Android build v1.1.22

This commit is contained in:
Warren H
2026-07-05 12:08:11 -04:00
parent 547044892d
commit 956c9e32f9
69 changed files with 9259 additions and 196 deletions
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import type { Iwt2BossTickResult } from './bossAi'
import type {
Iwt2ArenaEvent,
Iwt2ArenaIndicator,
Iwt2ArenaIndicatorPhase,
Iwt2ArenaState,
Iwt2BossEntityState,
Iwt2EntityId,
Iwt2MechanicCircleState,
Iwt2MechanicLaneState,
Iwt2PartyEntityState,
Iwt2Vec2,
} from './types'
import {
applyPartyDamageInShape,
createArenaEvent,
createCircleIndicator,
createLaneIndicator,
indicatorPhaseFromAttack,
} from './mechanics'
import {
addVec2,
clampVec2ToArena,
distanceVec2,
moveToward,
normalizeVec2,
scaleVec2,
subtractVec2,
withFallbackFacing,
} from './vector'
const HOLLOWCROWN_PHASE = {
antlerChargeRecover: 'hollowcrownAntlerChargeRecover',
antlerChargeWindup: 'hollowcrownAntlerChargeWindup',
hoofCurseRecover: 'hollowcrownHoofCurseRecover',
hoofCurseWindup: 'hollowcrownHoofCurseWindup',
trailDashing: 'hollowcrownTrailDashing',
trailDashWindup: 'hollowcrownTrailDashWindup',
trailFade: 'hollowcrownTrailFade',
} as const
type HollowcrownSpecialPhase = typeof HOLLOWCROWN_PHASE[keyof typeof HOLLOWCROWN_PHASE]
type HollowcrownAttackPhase = Iwt2BossEntityState['attackPhase'] | HollowcrownSpecialPhase
const HOLLOWCROWN_TUNING = {
antlerCooldown: 7.4,
antlerDamage: 17,
antlerLaneLength: 440,
antlerLaneOffset: 44,
antlerLineWidth: 30,
antlerRecover: 0.52,
antlerStunSeconds: 0.48,
antlerWindup: 0.82,
dashCooldown: 5.2,
dashDamage: 13,
dashLength: 330,
dashRecover: 0.42,
dashSpeed: 430,
dashStunSeconds: 0.32,
dashTrailDamage: 9,
dashTrailSeconds: 0.5,
dashTrailWidth: 40,
hoofCooldown: 6.2,
hoofDamage: 12,
hoofRadius: 46,
hoofRecover: 0.46,
hoofStunSeconds: 0.34,
hoofWindup: 0.74,
meleeCooldown: 1.25,
meleeDamage: 5,
meleeRange: 58,
moveSpeed: 116,
relocateSeconds: 1.25,
relocateSpeed: 168,
wallContactLimit: 0.68,
wallMargin: 76,
} as const
const CURSE_COLOR = '#9b74ff'
const TRAIL_COLOR = '#7ee7ff'
const ANTLER_COLOR = '#e8dcff'
export function tickHollowcrownRevenant(state: Iwt2ArenaState, dt: number): Iwt2BossTickResult {
const events: Iwt2ArenaEvent[] = []
let party = state.party
const incomingPhase = state.boss.attackPhase as HollowcrownAttackPhase
let boss = {
...state.boss,
chargeCooldownRemaining: Math.max(0, state.boss.chargeCooldownRemaining - dt),
fireballCooldownRemaining: Math.max(0, state.boss.fireballCooldownRemaining - dt),
meleeCooldownRemaining: Math.max(0, state.boss.meleeCooldownRemaining - dt),
phaseSecondsRemaining: Math.max(0, state.boss.phaseSecondsRemaining - dt),
velocity: { x: 0, y: 0 },
wallContactSeconds: incomingPhase === 'idle' && isBossNearWall(state.boss, state)
? state.boss.wallContactSeconds + dt
: Math.max(0, state.boss.wallContactSeconds - dt * 2),
}
const target = getBossTarget(party)
if (boss.health <= 0 || !target) return withHollowcrownIndicators({ boss, party, events, state })
const phase = boss.attackPhase as HollowcrownAttackPhase
