs\r\n * in a Web Worker instead of a V8 isolate.\r\n *\r\n * Architecture:\r\n * - Host: creates Worker from Blob URL, communicates via postMessage\r\n * - Worker: loads compiled bundle (sets globalThis.__fight/__simulate),\r\n * dispatches fight/simulate calls, posts results back\r\n *\r\n * Safety:\r\n * - Timeout via setTimeout + worker.terminate() catches infinite loops\r\n * - No memory limit (browser manages worker memory; worst case = tab crash)\r\n * - Prototype freeze prevents cross-bot sabotage (same banner as isolated-vm)\r\n * - No Node.js APIs available in Web Workers\r\n *\r\n * NOTE: This file has ZERO Node.js dependencies. It works in any JS environment.\r\n */\r\n\r\nimport type {GameState, ProjectileState, WizardActions} from '../types.js';\r\nimport type {MissileFunction} from '../hooks/types.js';\r\nimport type {BotError, FightResult, MatchWinner, SimulateResult} from './simulation.js';\r\nimport type {StepResult} from './manual-match.js';\r\nimport {DEFAULT_FIGHT_BACKSTOP_MS} from './bot-compute-budget.js';\r\n\r\n// ============================================================\r\n// WORKER PROTOCOL\r\n// ============================================================\r\n\r\n/**\r\n * Minimal Worker interface for dependency injection.\r\n * Matches the browser Worker API subset we need.\r\n * For tests, a Node.js worker_threads adapter can implement this.\r\n */\r\nexport interface WorkerLike\r\n{\r\n\tpostMessage(data: unknown): void;\r\n\tterminate(): void;\r\n\taddEventListener(type: string, listener: (ev: unknown) => void): void;\r\n\tremoveEventListener(type: string, listener: (ev: unknown) => void): void;\r\n}\r\n\r\n/**\r\n * Factory function that creates a WorkerLike from a JavaScript code string.\r\n * Default: creates a browser Web Worker via Blob URL.\r\n * Override in options.createWorker for testing with Node.js worker_threads.\r\n */\r\nexport type WorkerFactory = (code: string) => {worker: WorkerLike; cleanup?: () => void};\r\n\r\n/**\r\n * Options for browser sandbox creation.\r\n */\r\n/**\r\n * Floor for worker STARTUP, independent of the fight budget.\r\n *\r\n * `timeoutMs` answers \"how long may a fight run\" — the crasher tests set it to 2-3s on\r\n * purpose so an infinite loop is caught quickly. Booting a worker is not a fight, and on a\r\n * busy machine it can exceed a deliberately tiny budget, which surfaced as \"Worker\r\n * initialization timed out\" from tests asserting something else entirely.\r\n *\r\n * A floor rather than a replacement: a caller asking for a LONGER budget still gets it.\r\n */\r\nconst WORKER_INIT_MIN_MS = 30_000;\r\n\r\nexport interface BrowserSandboxOptions\r\n{\r\n\t/** Timeout in ms for fight/simulate calls (default: 30000). */\r\n\ttimeoutMs?: number;\r\n\t/** Custom worker factory for dependency injection (testing). */\r\n\tcreateWorker?: WorkerFactory;\r\n}\r\n\r\n// ============================================================\r\n// WORKER BOOTSTRAP\r\n// ============================================================\r\n\r\n/**\r\n * JavaScript bootstrap code appended to the compiled bundle.\r\n * Runs inside the worker after the IIFE sets up the relevant globals\r\n * (e.g., __fight/__simulate for fight bundles, __manualMatchInit/Step/etc\r\n * for manual-play bundles).\r\n *\r\n * The dispatcher is generic: any method name `foo` resolves to\r\n * `globalThis.__foo`. This allows new bundle types to expose new method\r\n * names without changing the bootstrap.\r\n *\r\n * Environment-adaptive: works in both browser Web Workers and\r\n * Node.js worker_threads (for testing).\r\n */\r\nconst WORKER_BOOTSTRAP = `\r\n;(function() {\r\n\tvar _port = null;\r\n\ttry { _port = require('worker_threads').parentPort; } catch(e) {}\r\n\r\n\tfunction send(data) {\r\n\t\tif (_port) _port.postMessage(data);\r\n\t\telse self.postMessage(data);\r\n\t}\r\n\r\n\tfunction listen(fn) {\r\n\t\tif (_port) _port.on('message', fn);\r\n\t\telse self.addEventListener('message', function(e) { fn(e.data); });\r\n\t}\r\n\r\n\tlisten(function(data) {\r\n\t\tif (data && data.method) {\r\n\t\t\ttry {\r\n\t\t\t\tvar fn = globalThis['__' + data.method];\r\n\t\t\t\tif (typeof fn !== 'function') {\r\n\t\t\t\t\tthrow new Error('Unknown sandbox method: ' + data.method);\r\n\t\t\t\t}\r\n\t\t\t\tvar result = fn(data.options);\r\n\t\t\t\tsend({id: data.id, result: result});\r\n\t\t\t} catch(err) {\r\n\t\t\t\tsend({id: data.id, error: (err && err.message) || String(err)});\r\n\t\t\t}\r\n\t\t}\r\n\t});\r\n\r\n\tsend({type: 'ready'});\r\n})();\r\n`;\r\n\r\n/**\r\n * Create the full worker script from a compiled match bundle.\r\n * Appends the message-handling bootstrap to the bundle IIFE.\r\n */\r\nexport function createWorkerScript(bundle: string): string\r\n{\r\n\treturn bundle + '\\n' + WORKER_BOOTSTRAP;\r\n}\r\n\r\n// ============================================================\r\n// BROWSER MATCH SANDBOX\r\n// ============================================================\r\n\r\ninterface PendingCall\r\n{\r\n\tresolve: (value: unknown) => void;\r\n\treject: (error: Error) => void;\r\n\ttimer: ReturnType<typeof setTimeout>;\r\n}\r\n\r\n/**\r\n * Browser-compatible sandboxed match runner using Web Workers.\r\n *\r\n * Same compiled bundles as MatchSandbox (isolated-vm), but runs in a\r\n * Web Worker instead. All fight/simulate calls are async (postMessage-based).\r\n *\r\n * Usage:\r\n * ```ts\r\n * // Bundle is compiled server-side or at build time (Node.js only)\r\n * const bundle = await MatchSandbox.compile(bot1, bot2);\r\n *\r\n * // Run in browser via Web Worker\r\n * const sandbox = await BrowserMatchSandbox.fromBundle(bundle);\r\n * const result = await sandbox.fight({ seed: 42 });\r\n * sandbox.dispose();\r\n * ```\r\n */\r\nexport class BrowserMatchSandbox\r\n{\r\n\tprivate worker: WorkerLike;\r\n\tprivate workerCleanup: (() => void) | undefined;\r\n\tprivate timeout: number;\r\n\tprivate disposed = false;\r\n\tprivate nextId = 0;\r\n\tprivate pending = new Map<number, PendingCall>();\r\n\tprivate messageHandler: ((ev: unknown) => void) | null = null;\r\n\tprivate errorHandler: ((ev: unknown) => void) | null = null;\r\n\r\n\tprivate constructor(\r\n\t\tworker: WorkerLike,\r\n\t\tworkerCleanup: (() => void) | undefined,\r\n\t\ttimeout: number,\r\n\t)\r\n\t{\r\n\t\tthis.worker = worker;\r\n\t\tthis.workerCleanup = workerCleanup;\r\n\t\tthis.timeout = timeout;\r\n\t}\r\n\r\n\t/**\r\n\t * Create a browser sandbox from a pre-compiled bundle string.\r\n\t * The bundle should be the output of MatchSandbox.compile() (or equivalent IIFE\r\n\t * that sets globalThis.__fight and globalThis.__simulate).\r\n\t */\r\n\tstatic async fromBundle(\r\n\t\tbundle: string,\r\n\t\toptions?: BrowserSandboxOptions,\r\n\t): Promise<BrowserMatchSandbox>\r\n\t{\r\n\t\t// Was 30000, which the per-bot compute budget made incoherent: one bot may\r\n\t\t// legitimately spend 45s before it stops being called, so a 30s cap here would kill\r\n\t\t// fights the budget considers perfectly fine — and browser workers are slower than\r\n\t\t// the server besides. Same backstop as every other path. This runs in a Worker, so a\r\n\t\t// long fight does not freeze the page.