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@@ -35,9 +35,42 @@
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- IWT2 needs continuous movement input: left analog stick on AYN Thor and WASD on keyboard. Do not rely only on existing menu-style navigation actions for arena movement.
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- IWT2 menus, dialogs, inventory, collection log, pause overlays, and game-select screen must still follow controller navigation requirements.
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- IWT2 boss mechanics and indicators must be modular. Add reusable hit-shape, damage/status, telegraph/indicator, hazard, and marker primitives under `src/modes/iwt2/sim/` or `src/modes/iwt2/render/` instead of hardcoding boss-specific rules in Phaser scenes. Boss AI may compose these primitives, but renderer code should draw sim-owned indicators generically.
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- Every IWT2 boss must have a boss pet collection-log reward. Add the pet to IWT2 boss reward metadata when adding the boss, and keep boss kill pet drops at a rare 1 in 500 chance.
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- IWT2 boss and party movement must be built with crowding and hazard escape in mind from the first implementation. New bosses must not rely on straight-line chase or single-vector hazard avoidance if the boss can create ground effects, wall pressure, summons, or multi-boss overlap.
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- IWT2 AI-controlled party members must be able to route around nearby ground effects and telegraphs using deterministic local steering/path scoring. Avoidance should consider hazard damage radius, telegraph danger, boss collision radius, nearby party members, wall clearance, and a center-safe bias when escaping danger.
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- IWT2 bosses must not be allowed to pin the tank, DPS, or themselves in arena corners. Any boss that chases, charges, pounces, relocates, or creates persistent hazards needs wall-disengage/relocation behavior and must avoid sustained wall contact.
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- IWT2 collision resolution must run after both party movement and boss movement so party-vs-boss and party-vs-party overlaps do not persist into damage, projectile, or hazard ticks. When resolving boss overlap near walls, prefer pushing party members toward arena center instead of clamping them deeper into the wall/corner.
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- Any new IWT2 boss or boss-pair change must be verified with forced simulation for that boss alone and in at least one two-boss pairing. Sim checks should look for sustained boss wall contact, live party overlap, party members stuck near hazards with near-zero movement, and deaths caused by corner pileups rather than intended mechanics.
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- First IWT2 boss conversion target: Bulldrome. Bulldrome should have normal melee tank damage, a charge across the arena that damages and knocks down/stuns hit players for 0.75 seconds, and every 3rd charge should be followed by an AoE ground slam around the boss that also damages and knocks down/stuns hit players for 0.75 seconds.
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- IWT2 starter party fantasy: player-controlled healer plus visible party members moving in the arena. Paladin tank holds aggro; ranger fires arrows; mage fires fireballs; rogue flanks; warrior fights in melee. Each class should have a distinct icon and color scheme.
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## IWT2 Boss Asset Requirements
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- IWT2 gameplay boss sprites should use side-view cel-shaded PNG art by default, not top-down token art.
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- Boss sprites should face right in source art. Renderer may flip sprites horizontally for left-facing movement; avoid 360-degree rotation for side-view sprites.
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- Use original creature designs only. Do not copy franchise art, silhouettes, armor layouts, or exact monster designs.
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- Generate full-body sprites with generous padding, crisp inked outlines, simple shaded color blocks, and strong silhouettes readable on the Thor main viewport.
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- Keep gameplay sprites transparent after processing, cropped to content plus padding, and sized appropriately for Thor. Prefer final PNGs around 512 px wide unless a smaller asset remains crisp.
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- Store IWT2 boss gameplay sprites under `public/iwt2/bosses/` using `<boss-id>-side-cel.png`.
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- In boss metadata, set `spriteUrl`, `spriteView: 'side'`, `spriteWidthScale`, `spriteHeightScale`, and `spriteYOffsetScale` so the rendered sprite preserves its source aspect ratio and reads well near party members.
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- Use a flat chroma-key source background for generated sprites, then remove it locally. Use `#00ff00` unless the boss has green/teal body colors; use `#ff00ff` for green/teal bosses. The key color must not appear in the boss.
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- Validate every final sprite has transparent corners and renders nonblank in the 960 x 540 Thor main viewport.
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Base prompt for future IWT2 boss sprites:
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```text
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Use case: stylized-concept
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Asset type: production game boss sprite for I Want To Heal 2 arena gameplay
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Primary request: side-view cel-shaded sprite of an original <boss fantasy> boss, facing right, full body visible
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Subject: <distinct silhouette, body plan, role/mechanic cues, readable combat posture>; original design, not copied from any franchise
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Style/medium: clean 2D cel-shaded action-game sprite, crisp inked outline, simple shaded color blocks, readable at small size
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Composition/framing: centered single character, side-view with slight 3/4 depth, full body, generous padding, no cropping
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Lighting/mood: clear high-contrast game lighting, readable over dark arena grid
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Color palette: <boss palette and accent colors>
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Scene/backdrop: perfectly flat solid <#00ff00 or #ff00ff> chroma-key background for background removal
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Constraints: background must be one uniform <key color> with no shadows, gradients, texture, floor plane, reflection, or lighting variation; do not use <key color> anywhere in the boss; no cast shadow; no text; no watermark; no UI; no logos
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```
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## Performance Requirements
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- Treat CPU, GPU, memory, battery, and startup cost as first-class constraints.
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@@ -7,8 +7,8 @@ android {
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applicationId "com.warren.iwanttoheal"
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minSdkVersion rootProject.ext.minSdkVersion
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targetSdkVersion rootProject.ext.targetSdkVersion
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versionCode 98
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versionName "1.1.19"
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versionCode 101
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versionName "1.1.22"
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testInstrumentationRunner "androidx.test.runner.AndroidJUnitRunner"
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aaptOptions {
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// Files and dirs to omit from the packaged assets dir, modified to accommodate modern web apps.
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# IWT2 Future Boss Concept Prompts
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These are exploration-only concepts. They are not implemented encounters.
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## Rimebastion
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- Hook: Frost leviathan turtle-crab siege boss; plants jagged ice wall segments, boxes party into lanes, then shatters walls into cone shards.
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- Chroma key: `#00ff00`
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```text
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Use case: stylized-concept
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Asset type: production game boss sprite for I Want To Heal 2 arena gameplay
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Primary request: side-view cel-shaded sprite of an original frost leviathan turtle-crab siege boss, facing right, full body visible
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Subject: massive turtle-crab hybrid with a low armored glacier shell, four heavy crab legs, broad claw-like siege forelimbs, frost-rimmed tusk mandibles, ice wall crystal growths along the shell edges, compact battering-ram posture, readable tanky wall-builder silhouette; original design, not copied from any franchise
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Style/medium: clean 2D cel-shaded action-game sprite, crisp inked outline, simple shaded color blocks, readable at small size
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Composition/framing: centered single character, side-view with slight 3/4 depth, full body, generous padding, no cropping
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Lighting/mood: clear high-contrast game lighting, readable over dark arena grid
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Color palette: deep blue shell plates, pale cyan ice crystals, white frost edges, dark slate claws, cold violet shadow accents
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Scene/backdrop: perfectly flat solid #00ff00 chroma-key background for background removal
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Constraints: background must be one uniform #00ff00 with no shadows, gradients, texture, floor plane, reflection, or lighting variation; do not use #00ff00 anywhere in the boss; no cast shadow; no text; no watermark; no UI; no logos
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```
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## Ember Mantis Duelist
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- Hook: Fast side-stepping mantis swordsman. Blade arms draw glowing line-slash telegraphs, then carve straight arena cuts that force party repositioning.
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- Chroma key: `#00ff00`
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```text
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Use case: stylized-concept
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Asset type: production game boss sprite for I Want To Heal 2 arena gameplay
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Primary request: side-view cel-shaded sprite of an original ember mantis duelist boss, facing right, full body visible
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Subject: tall predatory mantis warrior with two long scythe-like blade arms, ember-cracked chitin plates, narrow duelist stance, swept horn-like antennae, glowing slash scars along forearms, agile line-slash mechanic cues; original design, not copied from any franchise
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Style/medium: clean 2D cel-shaded action-game sprite, crisp inked outline, simple shaded color blocks, readable at small size
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Composition/framing: centered single character, side-view with slight 3/4 depth, full body, generous padding, no cropping
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Lighting/mood: clear high-contrast game lighting, readable over dark arena grid
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Color palette: charcoal black chitin, deep crimson armor plates, molten orange cracks, pale bone blade edges, small yellow ember accents
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Scene/backdrop: perfectly flat solid #00ff00 chroma-key background for background removal
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Constraints: background must be one uniform #00ff00 with no shadows, gradients, texture, floor plane, reflection, or lighting variation; do not use #00ff00 anywhere in the boss; no cast shadow; no text; no watermark; no UI; no logos
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```
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## Obsidian Ram Golem
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- Hook: Living volcanic-stone ram construct. Charge cracks armor plates, quake sends fracture waves, shatter armor drops broken obsidian slabs as hazards.
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- Chroma key: `#00ff00`
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```text
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Use case: stylized-concept
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Asset type: production game boss sprite for I Want To Heal 2 arena gameplay
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Primary request: side-view cel-shaded sprite of an original obsidian ram golem boss, facing right, full body visible
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Subject: massive quadruped ram-shaped stone construct with jagged obsidian armor plates, curled basalt horns, glowing ember cracks, heavy hooves, lowered charging posture, fractured shoulder plates suggesting shatter armor mechanics, quake-impact weight in stance; original design, not copied from any franchise
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Style/medium: clean 2D cel-shaded action-game sprite, crisp inked outline, simple shaded color blocks, readable at small size
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Composition/framing: centered single character, side-view with slight 3/4 depth, full body, generous padding, no cropping
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Lighting/mood: clear high-contrast game lighting, readable over dark arena grid
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Color palette: black obsidian, charcoal basalt, dark gray stone, lava-orange crack glow, muted red-hot horn accents
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Scene/backdrop: perfectly flat solid #00ff00 chroma-key background for background removal
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Constraints: background must be one uniform #00ff00 with no shadows, gradients, texture, floor plane, reflection, or lighting variation; do not use #00ff00 anywhere in the boss; no cast shadow; no text; no watermark; no UI; no logos
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```
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## Stormcoil Wyrm
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- Hook: Serpentine sky-eel boss. Loops body into charged rings, leaves arcing storm trails, chains lightning through clustered party members.
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- Chroma key: `#ff00ff`
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```text
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Use case: stylized-concept
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Asset type: production game boss sprite for I Want To Heal 2 arena gameplay
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Primary request: side-view cel-shaded sprite of an original storm eel wyrm boss, facing right, full body visible
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Subject: long serpentine eel-wyrm with raised crested head, ribbon-like looping body forming two open coils, jagged fin spines, glowing storm nodes along its sides, forked whiskers acting as lightning conductors, readable chain-lightning mechanic cues, aggressive hovering combat posture; original design, not copied from any franchise
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Style/medium: clean 2D cel-shaded action-game sprite, crisp inked outline, simple shaded color blocks, readable at small size
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Composition/framing: centered single character, side-view with slight 3/4 depth, full body, generous padding, no cropping
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Lighting/mood: clear high-contrast game lighting, readable over dark arena grid
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Color palette: deep navy body, pale silver belly, electric cyan and white lightning accents, violet storm-glow details
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Scene/backdrop: perfectly flat solid #ff00ff chroma-key background for background removal
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Constraints: background must be one uniform #ff00ff with no shadows, gradients, texture, floor plane, reflection, or lighting variation; do not use #ff00ff anywhere in the boss; no cast shadow; no text; no watermark; no UI; no logos
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```
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## Venom Orchid Hydra
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- Hook: Three blossom-serpent heads sweep staggered poison cones while buried roots snare lanes and blooming pods leave toxic zones.
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- Chroma key: `#ff00ff`
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```text
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Use case: stylized-concept
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Asset type: production game boss sprite for I Want To Heal 2 arena gameplay
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Primary request: side-view cel-shaded sprite of an original venom orchid hydra boss, facing right, full body visible
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Subject: massive root-bodied hydra with three long orchid-serpent heads, poisonous blossom crowns, thorny vine necks, exposed twisting roots used for snares, swollen toxin pods, readable cone-attack posture with heads angled at different heights; original design, not copied from any franchise
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Style/medium: clean 2D cel-shaded action-game sprite, crisp inked outline, simple shaded color blocks, readable at small size
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Composition/framing: centered single character, side-view with slight 3/4 depth, full body, generous padding, no cropping
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Lighting/mood: clear high-contrast game lighting, readable over dark arena grid
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Color palette: deep violet petals, pale bone-yellow stamens, dark bark roots, black-purple thorns, toxic lime-yellow venom accents; do not use magenta
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Scene/backdrop: perfectly flat solid #ff00ff chroma-key background for background removal
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Constraints: background must be one uniform #ff00ff with no shadows, gradients, texture, floor plane, reflection, or lighting variation; do not use #ff00ff anywhere in the boss; no cast shadow; no text; no watermark; no UI; no logos
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```
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## Sandglass Scorpion
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- Hook: Burrowing scorpion boss that leaves moving sand trails, plants delayed stinger eruptions, and flips hourglass sand zones between safe glass and sinking hazard.
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- Chroma key: `#00ff00`
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```text
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||||
Use case: stylized-concept
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||||
Asset type: production game boss sprite for I Want To Heal 2 arena gameplay
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Primary request: side-view cel-shaded sprite of an original sandglass scorpion boss, facing right, full body visible
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Subject: massive desert scorpion with hourglass-shaped torso shell, glassy sand chambers in claws and tail, segmented legs built for burrowing, curved raised stinger with dripping golden sand, ridged shovel-like pincers, readable combat posture suggesting delayed underground strikes and arena sand zones; original design, not copied from any franchise
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Style/medium: clean 2D cel-shaded action-game sprite, crisp inked outline, simple shaded color blocks, readable at small size
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Composition/framing: centered single character, side-view with slight 3/4 depth, full body, generous padding, no cropping
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Lighting/mood: clear high-contrast game lighting, readable over dark arena grid
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Color palette: warm ochre sand armor, dark obsidian joints, amber glass chambers, pale bone claws, bright gold sand accents
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Scene/backdrop: perfectly flat solid #00ff00 chroma-key background for background removal
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Constraints: background must be one uniform #00ff00 with no shadows, gradients, texture, floor plane, reflection, or lighting variation; do not use #00ff00 anywhere in the boss; no cast shadow; no text; no watermark; no UI; no logos
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```
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## Crystal Bat Matriarch
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- Hook: Giant jeweled cave-bat queen. Sonic ring pulses force party spacing, mirror shards split/reflect danger lanes, swoop dives punish clustered players.