if (phase === 'relocating') {
boss = moveBossTowardRelocationTarget(boss, state, target, dt)
if (boss.phaseSecondsRemaining <= 0 || distanceVec2(boss.position, boss.relocateTarget) <= 8) {
boss = {
...boss,
attackPhase: 'idle',
chargeCooldownRemaining: Math.max(boss.chargeCooldownRemaining, 1.1),
fireballCooldownRemaining: Math.max(boss.fireballCooldownRemaining, 1.0),
mechanicCircles: [],
mechanicLanes: [],
phaseSecondsRemaining: 0,
velocity: { x: 0, y: 0 },
}
}
return withHollowcrownIndicators({ boss, party, events, state })
}
if (phase === HOLLOWCROWN_PHASE.hoofCurseWindup) {
boss = faceTarget(boss, target)
if (boss.phaseSecondsRemaining <= 0) {
const result = applyHoofCurse(party, boss, state.time + dt)
party = result.party
events.push(...result.events)
boss = {
...boss,
attackPhase: asBossPhase(HOLLOWCROWN_PHASE.hoofCurseRecover),
phaseSecondsRemaining: HOLLOWCROWN_TUNING.hoofRecover,
}
}
return withHollowcrownIndicators({ boss, party, events, state })
}
if (phase === HOLLOWCROWN_PHASE.hoofCurseRecover) {
if (boss.phaseSecondsRemaining <= 0) {
boss = {
...boss,
attackPhase: 'idle',
mechanicCircles: [],
phaseSecondsRemaining: 0,
}
}
return withHollowcrownIndicators({ boss, party, events, state })
}
if (phase === HOLLOWCROWN_PHASE.trailDashWindup) {
boss = {
...boss,
facing: withFallbackFacing(subtractVec2(boss.chargeEnd, boss.position), boss.facing),
velocity: { x: 0, y: 0 },
}
if (boss.phaseSecondsRemaining <= 0) {
boss = {
...boss,
attackPhase: asBossPhase(HOLLOWCROWN_PHASE.trailDashing),
chargeHitEntityIds: [],
phaseSecondsRemaining: 0,
}
}
return withHollowcrownIndicators({ boss, party, events, state })
}
if (phase === HOLLOWCROWN_PHASE.trailDashing) {
const nextPosition = clampVec2ToArena(
moveToward(boss.position, boss.chargeEnd, HOLLOWCROWN_TUNING.dashSpeed * dt),
boss.radius,
state.bounds,
)
const hitResult = applyTrailDashHits(party, boss, boss.position, nextPosition, state.time + dt)
party = hitResult.party
events.push(...hitResult.events)
boss = {
...boss,
chargeHitEntityIds: hitResult.hitEntityIds,
facing: withFallbackFacing(subtractVec2(nextPosition, boss.position), boss.facing),
position: nextPosition,
velocity: scaleVec2(subtractVec2(nextPosition, boss.position), dt > 0 ? 1 / dt : 0),
wallContactSeconds: isBossNearWall({ ...boss, position: nextPosition }, state) ? boss.wallContactSeconds + dt : 0,
}
if (distanceVec2(nextPosition, boss.chargeEnd) <= 2 || boss.wallContactSeconds >= HOLLOWCROWN_TUNING.wallContactLimit) {
const trailResult = applyFadingTrail(party, boss, state.time + dt)
party = trailResult.party
events.push(...trailResult.events)
boss = {
...boss,
attackPhase: asBossPhase(HOLLOWCROWN_PHASE.trailFade),
phaseSecondsRemaining: HOLLOWCROWN_TUNING.dashTrailSeconds,
velocity: { x: 0, y: 0 },
wallContactSeconds: 0,
}
}
return withHollowcrownIndicators({ boss, party, events, state })
}
if (phase === HOLLOWCROWN_PHASE.trailFade) {
if (boss.phaseSecondsRemaining <= 0) {
boss = {
...boss,
attackPhase: 'idle',