\r\n\t\tconst timeout = options?.timeoutMs ?? DEFAULT_FIGHT_BACKSTOP_MS;\r\n\t\tconst code = createWorkerScript(bundle);\r\n\r\n\t\tlet worker: WorkerLike;\r\n\t\tlet cleanup: (() => void) | undefined;\r\n\r\n\t\tif (options?.createWorker)\r\n\t\t{\r\n\t\t\tconst created = options.createWorker(code);\r\n\t\t\tworker = created.worker;\r\n\t\t\tcleanup = created.cleanup;\r\n\t\t}\r\n\t\telse\r\n\t\t{\r\n\t\t\t// Browser default: Blob URL Worker\r\n\t\t\t// Uses globalThis to avoid TypeScript error in Node.js builds (no DOM lib)\r\n\t\t\t// eslint-disable-next-line @typescript-eslint/no-unsafe-type-assertion -- runtime browser check\r\n\t\t\tconst BrowserWorker = (globalThis as Record<string, unknown>).Worker as\r\n\t\t\t\t{new (url: string | URL): WorkerLike} | undefined;\r\n\t\t\tif (!BrowserWorker)\r\n\t\t\t{\r\n\t\t\t\tthrow new Error(\r\n\t\t\t\t\t'Web Worker API not available. Pass a createWorker factory for Node.js usage.',\r\n\t\t\t\t);\r\n\t\t\t}\r\n\t\t\tconst blob = new Blob([code], {type: 'application/javascript'});\r\n\t\t\tconst blobUrl = URL.createObjectURL(blob);\r\n\t\t\tcleanup = (): void => URL.revokeObjectURL(blobUrl);\r\n\t\t\tworker = new BrowserWorker(blobUrl);\r\n\t\t}\r\n\r\n\t\tconst sandbox = new BrowserMatchSandbox(worker, cleanup, timeout);\r\n\r\n\t\ttry\r\n\t\t{\r\n\t\t\tawait sandbox.waitForReady(Math.max(timeout, WORKER_INIT_MIN_MS));\r\n\t\t}\r\n\t\tcatch(error)\r\n\t\t{\r\n\t\t\tsandbox.dispose();\r\n\t\t\tthrow error;\r\n\t\t}\r\n\r\n\t\treturn sandbox;\r\n\t}\r\n\r\n\t/**\r\n\t * Wait for the worker to post {type: 'ready'}, then attach permanent handlers.\r\n\t */\r\n\tprivate waitForReady(timeout: number): Promise<void>\r\n\t{\r\n\t\treturn new Promise<void>((resolve, reject) =>\r\n\t\t{\r\n\t\t\tconst timer = setTimeout(() =>\r\n\t\t\t{\r\n\t\t\t\treject(new Error('Worker initialization timed out'));\r\n\t\t\t}, timeout);\r\n\r\n\t\t\tconst readyListener = (ev: unknown): void =>\r\n\t\t\t{\r\n\t\t\t\t// Unwrap MessageEvent (browser) or raw data (Node.js adapter)\r\n\t\t\t\tconst data = this.unwrapEvent(ev);\r\n\t\t\t\tif (data && typeof data === 'object' && 'type' in data && data.type === 'ready')\r\n\t\t\t\t{\r\n\t\t\t\t\tclearTimeout(timer);\r\n\t\t\t\t\tthis.worker.removeEventListener('message', readyListener);\r\n\t\t\t\t\tthis.attachHandlers();\r\n\t\t\t\t\tresolve();\r\n\t\t\t\t}\r\n\t\t\t};\r\n\r\n\t\t\tthis.worker.addEventListener('message', readyListener);\r\n\t\t});\r\n\t}\r\n\r\n\t/**\r\n\t * Extract message data from a browser MessageEvent or raw Node.js data.\r\n\t */\r\n\tprivate unwrapEvent(ev: unknown): Record<string, unknown> | null\r\n\t{\r\n\t\tif (ev == null) return null;\r\n\t\tif (typeof ev !== 'object') return null;\r\n\r\n\t\t// Browser MessageEvent has .data\r\n\t\tconst maybeEvent = ev as {data?: unknown};\r\n\t\tconst raw = maybeEvent.data !== undefined ? maybeEvent.data : ev;\r\n\r\n\t\tif (raw != null && typeof raw === 'object')\r\n\t\t{\r\n\t\t\t// eslint-disable-next-line @typescript-eslint/no-unsafe-type-assertion -- runtime type-checked above\r\n\t\t\treturn raw as Record<string, unknown>;\r\n\t\t}\r\n\t\treturn null;\r\n\t}\r\n\r\n\t/**\r\n\t * Attach permanent message and error handlers for fight/simulate responses.\r\n\t */\r\n\tprivate attachHandlers(): void\r\n\t{\r\n\t\tthis.messageHandler = (ev: unknown): void =>\r\n\t\t{\r\n\t\t\tconst data = this.unwrapEvent(ev);\r\n\t\t\tif (!data || data.id == null) return;\r\n\r\n\t\t\t// eslint-disable-next-line @typescript-eslint/no-unsafe-type-assertion -- id is always a number from our protocol\r\n\t\t\tconst id = data.id as number;\r\n\t\t\tconst handler = this.pending.get(id);\r\n\t\t\tif (!handler) return;\r\n\r\n\t\t\tclearTimeout(handler.timer);\r\n\t\t\tthis.pending.delete(id);\r\n\r\n\t\t\tif (data.error)\r\n\t\t\t{\r\n\t\t\t\thandler.reject(new Error(String(data.error)));\r\n\t\t\t}\r\n\t\t\telse\r\n\t\t\t{\r\n\t\t\t\thandler.resolve(data.result);\r\n\t\t\t}\r\n\t\t};\r\n\r\n\t\tthis.errorHandler = (ev: unknown): void =>\r\n\t\t{\r\n\t\t\t// eslint-disable-next-line @typescript-eslint/no-unsafe-type-assertion -- ErrorEvent shape from Worker\r\n\t\t\tconst message = (ev as {message?: string}).message ?? 'Worker error';\r\n\t\t\t// Reject all pending calls\r\n\t\t\tfor (const [, handler] of this.pending)\r\n\t\t\t{\r\n\t\t\t\tclearTimeout(handler.timer);\r\n\t\t\t\thandler.reject(new Error(message));\r\n\t\t\t}\r\n\t\t\tthis.pending.clear();\r\n\t\t};\r\n\r\n\t\tthis.worker.addEventListener('message', this.messageHandler);\r\n\t\tthis.worker.addEventListener('error', this.errorHandler);\r\n\t}\r\n\r\n\t// ============================================================\r\n\t// PUBLIC API\r\n\t// ============================================================\r\n\r\n\t/**\r\n\t * Run a full fight (10 matches: 5 spawn distances x 2 sides).\r\n\t * Returns a Promise because Worker communication is async.\r\n\t */\r\n\tasync fight(options?: {seed?: number; maxTicks?: number}): Promise<FightResult>\r\n\t{\r\n\t\t// eslint-disable-next-line @typescript-eslint/no-unsafe-type-assertion -- worker returns FightResult shape\r\n\t\treturn this.call('fight', options ?? {}) as Promise<FightResult>;\r\n\t}\r\n\r\n\t/**\r\n\t * Run a single simulation. Returns a Promise.\r\n\t *\r\n\t * @param options.params1 - useParam overrides for bot 1 (wizard-1)\r\n\t * @param options.params2 - useParam overrides for bot 2 (wizard-2)\r\n\t */\r\n\tasync simulate(options?: {\r\n\t\tseed?: number;\r\n\t\tmaxTicks?: number;\r\n\t\tspawnDistance?: number;\r\n\t\tskipHistory?: boolean;\r\n\t\tparams1?: Record<string, number>;\r\n\t\tparams2?: Record<string, number>;\r\n\t}): Promise<SimulateResult>\r\n\t{\r\n\t\t// eslint-disable-next-line @typescript-eslint/no-unsafe-type-assertion -- worker returns SimulateResult shape\r\n\t\treturn this.call('simulate', options ?? {}) as Promise<SimulateResult>;\r\n\t}\r\n\r\n\t/**\r\n\t * Dispose the worker and free all resources.\r\n\t * The sandbox cannot be used after disposal.\r\n\t */\r\n\tdispose(): void\r\n\t{\r\n\t\tif (!this.disposed)\r\n\t\t{\r\n\t\t\tthis.disposed = true;\r\n\r\n\t\t\t// Reject all pending calls\r\n\t\t\tfor (const [, handler] of this.pending)\r\n\t\t\t{\r\n\t\t\t\tclearTimeout(handler.timer);\r\n\t\t\t\thandler.reject(new Error('BrowserMatchSandbox has been disposed'));\r\n\t\t\t}\r\n\t\t\tthis.pending.clear();\r\n\r\n\t\t\t// Remove event listeners\r\n\t\t\tif (this.messageHandler)\r\n\t\t\t{\r\n\t\t\t\tthis.worker.removeEventListener('message', this.messageHandler);\r\n\t\t\t}\r\n\t\t\tif (this.errorHandler)\r\n\t\t\t{\r\n\t\t\t\tthis.worker.removeEventListener('error', this.errorHandler);\r\n\t\t\t}\r\n\r\n\t\t\t// Terminate worker\r\n\t\t\tthis.worker.terminate();\r\n\r\n\t\t\t// Clean up Blob URL (or other resources)\r\n\t\t\tthis.workerCleanup?.();\r\n\t\t}\r\n\t}\r\n\r\n\t/**\r\n\t * Whether this sandbox has been disposed.\r\n\t */\r\n\tget isDisposed(): boolean\r\n\t{\r\n\t\treturn this.disposed;\r\n\t}\r\n\r\n\t// ============================================================\r\n\t// INTERNAL\r\n\t// ============================================================\r\n\r\n\t/**\r\n\t * Send a generic method call to the worker. Used by sibling sandboxes\r\n\t * (e.g. BrowserManualMatchSandbox) that need to dispatch to method\r\n\t * names other than fight/simulate. The worker bootstrap looks up\r\n\t * `globalThis['__' + method]` and calls it with `options`.