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- Chroma key: `#00ff00`
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```text
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Use case: stylized-concept
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Asset type: production game boss sprite for I Want To Heal 2 arena gameplay
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Primary request: side-view cel-shaded sprite of an original crystal bat matriarch boss, facing right, full body visible
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Subject: towering bat queen with wide angular wings, faceted amethyst-and-obsidian crystal growths along crown, shoulders, wing fingers, and tail; open fanged mouth emitting visible pale sonic ring motifs around the head; several floating broken mirror shards orbiting near the wings; poised in a low forward swoop posture with claws extended; original creature design, not copied from any franchise
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Style/medium: clean 2D cel-shaded action-game sprite, crisp inked outline, simple shaded color blocks, readable at small size
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Composition/framing: centered single character, side-view with slight 3/4 depth, full body, generous padding, no cropping
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Lighting/mood: clear high-contrast game lighting, readable over dark arena grid
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Color palette: deep violet body, black wing membranes, icy blue crystal highlights, silver mirror shards, pale cyan sonic accents
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Scene/backdrop: perfectly flat solid #00ff00 chroma-key background for background removal
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Constraints: background must be one uniform #00ff00 with no shadows, gradients, texture, floor plane, reflection, or lighting variation; do not use #00ff00 anywhere in the boss; no cast shadow; no text; no watermark; no UI; no logos
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||||
```
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## Cinderback Ricochet
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- Hook: Molten armadillo boss curls into plated lava wheel, ricochets off arena walls, leaves burning trails, then uncurls for armor-plate slam windows.
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- Chroma key: `#00ff00`
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```text
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Use case: stylized-concept
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Asset type: production game boss sprite for I Want To Heal 2 arena gameplay
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Primary request: side-view cel-shaded sprite of an original molten armadillo boss, facing right, full body visible
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Subject: bulky low-slung armadillo-like beast with layered volcanic armor plates, glowing lava cracks, heavy clawed feet, curled rolling-combat silhouette cues, scorched tail, defensive plated brow, readable ricochet boss posture; original design, not copied from any franchise
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Style/medium: clean 2D cel-shaded action-game sprite, crisp inked outline, simple shaded color blocks, readable at small size
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Composition/framing: centered single character, side-view with slight 3/4 depth, full body, generous padding, no cropping
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Lighting/mood: clear high-contrast game lighting, readable over dark arena grid
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Color palette: charcoal obsidian plates, ember orange lava seams, dark red underbody, pale hot-yellow highlights
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Scene/backdrop: perfectly flat solid #00ff00 chroma-key background for background removal
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Constraints: background must be one uniform #00ff00 with no shadows, gradients, texture, floor plane, reflection, or lighting variation; do not use #00ff00 anywhere in the boss; no cast shadow; no text; no watermark; no UI; no logos
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```
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## Hollowcrown Revenant
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- Hook: Spectral stag boss leaves cursed hoof zones and fading dash trails; ghost antlers flare before line charges.
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- Chroma key: `#ff00ff`
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```text
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Use case: stylized-concept
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Asset type: production game boss sprite for I Want To Heal 2 arena gameplay
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Primary request: side-view cel-shaded sprite of an original spectral stag revenant boss, facing right, full body visible
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Subject: gaunt undead stag spirit with cracked bone mask, tall translucent ghost antlers, torn shadowy hide, glowing pale blue curse runes on ribs and hooves, wispy dash-trail ribbons streaming backward, combat-ready lowered stance; original design, not copied from any franchise
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Style/medium: clean 2D cel-shaded action-game sprite, crisp inked outline, simple shaded color blocks, readable at small size
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Composition/framing: centered single character, side-view with slight 3/4 depth, full body, generous padding, no cropping
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||||
Lighting/mood: clear high-contrast game lighting, eerie revenant glow, readable over dark arena grid
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Color palette: bone white, charcoal black, cold blue, pale cyan, muted violet accents
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Scene/backdrop: perfectly flat solid #ff00ff chroma-key background for background removal
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Constraints: background must be one uniform #ff00ff with no shadows, gradients, texture, floor plane, reflection, or lighting variation; do not use #ff00ff anywhere in the boss; no cast shadow; no text; no watermark; no UI; no logos
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||||
```
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## Tidejaw Behemoth
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- Hook: Massive reef-backed crocodile boss. Blasts pressurized water jets, uses heavy tail sweeps to knock party members sideways, leaves spinning whirlpool puddles that pull players inward.
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- Chroma key: `#ff00ff`
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|
||||
```text
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||||
Use case: stylized-concept
|
||||
Asset type: production game boss sprite for I Want To Heal 2 arena gameplay
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Primary request: side-view cel-shaded sprite of an original tide crocodile behemoth boss, facing right, full body visible
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Subject: enormous low-slung crocodilian sea monster with a broad armored skull, jagged coral-like back plates, heavy sweeping tail, webbed claws, pressure-jet water vents along shoulders and flanks, swirling puddle motifs around feet without shadows; original design, not copied from any franchise
|
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Style/medium: clean 2D cel-shaded action-game sprite, crisp inked outline, simple shaded color blocks, readable at small size
|
||||
Composition/framing: centered single character, side-view with slight 3/4 depth, full body, generous padding, no cropping
|
||||
Lighting/mood: clear high-contrast game lighting, readable over dark arena grid
|
||||
Color palette: deep swamp green body, dark navy shell plates, pale bone claws and teeth, bright cyan water accents, coral-orange warning marks
|
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Scene/backdrop: perfectly flat solid #ff00ff chroma-key background for background removal
|
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Constraints: background must be one uniform #ff00ff with no shadows, gradients, texture, floor plane, reflection, or lighting variation; do not use #ff00ff anywhere in the boss; no cast shadow; no text; no watermark; no UI; no logos
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||||
```
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After Width: | Height: | Size: 301 KiB |
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After Width: | Height: | Size: 357 KiB |
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After Width: | Height: | Size: 411 KiB |
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After Width: | Height: | Size: 173 KiB |
@@ -0,0 +1,12 @@
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<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 144 144" role="img" aria-label="Barroth boss sprite">
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<path d="M20 80c6-31 35-49 68-42 31 6 48 27 43 52-5 26-34 41-68 34-30-6-48-24-43-44Z" fill="#8d714d"/>
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<path d="M44 49c16-15 49-17 72-1-28 0-53 6-76 20Z" fill="#d6bd80"/>
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<path d="M56 29h48l17 24-23 17H55L35 52Z" fill="#6a5137"/>
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<path d="M63 37h33l10 14-12 9H62L50 51Z" fill="#a48a61"/>
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<path d="M35 69 8 54l18 42 33 2Z" fill="#6a5137"/>
|
||||
<path d="m102 68 33-13-14 42-34 2Z" fill="#6a5137"/>
|
||||
<path d="M67 65c14 0 26 10 26 23s-12 23-26 23-26-10-26-23 12-23 26-23Z" fill="#5a412e"/>
|
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<path d="m94 82 32 7-31 10Z" fill="#3a2b21"/>
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<path d="M54 77h7v8h-7z" fill="#f3e2a5"/>
|
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<path d="M44 111h16l-8 18ZM90 111h16l-8 18Z" fill="#3a2b21"/>
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</svg>
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After Width: | Height: | Size: 765 B |
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After Width: | Height: | Size: 224 KiB |
@@ -0,0 +1,14 @@
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||||
<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 144 144" role="img" aria-label="Bulldrome boss sprite">
|
||||
<path d="M22 80c4-31 32-50 64-43 26 6 42 23 43 45 2 23-16 39-43 41-34 2-62-14-64-43Z" fill="#7a4b35"/>