mechanicLanes: [],
phaseSecondsRemaining: 0,
}
}
return withHollowcrownIndicators({ boss, party, events, state })
}
if (phase === HOLLOWCROWN_PHASE.antlerChargeWindup) {
boss = faceLaneTarget(boss)
if (boss.phaseSecondsRemaining <= 0) {
const result = applyAntlerLines(party, boss, state.time + dt)
party = result.party
events.push(...result.events)
boss = {
...boss,
attackPhase: asBossPhase(HOLLOWCROWN_PHASE.antlerChargeRecover),
phaseSecondsRemaining: HOLLOWCROWN_TUNING.antlerRecover,
}
}
return withHollowcrownIndicators({ boss, party, events, state })
}
if (phase === HOLLOWCROWN_PHASE.antlerChargeRecover) {
if (boss.phaseSecondsRemaining <= 0) {
boss = {
...boss,
attackPhase: 'idle',
mechanicLanes: [],
phaseSecondsRemaining: 0,
}
}
return withHollowcrownIndicators({ boss, party, events, state })
}
if (boss.wallContactSeconds >= HOLLOWCROWN_TUNING.wallContactLimit) {
boss = beginRelocation(boss, state)
return withHollowcrownIndicators({ boss, party, events, state })
}
if (boss.fireballCooldownRemaining <= 0) {
boss = beginRangedPattern(boss, state, party, target)
return withHollowcrownIndicators({ boss, party, events, state })
}
if (boss.chargeCooldownRemaining <= 0) {
boss = beginTrailDash(boss, state, target)
events.push(createArenaEvent(0, state.time + dt, 'bossChargeStart', boss.id, target.id))
return withHollowcrownIndicators({ boss, party, events, state })
}
const meleeResult = maybeApplyMelee(party, boss, target, state.time + dt)
party = meleeResult.party
events.push(...meleeResult.events)
boss = meleeResult.boss
if (events.length > 0) return withHollowcrownIndicators({ boss, party, events, state })
boss = moveBossTowardEngagePoint(boss, state, target, dt)
return withHollowcrownIndicators({ boss, party, events, state })
}
function asBossPhase(phase: HollowcrownAttackPhase): Iwt2BossEntityState['attackPhase'] {
return phase as Iwt2BossEntityState['attackPhase']
}
function beginRangedPattern(
boss: Iwt2BossEntityState,
state: Iwt2ArenaState,
party: Iwt2PartyEntityState[],
target: Iwt2PartyEntityState,
): Iwt2BossEntityState {
const useAntlers = boss.chargeCount % 2 === 1
if (useAntlers) {
return {
...boss,
attackPhase: asBossPhase(HOLLOWCROWN_PHASE.antlerChargeWindup),
chargeCount: boss.chargeCount + 1,
fireballCooldownRemaining: HOLLOWCROWN_TUNING.antlerCooldown,
mechanicCircles: [],
mechanicLanes: createAntlerLines(state, boss, target),
phaseSecondsRemaining: HOLLOWCROWN_TUNING.antlerWindup,
velocity: { x: 0, y: 0 },
}
}
return {
...boss,
attackPhase: asBossPhase(HOLLOWCROWN_PHASE.hoofCurseWindup),
chargeCount: boss.chargeCount + 1,
fireballCooldownRemaining: HOLLOWCROWN_TUNING.hoofCooldown,
mechanicCircles: createHoofZones(state, party, boss),
mechanicLanes: [],
phaseSecondsRemaining: HOLLOWCROWN_TUNING.hoofWindup,
velocity: { x: 0, y: 0 },
}
}
function beginTrailDash(
boss: Iwt2BossEntityState,
state: Iwt2ArenaState,
target: Iwt2PartyEntityState,
): Iwt2BossEntityState {
const lane = createDashTrailLane(state, boss, target)
return {
...boss,
