Update 3D game 2026-07-10 21:20

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Warren H
2026-07-10 21:20:17 -04:00
parent 141ec64963
commit e0be0458aa
720 changed files with 366857 additions and 0 deletions
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import { BULL_CHARGE } from "./bossMechanics";
import { CINDER_BREATH } from "./bosses/cindermaw";
import { moveToward, pointOutsideCircle, pointOutsideLane, pointToSegmentDistance } from "./geometry";
import type { BossMotionState, MemberId, PartyMember, WorldPosition } from "./types";
export type AiMemberId = Exclude<MemberId, "aelia">;
export interface PartyBehaviorContext {
memberId: AiMemberId;
current: WorldPosition;
formationTarget: WorldPosition;
bossMotion: BossMotionState;
partyPositions: Record<MemberId, WorldPosition>;
time: number;
}
export interface PartyBehaviorDecision {
target: WorldPosition;
speed: number;
}
export interface PartyBehavior {
id: string;
decide: (context: PartyBehaviorContext) => PartyBehaviorDecision | null;
}
const AI_MEMBER_IDS: readonly AiMemberId[] = ["brann", "nia", "orin", "vale"];
const MOVE_SPEEDS: Record<AiMemberId, number> = { brann: 1.45, nia: 1.2, orin: 1.1, vale: 2.2 };
const EVADE_SIDES: Record<AiMemberId, -1 | 1> = { brann: -1, nia: -1, orin: 1, vale: 1 };
const STACK_OFFSETS: Record<AiMemberId, WorldPosition> = {
brann: [-0.55, 0],
nia: [0.45, 0.4],
orin: [0.45, -0.4],
vale: [0, 0.65],
};
const ARENA_BOUNDS = { minX: -7.2, maxX: 7.2, minZ: -4.8, maxZ: 7.2 } as const;
export function combatFormation(boss: WorldPosition): Record<AiMemberId, WorldPosition> {
return {
brann: [boss[0], boss[1] + 4.25],
nia: [boss[0] - 3.3, boss[1] + 7.2],
orin: [boss[0] + 3.3, boss[1] + 7.2],
vale: [boss[0] + 1.75, boss[1] + 3.4],
};
}
function clampToArena(position: WorldPosition): WorldPosition {
return [
Math.max(ARENA_BOUNDS.minX, Math.min(ARENA_BOUNDS.maxX, position[0])),
Math.max(ARENA_BOUNDS.minZ, Math.min(ARENA_BOUNDS.maxZ, position[1])),
];
}
export const stackForPounceBehavior: PartyBehavior = {
id: "stack-for-pounce",
decide: ({ memberId, bossMotion }) => {
if (bossMotion.mode !== "stacking") return null;
const offset = STACK_OFFSETS[memberId];
return {
target: memberId === bossMotion.pounceTargetId
? [bossMotion.pounceCenter[0], bossMotion.pounceCenter[1]]
: [bossMotion.pounceCenter[0] + offset[0], bossMotion.pounceCenter[1] + offset[1]],
speed: 3.4,
};
},
};
export const breakTetherBehavior: PartyBehavior = {
id: "break-tether",
decide: ({ memberId, current, bossMotion, partyPositions }) => {
if (bossMotion.mode !== "tethering" || !bossMotion.tetherIds.includes(memberId)) return null;
const otherId = bossMotion.tetherIds.find((id) => id !== memberId);
if (!otherId) return null;
const other = partyPositions[otherId];
const dx = current[0] - other[0];
const dz = current[1] - other[1];
const length = Math.hypot(dx, dz);
const fallback = EVADE_SIDES[memberId] * Math.PI * 0.5;
const target = length < 0.01
? [current[0] + Math.sin(fallback) * bossMotion.tetherBreakDistance, current[1] + Math.cos(fallback) * bossMotion.tetherBreakDistance] as WorldPosition
: [current[0] + (dx / length) * bossMotion.tetherBreakDistance, current[1] + (dz / length) * bossMotion.tetherBreakDistance] as WorldPosition;
return { target: clampToArena(target), speed: 3.7 };
},
};
export const evadeChargeBehavior: PartyBehavior = {
id: "evade-charge",
decide: ({ memberId, current, formationTarget, bossMotion }) => {
if (bossMotion.mode !== "telegraph" && bossMotion.mode !== "charging") return null;
const { chargeStart, chargeEnd } = bossMotion;
const currentUnsafe = pointToSegmentDistance(current, chargeStart, chargeEnd) < BULL_CHARGE.aiClearance;
const formationUnsafe = pointToSegmentDistance(formationTarget, chargeStart, chargeEnd) < BULL_CHARGE.aiClearance;
if (!currentUnsafe && !formationUnsafe) return null;
// Derive from the stable formation slot so the target cannot flip sides as the member moves.