|
||||
<path d="M42 91c11 15 42 22 67 10-9 16-28 24-52 18-13-4-23-13-28-24l13-4Z" fill="#3b2d28" opacity=".55"/>
|
||||
<path d="M42 51c11-12 31-17 52-12 14 3 25 10 31 21-25-9-53-11-83-9Z" fill="#b48762"/>
|
||||
<path d="M30 62 9 48l8 31 20-5Z" fill="#d6c8aa"/>
|
||||
<path d="m104 55 30-12-13 28-20-2Z" fill="#d6c8aa"/>
|
||||
<path d="M40 34 24 18h25l7 17Z" fill="#ad5632"/>
|
||||
<path d="m99 36 15-18 13 24-20 8Z" fill="#ad5632"/>
|
||||
<path d="M72 58c17 0 31 11 31 25S89 108 72 108 41 97 41 83s14-25 31-25Z" fill="#5b3b31"/>
|
||||
<path d="M73 63c9 0 17 7 17 16s-8 17-17 17-17-8-17-17 8-16 17-16Z" fill="#2c2422"/>
|
||||
<path d="M68 72h9v20h-9z" fill="#e8b068"/>
|
||||
<path d="M61 55c5-9 17-9 22 0-6-2-16-2-22 0Z" fill="#261b17"/>
|
||||
<path d="M42 110h16l-8 16ZM90 109h16l-8 16Z" fill="#2a211e"/>
|
||||
</svg>
|
||||
|
After Width: | Height: | Size: 981 B |
|
After Width: | Height: | Size: 213 KiB |
|
After Width: | Height: | Size: 230 KiB |
|
After Width: | Height: | Size: 209 KiB |
|
After Width: | Height: | Size: 162 KiB |
@@ -0,0 +1,13 @@
|
||||
<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 144 144" role="img" aria-label="Great Jaggi boss sprite">
|
||||
<path d="M21 78c8-28 38-42 69-32 24 8 36 27 27 49-9 23-38 32-66 20-22-9-35-21-30-37Z" fill="#3f8f73"/>
|
||||
<path d="M54 48c15-15 38-14 55 1-21 0-39 6-54 19Z" fill="#b8f0aa"/>
|
||||
<path d="M28 79 7 58l33 5Z" fill="#2a6e58"/>
|
||||
<path d="M97 66 137 46l-20 36Z" fill="#2a6e58"/>
|
||||
<path d="M92 91c16 2 30 9 41 22-24-5-43-8-58-6Z" fill="#326d59"/>
|
||||
<path d="M70 62c12 0 22 9 22 21S82 105 70 105s-22-10-22-22 10-21 22-21Z" fill="#245848"/>
|
||||
<path d="M60 32 48 15l26 13ZM82 32l14-17 6 27Z" fill="#b8f0aa"/>
|
||||
<circle cx="60" cy="74" r="4" fill="#f4ffd0"/>
|
||||
<circle cx="60" cy="74" r="2" fill="#111"/>
|
||||
<path d="m93 82 31 4-29 12Z" fill="#1f4539"/>
|
||||
<path d="M44 108h13l-7 18ZM80 111h13l-7 18Z" fill="#1f4539"/>
|
||||
</svg>
|
||||
|
After Width: | Height: | Size: 825 B |
|
After Width: | Height: | Size: 238 KiB |
|
After Width: | Height: | Size: 168 KiB |
@@ -0,0 +1,12 @@
|
||||
<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 144 144" role="img" aria-label="Khezu boss sprite">
|
||||
<path d="M27 82c2-28 27-43 55-40 25 3 45 20 45 44 0 23-21 39-50 39-30 0-52-18-50-43Z" fill="#d8d7c9"/>
|
||||
<path d="M42 55c14-13 47-13 66 0-23-2-45 2-68 16Z" fill="#fff4df"/>
|
||||
<path d="M37 70 10 55l15 40 30 2Z" fill="#b9b7aa"/>
|
||||
<path d="m102 68 31-15-13 40-30 4Z" fill="#b9b7aa"/>
|
||||
<path d="M49 72c8-16 32-21 45-8 13 14 8 39-13 46-21 7-42-4-43-21 0-6 4-12 11-17Z" fill="#efe9da"/>
|
||||
<path d="M64 61c17-32 40-43 57-32-22 10-33 27-34 51Z" fill="#d8d7c9"/>
|
||||
<path d="M89 35c8-18 23-24 40-21-14 8-22 18-25 31Z" fill="#fff4df"/>
|
||||
<path d="M60 84c11-5 26-4 36 4-9 8-27 8-36-4Z" fill="#7d4b55"/>
|
||||
<path d="M55 112h14l-8 17ZM88 112h14l-8 17Z" fill="#8d8a80"/>
|
||||
<path d="M105 69c9 1 15 5 19 13-10-3-17-3-25 2Z" fill="#77d9ff"/>
|
||||
</svg>
|
||||
|
After Width: | Height: | Size: 839 B |
|
After Width: | Height: | Size: 245 KiB |
|
After Width: | Height: | Size: 199 KiB |
@@ -0,0 +1,13 @@
|
||||
<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 144 144" role="img" aria-label="Rathian boss sprite">
|
||||
<path d="M26 77c6-30 35-48 66-40 27 7 42 30 36 55-6 24-34 38-64 29-26-8-43-25-38-44Z" fill="#4d9a58"/>
|
||||
<path d="M48 51c13-17 40-22 64-4-25 0-44 6-59 20Z" fill="#f0c24d"/>
|
||||
<path d="M35 69 5 38l13 54 36 10Z" fill="#3f7c4a"/>
|
||||
<path d="m100 65 38-28-15 56-35 9Z" fill="#3f7c4a"/>
|
||||
<path d="M30 63 6 37l31 14 18 36Z" fill="#78b861"/>
|
||||
<path d="m112 58 28-22-20 31-27 22Z" fill="#78b861"/>
|
||||
<path d="M77 22c17 8 30 21 38 39-18-12-37-18-59-18 5-10 12-17 21-21Z" fill="#2d693f"/>
|
||||
<path d="M70 61c13 0 24 10 24 23s-11 24-24 24-24-11-24-24 11-23 24-23Z" fill="#2f5f3c"/>
|
||||
<path d="m96 82 34 7-33 12Z" fill="#244c32"/>
|
||||
<path d="M57 75h6v8h-6z" fill="#f7ffd2"/>
|
||||
<path d="M44 110h15l-8 19ZM88 111h15l-8 19Z" fill="#244c32"/>
|
||||
</svg>
|
||||
|
After Width: | Height: | Size: 844 B |
|
After Width: | Height: | Size: 230 KiB |
|
After Width: | Height: | Size: 207 KiB |
|
After Width: | Height: | Size: 211 KiB |
|
After Width: | Height: | Size: 181 KiB |
@@ -0,0 +1,13 @@
|
||||
<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 144 144" role="img" aria-label="Tobi Kadachi boss sprite">
|
||||
<path d="M25 79c7-27 34-42 65-34 24 6 38 23 35 45-3 23-28 37-58 30-27-6-47-24-42-41Z" fill="#6a79bd"/>
|
||||
<path d="M49 50c13-14 38-18 61-3-21 1-40 8-56 22Z" fill="#a8f3ff"/>
|
||||
<path d="M40 69 8 49l20 46 34 5Z" fill="#515d9d"/>
|
||||
<path d="m95 66 38-18-20 48-34 4Z" fill="#515d9d"/>
|
||||
<path d="M92 89c20 3 34 14 41 32-22-10-42-14-62-12Z" fill="#dfeaff"/>
|
||||
<path d="M68 61c13 0 23 10 23 22s-10 23-23 23-23-11-23-23 10-22 23-22Z" fill="#414b87"/>
|
||||
<path d="M58 32 44 12l28 16ZM83 32l19-17 4 29Z" fill="#dfeaff"/>
|
||||
<path d="m82 55 7 12 13-4-11 11 7 13-14-7-11 11 3-15-14-7 15-2Z" fill="#a8f3ff"/>
|
||||
<circle cx="59" cy="74" r="4" fill="#f6ffff"/>
|
||||
<circle cx="59" cy="74" r="2" fill="#101425"/>
|
||||
<path d="M45 108h14l-8 18ZM82 110h14l-8 18Z" fill="#303869"/>
|
||||
</svg>
|
||||
|
After Width: | Height: | Size: 877 B |
|
After Width: | Height: | Size: 282 KiB |
|
After Width: | Height: | Size: 200 KiB |
@@ -0,0 +1,14 @@
|
||||
<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 144 144" role="img" aria-label="Yian Kut Ku boss sprite">
|
||||
<path d="M28 84c3-29 28-45 56-38 24 6 39 24 35 48-3 22-24 34-51 31-25-3-42-18-40-41Z" fill="#d66a35"/>
|
||||
<path d="M52 51c9-14 29-18 49-5-16 0-31 5-43 16Z" fill="#ffd166"/>
|
||||
<path d="M38 67 9 45l12 45 29 5Z" fill="#f28a3e"/>
|
||||
<path d="m99 71 36-20-16 45-30-1Z" fill="#f28a3e"/>
|
||||
<path d="M33 66 7 42l20 9 17 24Z" fill="#ffd166"/>
|
||||
<path d="m112 63 25-16-16 20-20 12Z" fill="#ffd166"/>
|
||||
<path d="M80 26c18 7 29 21 31 40-13-15-28-21-47-22 4-8 9-14 16-18Z" fill="#b6462d"/>
|
||||
<path d="M69 58c12 0 22 10 22 22s-10 22-22 22-22-10-22-22 10-22 22-22Z" fill="#812f25"/>
|
||||
<path d="m93 79 31 5-28 11Z" fill="#61241d"/>
|
||||
<circle cx="60" cy="73" r="5" fill="#fff2a5"/>
|
||||
<circle cx="60" cy="73" r="2" fill="#1f1511"/>
|
||||
<path d="M52 112h13l-8 18ZM86 111h14l-8 18Z" fill="#58251c"/>
|
||||
</svg>
|
||||
|
After Width: | Height: | Size: 896 B |
|
After Width: | Height: | Size: 221 KiB |
|
After Width: | Height: | Size: 46 KiB |
|
After Width: | Height: | Size: 44 KiB |
@@ -725,6 +725,21 @@
|
||||
outline-color: #e5b95f;
|
||||
}
|
||||
|
||||
.iwt2-dungeon-list {
|
||||
min-height: 0;
|
||||
overflow: hidden;
|
||||
}
|
||||
|
||||
.iwt2-dungeon-list .iwt2-action-list {
|
||||
min-height: 0;
|
||||
overflow: hidden;
|
||||
}
|
||||
|
||||
.iwt2-dungeon-list .iwt2-action-row {
|
||||
min-height: 56px;
|
||||
padding: 10px 12px;
|
||||
}
|
||||
|
||||
.iwt2-controller-preview {
|
||||
align-content: center;
|
||||
background: #141922;
|
||||
@@ -958,6 +973,16 @@
|
||||
padding: 8px 10px;
|
||||
}
|
||||
|
||||
.iwt2-dungeon-list .iwt2-action-list {
|
||||
gap: 6px;
|
||||
overflow: hidden;
|
||||
}
|
||||
|
||||
.iwt2-dungeon-list .iwt2-action-row {
|
||||
min-height: 42px;
|
||||
padding: 6px 9px;
|
||||
}
|
||||
|
||||
.iwt2-action-row strong,
|
||||
.iwt2-info-row strong {
|
||||
font-size: 0.78rem;
|
||||
|
||||
@@ -81,7 +81,7 @@ const MENU_ITEMS: Array<{
|
||||
{
|
||||
screen: 'dungeons',
|
||||
title: 'Dungeons',
|
||||
description: 'Queue into Bulldrome, Yian Kut Ku, Great Jaggi, and Khezu boss arenas.',
|
||||
description: 'Queue into seven modular IWT2 boss arenas.',
|
||||
glyph: 'D',
|
||||
},
|
||||
{
|
||||
@@ -316,7 +316,6 @@ export function IWantToHeal2App({ onBackToGameSelect }: { onBackToGameSelect: ()
|
||||
if (screen === 'hunter-profile') {
|
||||
return (
|
||||
<main className="game-shell iwt2-shell">
|
||||
<Iwt2Header save={save} onBackToGameSelect={onBackToGameSelect} />
|
||||
<Iwt2HunterProfileScreen save={save} onBack={() => setScreen('menu')} />
|
||||
</main>
|
||||
)
|
||||
@@ -586,35 +585,6 @@ function buildIwt2WorkshopDualScreenState(
|
||||
screen: Iwt2Screen,
|
||||
save: Iwt2Save,
|
||||
): DualScreenWorkshopState | null {
|
||||
if (screen === 'hunter-profile') {
|
||||
return {
|
||||
items: [
|
||||
{
|
||||
glyph: 'H',
|
||||
meta: `${save.character.experience} XP`,
|
||||
status: `Level ${save.character.level}`,
|
||||
title: save.character.name,
|
||||
},
|
||||
{
|
||||
glyph: IWT2_HEALER_METADATA[save.character.healerStyle].icon,
|
||||
meta: IWT2_HEALER_METADATA[save.character.healerStyle].description,
|
||||
status: 'Class',
|
||||
title: IWT2_HEALER_METADATA[save.character.healerStyle].name,
|
||||
},
|
||||
...(Object.keys(IWT2_BOSS_METADATA) as Iwt2BossId[]).map((bossId) => ({
|
||||
glyph: IWT2_BOSS_METADATA[bossId].icon,
|
||||
meta: `${save.collectionLog.bossKills[bossId] ?? 0} kills`,
|
||||
status: `${save.collectionLog.dropsFound[bossDropIdForAppSummary(bossId)] ?? 0} drops`,
|
||||
title: IWT2_BOSS_METADATA[bossId].name,
|
||||
})),
|
||||
],
|
||||
mode: 'collection',
|
||||
subtitle: 'IWT2 inventory and collection log',
|
||||
summary: `${save.inventory.length} inventory slots`,
|
||||
title: 'Hunter Profile',
|
||||
}
|
||||
}
|
||||
|
||||
if (screen === 'customize-character') {
|
||||
const healer = IWT2_HEALER_METADATA[save.character.healerStyle]
|
||||
return {
|
||||
@@ -633,10 +603,3 @@ function buildIwt2WorkshopDualScreenState(
|
||||
|
||||
return null
|
||||
}
|
||||
|
||||
function bossDropIdForAppSummary(bossId: Iwt2BossId): string {
|
||||
if (bossId === 'yian-kut-ku') return 'yian-kut-ku-scale'
|
||||
if (bossId === 'great-jaggi') return 'great-jaggi-hide'
|
||||
if (bossId === 'khezu') return 'khezu-pearl'
|
||||
return 'raw-bulldrome-coin'
|
||||
}
|
||||
|
||||
@@ -13,6 +13,8 @@ export function BossHud({ boss, bosses }: { boss?: Iwt2BossEntityState, bosses?:
|
||||
<div>
|
||||
<strong>{metadata.name}</strong>
|
||||
<small>{Math.ceil(entry.health)} / {entry.maxHealth} HP</small>
|
||||
{entry.maxArmor > 0 && <small>{Math.ceil(entry.armor)} / {entry.maxArmor} Armor</small>}
|
||||
{entry.mechanicEnergyMax > 0 && <small>{Math.ceil(entry.mechanicEnergy)} / {entry.mechanicEnergyMax} Static</small>}
|
||||
</div>
|
||||
<small className="iwt2-boss-phase">{entry.attackPhase}</small>
|
||||
<ArenaBar className="boss" current={entry.health} max={entry.maxHealth} />
|
||||
|
||||
@@ -0,0 +1,59 @@
|
||||
import type { Iwt2BossId } from './bosses'
|
||||
|
||||
export const IWT2_BOSS_PET_DROP_RATE = 1 / 500
|
||||
|
||||
export type Iwt2BossMaterialReward = {
|
||||
id: string
|
||||
name: string
|
||||
}
|
||||
|
||||
export type Iwt2BossPetReward = {
|
||||
id: string
|
||||
name: string
|
||||
}
|
||||
|
||||
const IWT2_BOSS_MATERIAL_REWARDS: Record<Iwt2BossId, Iwt2BossMaterialReward> = {