attackPhase: asBossPhase(HOLLOWCROWN_PHASE.trailDashWindup),
chargeCooldownRemaining: HOLLOWCROWN_TUNING.dashCooldown,
chargeEnd: lane.end,
chargeHitEntityIds: [],
chargeStart: { ...boss.position },
facing: withFallbackFacing(subtractVec2(lane.end, boss.position), boss.facing),
mechanicCircles: [],
mechanicLanes: [lane],
phaseSecondsRemaining: 0.58,
velocity: { x: 0, y: 0 },
}
}
function beginRelocation(boss: Iwt2BossEntityState, state: Iwt2ArenaState): Iwt2BossEntityState {
return {
...boss,
attackPhase: 'relocating',
mechanicCircles: [],
mechanicLanes: [],
phaseSecondsRemaining: HOLLOWCROWN_TUNING.relocateSeconds,
relocateTarget: relocationTarget(boss, state),
velocity: { x: 0, y: 0 },
}
}
function createHoofZones(
state: Iwt2ArenaState,
party: Iwt2PartyEntityState[],
boss: Iwt2BossEntityState,
): Iwt2MechanicCircleState[] {
const living = party.filter((member) => member.health > 0)
const priority = [
...living.filter((member) => member.aiRole === 'ranged' || member.aiRole === 'flanker' || member.aiRole === 'player'),
...living.filter((member) => member.aiRole !== 'ranged' && member.aiRole !== 'flanker' && member.aiRole !== 'player'),
]
return priority.slice(0, 4).map((member, index) => {
const drift = normalizeVec2(addVec2(
subtractVec2(member.position, boss.position),
scaleVec2(subtractVec2(arenaCenter(state), member.position), 0.35),
))
return {
id: `hollowcrown-hoof-zone-${index}`,
position: clampVec2ToArena(
addVec2(member.position, scaleVec2(drift, 18 + index * 4)),
HOLLOWCROWN_TUNING.hoofRadius,
state.bounds,
),
radius: HOLLOWCROWN_TUNING.hoofRadius,
}
})
}
function createDashTrailLane(
state: Iwt2ArenaState,
boss: Iwt2BossEntityState,
target: Iwt2PartyEntityState,
): Iwt2MechanicLaneState {
const wallBias = isBossNearWall(boss, state)
? normalizeVec2(subtractVec2(arenaCenter(state), boss.position))
: { x: 0, y: 0 }
const targetBias = normalizeVec2(subtractVec2(target.position, boss.position))
const direction = withFallbackFacing(addVec2(targetBias, scaleVec2(wallBias, 0.9)), boss.facing)
const rawEnd = addVec2(boss.position, scaleVec2(direction, HOLLOWCROWN_TUNING.dashLength))
return {
end: clampVec2ToArena(rawEnd, boss.radius + 8, state.bounds),
id: 'hollowcrown-dash-trail',
start: { ...boss.position },
width: HOLLOWCROWN_TUNING.dashTrailWidth,
}
}
function createAntlerLines(
state: Iwt2ArenaState,
boss: Iwt2BossEntityState,
target: Iwt2PartyEntityState,
): Iwt2MechanicLaneState[] {
const direction = withFallbackFacing(subtractVec2(target.position, boss.position), boss.facing)
const perpendicular = { x: -direction.y, y: direction.x }
return [-1, 0, 1].map((index) => {
const offset = scaleVec2(perpendicular, index * HOLLOWCROWN_TUNING.antlerLaneOffset)
const start = clampVec2ToArena(addVec2(boss.position, offset), 4, state.bounds)
const end = clampVec2ToArena(
addVec2(start, scaleVec2(direction, HOLLOWCROWN_TUNING.antlerLaneLength)),
4,
state.bounds,
)
return {
end,
id: `hollowcrown-antler-line-${index + 1}`,
start,