\r\n\t */\r\n\tcallRaw(method: string, options: unknown): Promise<unknown>\r\n\t{\r\n\t\treturn this.call(method, options);\r\n\t}\r\n\r\n\t/**\r\n\t * Send a method call to the worker and wait for the response.\r\n\t * Times out and terminates the worker if no response within timeout.\r\n\t */\r\n\tprivate call(method: string, options: unknown): Promise<unknown>\r\n\t{\r\n\t\tthis.ensureNotDisposed();\r\n\t\tconst id = this.nextId++;\r\n\r\n\t\treturn new Promise((resolve, reject) =>\r\n\t\t{\r\n\t\t\tconst timer = setTimeout(() =>\r\n\t\t\t{\r\n\t\t\t\tthis.pending.delete(id);\r\n\t\t\t\t// Worker is stuck — terminate and clean up all resources\r\n\t\t\t\tthis.worker.terminate();\r\n\t\t\t\tthis.workerCleanup?.();\r\n\t\t\t\tthis.disposed = true;\r\n\t\t\t\treject(new Error(`BrowserMatchSandbox timed out after ${this.timeout}ms`));\r\n\t\t\t}, this.timeout);\r\n\r\n\t\t\tthis.pending.set(id, {resolve, reject, timer});\r\n\t\t\tthis.worker.postMessage({id, method, options});\r\n\t\t});\r\n\t}\r\n\r\n\tprivate ensureNotDisposed(): void\r\n\t{\r\n\t\tif (this.disposed)\r\n\t\t{\r\n\t\t\tthrow new Error('BrowserMatchSandbox has been disposed');\r\n\t\t}\r\n\t}\r\n}\r\n\r\n// ============================================================\r\n// CONVENIENCE FUNCTIONS\r\n// ============================================================\r\n\r\n/**\r\n * One-shot browser-sandboxed fight. Creates worker, runs fight, disposes.\r\n */\r\nexport async function browserSandboxFight(\r\n\tbundle: string,\r\n\toptions?: {seed?: number; maxTicks?: number} & BrowserSandboxOptions,\r\n): Promise<FightResult>\r\n{\r\n\tconst sandbox = await BrowserMatchSandbox.fromBundle(bundle, options);\r\n\ttry\r\n\t{\r\n\t\treturn await sandbox.fight({seed: options?.seed, maxTicks: options?.maxTicks});\r\n\t}\r\n\tfinally\r\n\t{\r\n\t\tsandbox.dispose();\r\n\t}\r\n}\r\n\r\n/**\r\n * One-shot browser-sandboxed simulate. Creates worker, runs simulate, disposes.\r\n */\r\nexport async function browserSandboxSimulate(\r\n\tbundle: string,\r\n\toptions?: {\r\n\t\tseed?: number;\r\n\t\tmaxTicks?: number;\r\n\t\tspawnDistance?: number;\r\n\t\tskipHistory?: boolean;\r\n\t\tparams1?: Record<string, number>;\r\n\t\tparams2?: Record<string, number>;\r\n\t} & BrowserSandboxOptions,\r\n): Promise<SimulateResult>\r\n{\r\n\tconst sandbox = await BrowserMatchSandbox.fromBundle(bundle, options);\r\n\ttry\r\n\t{\r\n\t\treturn await sandbox.simulate({\r\n\t\t\tseed: options?.seed,\r\n\t\t\tmaxTicks: options?.maxTicks,\r\n\t\t\tspawnDistance: options?.spawnDistance,\r\n\t\t\tskipHistory: options?.skipHistory,\r\n\t\t\tparams1: options?.params1,\r\n\t\t\tparams2: options?.params2,\r\n\t\t});\r\n\t}\r\n\tfinally\r\n\t{\r\n\t\tsandbox.dispose();\r\n\t}\r\n}\r\n\r\n// ============================================================\r\n// BROWSER MANUAL-MATCH SANDBOX\r\n// ============================================================\r\n\r\n/**\r\n * Options accepted by `__manualMatchInit` (worker-side). Mirrors\r\n * `ManualMatchOptions` from manual-match.ts, but without the constructor's\r\n * AI parameters since the player AI is a worker-local stub.\r\n */\r\nexport interface ManualMatchInitOptions\r\n{\r\n\tseed?: number;\r\n\tspawnDistance?: number;\r\n\tmaxTicks?: number;\r\n\tinitialHumanActions?: WizardActions;\r\n}\r\n\r\nexport interface ManualMatchStepRequest\r\n{\r\n\thumanActions?: WizardActions;\r\n\thumanMissileTargets?: Record<string, {x: number; y: number}>;\r\n\tcount?: number;\r\n}\r\n\r\n/**\r\n * Long-lived Web Worker sandbox holding a single ManualMatch instance.\r\n *\r\n * Unlike BrowserMatchSandbox (which runs one batched fight/simulate per\r\n * worker), BrowserManualMatchSandbox keeps the worker alive across many\r\n * step calls so the engine state and hook state persist between ticks.\r\n * This is what manual play mode uses: one worker per session, disposed\r\n * when the user leaves the page or starts a new match.\r\n *\r\n * Usage:\r\n * ```ts\r\n * const sandbox = await BrowserManualMatchSandbox.fromBundle(opponentBundle);\r\n * await sandbox.init({seed: 42});\r\n * for (let i = 0; i < 100; i++) {\r\n * await sandbox.step({humanActions: {move: {x: 100, y: 0}}, count: 1});\r\n * }\r\n * await sandbox.dispose();\r\n * ```\r\n */\r\nexport class BrowserManualMatchSandbox\r\n{\r\n\tprivate readonly inner: BrowserMatchSandbox;\r\n\r\n\tprivate constructor(inner: BrowserMatchSandbox)\r\n\t{\r\n\t\tthis.inner = inner;\r\n\t}\r\n\r\n\t/**\r\n\t * Create a manual-match sandbox from a pre-compiled bundle. The bundle\r\n\t * must be the output of `compileManualMatchBundle()` — the regular\r\n\t * `compileMatchBundle()` output won't work since it doesn't expose the\r\n\t * `__manualMatch*` globals.\r\n\t */\r\n\tstatic async fromBundle(\r\n\t\tbundle: string,\r\n\t\toptions?: BrowserSandboxOptions,\r\n\t): Promise<BrowserManualMatchSandbox>\r\n\t{\r\n\t\tconst inner = await BrowserMatchSandbox.fromBundle(bundle, options);\r\n\t\treturn new BrowserManualMatchSandbox(inner);\r\n\t}\r\n\r\n\t/**\r\n\t * Initialize the worker-side ManualMatch instance.\r\n\t * Returns the initial GameState (tick 0).\r\n\t */\r\n\tasync init(options?: ManualMatchInitOptions): Promise<GameState>\r\n\t{\r\n\t\t// eslint-disable-next-line @typescript-eslint/no-unsafe-type-assertion -- worker returns GameState shape\r\n\t\treturn this.inner.callRaw('manualMatchInit', options ?? {}) as Promise<GameState>;\r\n\t}\r\n\r\n\t/**\r\n\t * Advance the match by `request.count` ticks (default 1), updating\r\n\t * the player's human actions and any guided missile targets first.\r\n\t */\r\n\tasync step(request: ManualMatchStepRequest = {}): Promise<StepResult>\r\n\t{\r\n\t\t// eslint-disable-next-line @typescript-eslint/no-unsafe-type-assertion -- worker returns StepResult shape\r\n\t\treturn this.inner.callRaw('manualMatchStep', request) as Promise<StepResult>;\r\n\t}\r\n\r\n\t/**\r\n\t * Replace a missile's AI with a worker-local guide stub that reads\r\n\t * from `latestHumanMissileTargets[projectileId]`. Subsequent step()\r\n\t * calls with `humanMissileTargets` populated for this id steer the\r\n\t * missile.\r\n\t */\r\n\tasync guideMissile(projectileId: string): Promise<void>\r\n\t{\r\n\t\tawait this.inner.callRaw('manualMatchGuide', {projectileId});\r\n\t}\r\n\r\n\t/**\r\n\t * Restore a guided missile's original AI.\r\n\t */\r\n\tasync releaseMissile(projectileId: string): Promise<void>\r\n\t{\r\n\t\tawait this.inner.callRaw('manualMatchRelease', {projectileId});\r\n\t}\r\n\r\n\t/**\r\n\t * Toggle invincibility for a wizard.\r\n\t */\r\n\tasync setInvincible(wizardIndex: 0 | 1, on: boolean): Promise<void>\r\n\t{\r\n\t\tawait this.inner.callRaw('manualMatchSetInvincible', {wizardIndex, on});\r\n\t}\r\n\r\n\t/**\r\n\t * Get the current game state without advancing.\r\n\t */\r\n\tasync getState(): Promise<GameState>\r\n\t{\r\n\t\t// eslint-disable-next-line @typescript-eslint/no-unsafe-type-assertion -- worker returns GameState shape\r\n\t\treturn this.inner.callRaw('manualMatchGetState', {}) as Promise<GameState>;\r\n\t}\r\n\r\n\t/**\r\n\t * Get the full SimulateResult-compatible result object (history + winner).