|
||||
'barroth': { id: 'barroth-shell', name: 'Barroth Shell' },
|
||||
'bulldrome': { id: 'raw-bulldrome-coin', name: 'Raw Bulldrome Coin' },
|
||||
'cinderback-ricochet': { id: 'cinderback-plate', name: 'Cinderback Plate' },
|
||||
'crystal-bat-matriarch': { id: 'crystal-bat-fang', name: 'Crystal Bat Fang' },
|
||||
'ember-mantis-duelist': { id: 'ember-mantis-blade', name: 'Ember Mantis Blade' },
|
||||
'great-jaggi': { id: 'great-jaggi-hide', name: 'Great Jaggi Hide' },
|
||||
'hollowcrown-revenant': { id: 'hollowcrown-antler', name: 'Hollowcrown Antler' },
|
||||
'khezu': { id: 'khezu-pearl', name: 'Khezu Pearl' },
|
||||
'obsidian-ram-golem': { id: 'obsidian-ram-core', name: 'Obsidian Ram Core' },
|
||||
'rathian': { id: 'rathian-scale', name: 'Rathian Scale' },
|
||||
'rimebastion': { id: 'rimebastion-core', name: 'Rimebastion Core' },
|
||||
'sandglass-scorpion': { id: 'sandglass-stinger', name: 'Sandglass Stinger' },
|
||||
'stormcoil-wyrm': { id: 'stormcoil-conductor', name: 'Stormcoil Conductor' },
|
||||
'tobi-kadachi': { id: 'tobi-kadachi-pelt', name: 'Tobi Kadachi Pelt' },
|
||||
'venom-orchid-hydra': { id: 'venom-orchid-pod', name: 'Venom Orchid Pod' },
|
||||
'yian-kut-ku': { id: 'yian-kut-ku-scale', name: 'Yian Kut Ku Scale' },
|
||||
}
|
||||
|
||||
const IWT2_BOSS_PET_REWARDS: Record<Iwt2BossId, Iwt2BossPetReward> = {
|
||||
'barroth': { id: 'barroth-pet', name: 'Barroth Pet' },
|
||||
'bulldrome': { id: 'bulldrome-pet', name: 'Bulldrome Pet' },
|
||||
'cinderback-ricochet': { id: 'cinderback-ricochet-pet', name: 'Cinderback Ricochet Pet' },
|
||||
'crystal-bat-matriarch': { id: 'crystal-bat-matriarch-pet', name: 'Crystal Bat Matriarch Pet' },
|
||||
'ember-mantis-duelist': { id: 'ember-mantis-duelist-pet', name: 'Ember Mantis Duelist Pet' },
|
||||
'great-jaggi': { id: 'great-jaggi-pet', name: 'Great Jaggi Pet' },
|
||||
'hollowcrown-revenant': { id: 'hollowcrown-revenant-pet', name: 'Hollowcrown Revenant Pet' },
|
||||
'khezu': { id: 'khezu-pet', name: 'Khezu Pet' },
|
||||
'obsidian-ram-golem': { id: 'obsidian-ram-golem-pet', name: 'Obsidian Ram Golem Pet' },
|
||||
'rathian': { id: 'rathian-pet', name: 'Rathian Pet' },
|
||||
'rimebastion': { id: 'rimebastion-pet', name: 'Rimebastion Pet' },
|
||||
'sandglass-scorpion': { id: 'sandglass-scorpion-pet', name: 'Sandglass Scorpion Pet' },
|
||||
'stormcoil-wyrm': { id: 'stormcoil-wyrm-pet', name: 'Stormcoil Wyrm Pet' },
|
||||
'tobi-kadachi': { id: 'tobi-kadachi-pet', name: 'Tobi Kadachi Pet' },
|
||||
'venom-orchid-hydra': { id: 'venom-orchid-hydra-pet', name: 'Venom Orchid Hydra Pet' },
|
||||
'yian-kut-ku': { id: 'yian-kut-ku-pet', name: 'Yian Kut Ku Pet' },
|
||||
}
|
||||
|
||||
export function iwt2BossMaterialRewardFor(bossId: Iwt2BossId): Iwt2BossMaterialReward {
|
||||
return IWT2_BOSS_MATERIAL_REWARDS[bossId]
|
||||
}
|
||||
|
||||
export function iwt2BossPetRewardFor(bossId: Iwt2BossId): Iwt2BossPetReward {
|
||||
return IWT2_BOSS_PET_REWARDS[bossId]
|
||||
}
|
||||
@@ -1,6 +1,22 @@
|
||||
import { IWT2_BALANCE_OVERRIDES } from './balanceOverrides'
|
||||
|
||||
export type Iwt2BossId = 'bulldrome' | 'yian-kut-ku' | 'great-jaggi' | 'khezu'
|
||||
export type Iwt2BossId =
|
||||
| 'bulldrome'
|
||||
| 'yian-kut-ku'
|
||||
| 'great-jaggi'
|
||||
| 'khezu'
|
||||
| 'rathian'
|
||||
| 'barroth'
|
||||
| 'tobi-kadachi'
|
||||
| 'rimebastion'
|
||||
| 'ember-mantis-duelist'
|
||||
| 'cinderback-ricochet'
|
||||
| 'obsidian-ram-golem'
|
||||
| 'stormcoil-wyrm'
|
||||
| 'venom-orchid-hydra'
|
||||
| 'sandglass-scorpion'
|
||||
| 'crystal-bat-matriarch'
|
||||
| 'hollowcrown-revenant'
|
||||
|
||||
export type Iwt2BalanceOverrides = {
|
||||
bosses?: Partial<Record<Iwt2BossId, Partial<Pick<Iwt2BossMetadata, 'maxHealth' | 'birdHealth'>>>>
|
||||
@@ -10,6 +26,11 @@ export type Iwt2BossMetadata = {
|
||||
id: Iwt2BossId
|
||||
name: string
|
||||
icon: string
|
||||
spriteUrl: string
|
||||
spriteView?: 'topDown' | 'side'
|
||||
spriteWidthScale?: number
|
||||
spriteHeightScale?: number
|
||||
spriteYOffsetScale?: number
|
||||
color: string
|
||||
accentColor: string
|
||||
maxHealth: number
|
||||
@@ -64,12 +85,82 @@ export type Iwt2BossMetadata = {
|
||||
lightningStrikeDamage?: number
|
||||
lightningStrikeStunSeconds?: number
|
||||
lightningStrikeCount?: number
|
||||
poisonTailCooldown?: number
|
||||
tailSweepWindup?: number
|
||||
tailSweepRecover?: number
|
||||
tailSweepInnerRadius?: number
|
||||
tailSweepOuterRadius?: number
|
||||
tailSweepAngleRadians?: number
|
||||
tailSweepDamage?: number
|
||||
tailSweepStunSeconds?: number
|
||||
poisonSpitCooldown?: number
|
||||
poisonSpitWindup?: number
|
||||
poisonPuddleRadius?: number
|
||||
poisonPuddleDamage?: number
|
||||
poisonPuddleSeconds?: number
|
||||
mudArmor?: number
|
||||
mudSprayCooldown?: number
|
||||
mudSprayWindup?: number
|
||||
mudSprayRange?: number
|
||||
mudSprayAngleRadians?: number
|
||||
mudSprayDamage?: number
|
||||
mudSprayStunSeconds?: number
|
||||
mudPuddleRadius?: number
|
||||
mudPuddleSeconds?: number
|
||||
staticEnergyMax?: number
|
||||
staticEnergyPerSecond?: number
|
||||
staticEnergyPerMelee?: number
|
||||
staticPounceWindup?: number
|
||||
staticPounceSpeed?: number
|
||||
staticPounceDamage?: number
|
||||
staticPounceStunSeconds?: number
|
||||
staticPounceLength?: number
|
||||
staticPounceWidth?: number
|
||||
chainShockCooldown?: number
|
||||
chainShockWindup?: number
|
||||
chainShockRadius?: number
|
||||
chainShockDamage?: number
|
||||
chainShockStunSeconds?: number
|
||||
iceWallCooldown?: number
|
||||
iceWallWindup?: number
|
||||
iceWallActiveSeconds?: number
|
||||
iceWallCount?: number
|
||||
iceWallLength?: number
|
||||
iceWallWidth?: number
|
||||
iceWallDamage?: number
|
||||
iceShardDamage?: number
|
||||
iceShardStunSeconds?: number
|
||||
slashCooldown?: number
|
||||
slashWindup?: number
|
||||
slashDamage?: number
|
||||
slashStunSeconds?: number
|
||||
slashWidth?: number
|
||||
crossSlashAngleRadians?: number
|
||||
sidestepDistance?: number
|
||||
ricochetCooldown?: number
|
||||
ricochetWindup?: number
|
||||
ricochetSpeed?: number
|
||||
ricochetDamage?: number
|
||||
ricochetStunSeconds?: number
|
||||
ricochetSeconds?: number
|
||||
lavaTrailRadius?: number
|
||||
lavaTrailDamage?: number
|
||||
lavaTrailSeconds?: number
|
||||
armorSlamWindup?: number
|
||||
armorSlamRadius?: number
|
||||
armorSlamDamage?: number
|
||||
armorSlamStunSeconds?: number
|
||||
}
|
||||
|
||||
const DEFAULT_BULLDROME_BOSS_METADATA: Iwt2BossMetadata = {
|
||||
id: 'bulldrome',
|
||||
name: 'Bulldrome',
|
||||
icon: 'B',
|
||||
spriteUrl: '/iwt2/bosses/bulldrome-side-cel.png',
|
||||
spriteView: 'side',
|
||||
spriteWidthScale: 6.2,
|
||||
spriteHeightScale: 4.5,
|
||||
spriteYOffsetScale: -0.14,
|
||||
color: '#8f5a3c',
|
||||
accentColor: '#e6b17f',
|
||||
maxHealth: 950,
|
||||
@@ -96,6 +187,11 @@ const DEFAULT_YIAN_KUT_KU_BOSS_METADATA: Iwt2BossMetadata = {
|
||||
id: 'yian-kut-ku',
|
||||
name: 'Yian Kut Ku',
|
||||
icon: 'Y',
|
||||
spriteUrl: '/iwt2/bosses/yian-kut-ku-side-cel.png',
|
||||
spriteView: 'side',
|
||||
spriteWidthScale: 5.9,
|
||||
spriteHeightScale: 4.7,
|
||||
spriteYOffsetScale: -0.1,
|
||||
color: '#d66a35',
|
||||
accentColor: '#ffd166',
|
||||
maxHealth: 400,
|
||||
@@ -138,6 +234,11 @@ const DEFAULT_GREAT_JAGGI_BOSS_METADATA: Iwt2BossMetadata = {
|
||||
id: 'great-jaggi',
|
||||
name: 'Great Jaggi',
|
||||
icon: 'J',
|
||||
spriteUrl: '/iwt2/bosses/great-jaggi-side-cel.png',
|
||||
spriteView: 'side',
|
||||
spriteWidthScale: 5.9,
|
||||
spriteHeightScale: 4.1,
|
||||
spriteYOffsetScale: -0.09,
|
||||
color: '#3f8f73',
|
||||
accentColor: '#b8f0aa',
|
||||
maxHealth: 620,
|
||||
@@ -170,6 +271,11 @@ const DEFAULT_KHEZU_BOSS_METADATA: Iwt2BossMetadata = {
|
||||
id: 'khezu',
|
||||
name: 'Khezu',
|
||||
icon: 'K',
|
||||
spriteUrl: '/iwt2/bosses/khezu-side-cel.png',
|
||||
spriteView: 'side',
|
||||
spriteWidthScale: 5.9,
|
||||
spriteHeightScale: 4.4,
|
||||
spriteYOffsetScale: -0.12,
|
||||
color: '#d8d7c9',
|
||||
accentColor: '#77d9ff',
|
||||
maxHealth: 760,
|
||||
@@ -204,6 +310,456 @@ const DEFAULT_KHEZU_BOSS_METADATA: Iwt2BossMetadata = {
|
||||
lightningStrikeCount: 2,
|
||||
}
|
||||
|
||||
const DEFAULT_RATHIAN_BOSS_METADATA: Iwt2BossMetadata = {
|
||||
id: 'rathian',
|
||||
name: 'Rathian',
|
||||
icon: 'R',
|
||||
spriteUrl: '/iwt2/bosses/rathian-side-cel.png',
|
||||
spriteView: 'side',
|
||||
spriteWidthScale: 6.9,
|
||||
spriteHeightScale: 4.35,
|
||||
spriteYOffsetScale: -0.12,
|
||||
color: '#4d9a58',
|
||||
accentColor: '#f0c24d',
|
||||
maxHealth: 1120,
|
||||
radius: 34,
|
||||
moveSpeed: 118,
|
||||
meleeRange: 62,
|
||||
meleeDamage: 11,
|
||||
meleeCooldown: 1.08,
|
||||
chargeCooldown: 0,
|
||||
chargeWindup: 0,
|
||||
chargeSpeed: 0,
|
||||
chargeDamage: 0,
|
||||
chargeStunSeconds: 0,
|
||||
chargeLength: 0,
|
||||
chargeOvershoot: 0,
|
||||
chargeWidth: 0,
|
||||
slamWindup: 0,
|
||||
slamRadius: 0,
|
||||
slamDamage: 0,
|
||||
slamStunSeconds: 0,
|
||||
poisonTailCooldown: 5.4,
|
||||
tailSweepWindup: 0.72,
|
||||
tailSweepRecover: 0.48,
|
||||
tailSweepInnerRadius: 24,
|
||||
tailSweepOuterRadius: 118,
|
||||
tailSweepAngleRadians: Math.PI * 1.25,
|
||||
tailSweepDamage: 23,
|
||||
tailSweepStunSeconds: 0.55,
|
||||
poisonSpitCooldown: 6.2,
|
||||
poisonSpitWindup: 0.7,
|
||||
poisonPuddleRadius: 46,
|
||||
poisonPuddleDamage: 6,
|
||||
poisonPuddleSeconds: 8,
|
||||
}
|
||||
|
||||
const DEFAULT_BARROTH_BOSS_METADATA: Iwt2BossMetadata = {
|
||||
id: 'barroth',
|
||||
name: 'Barroth',
|
||||
icon: 'A',
|
||||
spriteUrl: '/iwt2/bosses/barroth-side-cel.png',
|
||||
spriteView: 'side',
|
||||
spriteWidthScale: 6.3,
|
||||
spriteHeightScale: 3.35,
|
||||
spriteYOffsetScale: -0.07,
|
||||
color: '#8d714d',
|
||||
accentColor: '#d6bd80',
|
||||
maxHealth: 1280,
|
||||
radius: 35,
|
||||
moveSpeed: 104,
|
||||
meleeRange: 60,
|
||||
meleeDamage: 12,
|
||||
meleeCooldown: 1.18,
|
||||
chargeCooldown: 0,
|
||||
chargeWindup: 0,
|
||||
chargeSpeed: 0,
|
||||
chargeDamage: 0,
|
||||
chargeStunSeconds: 0,
|
||||
chargeLength: 0,
|
||||
chargeOvershoot: 0,
|
||||
chargeWidth: 0,
|
||||
slamWindup: 0,
|
||||
slamRadius: 0,
|
||||
slamDamage: 0,
|
||||
slamStunSeconds: 0,
|
||||
mudArmor: 280,
|
||||
mudSprayCooldown: 5.8,
|
||||
mudSprayWindup: 0.82,
|
||||
mudSprayRange: 172,
|
||||
mudSprayAngleRadians: Math.PI * 0.58,
|
||||
mudSprayDamage: 13,
|
||||
mudSprayStunSeconds: 0.25,
|
||||
mudPuddleRadius: 40,
|
||||
mudPuddleSeconds: 7.5,
|
||||
}
|
||||
|
||||
const DEFAULT_TOBI_KADACHI_BOSS_METADATA: Iwt2BossMetadata = {
|
||||
id: 'tobi-kadachi',
|
||||
name: 'Tobi Kadachi',
|
||||
icon: 'T',
|
||||
spriteUrl: '/iwt2/bosses/tobi-kadachi-side-cel.png',
|
||||
spriteView: 'side',
|
||||
spriteWidthScale: 6.7,
|
||||
spriteHeightScale: 3.85,
|
||||
spriteYOffsetScale: -0.08,
|
||||
color: '#6a79bd',
|
||||
accentColor: '#a8f3ff',