width: index === 0 ? HOLLOWCROWN_TUNING.antlerLineWidth + 8 : HOLLOWCROWN_TUNING.antlerLineWidth,
}
})
}
function applyHoofCurse(
party: Iwt2PartyEntityState[],
boss: Iwt2BossEntityState,
time: number,
): { party: Iwt2PartyEntityState[], events: Iwt2ArenaEvent[] } {
let nextParty = party
const events: Iwt2ArenaEvent[] = []
const hitEntityIds: Iwt2EntityId[] = []
for (const circle of boss.mechanicCircles) {
const result = applyPartyDamageInShape(nextParty, {
kind: 'circle',
position: circle.position,
radius: circle.radius,
}, {
damage: HOLLOWCROWN_TUNING.hoofDamage,
excludedEntityIds: hitEntityIds,
knockdownSeconds: 0,
sourceId: boss.id,
stunSeconds: HOLLOWCROWN_TUNING.hoofStunSeconds,
time,
})
nextParty = result.party
hitEntityIds.push(...result.hitEntityIds)
events.push(...result.events)
}
return { party: nextParty, events }
}
function applyTrailDashHits(
party: Iwt2PartyEntityState[],
boss: Iwt2BossEntityState,
start: Iwt2Vec2,
end: Iwt2Vec2,
time: number,
): { party: Iwt2PartyEntityState[], hitEntityIds: Iwt2EntityId[], events: Iwt2ArenaEvent[] } {
const result = applyPartyDamageInShape(party, {
end,
kind: 'lane',
start,
width: HOLLOWCROWN_TUNING.dashTrailWidth,
}, {
damage: HOLLOWCROWN_TUNING.dashDamage,
damageEventType: 'bossChargeHit',
excludedEntityIds: boss.chargeHitEntityIds,
knockdownSeconds: HOLLOWCROWN_TUNING.dashStunSeconds,
sourceId: boss.id,
stunSeconds: HOLLOWCROWN_TUNING.dashStunSeconds,
time,
})
return {
...result,
hitEntityIds: [...boss.chargeHitEntityIds, ...result.hitEntityIds],
}
}
function applyFadingTrail(
party: Iwt2PartyEntityState[],
boss: Iwt2BossEntityState,
time: number,
): { party: Iwt2PartyEntityState[], events: Iwt2ArenaEvent[] } {
const lane = boss.mechanicLanes[0]
if (!lane) return { party, events: [] }
const result = applyPartyDamageInShape(party, {
end: lane.end,
kind: 'lane',
start: lane.start,
width: lane.width * 1.15,
}, {
damage: HOLLOWCROWN_TUNING.dashTrailDamage,
knockdownSeconds: 0,
sourceId: boss.id,
stunSeconds: HOLLOWCROWN_TUNING.dashStunSeconds * 0.65,
time,
})
return { party: result.party, events: result.events }
}
function applyAntlerLines(
party: Iwt2PartyEntityState[],
boss: Iwt2BossEntityState,
time: number,
): { party: Iwt2PartyEntityState[], events: Iwt2ArenaEvent[] } {
let nextParty = party
const events: Iwt2ArenaEvent[] = []
const hitEntityIds: Iwt2EntityId[] = []
for (const lane of boss.mechanicLanes) {
const result = applyPartyDamageInShape(nextParty, {
end: lane.end,
kind: 'lane',
start: lane.start,
width: lane.width,
}, {
damage: HOLLOWCROWN_TUNING.antlerDamage,
excludedEntityIds: hitEntityIds,
knockdownSeconds: HOLLOWCROWN_TUNING.antlerStunSeconds,
sourceId: boss.id,
stunSeconds: HOLLOWCROWN_TUNING.antlerStunSeconds,
time,
})
nextParty = result.party
hitEntityIds.push(...result.hitEntityIds)
events.push(...result.events)
}
return { party: nextParty, events }
}
function maybeApplyMelee(
party: Iwt2PartyEntityState[],
boss: Iwt2BossEntityState,
target: Iwt2PartyEntityState,
time: number,
): { boss: Iwt2BossEntityState, party: Iwt2PartyEntityState[], events: Iwt2ArenaEvent[] } {