\r\n\t */\r\n\tasync getResult(): Promise<SimulateResult>\r\n\t{\r\n\t\t// eslint-disable-next-line @typescript-eslint/no-unsafe-type-assertion -- worker returns SimulateResult shape\r\n\t\treturn this.inner.callRaw('manualMatchGetResult', {}) as Promise<SimulateResult>;\r\n\t}\r\n\r\n\t/**\r\n\t * Dispose the worker-side ManualMatch instance. Does NOT terminate the\r\n\t * worker — call dispose() for that.\r\n\t */\r\n\tasync resetMatch(): Promise<void>\r\n\t{\r\n\t\tawait this.inner.callRaw('manualMatchDispose', {});\r\n\t}\r\n\r\n\t/**\r\n\t * Terminate the worker and free all resources.\r\n\t */\r\n\tdispose(): void\r\n\t{\r\n\t\tthis.inner.dispose();\r\n\t}\r\n\r\n\tget isDisposed(): boolean\r\n\t{\r\n\t\treturn this.inner.isDisposed;\r\n\t}\r\n}\r\n\r\n/**\r\n * Re-import-friendly types (re-exported here so consumers don't need to\r\n * cherry-pick from internal modules).\r\n */\r\nexport type {\r\n\tBotError,\r\n\tGameState,\r\n\tMatchWinner,\r\n\tMissileFunction,\r\n\tProjectileState,\r\n\tStepResult,\r\n\tWizardActions,\r\n};\r\n","/**\r\n * VIBEMANCER - FIGHT STATISTICS\r\n *\r\n * Extracts detailed per-bot statistics from a SimulateResult history.\r\n * Used by testBot().simulate() and vibemancer trace for debugging.\r\n */\r\n\r\nimport type {GameState} from './types.js';\r\nimport type {SimulateResult} from './engine/simulation.js';\r\nimport {RULES, TICKS_PER_SECOND} from './rules.js';\r\n\r\n/** Detailed statistics for one bot in a single match. */\r\nexport interface FightStats\r\n{\r\n\t/** Total damage dealt to the opponent. */\r\n\tdamageDealt: number;\r\n\t/** Total damage taken from the opponent. */\r\n\tdamageTaken: number;\r\n\t/** Number of missiles launched. */\r\n\tmissilesLaunched: number;\r\n\t/** Number of missiles that dealt damage (hit the opponent). */\r\n\tmissileHits: number;\r\n\t/** Hit rate (0-1). NaN if no missiles fired. */\r\n\thitRate: number;\r\n\t/** Number of our missiles that hit while enemy was shielding. */\r\n\thitsEnemyShielded: number;\r\n\t/** Number of our missiles that hit while enemy had no shield. */\r\n\thitsEnemyUnshielded: number;\r\n\t/** Total raw damage our missiles would have dealt without shields. */\r\n\trawDamageDealt: number;\r\n\t/** Damage blocked by enemy shields. */\r\n\tdamageBlockedByEnemy: number;\r\n\t/** Percentage of our raw damage blocked by enemy shields (0-1). */\r\n\tenemyBlockRate: number;\r\n\t/** Number of times we were hit by enemy missiles. */\r\n\thitsReceived: number;\r\n\t/** Number of hits received while shield was channeling. */\r\n\thitsShielded: number;\r\n\t/** Number of hits received without shield. */\r\n\thitsUnshielded: number;\r\n\t/** Total raw damage that hit us (before shield reduction). */\r\n\trawDamageReceived: number;\r\n\t/** Total damage blocked by shields. */\r\n\tdamageBlocked: number;\r\n\t/** Percentage of incoming raw damage that was blocked (0-1). */\r\n\tblockRate: number;\r\n\t/** Ticks spent in 'casting' state. */\r\n\tcastingTicks: number;\r\n\t/** Ticks spent channeling shield. */\r\n\tshieldTicks: number;\r\n\t/** Ticks spent in GCD lockout. */\r\n\tgcdTicks: number;\r\n\t/** Ticks spent idle (not casting, channeling, or in GCD). */\r\n\tidleTicks: number;\r\n\t/** Number of times shield was activated. */\r\n\tshieldCount: number;\r\n\t/** Number of times blink was used. */\r\n\tblinkCount: number;\r\n\t/** Total match duration in ticks. */\r\n\ttotalTicks: number;\r\n}\r\n\r\n/**\r\n * Compute the shield block percentage at a given channel duration.\r\n * Same formula as the engine: starts at 90%, decays 20%/sec, min 30%.\r\n */\r\nfunction shieldBlockPct(channelDurationTicks: number): number\r\n{\r\n\tconst channelSec = channelDurationTicks / TICKS_PER_SECOND;\r\n\treturn Math.max(RULES.SHIELD_MIN_BLOCK, RULES.SHIELD_MAX_BLOCK - RULES.SHIELD_DECAY_PER_SECOND * channelSec);\r\n}\r\n\r\n/**\r\n * Extract fight statistics from a SimulateResult.\r\n * Returns stats for wizard-1 (the bot under test).\r\n */\r\nexport function extractStats(result: SimulateResult): FightStats\r\n{\r\n\tconst history = result.history;\r\n\tif (history.length === 0)\r\n\t{\r\n\t\treturn emptyStats(result.ticks);\r\n\t}\r\n\r\n\tlet damageDealt = 0;\r\n\tlet damageTaken = 0;\r\n\tlet missilesLaunched = 0;\r\n\tlet missileHits = 0;\r\n\tlet hitsEnemyShielded = 0;\r\n\tlet hitsEnemyUnshielded = 0;\r\n\tlet rawDamageDealt = 0;\r\n\tlet damageBlockedByEnemy = 0;\r\n\tlet hitsReceived = 0;\r\n\tlet hitsShielded = 0;\r\n\tlet hitsUnshielded = 0;\r\n\tlet rawDamageReceived = 0;\r\n\tlet damageBlocked = 0;\r\n\tlet castingTicks = 0;\r\n\tlet shieldTicks = 0;\r\n\tlet gcdTicks = 0;\r\n\tlet idleTicks = 0;\r\n\tlet shieldCount = 0;\r\n\tlet blinkCount = 0;\r\n\r\n\tlet prevState: GameState | null = null;\r\n\r\n\tfor (const state of history)\r\n\t{\r\n\t\tif (prevState)\r\n\t\t{\r\n\t\t\t// Damage dealt (enemy HP decreased)\r\n\t\t\tconst prevEnemy = prevState.enemies?.[0];\r\n\t\t\tconst curEnemy = state.enemies?.[0];\r\n\t\t\tconst prevEnemyHp = prevEnemy?.health ?? 0;\r\n\t\t\tconst curEnemyHp = curEnemy?.health ?? 0;\r\n\t\t\tif (curEnemyHp < prevEnemyHp)\r\n\t\t\t{\r\n\t\t\t\tconst dmg = prevEnemyHp - curEnemyHp;\r\n\t\t\t\tdamageDealt += dmg;\r\n\t\t\t\tmissileHits++;\r\n\r\n\t\t\t\tif (prevEnemy?.channelingSpell === 'shield')\r\n\t\t\t\t{\r\n\t\t\t\t\t// Our missile hit while enemy was shielding\r\n\t\t\t\t\thitsEnemyShielded++;\r\n\t\t\t\t\tconst enemyBlockPct = shieldBlockPct(prevEnemy.channelDuration ?? 0);\r\n\t\t\t\t\tconst rawDmg = dmg / (1 - enemyBlockPct);\r\n\t\t\t\t\trawDamageDealt += rawDmg;\r\n\t\t\t\t\tdamageBlockedByEnemy += rawDmg - dmg;\r\n\t\t\t\t}\r\n\t\t\t\telse\r\n\t\t\t\t{\r\n\t\t\t\t\t// Hit without shield — raw = actual\r\n\t\t\t\t\thitsEnemyUnshielded++;\r\n\t\t\t\t\trawDamageDealt += dmg;\r\n\t\t\t\t}\r\n\t\t\t}\r\n\r\n\t\t\t// Damage taken (our HP decreased)\r\n\t\t\tif (state.health < prevState.health)\r\n\t\t\t{\r\n\t\t\t\tconst dmg = prevState.health - state.health;\r\n\t\t\t\tdamageTaken += dmg;\r\n\t\t\t\thitsReceived++;\r\n\r\n\t\t\t\tif (prevState.channelingSpell === 'shield')\r\n\t\t\t\t{\r\n\t\t\t\t\t// Hit while shielding — compute actual block amount\r\n\t\t\t\t\thitsShielded++;\r\n\t\t\t\t\tconst blockPct = shieldBlockPct(prevState.channelDuration ?? 0);\r\n\t\t\t\t\t// damageTaken = rawDamage * (1 - blockPct)\r\n\t\t\t\t\t// rawDamage = damageTaken / (1 - blockPct)\r\n\t\t\t\t\tconst rawDmg = dmg / (1 - blockPct);\r\n\t\t\t\t\tconst blocked = rawDmg - dmg;\r\n\t\t\t\t\trawDamageReceived += rawDmg;\r\n\t\t\t\t\tdamageBlocked += blocked;\r\n\t\t\t\t}\r\n\t\t\t\telse\r\n\t\t\t\t{\r\n\t\t\t\t\t// Hit without shield — raw damage = damage taken\r\n\t\t\t\t\thitsUnshielded++;\r\n\t\t\t\t\trawDamageReceived += dmg;\r\n\t\t\t\t}\r\n\t\t\t}\r\n\r\n\t\t\t// Missile launches (new projectiles appearing)\r\n\t\t\tconst prevMyProj = prevState.myProjectiles?.length ?? 0;\r\n\t\t\tconst curMyProj = state.myProjectiles?.length ?? 