|
||||
maxHealth: 920,
|
||||
radius: 28,
|
||||
moveSpeed: 160,
|
||||
meleeRange: 53,
|
||||
meleeDamage: 8,
|
||||
meleeCooldown: 0.78,
|
||||
chargeCooldown: 2.2,
|
||||
chargeWindup: 0,
|
||||
chargeSpeed: 0,
|
||||
chargeDamage: 0,
|
||||
chargeStunSeconds: 0,
|
||||
chargeLength: 0,
|
||||
chargeOvershoot: 0,
|
||||
chargeWidth: 0,
|
||||
slamWindup: 0,
|
||||
slamRadius: 0,
|
||||
slamDamage: 0,
|
||||
slamStunSeconds: 0,
|
||||
staticEnergyMax: 100,
|
||||
staticEnergyPerSecond: 16,
|
||||
staticEnergyPerMelee: 15,
|
||||
staticPounceWindup: 0.58,
|
||||
staticPounceSpeed: 560,
|
||||
staticPounceDamage: 24,
|
||||
staticPounceStunSeconds: 0.6,
|
||||
staticPounceLength: 520,
|
||||
staticPounceWidth: 46,
|
||||
chainShockCooldown: 5.2,
|
||||
chainShockWindup: 0.85,
|
||||
chainShockRadius: 86,
|
||||
chainShockDamage: 15,
|
||||
chainShockStunSeconds: 0.45,
|
||||
}
|
||||
|
||||
const DEFAULT_RIMEBASTION_BOSS_METADATA: Iwt2BossMetadata = {
|
||||
id: 'rimebastion',
|
||||
name: 'Rimebastion',
|
||||
icon: 'I',
|
||||
spriteUrl: '/iwt2/bosses/rimebastion-side-cel.png',
|
||||
spriteView: 'side',
|
||||
spriteWidthScale: 7.2,
|
||||
spriteHeightScale: 4.5,
|
||||
spriteYOffsetScale: -0.08,
|
||||
color: '#5f9fd6',
|
||||
accentColor: '#b8f3ff',
|
||||
maxHealth: 1380,
|
||||
radius: 37,
|
||||
moveSpeed: 86,
|
||||
meleeRange: 62,
|
||||
meleeDamage: 12,
|
||||
meleeCooldown: 1.2,
|
||||
chargeCooldown: 5.6,
|
||||
chargeWindup: 0,
|
||||
chargeSpeed: 0,
|
||||
chargeDamage: 0,
|
||||
chargeStunSeconds: 0,
|
||||
chargeLength: 0,
|
||||
chargeOvershoot: 0,
|
||||
chargeWidth: 0,
|
||||
slamWindup: 0,
|
||||
slamRadius: 0,
|
||||
slamDamage: 0,
|
||||
slamStunSeconds: 0,
|
||||
iceWallCooldown: 6.2,
|
||||
iceWallWindup: 0.9,
|
||||
iceWallActiveSeconds: 0.7,
|
||||
iceWallCount: 3,
|
||||
iceWallLength: 180,
|
||||
iceWallWidth: 22,
|
||||
iceWallDamage: 10,
|
||||
iceShardDamage: 22,
|
||||
iceShardStunSeconds: 0.55,
|
||||
}
|
||||
|
||||
const DEFAULT_EMBER_MANTIS_DUELIST_BOSS_METADATA: Iwt2BossMetadata = {
|
||||
id: 'ember-mantis-duelist',
|
||||
name: 'Ember Mantis Duelist',
|
||||
icon: 'M',
|
||||
spriteUrl: '/iwt2/bosses/ember-mantis-duelist-side-cel.png',
|
||||
spriteView: 'side',
|
||||
spriteWidthScale: 5.6,
|
||||
spriteHeightScale: 4.6,
|
||||
spriteYOffsetScale: -0.1,
|
||||
color: '#b94831',
|
||||
accentColor: '#ffb24a',
|
||||
maxHealth: 1040,
|
||||
radius: 29,
|
||||
moveSpeed: 168,
|
||||
meleeRange: 54,
|
||||
meleeDamage: 9,
|
||||
meleeCooldown: 0.78,
|
||||
chargeCooldown: 3.8,
|
||||
chargeWindup: 0,
|
||||
chargeSpeed: 0,
|
||||
chargeDamage: 0,
|
||||
chargeStunSeconds: 0,
|
||||
chargeLength: 0,
|
||||
chargeOvershoot: 0,
|
||||
chargeWidth: 0,
|
||||
slamWindup: 0,
|
||||
slamRadius: 0,
|
||||
slamDamage: 0,
|
||||
slamStunSeconds: 0,
|
||||
slashCooldown: 4.2,
|
||||
slashWindup: 0.48,
|
||||
slashDamage: 21,
|
||||
slashStunSeconds: 0.35,
|
||||
slashWidth: 24,
|
||||
crossSlashAngleRadians: Math.PI * 0.32,
|
||||
sidestepDistance: 94,
|
||||
}
|
||||
|
||||
const DEFAULT_CINDERBACK_RICOCHET_BOSS_METADATA: Iwt2BossMetadata = {
|
||||
id: 'cinderback-ricochet',
|
||||
name: 'Cinderback Ricochet',
|
||||
icon: 'C',
|
||||
spriteUrl: '/iwt2/bosses/cinderback-ricochet-side-cel.png',
|
||||
spriteView: 'side',
|
||||
spriteWidthScale: 6.6,
|
||||
spriteHeightScale: 3.8,
|
||||
spriteYOffsetScale: -0.06,
|
||||
color: '#9a4f2f',
|
||||
accentColor: '#ff8a3d',
|
||||
maxHealth: 1250,
|
||||
radius: 34,
|
||||
moveSpeed: 106,
|
||||
meleeRange: 60,
|
||||
meleeDamage: 11,
|
||||
meleeCooldown: 1.05,
|
||||
chargeCooldown: 5.4,
|
||||
chargeWindup: 0,
|
||||
chargeSpeed: 0,
|
||||
chargeDamage: 0,
|
||||
chargeStunSeconds: 0,
|
||||
chargeLength: 0,
|
||||
chargeOvershoot: 0,
|
||||
chargeWidth: 0,
|
||||
slamWindup: 0,
|
||||
slamRadius: 0,
|
||||
slamDamage: 0,
|
||||
slamStunSeconds: 0,
|
||||
ricochetCooldown: 6.6,
|
||||
ricochetWindup: 0.65,
|
||||
ricochetSpeed: 440,
|
||||
ricochetDamage: 24,
|
||||
ricochetStunSeconds: 0.45,
|
||||
ricochetSeconds: 1.45,
|
||||
lavaTrailRadius: 34,
|
||||
lavaTrailDamage: 6,
|
||||
lavaTrailSeconds: 5.5,
|
||||
armorSlamWindup: 0.42,
|
||||
armorSlamRadius: 86,
|
||||
armorSlamDamage: 18,
|
||||
armorSlamStunSeconds: 0.5,
|
||||
}
|
||||
|
||||
const DEFAULT_OBSIDIAN_RAM_GOLEM_BOSS_METADATA: Iwt2BossMetadata = {
|
||||
id: 'obsidian-ram-golem',
|
||||
name: 'Obsidian Ram Golem',
|
||||
icon: 'O',
|
||||
spriteUrl: '/iwt2/bosses/obsidian-ram-golem-side-cel.png',
|
||||
spriteView: 'side',
|
||||
spriteWidthScale: 6.5,
|
||||
spriteHeightScale: 4.25,
|
||||
spriteYOffsetScale: -0.08,
|
||||
color: '#2f3034',
|
||||
accentColor: '#ff7b32',
|
||||
maxHealth: 1420,
|
||||
radius: 36,
|
||||
moveSpeed: 98,
|
||||
meleeRange: 62,
|
||||
meleeDamage: 9,
|
||||
meleeCooldown: 1.12,
|
||||
chargeCooldown: 5.7,
|
||||
chargeWindup: 0,
|
||||
chargeSpeed: 0,
|
||||
chargeDamage: 0,
|
||||
chargeStunSeconds: 0,
|
||||
chargeLength: 0,
|
||||
chargeOvershoot: 0,
|
||||
chargeWidth: 0,
|
||||
slamWindup: 0,
|
||||
slamRadius: 0,
|
||||
slamDamage: 0,
|
||||
slamStunSeconds: 0,
|
||||
mudArmor: 240,
|
||||
}
|
||||
|
||||
const DEFAULT_STORMCOIL_WYRM_BOSS_METADATA: Iwt2BossMetadata = {
|
||||
id: 'stormcoil-wyrm',
|
||||
name: 'Stormcoil Wyrm',
|
||||
icon: 'S',
|
||||
spriteUrl: '/iwt2/bosses/stormcoil-wyrm-side-cel.png',
|
||||
spriteView: 'side',
|
||||
spriteWidthScale: 7.1,
|
||||
spriteHeightScale: 4.15,
|
||||
spriteYOffsetScale: -0.1,
|
||||
color: '#273b75',
|
||||
accentColor: '#78ecff',
|
||||
maxHealth: 1120,
|
||||
radius: 30,
|
||||
moveSpeed: 142,
|
||||
meleeRange: 58,
|
||||
meleeDamage: 8,
|
||||
meleeCooldown: 0.95,
|
||||
chargeCooldown: 5.1,
|
||||
chargeWindup: 0,
|
||||
chargeSpeed: 0,
|
||||
chargeDamage: 0,
|
||||
chargeStunSeconds: 0,
|
||||
chargeLength: 0,
|
||||
chargeOvershoot: 0,
|
||||
chargeWidth: 0,
|
||||
slamWindup: 0,
|
||||
slamRadius: 0,
|
||||
slamDamage: 0,
|
||||
slamStunSeconds: 0,
|
||||
chainShockCooldown: 5,
|
||||
chainShockWindup: 0.78,
|
||||
chainShockRadius: 94,
|
||||
chainShockDamage: 13,
|
||||
chainShockStunSeconds: 0.38,
|
||||
}
|
||||
|
||||
const DEFAULT_VENOM_ORCHID_HYDRA_BOSS_METADATA: Iwt2BossMetadata = {
|
||||
id: 'venom-orchid-hydra',
|
||||
name: 'Venom Orchid Hydra',
|
||||
icon: 'V',
|
||||
spriteUrl: '/iwt2/bosses/venom-orchid-hydra-side-cel.png',
|
||||
spriteView: 'side',
|
||||
spriteWidthScale: 7.2,
|
||||
spriteHeightScale: 4.6,
|
||||
spriteYOffsetScale: -0.1,
|
||||
color: '#5e316c',
|
||||
accentColor: '#d8f05b',
|
||||
maxHealth: 1320,
|
||||
radius: 35,
|
||||
moveSpeed: 84,
|
||||
meleeRange: 64,
|
||||
meleeDamage: 8,
|
||||
meleeCooldown: 1.15,
|
||||
chargeCooldown: 5.4,
|
||||
chargeWindup: 0,
|
||||
chargeSpeed: 0,
|
||||
chargeDamage: 0,
|
||||
chargeStunSeconds: 0,
|
||||
chargeLength: 0,
|
||||
chargeOvershoot: 0,
|
||||
chargeWidth: 0,
|
||||
slamWindup: 0,
|
||||
slamRadius: 0,
|
||||
slamDamage: 0,
|
||||
slamStunSeconds: 0,
|
||||
poisonSpitCooldown: 5.6,
|
||||
poisonSpitWindup: 0.75,
|
||||
poisonPuddleRadius: 42,
|
||||
poisonPuddleDamage: 5,
|
||||
poisonPuddleSeconds: 7,
|
||||
}
|
||||
|
||||
const DEFAULT_SANDGLASS_SCORPION_BOSS_METADATA: Iwt2BossMetadata = {
|
||||
id: 'sandglass-scorpion',
|
||||
name: 'Sandglass Scorpion',
|
||||
icon: 'G',
|
||||
spriteUrl: '/iwt2/bosses/sandglass-scorpion-side-cel.png',
|
||||
spriteView: 'side',
|
||||
spriteWidthScale: 6.4,
|
||||
spriteHeightScale: 4.25,
|
||||
spriteYOffsetScale: -0.07,
|
||||
color: '#9d7430',
|
||||
accentColor: '#ffd15a',
|
||||
maxHealth: 1180,
|
||||
radius: 33,
|
||||
moveSpeed: 126,
|
||||
meleeRange: 58,
|
||||
meleeDamage: 8,
|
||||
meleeCooldown: 0.98,
|
||||
chargeCooldown: 5.2,
|
||||
chargeWindup: 0,
|
||||
chargeSpeed: 0,
|
||||
chargeDamage: 0,
|
||||
chargeStunSeconds: 0,
|
||||
chargeLength: 0,
|
||||
chargeOvershoot: 0,
|
||||
chargeWidth: 0,
|
||||
slamWindup: 0,
|
||||
slamRadius: 0,
|
||||
slamDamage: 0,
|
||||
slamStunSeconds: 0,
|
||||
mudPuddleRadius: 44,
|
||||
mudPuddleSeconds: 6,
|
||||
}
|
||||
|
||||
const DEFAULT_CRYSTAL_BAT_MATRIARCH_BOSS_METADATA: Iwt2BossMetadata = {
|
||||
id: 'crystal-bat-matriarch',
|
||||
name: 'Crystal Bat Matriarch',
|
||||
icon: 'Q',
|
||||
spriteUrl: '/iwt2/bosses/crystal-bat-matriarch-side-cel.png',
|
||||
spriteView: 'side',
|
||||
spriteWidthScale: 6.8,
|
||||
spriteHeightScale: 4.75,
|
||||
spriteYOffsetScale: -0.12,
|
||||
color: '#4e2d76',
|
||||
accentColor: '#8eeaff',
|
||||
maxHealth: 1050,
|
||||
radius: 31,
|
||||
moveSpeed: 150,
|
||||
meleeRange: 56,
|
||||
meleeDamage: 7,
|
||||
meleeCooldown: 0.9,
|
||||
chargeCooldown: 5.1,
|
||||
chargeWindup: 0,
|
||||
chargeSpeed: 0,
|
||||
chargeDamage: 0,
|
||||
chargeStunSeconds: 0,
|
||||
chargeLength: 0,
|
||||
chargeOvershoot: 0,
|
||||
chargeWidth: 0,
|
||||
slamWindup: 0,
|
||||
slamRadius: 0,
|
||||
slamDamage: 0,
|
||||
slamStunSeconds: 0,
|
||||
}
|
||||
|
||||
const DEFAULT_HOLLOWCROWN_REVENANT_BOSS_METADATA: Iwt2BossMetadata = {
|
||||
id: 'hollowcrown-revenant',
|
||||
name: 'Hollowcrown Revenant',
|
||||
icon: 'H',
|
||||
spriteUrl: '/iwt2/bosses/hollowcrown-revenant-side-cel.png',
|
||||
spriteView: 'side',
|
||||
spriteWidthScale: 6.6,
|
||||
spriteHeightScale: 4.35,
|
||||
spriteYOffsetScale: -0.1,
|
||||
color: '#3c3f5e',
|
||||
accentColor: '#9be8ff',
|
||||
maxHealth: 1080,
|
||||
radius: 30,
|
||||
moveSpeed: 158,
|
||||
meleeRange: 56,
|
||||
meleeDamage: 8,
|
||||
meleeCooldown: 0.9,
|
||||
chargeCooldown: 4.8,
|
||||
chargeWindup: 0,
|
||||
chargeSpeed: 0,
|
||||
chargeDamage: 0,
|
||||
chargeStunSeconds: 0,
|
||||
chargeLength: 0,
|
||||
chargeOvershoot: 0,
|
||||
chargeWidth: 0,
|
||||
slamWindup: 0,
|
||||
slamRadius: 0,
|
||||
slamDamage: 0,
|
||||
slamStunSeconds: 0,
|
||||
}
|
||||
|
||||
function applyBossOverrides(metadata: Iwt2BossMetadata): Iwt2BossMetadata {
|
||||
const override = IWT2_BALANCE_OVERRIDES.bosses?.[metadata.id]
|
||||
if (!override) return metadata
|
||||
@@ -217,10 +773,34 @@ export const BULLDROME_BOSS_METADATA: Iwt2BossMetadata = applyBossOverrides(DEFA
|
||||
export const YIAN_KUT_KU_BOSS_METADATA: Iwt2BossMetadata = applyBossOverrides(DEFAULT_YIAN_KUT_KU_BOSS_METADATA)
|
||||
export const GREAT_JAGGI_BOSS_METADATA: Iwt2BossMetadata = applyBossOverrides(DEFAULT_GREAT_JAGGI_BOSS_METADATA)
|
||||
export const KHEZU_BOSS_METADATA: Iwt2BossMetadata = applyBossOverrides(DEFAULT_KHEZU_BOSS_METADATA)
|
||||
export const RATHIAN_BOSS_METADATA: Iwt2BossMetadata = applyBossOverrides(DEFAULT_RATHIAN_BOSS_METADATA)
|
||||
export const BARROTH_BOSS_METADATA: Iwt2BossMetadata = applyBossOverrides(DEFAULT_BARROTH_BOSS_METADATA)
|
||||
export const TOBI_KADACHI_BOSS_METADATA: Iwt2BossMetadata = applyBossOverrides(DEFAULT_TOBI_KADACHI_BOSS_METADATA)
|
||||
export const RIMEBASTION_BOSS_METADATA: Iwt2BossMetadata = applyBossOverrides(DEFAULT_RIMEBASTION_BOSS_METADATA)
|
||||