if (boss.meleeCooldownRemaining > 0) return { boss, party, events: [] }
if (distanceVec2(boss.position, target.position) > HOLLOWCROWN_TUNING.meleeRange + target.radius) {
return { boss, party, events: [] }
}
const result = applyPartyDamageInShape(party, {
kind: 'circle',
position: boss.position,
radius: HOLLOWCROWN_TUNING.meleeRange,
}, {
damage: HOLLOWCROWN_TUNING.meleeDamage,
sourceId: boss.id,
time,
})
return {
boss: { ...boss, meleeCooldownRemaining: HOLLOWCROWN_TUNING.meleeCooldown, velocity: { x: 0, y: 0 } },
events: result.events,
party: result.party,
}
}
function moveBossTowardRelocationTarget(
boss: Iwt2BossEntityState,
state: Iwt2ArenaState,
target: Iwt2PartyEntityState,
dt: number,
): Iwt2BossEntityState {
const nextPosition = clampVec2ToArena(
moveToward(boss.position, boss.relocateTarget, HOLLOWCROWN_TUNING.relocateSpeed * dt),
boss.radius,
state.bounds,
)
return {
...boss,
facing: withFallbackFacing(subtractVec2(target.position, nextPosition), boss.facing),
position: nextPosition,
velocity: scaleVec2(subtractVec2(nextPosition, boss.position), dt > 0 ? 1 / dt : 0),
wallContactSeconds: 0,
}
}
function moveBossTowardEngagePoint(
boss: Iwt2BossEntityState,
state: Iwt2ArenaState,
target: Iwt2PartyEntityState,
dt: number,
): Iwt2BossEntityState {
const center = arenaCenter(state)
const targetNearWall = isPositionNearWall(target.position, target.radius + HOLLOWCROWN_TUNING.wallMargin, state)
const desired = targetNearWall
? addVec2(target.position, scaleVec2(normalizeVec2(subtractVec2(center, target.position)), HOLLOWCROWN_TUNING.meleeRange))
: target.position
const nextPosition = clampVec2ToArena(
moveToward(boss.position, desired, HOLLOWCROWN_TUNING.moveSpeed * dt),
boss.radius,
state.bounds,
)
return {
...boss,
facing: withFallbackFacing(subtractVec2(target.position, nextPosition), boss.facing),
position: nextPosition,
velocity: scaleVec2(subtractVec2(nextPosition, boss.position), dt > 0 ? 1 / dt : 0),
}
}
function faceTarget(boss: Iwt2BossEntityState, target: Iwt2PartyEntityState): Iwt2BossEntityState {
return {
...boss,
facing: withFallbackFacing(subtractVec2(target.position, boss.position), boss.facing),
velocity: { x: 0, y: 0 },
}
}
function faceLaneTarget(boss: Iwt2BossEntityState): Iwt2BossEntityState {
const lane = boss.mechanicLanes[0]
if (!lane) return { ...boss, velocity: { x: 0, y: 0 } }
return {
...boss,
facing: withFallbackFacing(subtractVec2(lane.end, lane.start), boss.facing),
velocity: { x: 0, y: 0 },
}
}
function relocationTarget(boss: Iwt2BossEntityState, state: Iwt2ArenaState): Iwt2Vec2 {
const center = arenaCenter(state)
const awayFromWall = normalizeVec2(addVec2(
subtractVec2(center, boss.position),
{
x: boss.position.x < center.x ? 1 : -1,
y: boss.position.y < center.y ? 1 : -1,
},
))
return clampVec2ToArena(addVec2(center, scaleVec2(awayFromWall, 72)), boss.radius, state.bounds)
}
function getBossTarget(party: Iwt2PartyEntityState[]): Iwt2PartyEntityState | undefined {