0;\r\n\t\t\tif (curMyProj > prevMyProj)\r\n\t\t\t{\r\n\t\t\t\tmissilesLaunched += curMyProj - prevMyProj;\r\n\t\t\t}\r\n\r\n\t\t\t// State tracking\r\n\t\t\tif (state.castingSpell) castingTicks++;\r\n\t\t\telse if (state.channelingSpell === 'shield') shieldTicks++;\r\n\t\t\telse if (state.gcdRemaining && state.gcdRemaining > 0) gcdTicks++;\r\n\t\t\telse idleTicks++;\r\n\r\n\t\t\t// Shield activations\r\n\t\t\tif (state.channelingSpell === 'shield' && prevState.channelingSpell !== 'shield')\r\n\t\t\t{\r\n\t\t\t\tshieldCount++;\r\n\t\t\t}\r\n\r\n\t\t\t// Blink usage\r\n\t\t\tif (prevState.castingSpell === 'blink' && state.castingSpell !== 'blink' && state.gcdRemaining && state.gcdRemaining > 0)\r\n\t\t\t{\r\n\t\t\t\tblinkCount++;\r\n\t\t\t}\r\n\t\t}\r\n\r\n\t\tprevState = state;\r\n\t}\r\n\r\n\tconst totalTicks = result.ticks;\r\n\r\n\treturn {\r\n\t\tdamageDealt,\r\n\t\tdamageTaken,\r\n\t\tmissilesLaunched,\r\n\t\tmissileHits,\r\n\t\thitRate: missilesLaunched > 0 ? missileHits / missilesLaunched : NaN,\r\n\t\thitsEnemyShielded,\r\n\t\thitsEnemyUnshielded,\r\n\t\trawDamageDealt,\r\n\t\tdamageBlockedByEnemy,\r\n\t\tenemyBlockRate: rawDamageDealt > 0 ? damageBlockedByEnemy / rawDamageDealt : 0,\r\n\t\thitsReceived,\r\n\t\thitsShielded,\r\n\t\thitsUnshielded,\r\n\t\trawDamageReceived,\r\n\t\tdamageBlocked,\r\n\t\tblockRate: rawDamageReceived > 0 ? damageBlocked / rawDamageReceived : 0,\r\n\t\tcastingTicks,\r\n\t\tshieldTicks,\r\n\t\tgcdTicks,\r\n\t\tidleTicks,\r\n\t\tshieldCount,\r\n\t\tblinkCount,\r\n\t\ttotalTicks,\r\n\t};\r\n}\r\n\r\nfunction emptyStats(totalTicks: number): FightStats\r\n{\r\n\treturn {\r\n\t\tdamageDealt: 0, damageTaken: 0,\r\n\t\tmissilesLaunched: 0, missileHits: 0, hitRate: NaN,\r\n\t\thitsEnemyShielded: 0, hitsEnemyUnshielded: 0,\r\n\t\trawDamageDealt: 0, damageBlockedByEnemy: 0, enemyBlockRate: 0,\r\n\t\thitsReceived: 0, hitsShielded: 0, hitsUnshielded: 0,\r\n\t\trawDamageReceived: 0, damageBlocked: 0, blockRate: 0,\r\n\t\tcastingTicks: 0, shieldTicks: 0, gcdTicks: 0, idleTicks: totalTicks,\r\n\t\tshieldCount: 0, blinkCount: 0, totalTicks,\r\n\t};\r\n}\r\n\r\n/** Format stats as a human-readable summary string. */\r\nexport function formatStats(stats: FightStats, botName: string): string\r\n{\r\n\tconst lines: string[] = [];\r\n\tconst pct = (n: number): string => ((n / stats.totalTicks) * 100).toFixed(1);\r\n\tconst sec = (n: number): string => (n / TICKS_PER_SECOND).toFixed(1);\r\n\r\n\tlines.push(` ${botName} stats:`);\r\n\tlines.push(' Offense:');\r\n\tlines.push(` Missiles: ${stats.missilesLaunched} fired, ${stats.missileHits} hit (${isNaN(stats.hitRate) ? 'N/A' : (stats.hitRate * 100).toFixed(0) + '%'})`);\r\n\tlines.push(` Damage: ${stats.damageDealt.toFixed(1)} dealt${stats.damageBlockedByEnemy > 0 ? ` (${stats.rawDamageDealt.toFixed(1)} raw, ${stats.damageBlockedByEnemy.toFixed(1)} blocked by enemy = ${(stats.enemyBlockRate * 100).toFixed(0)}%)` : ''}`);\r\n\tif (stats.missileHits > 0)\r\n\t{\r\n\t\tlines.push(` Hits: ${stats.hitsEnemyUnshielded} clean, ${stats.hitsEnemyShielded} shielded`);\r\n\t}\r\n\tlines.push(' Defense:');\r\n\tlines.push(` Hits taken: ${stats.hitsReceived} — ${stats.hitsUnshielded} unshielded, ${stats.hitsShielded} shielded`);\r\n\tlines.push(` Damage: ${stats.damageTaken.toFixed(1)} taken${stats.damageBlocked > 0 ? ` (${stats.rawDamageReceived.toFixed(1)} raw, ${stats.damageBlocked.toFixed(1)} blocked = ${(stats.blockRate * 100).toFixed(0)}%)` : ''}`);\r\n\tlines.push(` Shield: ${stats.shieldCount} activations, ${sec(stats.shieldTicks)}s channeled`);\r\n\tlines.push(` Blinks: ${stats.blinkCount}`);\r\n\tlines.push(` Time: ${pct(stats.castingTicks)}% casting, ${pct(stats.shieldTicks)}% shielding, ${pct(stats.gcdTicks)}% GCD, ${pct(stats.idleTicks)}% idle`);\r\n\r\n\treturn lines.join('\\n');\r\n}\r\n","/**\r\n * VIBEMANCER - TESTING UTILITIES\r\n *\r\n * Helpers for writing automated tests for your bot.\r\n * Import from '@vibemancer/core' in your test files.\r\n *\r\n * @example\r\n * import {testBot} from '@vibemancer/core';\r\n * import {MyWizard} from '../src/bot';\r\n *\r\n * test('beats TargetDummy', async () => {\r\n * const result = await testBot(MyWizard).fight('TargetDummy');\r\n * expect(result.won).toBe(true);\r\n * });\r\n */\r\n\r\nimport type {WizardFunction} from './hooks/types.js';\r\nimport type {FightResult, SimulateResult, MatchWinner, FightWinner} from './engine/simulation.js';\r\nimport {fight, simulate, FIGHT_SPAWN_DISTANCES} from './engine/simulation.js';\r\nimport {extractStats} from './stats.js';\r\nimport type {FightStats} from './stats.js';\r\n\r\n// Import all built-in bots\r\nimport * as allBots from './bots/index.js';\r\n\r\n/** Result of a testBot().fight() call with convenience accessors. */\r\nexport interface TestFightResult\r\n{\r\n\t/** The raw FightResult from the simulation engine. */\r\n\traw: FightResult;\r\n\t/** Overall winner: 'wizard-1' | 'wizard-2' | 'draw'. */\r\n\twinner: FightWinner;\r\n\t/** True if your bot won the fight. */\r\n\twon: boolean;\r\n\t/** True if your bot lost the fight. */\r\n\tlost: boolean;\r\n\t/** True if the fight was a draw. */\r\n\tdrawn: boolean;\r\n\t/** Number of individual matches your bot won (out of 10). */\r\n\twins: number;\r\n\t/** Number of individual matches your bot lost (out of 10). */\r\n\tlosses: number;\r\n\t/** Number of individual matches that were draws. */\r\n\tdraws: number;\r\n}\r\n\r\n/** Result of a testBot().simulate() call with convenience accessors. */\r\nexport interface TestSimulateResult\r\n{\r\n\t/** The raw SimulateResult from the simulation engine. */\r\n\traw: SimulateResult;\r\n\t/** Match winner. */\r\n\twinner: MatchWinner;\r\n\t/** True if your bot won. */\r\n\twon: boolean;\r\n\t/** True if your bot lost. */\r\n\tlost: boolean;\r\n\t/** True if the match was a draw or timeout. */\r\n\tdrawn: boolean;\r\n\t/** Number of ticks the match lasted. */\r\n\tticks: number;\r\n\t/** Your bot's remaining HP. */\r\n\tmyHealth: number;\r\n\t/** Enemy's remaining HP. */\r\n\tenemyHealth: number;\r\n\t/** Detailed fight statistics (missiles, damage, shield usage, time breakdown). */\r\n\tstats: FightStats;\r\n\t/** Runtime errors thrown by bot or missile AI (empty if none). */\r\n\terrors: Array<{tick: number; entityId: string; message: string}>;\r\n}\r\n\r\n/** Builder returned by testBot(). */\r\nexport interface TestBotBuilder\r\n{\r\n\t/**\r\n\t * Run a full fight (10 matches) against a named built-in bot.\r\n\t * @param opponent - Built-in bot name (e.g., 'Battlemage', 'TargetDummy').\r\n\t */\r\n\tfight(opponent: string, options?: {seed?: number}): TestFightResult;\r\n\r\n\t/**\r\n\t * Run a single match against a named built-in bot.\r\n\t * @param opponent - Built-in bot name.\r\n\t */\r\n\tsimulate(opponent: string, options?: {\r\n\t\tseed?: number;\r\n\t\tspawnDistance?: number;\r\n\t\tmaxTicks?: number;\r\n\t}): TestSimulateResult;\r\n}\r\n\r\n/**\r\n * Resolve a built-in bot name to a WizardFunction.\r\n */\r\nfunction resolveBuiltinBot(name: string): WizardFunction\r\n{\r\n\t// eslint-disable-next-line @typescript-eslint/no-unsafe-type-assertion -- dynamic bot lookup\r\n\tconst botMap = allBots as unknown as Record<string, WizardFunction>;\r\n\tconst bot = botMap[name];\r\n\tif (!bot)\r\n\t{\r\n\t\tconst available = Object.keys(botMap).filter((k) => typeof botMap[k] === 'function').join(', ');\r\n\t\tthrow new Error(`Unknown opponent \"${name}\". Available bots: ${available}`);\r\n\t}\r\n\treturn bot;\r\n}\r\n\r\n/**\r\n * Create a test builder for your bot.