export const EMBER_MANTIS_DUELIST_BOSS_METADATA: Iwt2BossMetadata = applyBossOverrides(DEFAULT_EMBER_MANTIS_DUELIST_BOSS_METADATA)
|
||||
export const CINDERBACK_RICOCHET_BOSS_METADATA: Iwt2BossMetadata = applyBossOverrides(DEFAULT_CINDERBACK_RICOCHET_BOSS_METADATA)
|
||||
export const OBSIDIAN_RAM_GOLEM_BOSS_METADATA: Iwt2BossMetadata = applyBossOverrides(DEFAULT_OBSIDIAN_RAM_GOLEM_BOSS_METADATA)
|
||||
export const STORMCOIL_WYRM_BOSS_METADATA: Iwt2BossMetadata = applyBossOverrides(DEFAULT_STORMCOIL_WYRM_BOSS_METADATA)
|
||||
export const VENOM_ORCHID_HYDRA_BOSS_METADATA: Iwt2BossMetadata = applyBossOverrides(DEFAULT_VENOM_ORCHID_HYDRA_BOSS_METADATA)
|
||||
export const SANDGLASS_SCORPION_BOSS_METADATA: Iwt2BossMetadata = applyBossOverrides(DEFAULT_SANDGLASS_SCORPION_BOSS_METADATA)
|
||||
export const CRYSTAL_BAT_MATRIARCH_BOSS_METADATA: Iwt2BossMetadata = applyBossOverrides(DEFAULT_CRYSTAL_BAT_MATRIARCH_BOSS_METADATA)
|
||||
export const HOLLOWCROWN_REVENANT_BOSS_METADATA: Iwt2BossMetadata = applyBossOverrides(DEFAULT_HOLLOWCROWN_REVENANT_BOSS_METADATA)
|
||||
|
||||
export const IWT2_BOSS_METADATA: Record<Iwt2BossId, Iwt2BossMetadata> = {
|
||||
bulldrome: BULLDROME_BOSS_METADATA,
|
||||
'yian-kut-ku': YIAN_KUT_KU_BOSS_METADATA,
|
||||
'great-jaggi': GREAT_JAGGI_BOSS_METADATA,
|
||||
khezu: KHEZU_BOSS_METADATA,
|
||||
rathian: RATHIAN_BOSS_METADATA,
|
||||
barroth: BARROTH_BOSS_METADATA,
|
||||
'tobi-kadachi': TOBI_KADACHI_BOSS_METADATA,
|
||||
rimebastion: RIMEBASTION_BOSS_METADATA,
|
||||
'ember-mantis-duelist': EMBER_MANTIS_DUELIST_BOSS_METADATA,
|
||||
'cinderback-ricochet': CINDERBACK_RICOCHET_BOSS_METADATA,
|
||||
'obsidian-ram-golem': OBSIDIAN_RAM_GOLEM_BOSS_METADATA,
|
||||
'stormcoil-wyrm': STORMCOIL_WYRM_BOSS_METADATA,
|
||||
'venom-orchid-hydra': VENOM_ORCHID_HYDRA_BOSS_METADATA,
|
||||
'sandglass-scorpion': SANDGLASS_SCORPION_BOSS_METADATA,
|
||||
'crystal-bat-matriarch': CRYSTAL_BAT_MATRIARCH_BOSS_METADATA,
|
||||
'hollowcrown-revenant': HOLLOWCROWN_REVENANT_BOSS_METADATA,
|
||||
}
|
||||
|
||||
@@ -64,8 +64,8 @@ export const IWT2_CLASS_METADATA: Record<Iwt2PlayerClassId, Iwt2ClassMetadata> =
|
||||
radius: 14,
|
||||
attackRange: 245,
|
||||
attackDamage: 8,
|
||||
attackCooldown: 0.62,
|
||||
castTime: 0.32,
|
||||
attackCooldown: 0.31,
|
||||
castTime: 0.16,
|
||||
projectileSpeed: 410,
|
||||
},
|
||||
mage: {
|
||||
@@ -80,8 +80,8 @@ export const IWT2_CLASS_METADATA: Record<Iwt2PlayerClassId, Iwt2ClassMetadata> =
|
||||
radius: 14,
|
||||
attackRange: 220,
|
||||
attackDamage: 11,
|
||||
attackCooldown: 0.78,
|
||||
castTime: 0.42,
|
||||
attackCooldown: 0.39,
|
||||
castTime: 0.21,
|
||||
projectileSpeed: 330,
|
||||
},
|
||||
rogue: {
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
import Phaser from 'phaser'
|
||||
import type { MovementVector } from '../../../../input'
|
||||
import { IWT2_BOSS_METADATA } from '../../content/bosses'
|
||||
import { IWT2_BOSS_METADATA, type Iwt2BossId } from '../../content/bosses'
|
||||
import { IWT2_CLASS_METADATA } from '../../content/classes'
|
||||
import type {
|
||||
Iwt2ArenaIndicator,
|
||||
@@ -24,9 +24,11 @@ type DrawableEntity = Iwt2PartyEntityState | Iwt2BossEntityState | Iwt2HostileAd
|
||||
export class BulldromeArenaScene extends Phaser.Scene {
|
||||
private deps: SceneDeps
|
||||
private arenaGraphics?: Phaser.GameObjects.Graphics
|
||||
private bossUnderlayGraphics?: Phaser.GameObjects.Graphics
|
||||
private entityGraphics?: Phaser.GameObjects.Graphics
|
||||
private telegraphGraphics?: Phaser.GameObjects.Graphics
|
||||
private labels = new Map<string, Phaser.GameObjects.Text>()
|
||||
private bossSprites = new Map<string, Phaser.GameObjects.Image>()
|
||||
private lastHudPublish = 0
|
||||
|
||||
constructor(deps: SceneDeps) {
|
||||
@@ -34,11 +36,22 @@ export class BulldromeArenaScene extends Phaser.Scene {
|
||||
this.deps = deps
|
||||
}
|
||||
|
||||
preload() {
|
||||
for (const metadata of Object.values(IWT2_BOSS_METADATA)) {
|
||||
if (metadata.spriteUrl.endsWith('.svg')) {
|
||||
this.load.svg(bossSpriteKey(metadata.id), metadata.spriteUrl, { width: 144, height: 144 })
|
||||
} else {
|
||||
this.load.image(bossSpriteKey(metadata.id), metadata.spriteUrl)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
create() {
|
||||
this.cameras.main.setBackgroundColor('#10141b')
|
||||
this.arenaGraphics = this.add.graphics()
|
||||
this.telegraphGraphics = this.add.graphics()
|
||||
this.entityGraphics = this.add.graphics()
|
||||
this.arenaGraphics = this.add.graphics().setDepth(0)
|
||||
this.telegraphGraphics = this.add.graphics().setDepth(10)
|
||||
this.bossUnderlayGraphics = this.add.graphics().setDepth(20)
|
||||
this.entityGraphics = this.add.graphics().setDepth(35)
|
||||
this.drawState(this.deps.getState())
|
||||
}
|
||||
|
||||
@@ -80,22 +93,29 @@ export class BulldromeArenaScene extends Phaser.Scene {
|
||||
}
|
||||
|
||||
private drawEntities(state: Iwt2ArenaState) {
|
||||
const bossUnderlay = this.bossUnderlayGraphics!
|
||||
const graphics = this.entityGraphics!
|
||||
bossUnderlay.clear()
|
||||
graphics.clear()
|
||||
for (const hazard of state.hazards) drawHazard(graphics, hazard)
|
||||
const entities: DrawableEntity[] = [...state.party, ...state.hostileAdds, ...state.bosses]
|
||||
const liveIds = new Set<string>(entities.map((entity) => entity.id))
|
||||
const liveLabelIds = new Set<string>(entities.filter((entity) => entity.kind !== 'boss').map((entity) => entity.id))
|
||||
const liveBossIds = new Set<string>(state.bosses.map((boss) => boss.id))
|
||||
|
||||
for (const entity of entities.sort(entitySort)) {
|
||||
const stunned = entity.kind === 'party' && (entity.status.stunnedSeconds > 0 || entity.status.knockedDownSeconds > 0)
|
||||
const alpha = entity.health <= 0 ? 0.35 : stunned ? 0.55 : 1
|
||||
const color = entityColor(entity)
|
||||
graphics.fillStyle(Number.parseInt(color.slice(1), 16), alpha)
|
||||
graphics.lineStyle(entity.kind === 'party' && entity.aiRole === 'player' ? 4 : 2, entity.kind === 'boss' ? 0xfff0b8 : 0x0a0c10, 1)
|
||||
if (entity.kind === 'boss') {
|
||||
graphics.fillEllipse(entity.position.x, entity.position.y, entity.radius * 2.4, entity.radius * 1.75)
|
||||
graphics.strokeEllipse(entity.position.x, entity.position.y, entity.radius * 2.4, entity.radius * 1.75)
|
||||
if (this.textures.exists(bossSpriteKey(entity.bossId))) {
|
||||
drawBossUnderlay(bossUnderlay, entity, color, alpha)
|
||||
this.drawBossSprite(entity, alpha)
|
||||
} else {
|
||||
drawBossFallback(graphics, entity, color, alpha)
|
||||
}
|
||||
} else if (entity.kind === 'hostileAdd') {
|
||||
graphics.fillStyle(Number.parseInt(color.slice(1), 16), alpha)
|
||||
graphics.lineStyle(2, 0x0a0c10, 1)
|
||||
const wing = entity.radius * 1.55
|
||||
graphics.fillTriangle(
|
||||
entity.position.x + entity.facing.x * wing,
|
||||
@@ -114,6 +134,8 @@ export class BulldromeArenaScene extends Phaser.Scene {
|
||||
entity.position.y + entity.radius,
|
||||
)
|
||||
} else {
|
||||
graphics.fillStyle(Number.parseInt(color.slice(1), 16), alpha)
|
||||
graphics.lineStyle(entity.aiRole === 'player' ? 4 : 2, 0x0a0c10, 1)
|
||||
if (entity.id === this.deps.getSelectedPartyId()) {
|
||||
graphics.lineStyle(4, 0xfff4a8, 0.95)
|
||||
graphics.strokeCircle(entity.position.x, entity.position.y, entity.radius + 8)
|
||||
@@ -121,12 +143,19 @@ export class BulldromeArenaScene extends Phaser.Scene {
|
||||
graphics.fillCircle(entity.position.x, entity.position.y, entity.radius)
|
||||
graphics.strokeCircle(entity.position.x, entity.position.y, entity.radius)
|
||||
}
|
||||
this.drawLabel(entity)
|
||||
if (entity.kind !== 'boss') this.drawLabel(entity)
|
||||
this.drawHealthBar(graphics, entity)
|
||||
}
|
||||
|
||||
for (const [id, sprite] of this.bossSprites) {
|
||||
if (!liveBossIds.has(id)) {
|
||||
sprite.destroy()
|
||||
this.bossSprites.delete(id)
|
||||
}
|
||||
}
|
||||
|
||||
for (const [id, label] of this.labels) {
|
||||
if (!liveIds.has(id)) {
|
||||
if (!liveLabelIds.has(id)) {
|
||||
label.destroy()
|
||||
this.labels.delete(id)
|
||||
}
|
||||
@@ -144,6 +173,30 @@ export class BulldromeArenaScene extends Phaser.Scene {
|
||||
}
|
||||
}
|
||||
|
||||
private drawBossSprite(entity: Iwt2BossEntityState, alpha: number) {
|
||||
const key = bossSpriteKey(entity.bossId)
|
||||
const metadata = IWT2_BOSS_METADATA[entity.bossId]
|
||||
let sprite = this.bossSprites.get(entity.id)
|
||||
if (!sprite) {
|
||||
sprite = this.add.image(entity.position.x, entity.position.y, key).setOrigin(0.5).setDepth(25)
|
||||
this.bossSprites.set(entity.id, sprite)
|
||||
}
|
||||
|
||||
const isSideView = metadata.spriteView === 'side'
|
||||
const facingLength = Math.hypot(entity.facing.x, entity.facing.y)
|
||||
const rotation = !isSideView && facingLength > 0.001 ? Math.atan2(entity.facing.y, entity.facing.x) : 0
|
||||
const width = entity.radius * (metadata.spriteWidthScale ?? 3.35)
|
||||
const height = entity.radius * (metadata.spriteHeightScale ?? 3.35)
|
||||
const yOffset = entity.radius * (metadata.spriteYOffsetScale ?? 0)
|
||||
sprite
|
||||
.setTexture(key)
|
||||
.setPosition(entity.position.x, entity.position.y + yOffset)
|
||||
.setDisplaySize(width, height)
|
||||
.setRotation(rotation)
|
||||
.setFlipX(isSideView && entity.facing.x < -0.05)
|
||||
.setAlpha(alpha)
|
||||
}
|
||||
|
||||
private drawLabel(entity: DrawableEntity) {
|
||||
let label = this.labels.get(entity.id)
|
||||
const icon = entityIcon(entity)
|
||||
@@ -166,7 +219,7 @@ export class BulldromeArenaScene extends Phaser.Scene {
|
||||
private drawHealthBar(graphics: Phaser.GameObjects.Graphics, entity: DrawableEntity) {
|
||||
const width = entity.kind === 'boss' ? 92 : 34
|
||||
const height = entity.kind === 'boss' ? 8 : 7
|
||||
const y = entity.position.y + entity.radius + 8
|
||||
const y = entity.position.y + (entity.kind === 'boss' ? entity.radius * 1.55 : entity.radius) + 8
|
||||
const ratio = Math.max(0, Math.min(1, entity.health / entity.maxHealth))
|
||||
graphics.fillStyle(0x050608, 0.9)
|
||||
graphics.fillRect(entity.position.x - width / 2, y, width, height)
|
||||
@@ -177,6 +230,20 @@ export class BulldromeArenaScene extends Phaser.Scene {
|
||||
graphics.fillStyle(0x58a8ff, 0.92)
|
||||
graphics.fillRect(entity.position.x + width / 2 - width * shieldRatio, y, width * shieldRatio, height)
|
||||
}
|
||||
if (entity.kind === 'boss' && entity.maxArmor > 0) {
|
||||
const armorRatio = Math.max(0, Math.min(1, entity.armor / entity.maxArmor))
|
||||
graphics.fillStyle(0x21180e, 0.9)
|
||||
graphics.fillRect(entity.position.x - width / 2, y + height + 3, width, 4)
|
||||
graphics.fillStyle(0xd6bd80, 0.95)
|
||||
graphics.fillRect(entity.position.x - width / 2, y + height + 3, width * armorRatio, 4)
|
||||
}
|
||||
if (entity.kind === 'boss' && entity.mechanicEnergyMax > 0) {
|
||||
const energyRatio = Math.max(0, Math.min(1, entity.mechanicEnergy / entity.mechanicEnergyMax))
|
||||