const livingTank = party.find((member) => member.classId === 'paladin' && member.health > 0)
if (livingTank) return livingTank
return party.find((member) => member.health > 0)
}
function arenaCenter(state: Iwt2ArenaState): Iwt2Vec2 {
return {
x: state.bounds.width * 0.5,
y: state.bounds.height * 0.5,
}
}
function isBossNearWall(boss: Pick<Iwt2BossEntityState, 'position' | 'radius'>, state: Iwt2ArenaState): boolean {
return isPositionNearWall(boss.position, boss.radius + HOLLOWCROWN_TUNING.wallMargin, state)
}
function isPositionNearWall(position: Iwt2Vec2, margin: number, state: Iwt2ArenaState): boolean {
return (
position.x <= margin
|| position.x >= state.bounds.width - margin
|| position.y <= margin
|| position.y >= state.bounds.height - margin
)
}
function withHollowcrownIndicators(result: {
boss: Iwt2BossEntityState
party: Iwt2PartyEntityState[]
events: Iwt2ArenaEvent[]
state: Iwt2ArenaState
}): Iwt2BossTickResult {
return {
boss: result.boss,
events: result.events,
indicators: createHollowcrownIndicators(result.boss),
party: result.party,
}
}
function createHollowcrownIndicators(boss: Iwt2BossEntityState): Iwt2ArenaIndicator[] {
const indicators: Iwt2ArenaIndicator[] = []
const phase = boss.attackPhase as HollowcrownAttackPhase
if (phase === HOLLOWCROWN_PHASE.hoofCurseWindup || phase === HOLLOWCROWN_PHASE.hoofCurseRecover) {
const indicatorPhase = indicatorPhaseFromAttack(
phase === HOLLOWCROWN_PHASE.hoofCurseWindup,
phase === HOLLOWCROWN_PHASE.hoofCurseRecover,
)
for (const circle of boss.mechanicCircles) {
indicators.push(createCircleIndicator({
color: CURSE_COLOR,
id: `${boss.id}:${circle.id}`,
mechanicId: 'hollowcrown-cursed-hoof-zone',
phase: indicatorPhase,
position: circle.position,
radius: circle.radius,
sourceId: boss.id,
}))
}
}
if (
phase === HOLLOWCROWN_PHASE.trailDashWindup
|| phase === HOLLOWCROWN_PHASE.trailDashing
|| phase === HOLLOWCROWN_PHASE.trailFade
) {
const indicatorPhase: Iwt2ArenaIndicatorPhase = phase === HOLLOWCROWN_PHASE.trailDashWindup
? 'windup'
: phase === HOLLOWCROWN_PHASE.trailDashing
? 'active'
: 'recover'
for (const lane of boss.mechanicLanes) {
indicators.push(createLaneIndicator({
color: TRAIL_COLOR,
end: lane.end,
id: `${boss.id}:${lane.id}`,
mechanicId: 'hollowcrown-fading-dash-trail',
phase: indicatorPhase,
sourceId: boss.id,
start: phase === HOLLOWCROWN_PHASE.trailDashing ? boss.position : lane.start,
width: phase === HOLLOWCROWN_PHASE.trailFade ? lane.width * 1.15 : lane.width,
}))
}
}
if (phase === HOLLOWCROWN_PHASE.antlerChargeWindup || phase === HOLLOWCROWN_PHASE.antlerChargeRecover) {
const indicatorPhase = indicatorPhaseFromAttack(
phase === HOLLOWCROWN_PHASE.antlerChargeWindup,
phase === HOLLOWCROWN_PHASE.antlerChargeRecover,
)
for (const lane of boss.mechanicLanes) {
indicators.push(createLaneIndicator({
color: ANTLER_COLOR,
end: lane.end,
id: `${boss.id}:${lane.id}`,
mechanicId: 'hollowcrown-ghost-antler-line-charge',
phase: indicatorPhase,
sourceId: boss.id,
start: lane.start,
width: lane.width,
}))
}
}
return indicators
}