\r\n *\r\n * @param bot - Your bot function (the same function you export from src/bot.ts).\r\n * @returns A builder with .fight() and .simulate() methods.\r\n *\r\n * @example\r\n * ```ts\r\n * import {testBot} from '@vibemancer/core';\r\n * import {MyWizard} from '../src/bot';\r\n *\r\n * test('beats TargetDummy', () => {\r\n * const result = testBot(MyWizard).fight('TargetDummy');\r\n * expect(result.won).toBe(true);\r\n * });\r\n *\r\n * test('survives 10 seconds against Battlemage', () => {\r\n * const result = testBot(MyWizard).simulate('Battlemage', {maxTicks: 1000});\r\n * expect(result.myHealth).toBeGreaterThan(0);\r\n * });\r\n *\r\n * test('kills at close range', () => {\r\n * const result = testBot(MyWizard).simulate('TargetDummy', {spawnDistance: 200});\r\n * expect(result.won).toBe(true);\r\n * expect(result.ticks).toBeLessThan(1000);\r\n * });\r\n * ```\r\n */\r\nexport function testBot(bot: WizardFunction): TestBotBuilder\r\n{\r\n\treturn {\r\n\t\tfight(opponent: string, options?: {seed?: number}): TestFightResult\r\n\t\t{\r\n\t\t\tconst opponentBot = resolveBuiltinBot(opponent);\r\n\t\t\tconst raw = fight(bot, opponentBot, {seed: options?.seed});\r\n\r\n\t\t\treturn {\r\n\t\t\t\traw,\r\n\t\t\t\twinner: raw.winner,\r\n\t\t\t\twon: raw.winner === 'wizard-1',\r\n\t\t\t\tlost: raw.winner === 'wizard-2',\r\n\t\t\t\tdrawn: raw.winner === 'draw',\r\n\t\t\t\twins: raw.wizard1Wins,\r\n\t\t\t\tlosses: raw.wizard2Wins,\r\n\t\t\t\tdraws: raw.draws,\r\n\t\t\t};\r\n\t\t},\r\n\r\n\t\tsimulate(opponent: string, options?: {\r\n\t\t\tseed?: number;\r\n\t\t\tspawnDistance?: number;\r\n\t\t\tmaxTicks?: number;\r\n\t\t}): TestSimulateResult\r\n\t\t{\r\n\t\t\tconst opponentBot = resolveBuiltinBot(opponent);\r\n\t\t\tconst raw = simulate(bot, opponentBot, {\r\n\t\t\t\tseed: options?.seed,\r\n\t\t\t\tspawnDistance: options?.spawnDistance ?? FIGHT_SPAWN_DISTANCES[2], // 600 (middle distance)\r\n\t\t\t\tmaxTicks: options?.maxTicks,\r\n\t\t\t});\r\n\r\n\t\t\treturn {\r\n\t\t\t\traw,\r\n\t\t\t\twinner: raw.winner,\r\n\t\t\t\twon: raw.winner === 'wizard-1',\r\n\t\t\t\tlost: raw.winner === 'wizard-2',\r\n\t\t\t\tdrawn: raw.winner === null || raw.winner === 'draw',\r\n\t\t\t\tticks: raw.ticks,\r\n\t\t\t\tmyHealth: raw.finalState.health,\r\n\t\t\t\tenemyHealth: raw.finalState.enemies?.[0]?.health ?? 0,\r\n\t\t\t\tstats: extractStats(raw),\r\n\t\t\t\terrors: raw.errors,\r\n\t\t\t};\r\n\t\t},\r\n\t};\r\n}\r\n","/**\n * VIBEMANCER - FIGHT TRACE\n *\n * Extracts a structured event log from a SimulateResult history.\n * Both bots' actions are tracked: state changes, missile launches with\n * full config, hits, damage, dodge proximity, movement patterns.\n *\n * Used by:\n * - vibemancer trace (CLI debug command)\n * - scripts/fight-trace.ts (internal diagnostic)\n * - User tests that want event-level analysis\n */\n\nimport type {GameState, ProjectileState, SimEvent} from './types.js';\nimport type {SimulateResult, BotError} from './engine/simulation.js';\nimport {distanceTo} from './utils/distance.js';\n\n// ─── Types ───────────────────────────────────────────────────────────────────\n\nexport interface TraceEvent\n{\n\ttick: number;\n\t/** 'W1' = wizard-1, 'W2' = wizard-2 */\n\tactor: 'W1' | 'W2';\n\ttype: TraceEventType;\n\tdetail: string;\n}\n\nexport type TraceEventType =\n\t| 'STATE' // State transition (idle→casting, etc.)\n\t| 'FIRE' // Missile launched (includes config + range)\n\t| 'HIT' // Damage dealt to opponent\n\t| 'HURT' // Damage taken from opponent\n\t| 'DEATH' // Wizard killed (missile hit)\n\t| 'LAVA_DEATH' // Wizard killed by lava (knockback/walk into border)\n\t| 'SHIELD_BLOCK' // Shield absorbed damage (shows blocked + through amounts)\n\t| 'KNOCKBACK' // Knocked back by missile impact\n\t| 'BLINK' // Blink teleport (from → to positions)\n\t| 'DODGE_START' // Enemy missile enters 150u proximity\n\t| 'DODGE_CLOSE' // Enemy missile enters 50u proximity\n\t| 'MOVE' // Movement summary (every 100 ticks)\n\t| 'ERROR' // Bot or missile AI threw a runtime error\n\t| 'WARNING'; // Common mistake detected (move/blink confusion, etc.)\n\nexport interface TraceSummary\n{\n\twinner: string;\n\tticks: number;\n\tw1Name: string;\n\tw2Name: string;\n\tw1FinalHp: number;\n\tw2FinalHp: number;\n\tw1: TraceBotSummary;\n\tw2: TraceBotSummary;\n}\n\nexport interface TraceBotSummary\n{\n\tmissilesLaunched: number;\n\thits: number;\n\tdamageDealt: number;\n\tdamageReceived: number;\n\tshields: number;\n\tblinks: number;\n\tdodgeEncounters: number;\n\tcauseOfDeath: 'missile' | 'lava' | 'alive' | 'timeout';\n\tmovement: {strafe: number; approach: number; retreat: number; still: number};\n}\n\n// ─── Event Extraction ────────────────────────────────────────────────────────\n\n/**\n * Extract a structured event log from simulation history.\n * Tracks both bots' state changes, missile launches (with full config + range),\n * hits, damage, dodge proximity, movement patterns, and runtime errors.\n */\nexport function extractTraceEvents(history: GameState[], errors?: BotError[]): TraceEvent[]\n{\n\tconst events: TraceEvent[] = [];\n\n\tlet prevW1State = '';\n\tlet prevW2State = '';\n\tlet prevW1Health = history[0]?.health ?? 60;\n\tlet prevW2Health = history[0]?.enemies[0]?.health ?? 60;\n\tlet prevW1Spell = '';\n\tlet prevW2Spell = '';\n\tconst prevProjectileIds = new Set<string>();\n\n\tfor (let i = 0; i < history.length; i++)\n\t{\n\t\tconst state = history[i]!;\n\t\tconst tick = state.tick;\n\t\tconst enemy = state.enemies[0]!;\n\t\tconst distance = distanceTo(state.position, enemy.position);\n\n\t\t// --- W1 state transitions ---\n\t\tconst w1State = state.state;\n\t\tconst w1Spell = state.castingSpell ?? state.channelingSpell ?? '';\n\t\tif (w1State !== prevW1State || w1Spell !== prevW1Spell)\n\t\t{\n\t\t\tlet detail = `${prevW1State || '?'}→${w1State}`;\n\t\t\tif (w1Spell) detail += ` (${w1Spell})`;\n\t\t\tif (w1State === 'casting' && state.castDuration) detail += ` [${state.castDuration}t]`;\n\t\t\tdetail += ` dist=${distance.toFixed(0)}`;\n\t\t\tevents.push({tick, actor: 'W1', type: 'STATE', detail});\n\t\t}\n\n\t\t// --- W2 state transitions ---\n\t\tconst w2State = enemy.state;\n\t\tconst w2Spell = enemy.castingSpell ?? enemy.channelingSpell ?? '';\n\t\tif (w2State !== prevW2State || w2Spell !== prevW2Spell)\n\t\t{\n\t\t\tlet detail = `${prevW2State || '?'