graphics.fillStyle(0x07171b, 0.9)
|
||||
graphics.fillRect(entity.position.x - width / 2, y + height + 8, width, 4)
|
||||
graphics.fillStyle(0xa8f3ff, 0.95)
|
||||
graphics.fillRect(entity.position.x - width / 2, y + height + 8, width * energyRatio, 4)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -197,11 +264,42 @@ function entityIcon(entity: DrawableEntity): string {
|
||||
return IWT2_CLASS_METADATA[entity.classId].icon
|
||||
}
|
||||
|
||||
function bossSpriteKey(bossId: Iwt2BossId): string {
|
||||
return `iwt2-boss-${bossId}`
|
||||
}
|
||||
|
||||
function drawBossUnderlay(
|
||||
graphics: Phaser.GameObjects.Graphics,
|
||||
entity: Iwt2BossEntityState,
|
||||
color: string,
|
||||
alpha: number,
|
||||
) {
|
||||
const colorValue = Number.parseInt(color.slice(1), 16)
|
||||
graphics.fillStyle(0x050608, 0.42 * alpha)
|
||||
graphics.fillEllipse(entity.position.x, entity.position.y + entity.radius * 0.68, entity.radius * 2.45, entity.radius * 0.74)
|
||||
graphics.lineStyle(2, colorValue, 0.45 * alpha)
|
||||
graphics.strokeCircle(entity.position.x, entity.position.y, entity.radius)
|
||||
}
|
||||
|
||||
function drawBossFallback(
|
||||
graphics: Phaser.GameObjects.Graphics,
|
||||
entity: Iwt2BossEntityState,
|
||||
color: string,
|
||||
alpha: number,
|
||||
) {
|
||||
graphics.fillStyle(Number.parseInt(color.slice(1), 16), alpha)
|
||||
graphics.lineStyle(2, 0xfff0b8, 1)
|
||||
graphics.fillEllipse(entity.position.x, entity.position.y, entity.radius * 2.4, entity.radius * 1.75)
|
||||
graphics.strokeEllipse(entity.position.x, entity.position.y, entity.radius * 2.4, entity.radius * 1.75)
|
||||
}
|
||||
|
||||
function drawHazard(graphics: Phaser.GameObjects.Graphics, hazard: Iwt2GroundHazardState) {
|
||||
const ratio = Math.max(0, Math.min(1, hazard.remainingSeconds / Math.max(0.001, hazard.fadeSeconds)))
|
||||
const alpha = hazard.remainingSeconds <= hazard.fadeSeconds ? 0.16 + ratio * 0.2 : 0.34
|
||||
graphics.fillStyle(0xff7a2f, alpha)
|
||||
graphics.lineStyle(2, 0xffc15a, 0.55)
|
||||
const color = hazard.hazardKind === 'poisonPuddle' ? 0x7bd84f : hazard.hazardKind === 'mudPuddle' ? 0x9a6a3a : 0xff7a2f
|
||||
const lineColor = hazard.hazardKind === 'poisonPuddle' ? 0xc9ff8f : hazard.hazardKind === 'mudPuddle' ? 0xd6bd80 : 0xffc15a
|
||||
graphics.fillStyle(color, alpha)
|
||||
graphics.lineStyle(2, lineColor, 0.55)
|
||||
graphics.fillCircle(hazard.position.x, hazard.position.y, hazard.radius)
|
||||
graphics.strokeCircle(hazard.position.x, hazard.position.y, hazard.radius)
|
||||
}
|
||||
@@ -237,12 +335,55 @@ function drawIndicator(graphics: Phaser.GameObjects.Graphics, indicator: Iwt2Are
|
||||
return
|
||||
}
|
||||
|
||||
if (indicator.kind === 'arc') {
|
||||
const points = arcDangerPolygon(
|
||||
indicator.position,
|
||||
indicator.direction,
|
||||
indicator.innerRadius,
|
||||
indicator.outerRadius,
|
||||
indicator.angleRadians,
|
||||
)
|
||||
graphics.fillPoints(points, true)
|
||||
graphics.strokePoints(points, true)
|
||||
return
|
||||
}
|
||||
|
||||
graphics.strokeCircle(indicator.position.x, indicator.position.y, indicator.outerRadius)
|
||||
graphics.fillCircle(indicator.position.x, indicator.position.y, indicator.outerRadius)
|
||||
graphics.lineStyle(active ? 5 : 3, color, indicator.lineAlpha ?? 0.6)
|
||||
graphics.strokeCircle(indicator.position.x, indicator.position.y, indicator.innerRadius)
|
||||
}
|
||||
|
||||
function arcDangerPolygon(
|
||||
position: Iwt2Vec2,
|
||||
direction: Iwt2Vec2,
|
||||
innerRadius: number,
|
||||
outerRadius: number,
|
||||
angleRadians: number,
|
||||
) {
|
||||
const baseAngle = Math.atan2(direction.y, direction.x)
|
||||
const halfAngle = angleRadians / 2
|
||||
const segmentCount = 18
|
||||
const points: Phaser.Math.Vector2[] = []
|
||||
for (let index = 0; index <= segmentCount; index += 1) {
|
||||
const t = index / segmentCount
|
||||
const angle = baseAngle - halfAngle + angleRadians * t
|
||||
points.push(new Phaser.Math.Vector2(
|
||||
position.x + Math.cos(angle) * outerRadius,
|
||||
position.y + Math.sin(angle) * outerRadius,
|
||||
))
|
||||
}
|
||||
for (let index = segmentCount; index >= 0; index -= 1) {
|
||||
const t = index / segmentCount
|
||||
const angle = baseAngle - halfAngle + angleRadians * t
|
||||
points.push(new Phaser.Math.Vector2(
|
||||
position.x + Math.cos(angle) * innerRadius,
|
||||
position.y + Math.sin(angle) * innerRadius,
|
||||
))
|
||||
}
|
||||
return points
|
||||
}
|
||||
|
||||
function laneDangerPolygon(start: Iwt2Vec2, end: Iwt2Vec2, halfWidth: number) {
|
||||
const dx = end.x - start.x
|
||||
const dy = end.y - start.y
|
||||
|
||||
@@ -1,4 +1,6 @@
|
||||
import { asIwt2HealerId, type Iwt2HealerId } from '../content/healerAbilities'
|
||||
import { IWT2_BOSS_PET_DROP_RATE, iwt2BossMaterialRewardFor, iwt2BossPetRewardFor } from '../content/bossRewards'
|
||||
import type { Iwt2BossId } from '../content/bosses'
|
||||
|
||||
export type Iwt2InventoryItem = {
|
||||
id: string
|
||||
@@ -11,6 +13,7 @@ export type Iwt2ArmorPaletteId = 'guild_green' | 'sun_gold' | 'ember_red' | 'moo
|
||||
|
||||
export type Iwt2CollectionLog = {
|
||||
bossKills: Record<string, number>
|
||||
bossPets: Record<string, number>
|
||||
dropsFound: Record<string, number>
|
||||
}
|
||||
|
||||
@@ -29,6 +32,20 @@ export type Iwt2CloudSlot = {
|
||||
collectionLog: Iwt2CollectionLog
|
||||
}
|
||||
|
||||
export type Iwt2BossPetAward = {
|
||||
bossId: Iwt2BossId
|
||||
petId: string
|
||||
petName: string
|
||||
quantity: number
|
||||
duplicate: boolean
|
||||
quantityAfter: number
|
||||
}
|
||||
|
||||
export type Iwt2BossKillReward = {
|
||||
save: Iwt2Save
|
||||
petAwarded: Iwt2BossPetAward | null
|
||||
}
|
||||
|
||||
export type Iwt2Save = {
|
||||
version: 1
|
||||
updatedAt: number
|
||||
@@ -54,6 +71,7 @@ export function createDefaultIwt2Save(): Iwt2Save {
|
||||
inventory: [],
|
||||
collectionLog: {
|
||||
bossKills: {},
|
||||
bossPets: {},
|
||||
dropsFound: {},
|
||||
},
|
||||
}
|
||||
@@ -76,6 +94,7 @@ function normalizeSave(value: unknown): Iwt2Save {
|
||||
inventory: Array.isArray(candidate.inventory) ? candidate.inventory : [],
|
||||
collectionLog: {
|
||||
bossKills: candidate.collectionLog?.bossKills ?? {},
|
||||
bossPets: candidate.collectionLog?.bossPets ?? {},
|
||||
dropsFound: candidate.collectionLog?.dropsFound ?? {},
|
||||
},
|
||||
cloudSlot: normalizeCloudSlot(candidate.cloudSlot),
|
||||
@@ -97,9 +116,16 @@ export function writeIwt2Save(save: Iwt2Save) {
|
||||
}))
|
||||
}
|
||||
|
||||
export function recordIwt2BossKill(save: Iwt2Save, bossId: string): Iwt2Save {
|
||||
const drop = bossDropFor(bossId)
|
||||
return {
|
||||
export function recordIwt2BossKill(save: Iwt2Save, bossId: Iwt2BossId): Iwt2Save {
|
||||
return recordIwt2BossKillReward(save, bossId).save
|
||||
}
|
||||
|
||||
export function recordIwt2BossKillReward(save: Iwt2Save, bossId: Iwt2BossId): Iwt2BossKillReward {
|
||||
const drop = iwt2BossMaterialRewardFor(bossId)
|
||||
const pet = iwt2BossPetRewardFor(bossId)
|
||||
const awardedPet = Math.random() < IWT2_BOSS_PET_DROP_RATE
|
||||
const previousPetQuantity = save.collectionLog.bossPets[pet.id] ?? 0
|
||||
const updatedSave: Iwt2Save = {
|
||||
...save,
|
||||
updatedAt: Date.now(),
|
||||
character: {
|
||||
@@ -122,12 +148,31 @@ export function recordIwt2BossKill(save: Iwt2Save, bossId: string): Iwt2Save {
|
||||
...save.collectionLog.bossKills,
|
||||
[bossId]: (save.collectionLog.bossKills[bossId] ?? 0) + 1,
|
||||
},
|
||||
bossPets: awardedPet
|
||||
? {
|
||||
...save.collectionLog.bossPets,
|
||||
[pet.id]: (save.collectionLog.bossPets[pet.id] ?? 0) + 1,
|
||||
}
|
||||
: save.collectionLog.bossPets,
|
||||
dropsFound: {
|
||||
...save.collectionLog.dropsFound,
|
||||
[drop.id]: (save.collectionLog.dropsFound[drop.id] ?? 0) + 1,
|
||||
},
|
||||
},
|
||||
}
|
||||
return {
|
||||
save: updatedSave,
|
||||
petAwarded: awardedPet
|
||||
? {
|
||||
bossId,
|
||||
duplicate: previousPetQuantity > 0,
|
||||
petId: pet.id,
|
||||
petName: pet.name,
|
||||
quantity: 1,
|
||||
quantityAfter: previousPetQuantity + 1,
|
||||
}
|
||||
: null,
|
||||
}
|
||||
}
|
||||
|
||||
export function updateIwt2CharacterSettings(
|
||||
@@ -157,6 +202,7 @@ export function snapshotIwt2CloudSlot(save: Iwt2Save): Iwt2Save {
|
||||
inventory: save.inventory.map((item) => ({ ...item })),
|
||||
collectionLog: {
|
||||
bossKills: { ...save.collectionLog.bossKills },
|
||||
bossPets: { ...save.collectionLog.bossPets },
|
||||
dropsFound: { ...save.collectionLog.dropsFound },
|
||||
},
|
||||
},
|
||||
@@ -172,18 +218,12 @@ export function restoreIwt2CloudSlot(save: Iwt2Save): Iwt2Save {
|
||||
inventory: save.cloudSlot.inventory.map((item) => ({ ...item })),
|
||||
collectionLog: {
|
||||
bossKills: { ...save.cloudSlot.collectionLog.bossKills },
|
||||
bossPets: { ...save.cloudSlot.collectionLog.bossPets },
|
||||
dropsFound: { ...save.cloudSlot.collectionLog.dropsFound },
|
||||
},
|
||||
}
|
||||
}
|
||||
|
||||
function bossDropFor(bossId: string): { id: string, name: string } {
|
||||
if (bossId === 'yian-kut-ku') return { id: 'yian-kut-ku-scale', name: 'Yian Kut Ku Scale' }
|
||||
if (bossId === 'great-jaggi') return { id: 'great-jaggi-hide', name: 'Great Jaggi Hide' }
|
||||
if (bossId === 'khezu') return { id: 'khezu-pearl', name: 'Khezu Pearl' }
|
||||
return { id: 'raw-bulldrome-coin', name: 'Raw Bulldrome Coin' }
|
||||
}
|
||||
|
||||
function asIwt2ArmorPaletteId(value: unknown): Iwt2ArmorPaletteId {
|
||||
return value === 'sun_gold'
|
||||
|| value === 'ember_red'
|
||||
@@ -214,6 +254,7 @@ function normalizeCloudSlot(value: unknown): Iwt2CloudSlot | undefined {
|
||||
inventory: Array.isArray(candidate.inventory) ? candidate.inventory : [],
|
||||
collectionLog: {
|
||||
bossKills: candidate.collectionLog.bossKills ?? {},
|
||||
bossPets: candidate.collectionLog.bossPets ?? {},
|
||||
dropsFound: candidate.collectionLog.dropsFound ?? {},
|
||||
},
|
||||
}
|
||||
|
||||
@@ -16,7 +16,8 @@ import type { Iwt2EntityId } from '../sim'
|
||||
import { castIwt2HealerAbility } from '../sim'
|
||||
import { PhaserArena } from '../render/PhaserArena'
|
||||
import {
|
||||
recordIwt2BossKill,
|
||||
recordIwt2BossKillReward,
|
||||
type Iwt2BossPetAward,
|
||||
type Iwt2Save,
|
||||
} from '../save/iwt2Repository'
|
||||
import { AbilityBar } from '../components/AbilityBar'
|
||||
@@ -65,14 +66,16 @@ type BossArenaScreenProps = {
|
||||
export function BossArenaScreen({ bossId, bossIds, modeLabel, save, onBack, onSaveUpdated, roguelikeRun }: BossArenaScreenProps) {
|
||||
const bossMetadata = IWT2_BOSS_METADATA[bossId]
|
||||
const pvpRoguelike = roguelikeRun?.variant === 'pvp'
|
||||
const [arenaState, setArenaState] = useState<Iwt2ArenaState>(() => createInitialIwt2ArenaState(bossId, bossIds))
|
||||
const bossHealthScale = roguelikeRun ? roguelikeBossHealthScale(roguelikeRun.stage) : 1
|
||||