const evadeTarget = pointOutsideLane(
formationTarget,
chargeStart,
chargeEnd,
BULL_CHARGE.aiClearance,
EVADE_SIDES[memberId],
);
return { target: clampToArena(evadeTarget), speed: BULL_CHARGE.aiEvadeSpeed };
},
};
export const avoidBreathBehavior: PartyBehavior = {
id: "avoid-breath",
decide: ({ memberId, bossMotion }) => {
if (bossMotion.mode !== "breath_telegraph" && bossMotion.mode !== "breath_sweeping") return null;
const side = EVADE_SIDES[memberId];
const safeAngle = bossMotion.breathAngle + side * (CINDER_BREATH.halfAngle + Math.PI * 0.42);
const radius = memberId === "brann" ? 4.1 : memberId === "vale" ? 3.5 : 5.4;
return {
target: clampToArena([
bossMotion.position[0] + Math.sin(safeAngle) * radius,
bossMotion.position[1] + Math.cos(safeAngle) * radius,
]),
speed: 4.1,
};
},
};
export const avoidCircleHazardsBehavior: PartyBehavior = {
id: "avoid-circle-hazards",
decide: ({ memberId, current, formationTarget, bossMotion, time }) => {
for (let index = 0; index < bossMotion.hazards.length; index += 1) {
const hazard = bossMotion.hazards[index];
if (hazard.expiresAt <= time || hazard.activatesAt - time > 2.2) continue;
const clearance = hazard.radius + 0.55;
const currentUnsafe = Math.hypot(current[0] - hazard.center[0], current[1] - hazard.center[1]) < clearance;
const formationUnsafe = Math.hypot(formationTarget[0] - hazard.center[0], formationTarget[1] - hazard.center[1]) < clearance;
if (!currentUnsafe && !formationUnsafe) continue;
const source = formationUnsafe ? formationTarget : current;
const fallbackAngle = (AI_MEMBER_IDS.indexOf(memberId) / AI_MEMBER_IDS.length) * Math.PI * 2;
return { target: clampToArena(pointOutsideCircle(source, hazard.center, clearance, fallbackAngle)), speed: 4 };
}
return null;
},
};
export const maintainFormationBehavior: PartyBehavior = {
id: "maintain-formation",
decide: ({ formationTarget, bossMotion, memberId }) => {
if (!["holding", "telegraph", "tethering", "venom_cast", "skyfall"].includes(bossMotion.mode)) return null;
return { target: formationTarget, speed: MOVE_SPEEDS[memberId] };
},
};
export const DEFAULT_PARTY_BEHAVIORS: readonly PartyBehavior[] = [
breakTetherBehavior,
stackForPounceBehavior,
evadeChargeBehavior,
avoidBreathBehavior,
avoidCircleHazardsBehavior,
maintainFormationBehavior,
];
export function updatePartyPositions(
current: Record<MemberId, WorldPosition>,
bossMotionOrMotions: BossMotionState | readonly BossMotionState[],
party: PartyMember[],
time: number,
delta: number,
behaviors: readonly PartyBehavior[] = DEFAULT_PARTY_BEHAVIORS,
) {
const bossMotions = Array.isArray(bossMotionOrMotions) ? bossMotionOrMotions : [bossMotionOrMotions];
const activeMotions = bossMotions;
const next: Record<MemberId, WorldPosition> = {
aelia: [current.aelia[0], current.aelia[1]],
brann: [current.brann[0], current.brann[1]],
nia: [current.nia[0], current.nia[1]],
orin: [current.orin[0], current.orin[1]],
vale: [current.vale[0], current.vale[1]],
};
if (!activeMotions.length) return next;
const formationOrigin: WorldPosition = [
activeMotions.reduce((sum, motion) => sum + (motion.mode === "telegraph" || motion.mode === "charging" ? motion.chargeStart[0] : motion.position[0]), 0) / activeMotions.length,
activeMotions.reduce((sum, motion) => sum + (motion.mode === "telegraph" || motion.mode === "charging" ? motion.chargeStart[1] : motion.position[1]), 0) / activeMotions.length,
];
const formation = combatFormation(formationOrigin);
// Vale fights from the boss-cluster midpoint so short-range cleaves can
// connect with both targets when their hit volumes overlap.
formation.vale = [formationOrigin[0], formationOrigin[1] + 1.7];
for (let index = 0; index < AI_MEMBER_IDS.length; index += 1) {
const memberId = AI_MEMBER_IDS[index];
const member = party[index + 1];
if (!member || member.hp <= 0 || member.knockedUntil > time) continue;
for (const behavior of behaviors) {
let handled = false;
for (const bossMotion of activeMotions) {
const decision = behavior.decide({
memberId,
current: next[memberId],
formationTarget: formation[memberId],
bossMotion,
partyPositions: next,
time,
});
if (!decision) continue;
next[memberId] = moveToward(next[memberId], decision.target, decision.speed * delta);
handled = true;
break;
}
if (handled) break;
}
}
return next;
}