}→${w2State}`;\n\t\t\tif (w2Spell) detail += ` (${w2Spell})`;\n\t\t\tif (w2State === 'casting' && enemy.castDuration) detail += ` [${enemy.castDuration}t]`;\n\t\t\tdetail += ` dist=${distance.toFixed(0)}`;\n\t\t\tevents.push({tick, actor: 'W2', type: 'STATE', detail});\n\t\t}\n\n\t\t// --- Damage events ---\n\t\tif (enemy.health < prevW2Health)\n\t\t{\n\t\t\tconst dmg = prevW2Health - enemy.health;\n\t\t\tevents.push({\n\t\t\t\ttick, actor: 'W1', type: 'HIT',\n\t\t\t\tdetail: `dealt ${dmg.toFixed(1)} → enemy HP=${enemy.health.toFixed(1)} dist=${distance.toFixed(0)}`,\n\t\t\t});\n\t\t}\n\t\tif (state.health < prevW1Health)\n\t\t{\n\t\t\tconst dmg = prevW1Health - state.health;\n\t\t\tconst stateTag = state.state === 'channeling' ? ' (SHIELDED)'\n\t\t\t\t: state.state === 'casting' ? ` (CASTING ${state.castingSpell})`\n\t\t\t\t\t: state.state === 'gcd_locked' ? ' (GCD)'\n\t\t\t\t\t\t: ` (${state.state})`;\n\t\t\tevents.push({\n\t\t\t\ttick, actor: 'W1', type: 'HURT',\n\t\t\t\tdetail: `took ${dmg.toFixed(1)} → HP=${state.health.toFixed(1)}${stateTag} dist=${distance.toFixed(0)}`,\n\t\t\t});\n\t\t}\n\t\t// W2 damage taken = W1 damage dealt (already covered above as HIT)\n\t\t// W2 damage dealt = W1 damage taken (already covered above as HURT)\n\n\t\t// --- Missile launches (with full config) ---\n\t\tconst currentIds = new Set<string>();\n\t\tfor (const proj of state.projectiles)\n\t\t{\n\t\t\tcurrentIds.add(proj.id);\n\t\t\tif (!prevProjectileIds.has(proj.id))\n\t\t\t{\n\t\t\t\tconst owner: 'W1' | 'W2' = proj.ownerId === 'wizard-1' ? 'W1' : 'W2';\n\t\t\t\tconst range = (proj.speed * proj.remainingTicks).toFixed(0);\n\t\t\t\tevents.push({\n\t\t\t\t\ttick, actor: owner, type: 'FIRE',\n\t\t\t\t\tdetail: `dmg=${proj.damage} spd=${proj.speed} turn=${proj.turnRate} life=${proj.remainingTicks} range=${range} dist=${distance.toFixed(0)}`,\n\t\t\t\t});\n\t\t\t\t// Warn if missile range < distance (will expire before reaching target)\n\t\t\t\tif (proj.speed * proj.remainingTicks < distance * 0.8 && proj.turnRate >= 0)\n\t\t\t\t{\n\t\t\t\t\tevents.push({\n\t\t\t\t\t\ttick, actor: owner, type: 'WARNING',\n\t\t\t\t\t\tdetail: `missile range (${range}) may be too short for distance (${distance.toFixed(0)}) — consider increasing duration`,\n\t\t\t\t\t});\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t\tprevProjectileIds.clear();\n\t\tfor (const id of currentIds) prevProjectileIds.add(id);\n\n\t\t// --- Dodge proximity events (enemy missiles approaching W1) ---\n\t\tif (i > 0)\n\t\t{\n\t\t\tconst speed = Math.sqrt(state.velocity.x ** 2 + state.velocity.y ** 2);\n\t\t\tfor (const proj of state.projectiles)\n\t\t\t{\n\t\t\t\tif (proj.ownerId === 'wizard-1') continue;\n\t\t\t\tconst missileDistance = distanceTo(state.position, proj.position);\n\t\t\t\tconst prevProj = history[i - 1]!.projectiles.find((p) => p.id === proj.id);\n\t\t\t\tconst prevMissileDist = prevProj ? distanceTo(history[i - 1]!.position, prevProj.position) : Infinity;\n\n\t\t\t\tif (missileDistance <= 150 && prevMissileDist > 150)\n\t\t\t\t{\n\t\t\t\t\tevents.push({\n\t\t\t\t\t\ttick, actor: 'W1', type: 'DODGE_START',\n\t\t\t\t\t\tdetail: formatDodgeDetail(state, proj, missileDistance, speed),\n\t\t\t\t\t});\n\t\t\t\t}\n\t\t\t\tif (missileDistance <= 50 && prevMissileDist > 50)\n\t\t\t\t{\n\t\t\t\t\tevents.push({\n\t\t\t\t\t\ttick, actor: 'W1', type: 'DODGE_CLOSE',\n\t\t\t\t\t\tdetail: formatDodgeDetail(state, proj, missileDistance, speed),\n\t\t\t\t\t});\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t\t// --- Simulation events (death, lava, shield block, knockback, blink) ---\n\t\tif (state.events)\n\t\t{\n\t\t\tfor (const ev of state.events)\n\t\t\t{\n\t\t\t\tconst actor = actorFromId(ev);\n\t\t\t\tif (ev.type === 'wizard-death')\n\t\t\t\t{\n\t\t\t\t\tevents.push({tick, actor, type: 'DEATH', detail: `killed at (${ev.position.x.toFixed(0)},${ev.position.y.toFixed(0)})`});\n\t\t\t\t}\n\t\t\t\telse if (ev.type === 'wizard-lava-death')\n\t\t\t\t{\n\t\t\t\t\tevents.push({tick, actor, type: 'LAVA_DEATH', detail: `walked/knocked into lava at (${ev.position.x.toFixed(0)},${ev.position.y.toFixed(0)})`});\n\t\t\t\t}\n\t\t\t\telse if (ev.type === 'shield-block')\n\t\t\t\t{\n\t\t\t\t\tevents.push({tick, actor, type: 'SHIELD_BLOCK', detail: `blocked ${ev.damageBlocked.toFixed(1)} (${ev.damageThrough.toFixed(1)} through)`});\n\t\t\t\t}\n\t\t\t\telse if (ev.type === 'missile-hit')\n\t\t\t\t{\n\t\t\t\t\tconst target = ev.targetId === 'wizard-1' ? 'W1' : 'W2';\n\t\t\t\t\tconst owner = ev.ownerId === 'wizard-1' ? 'W1' : 'W2';\n\t\t\t\t\tif (ev.actualDamage < ev.damage)\n\t\t\t\t\t{\n\t\t\t\t\t\tevents.push({tick, actor: target, type: 'HURT', detail: `hit by ${owner} missile: ${ev.damage} raw → ${ev.actualDamage.toFixed(1)} actual (shielded) dist=${distance.toFixed(0)}`});\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\telse if (ev.type === 'blink')\n\t\t\t\t{\n\t\t\t\t\tconst blinkDist = distanceTo(ev.from, ev.to);\n\t\t\t\t\tevents.push({tick, actor, type: 'BLINK', detail: `(${ev.from.x.toFixed(0)},${ev.from.y.toFixed(0)}) → (${ev.to.x.toFixed(0)},${ev.to.y.toFixed(0)}) ${blinkDist.toFixed(0)}u`});\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t\t// --- Movement summary every 100 ticks ---\n\t\tif (tick > 0 && tick % 100 === 0)\n\t\t{\n\t\t\tconst speed = Math.sqrt(state.velocity.x ** 2 + state.velocity.y ** 2);\n\t\t\tconst moveType = classifyMovement(state, enemy, speed);\n\t\t\tconst incomingMissiles = state.projectiles.filter((p) => p.ownerId !== 'wizard-1').length;\n\t\t\tevents.push({\n\t\t\t\ttick, actor: 'W1', type: 'MOVE',\n\t\t\t\tdetail: `${moveType} spd=${speed.toFixed(2)} dist=${distance.toFixed(0)} missiles=${incomingMissiles} ${state.state} hp=${state.health.toFixed(1)}`,\n\t\t\t});\n\t\t}\n\n\t\tprevW1State = w1State;\n\t\tprevW2State = w2State;\n\t\tprevW1Health = state.health;\n\t\tprevW2Health = enemy.health;\n\t\tprevW1Spell = w1Spell;\n\t\tprevW2Spell = w2Spell;\n\t}\n\n\t// --- Inject runtime errors as ERROR events ---\n\tif (errors && errors.length > 0)\n\t{\n\t\tfor (const err of errors)\n\t\t{\n\t\t\t// A missile's throw is recorded against the PROJECTILE, and projectile ids are built\n\t\t\t// as `missile-${wizard.id}-${tick}`, so the owner is in the middle of the string.\n\t\t\t// This branch existed with the comment \"missile errors attributed to owner\" and\n\t\t\t// both arms returned 'W1', so every missile fault in the game was blamed on wizard\n\t\t\t// 1 — telling an idle bot it had thrown 1,333 times for its opponent's code.\n\t\t\tconst missileOwner = /^missile-(wizard-[12])-/.exec(err.entityId);\n\t\t\tconst actor: 'W1' | 'W2' = err.entityId === 'wizard-1' ? 'W1'\n\t\t\t\t: err.entityId === 'wizard-2' ? 'W2'\n\t\t\t\t\t: missileOwner ? (missileOwner[1] === 'wizard-2' ? 'W2' : 'W1')\n\t\t\t\t\t\t: 'W1';\n\t\t\tevents.push({\n\t\t\t\ttick: err.tick,\n\t\t\t\tactor,\n\t\t\t\ttype: 'ERROR',\n\t\t\t\tdetail: err.message,\n\t\t\t});\n\t\t}\n\t\t// Re-sort by tick so errors appear in chronological order\n\t\tevents.sort((a, b) => a.tick - b.tick || (a.type === 'ERROR' ? 1 : 0));\n\t}\n\n\treturn events;\n}\n\n// ─── Summary ─────────────────────────────────────────────────────────────────\n\n/**\n * Generate a summary from trace events and the simulation result.\n */\nexport function summarizeTrace(\n\tevents: TraceEvent[],\n\tresult: SimulateResult,\n\tw1Name: string,\n\tw2Name: string,\n): TraceSummary\n{\n\tconst final = result.history[result.history.length - 1];\n\n\tfunction botSummary(actor: 'W1' | 'W2'): TraceBotSummary\n\t{\n\t\tconst myEvents = events.filter((e) => e.actor === actor);\n\t\tconst moveEvents = myEvents.filter((e) => e.type === 'MOVE');\n\t\treturn {\n\t\t\tmissilesLaunched: myEvents.filter((e) => e.type === 'FIRE').length,\n\t\t\thits: myEvents.filter((e) => e.type === 'HIT').length,\n\t\t\tdamageDealt: myEvents.filter((e) => e.type === 'HIT').reduce((sum, e) =>\n\t\t\t{\n\t\t\t\tconst m = e.detail.match(/dealt ([\\d.]+)/);\n\t\t\t\treturn sum + (m ? parseFloat(m[1]!) : 0);\n\t\t\t}, 0),\n\t\t\tdamageReceived: myEvents.filter((e) => e.type === 'HURT').reduce((sum, e) =>\n\t\t\t{\n\t\t\t\tconst m = e.detail.match(/took ([\\d.]+)/);\n\t\t\t\treturn sum + (m ? parseFloat(m[1]!) : 0);\n\t\t\t}, 0),\n\t\t\tshields: myEvents.filter((e) => e.type === 'STATE' && e.detail.includes('shield')).length,\n\t\t\tblinks: myEvents.filter((e) => e.type === 'STATE' && e.detail.includes('blink')).length,\n\t\t\tdodgeEncounters: myEvents.filter((e) => e.type.startsWith('DODGE')).length,\n\t\t\tcauseOfDeath: myEvents.some((e) => e.type === 'LAVA_DEATH') ? 'lava'\n\t\t\t\t: myEvents.some((e) => e.type === 'DEATH') ? 'missile'\n\t\t\t\t\t: (final && ((actor === 'W1' ? final.health : final.enemies[0]?.health ?? 0) <= 0)) ? 'missile'\n\t\t\t\t\t\t: result.winner === null ? 'timeout' : 'alive',\n\t\t\tmovement: {\n\t\t\t\tstrafe: moveEvents.filter((e) => e.detail.startsWith('STRAFE')).length,\n\t\t\t\tapproach: moveEvents.filter((e) => e.detail.startsWith('APPROACH')).length,\n\t\t\t\tretreat: moveEvents.filter((e) => e.detail.startsWith('RETREAT')).length,\n\t\t\t\tstill: moveEvents.filter((e) => e.detail.startsWith('STILL')).length,\n\t\t\t},\n\t\t};\n\t}\n\n\tconst winnerName = result.winner === 'wizard-1' ? w1Name\n\t\t: result.winner === 'wizard-2' ? w2Name\n\t\t\t: result.winner === 'draw' ? 'draw'\n\t\t\t\t: 'timeout';\n\n\treturn {\n\t\twinner: winnerName,\n\t\tticks: result.ticks,\n\t\tw1Name,\n\t\tw2Name,\n\t\tw1FinalHp: final?.health ?? 0,\n\t\tw2FinalHp: final?.enemies[0]?.health ?? 0,\n\t\tw1: botSummary('W1'),\n\t\tw2: botSummary('W2'),\n\t};\n}\n\n// ─── Formatting ──────────────────────────────────────────────────────────────\n\n/** Format trace events as a human-readable string. */\nexport function formatTraceEvents(events: TraceEvent[]): string\n{\n\treturn events.map((e) =>\n\t{\n\t\tconst t = String(e.tick).padStart(5);\n\t\tconst a = e.actor.padEnd(2);\n\t\tconst ty = e.type.padEnd(12);\n\t\treturn ` T${t} ${a} ${ty} ${e.detail}`;\n\t}).join('\\n');\n}\n\n/** Format a full trace summary as a human-readable string. */\nexport function formatTraceSummary(summary: TraceSummary): string\n{\n\tconst {w1Name, w2Name, w1, w2} = summary;\n\tfunction formatBot(name: string, b: TraceBotSummary): string\n\t{\n\t\tconst hitPct = b.missilesLaunched > 0 ? ((b.hits / b.missilesLaunched) * 100).toFixed(0) : 'N/A';\n\t\tconst death = b.causeOfDeath === 'lava' ? ' [LAVA DEATH]'\n\t\t\t: b.causeOfDeath === 'missile' ? ' [KILLED]'\n\t\t\t\t: b.causeOfDeath === 'timeout' ? '' : '';\n\t\treturn ` ${name}: ${b.missilesLaunched}m ${b.hits}h (${hitPct}%), ${b.damageDealt.toFixed(1)} dealt, ${b.damageReceived.toFixed(1)} taken, ${b.shields}s ${b.blinks}b${death}`;\n\t}\n\tconst lines = [\n\t\t` Winner: ${summary.winner} @ T${summary.ticks}`,\n\t\t` Final HP: ${w1Name}=${summary.w1FinalHp.toFixed(1)}, ${w2Name}=${summary.w2FinalHp.toFixed(1)}`,\n\t\t'',\n\t\tformatBot(w1Name, w1),\n\t\tformatBot(w2Name, w2),\n\t\t'',\n\t\t` ${w1Name} movement: ${w1.movement.approach} approach, ${w1.movement.strafe} strafe, ${w1.movement.retreat} retreat, ${w1.movement.still} still | ${w1.dodgeEncounters} dodge encounters`,\n\t];\n\treturn lines.join('\\n');\n}\n\n/**\n * Generate diagnostic tips based on trace analysis.\n * Identifies common problems and suggests fixes.\n * Returns an array of human-readable tips (empty if no issues found).\n */\nexport function diagnoseTrace(events: TraceEvent[], summary: TraceSummary): string[]\n{\n\tconst tips: string[] = [];\n\tconst {w1} = summary;\n\n\t// Check for runtime errors\n\tconst errors = events.filter((e) => e.actor === 'W1' && e.type === 'ERROR');\n\tif (errors.length > 0)\n\t{\n\t\tconst firstErr = errors[0]!;\n\t\ttips.push(`BOT ERROR: Your bot threw \"${firstErr.detail}\" on tick ${firstErr.tick}. The bot does nothing when it throws. Fix this first.`);\n\t\tif (errors.length > 1) tips.push(` (${errors.length} total errors — likely the same bug repeating every tick)`);\n\t}\n\n\t// Check for range warnings\n\tconst rangeWarnings = events.filter((e) => e.actor === 'W1' && e.type === 'WARNING' && e.detail.includes('range'));\n\tif (rangeWarnings.length > 0)\n\t{\n\t\ttips.push(`RANGE: ${rangeWarnings.length} of your missiles had range shorter than target distance. Increase missile duration or get closer before firing.`);\n\t}\n\n\t// No missiles fired\n\tif (w1.missilesLaunched === 0 && errors.length === 0)\n\t{\n\t\ttips.push('NO OFFENSE: Your bot fired 0 missiles. Check that you return missile() when useTicksUntilReady() === 0.');\n\t}\n\n\t// Very low hit rate\n\tif (w1.missilesLaunched >= 3 && w1.hits === 0)\n\t{\n\t\ttips.push(`ACCURACY: Fired ${w1.missilesLaunched} missiles but 0 hit. Consider: more homing (higher turnRate), or use getLeadPosition() for straight missiles, or get closer.`);\n\t}\n\telse if (w1.missilesLaunched >= 5 && w1.hits / w1.missilesLaunched < 0.25)\n\t{\n\t\ttips.push(`LOW ACCURACY: Only ${((w1.hits / w1.missilesLaunched) * 100).toFixed(0)}% hit rate. Try increasing turnRate for more homing, or use getLeadPosition() for prediction.`);\n\t}\n\n\t// No shields against incoming damage\n\tif (w1.damageReceived > 20 && w1.shields === 0)\n\t{\n\t\ttips.push(`NO DEFENSE: Took ${w1.damageReceived.toFixed(0)} damage with 0 shields. Use useThreats() to detect incoming missiles and shield() when you can't dodge.`);\n\t}\n\n\t// Too much idle time\n\tif (summary.ticks > 500)\n\t{\n\t\tconst idleMovements = w1.movement.still;\n\t\tconst totalMovements = idleMovements + w1.movement.approach + w1.movement.strafe + w1.movement.retreat;\n\t\tif (totalMovements > 0 && idleMovements / totalMovements > 0.5)\n\t\t{\n\t\t\ttips.push(`IDLE: Your bot was stationary ${((idleMovements / totalMovements) * 100).toFixed(0)}% of the time. Move to dodge missiles and close distance.`);\n\t\t}\n\t}\n\n\treturn tips;\n}\n\n/** Format diagnostic tips as a human-readable string. */\nexport function formatDiagnosis(tips: string[]): string\n{\n\tif (tips.length === 0) return '';\n\tconst lines = [' Diagnosis:'];\n\tfor (const tip of tips)\n\t{\n\t\tlines.push(` - ${tip}`);\n\t}\n\treturn lines.join('\\n');\n}\n\n// ─── Helpers ─────────────────────────────────────────────────────────────────\n\nfunction formatDodgeDetail(state: GameState, proj: ProjectileState, missileDistance: number, speed: number): string\n{\n\tconst angle = dodgeAngle(state.velocity, proj.rotation);\n\treturn `missile at ${missileDistance.toFixed(0)}u rot=${proj.rotation.toFixed(0)}° dodge_angle=${angle.toFixed(0)}° ` +\n\t\t`spd=${speed.toFixed(2)} ${state.state}`;\n}\n\nfunction dodgeAngle(wizardVelocity: {x: number; y: number}, missileRotation: number): number\n{\n\tconst speed = Math.sqrt(wizardVelocity.x ** 2 + wizardVelocity.y ** 2);\n\tif (speed < 0.01) return 0;\n\tconst missileRad = missileRotation * (Math.PI / 180);\n\tconst dot = Math.cos(missileRad) * (wizardVelocity.x / speed) + Math.sin(missileRad) * (wizardVelocity.y / speed);\n\treturn Math.acos(Math.max(-1, Math.min(1, Math.abs(dot)))) * (180 / Math.PI);\n}\n\nfunction actorFromId(ev: SimEvent): 'W1' | 'W2'\n{\n\tif ('wizardId' in ev) return ev.wizardId === 'wizard-1' ? 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