const [arenaState, setArenaState] = useState<Iwt2ArenaState>(() => createInitialIwt2ArenaState(bossId, bossIds, bossHealthScale))
|
||||
const [opponentArenaState, setOpponentArenaState] = useState<Iwt2ArenaState | null>(() => (
|
||||
pvpRoguelike ? createInitialIwt2ArenaState(bossId, bossIds) : null
|
||||
pvpRoguelike ? createInitialIwt2ArenaState(bossId, bossIds, bossHealthScale) : null
|
||||
))
|
||||
const [abilityCooldowns, setAbilityCooldowns] = useState<Record<string, number>>({})
|
||||
const [status, setStatus] = useState<ArenaStatus>('playing')
|
||||
const [selectedOverlayAction, setSelectedOverlayAction] = useState<OverlayAction>('primary')
|
||||
const [selectedPartyId, setSelectedPartyId] = useState<Iwt2EntityId>('player-healer')
|
||||
const [petAwards, setPetAwards] = useState<Iwt2BossPetAward[]>([])
|
||||
const stateRef = useRef(arenaState)
|
||||
const opponentStateRef = useRef<Iwt2ArenaState | null>(opponentArenaState)
|
||||
const statusRef = useRef(status)
|
||||
@@ -118,8 +121,8 @@ export function BossArenaScreen({ bossId, bossIds, modeLabel, save, onBack, onSa
|
||||
}, [save])
|
||||
|
||||
const resetArena = useCallback(() => {
|
||||
const next = createInitialIwt2ArenaState(bossId, bossIds)
|
||||
const nextOpponentState = pvpRoguelike ? createInitialIwt2ArenaState(bossId, bossIds) : null
|
||||
const next = createInitialIwt2ArenaState(bossId, bossIds, bossHealthScale)
|
||||
const nextOpponentState = pvpRoguelike ? createInitialIwt2ArenaState(bossId, bossIds, bossHealthScale) : null
|
||||
recordedKillIdsRef.current = new Set()
|
||||
abilityCooldownsRef.current = {}
|
||||
lastHudSignatureRef.current = arenaHudSignature(next)
|
||||
@@ -130,7 +133,7 @@ export function BossArenaScreen({ bossId, bossIds, modeLabel, save, onBack, onSa
|
||||
setAbilityCooldowns({})
|
||||
setSelectedOverlayAction('primary')
|
||||
setStatus('playing')
|
||||
}, [bossId, bossIds, pvpRoguelike])
|
||||
}, [bossHealthScale, bossId, bossIds, pvpRoguelike])
|
||||
|
||||
const showOverlay = useCallback((nextStatus: Exclude<ArenaStatus, 'playing'>) => {
|
||||
setSelectedOverlayAction('primary')
|
||||
@@ -206,7 +209,6 @@ export function BossArenaScreen({ bossId, bossIds, modeLabel, save, onBack, onSa
|
||||
}
|
||||
if (action === 'back') {
|
||||
if (statusRef.current === 'paused') setStatus('playing')
|
||||
else onBack()
|
||||
return
|
||||
}
|
||||
}
|
||||
@@ -271,12 +273,16 @@ export function BossArenaScreen({ bossId, bossIds, modeLabel, save, onBack, onSa
|
||||
if (newlyDefeatedBosses.length > 0) {
|
||||
const nextRecordedIds = new Set(recordedKillIdsRef.current)
|
||||
let updatedSave = saveRef.current
|
||||
const newPetAwards: Iwt2BossPetAward[] = []
|
||||
for (const defeatedBoss of newlyDefeatedBosses) {
|
||||
nextRecordedIds.add(defeatedBoss.bossId)
|
||||
updatedSave = recordIwt2BossKill(updatedSave, defeatedBoss.bossId)
|
||||
const reward = recordIwt2BossKillReward(updatedSave, defeatedBoss.bossId)
|
||||
updatedSave = reward.save
|
||||
if (reward.petAwarded) newPetAwards.push(reward.petAwarded)
|
||||
}
|
||||
recordedKillIdsRef.current = nextRecordedIds
|
||||
saveRef.current = updatedSave
|
||||
if (newPetAwards.length > 0) setPetAwards((current) => [...current, ...newPetAwards])
|
||||
onSaveUpdated(updatedSave)
|
||||
}
|
||||
|
||||
@@ -460,6 +466,11 @@ export function BossArenaScreen({ bossId, bossIds, modeLabel, save, onBack, onSa
|
||||
<span>+{arenaState.bosses.length * 125} XP</span>
|
||||
<span>{arenaState.bosses.length} carves</span>
|
||||
<span>Log +{arenaState.bosses.length}</span>
|
||||
{petAwards.map((award) => (
|
||||
<span key={`${award.petId}:${award.quantityAfter}`}>
|
||||
{award.petName}{award.duplicate ? ` x${award.quantityAfter}` : ''}
|
||||
</span>
|
||||
))}
|
||||
</div>
|
||||
)}
|
||||
<div className="iwt2-overlay-actions">
|
||||
@@ -481,7 +492,7 @@ export function BossArenaScreen({ bossId, bossIds, modeLabel, save, onBack, onSa
|
||||
</button>
|
||||
</div>
|
||||
{lastDevice === 'controller' && (
|
||||
<small className="iwt2-result-hint">D-pad selects, A confirms, B exits</small>
|
||||
<small className="iwt2-result-hint">D-pad selects, A confirms</small>
|
||||
)}
|
||||
</div>
|
||||
</div>
|
||||
@@ -506,6 +517,10 @@ function formatArenaTime(seconds: number): string {
|
||||
return `${minutes}:${remainder.toString().padStart(2, '0')}`
|
||||
}
|
||||
|
||||
function roguelikeBossHealthScale(stage: number): number {
|
||||
return 0.5 + Math.max(0, stage - 1) * 0.1
|
||||
}
|
||||
|
||||
function arenaHudSignature(state: Iwt2ArenaState): string {
|
||||
return [
|
||||
...state.bosses.map((boss) => [
|
||||
|
||||
@@ -1,6 +1,12 @@
|
||||
import { useEffect, useMemo, useRef, useState, type ReactNode } from 'react'
|
||||
import { ControllerStylePreview } from '../../../components/ControllerIcons'
|
||||
import { useGameAction, useInput, type ControllerIconStyle } from '../../../input'
|
||||
import {
|
||||
useGameAction,
|
||||
useInput,
|
||||
type ControllerIconStyle,
|
||||
type InputAction,
|
||||
} from '../../../input'
|
||||
import { useDualScreen, useDualScreenWorkshopPublisher, type DualScreenWorkshopState } from '../../../dualScreen'
|
||||
import { getGameMode } from '../../../gameRepository'
|
||||
import {
|
||||
restoreIwt2CloudSlot,
|
||||
@@ -9,6 +15,7 @@ import {
|
||||
type Iwt2Save,
|
||||
} from '../save/iwt2Repository'
|
||||
import { IWT2_BOSS_METADATA, type Iwt2BossId } from '../content/bosses'
|
||||
import { iwt2BossMaterialRewardFor, iwt2BossPetRewardFor } from '../content/bossRewards'
|
||||
import {
|
||||
abilitiesForHealer,
|
||||
IWT2_HEALER_METADATA,
|
||||
@@ -62,6 +69,39 @@ type Iwt2UpgradeNavEntry =
|
||||
| { kind: 'upgradeContinue', row: number, column: number, disabled?: boolean }
|
||||
| { kind: 'upgradeLeave', row: number, column: number }
|
||||
|
||||
type Iwt2HunterProfileTab = 'stats' | 'collection'
|
||||
|
||||
type Iwt2HunterProfileNavEntry =
|
||||
| { kind: 'back', key: string, row: number, column: number }
|
||||
| { kind: 'tab', key: string, row: number, column: number, tab: Iwt2HunterProfileTab }
|
||||
| { kind: 'stat', key: string, row: number, column: number, index: number }
|
||||
| { kind: 'boss', key: string, row: number, column: number, bossId: Iwt2BossId }
|
||||
| { kind: 'item', key: string, row: number, column: number, itemKey: string }
|
||||
|
||||
type Iwt2HunterProfileBossEntry = {
|
||||
bossId: Iwt2BossId
|
||||
dropId: string
|
||||
dropName: string
|
||||
encounter: (typeof IWT2_BOSS_METADATA)[Iwt2BossId]
|
||||
kills: number
|
||||
petId: string
|
||||
petName: string
|
||||
pets: number
|
||||
drops: number
|
||||
}
|
||||
|
||||
type Iwt2HunterCollectionItem = {
|
||||
key: string
|
||||
glyph: string
|
||||
name: string
|
||||
chance: string
|
||||
quantity: number
|
||||
rarity: 'stat' | 'common' | 'uncommon' | 'rare' | 'epic' | 'legendary'
|
||||
source: string
|
||||
}
|
||||
|
||||
const IWT2_HUNTER_PROFILE_DROP_COLUMNS = 6
|
||||
|
||||
function withBackAction(actions: Iwt2NavAction[], onBack: () => void): Iwt2NavAction[] {
|
||||
return [
|
||||
{
|
||||
@@ -122,10 +162,83 @@ const MODE_ACTIONS: Record<Iwt2Mode, Array<{
|
||||
detail: 'Shared arena entry with raid-role notes: watch lightning markers, rotate through safe bands, and recover stunned allies fast.',
|
||||
value: 'Start',
|
||||
},
|
||||
{
|
||||
bossId: 'rathian',
|
||||
label: 'Rathian Raid Assignment',
|
||||
detail: 'Shared arena entry with raid-role notes: dodge tail arcs, keep poison puddles out of the party path, and recover after sweeps.',
|
||||
value: 'Start',
|
||||
},
|
||||
{
|
||||
bossId: 'barroth',
|
||||
label: 'Barroth Raid Assignment',
|
||||
detail: 'Shared arena entry with raid-role notes: break mud armor, sidestep mud cones, and reposition through slow zones.',
|
||||
value: 'Start',
|
||||
},
|
||||
{
|
||||
bossId: 'tobi-kadachi',
|
||||
label: 'Tobi Kadachi Raid Assignment',
|
||||
detail: 'Shared arena entry with raid-role notes: track static charge, bait line pounces, and spread before chain shock.',
|
||||
value: 'Start',
|
||||
},
|
||||
{
|
||||
bossId: 'rimebastion',
|
||||
label: 'Rimebastion Raid Assignment',
|
||||
detail: 'Shared arena entry with raid-role notes: read ice wall lanes, dodge shard cones, and keep the tank away from corners.',
|
||||
value: 'Start',
|
||||
},
|
||||
{
|
||||
bossId: 'ember-mantis-duelist',
|
||||
label: 'Ember Mantis Duelist Raid Assignment',
|
||||
detail: 'Shared arena entry with raid-role notes: track sidesteps, cut through slash lanes, and spread before crossed blades.',
|
||||
value: 'Start',
|
||||
},
|
||||
{
|
||||
bossId: 'cinderback-ricochet',
|
||||
label: 'Cinderback Ricochet Raid Assignment',
|
||||
detail: 'Shared arena entry with raid-role notes: bait ricochet lanes, avoid lava trails, and recover after armor slam.',
|
||||
value: 'Start',
|
||||
},
|
||||
{
|
||||
bossId: 'obsidian-ram-golem',
|
||||
label: 'Obsidian Ram Golem Raid Assignment',
|
||||
detail: 'Shared arena entry with raid-role notes: bait charge lines, avoid quake fractures, and break armor safely.',
|
||||
value: 'Start',
|
||||
},
|
||||
{
|
||||
bossId: 'stormcoil-wyrm',
|
||||
label: 'Stormcoil Wyrm Raid Assignment',
|
||||
detail: 'Shared arena entry with raid-role notes: spread for chain lightning and rotate through charged ring gaps.',
|
||||
value: 'Start',
|
||||
},
|
||||
{
|
||||
bossId: 'venom-orchid-hydra',
|
||||
label: 'Venom Orchid Hydra Raid Assignment',
|
||||
detail: 'Shared arena entry with raid-role notes: dodge staggered poison cones and keep root lanes off the party.',
|
||||
value: 'Start',
|
||||
},
|
||||
{
|
||||
bossId: 'sandglass-scorpion',
|
||||
label: 'Sandglass Scorpion Raid Assignment',
|
||||
detail: 'Shared arena entry with raid-role notes: track burrows, wait out stinger eruptions, and avoid sinking sand.',
|
||||
value: 'Start',
|
||||
},
|
||||
{
|
||||
bossId: 'crystal-bat-matriarch',
|
||||
label: 'Crystal Bat Matriarch Raid Assignment',
|
||||
detail: 'Shared arena entry with raid-role notes: space for sonic rings, watch mirror lanes, and dodge swoops.',
|
||||
value: 'Start',
|
||||
},
|
||||
{
|
||||
bossId: 'hollowcrown-revenant',
|
||||
label: 'Hollowcrown Revenant Raid Assignment',
|
||||
detail: 'Shared arena entry with raid-role notes: avoid cursed hoof zones and sidestep ghost-antler charges.',
|
||||
value: 'Start',
|
||||
},
|
||||
],
|
||||
}
|
||||
|
||||
const CONTROLLER_ICON_OPTIONS: ControllerIconStyle[] = ['playstation', 'xbox', 'nintendo']
|
||||
const IWT2_DUNGEON_BOSS_PAGE_SIZE = 5
|
||||
|
||||
const CONTROLLER_ICON_LABELS: Record<ControllerIconStyle, string> = {
|
||||
xbox: 'Xbox',
|
||||
@@ -133,6 +246,121 @@ const CONTROLLER_ICON_LABELS: Record<ControllerIconStyle, string> = {
|
||||
nintendo: 'Nintendo',
|
||||
}
|
||||
|
||||
const IWT2_DUNGEON_ACTIONS: Array<Omit<Iwt2NavAction, 'onConfirm'> & { bossId: Iwt2BossId }> = [
|
||||
{
|
||||
bossId: 'bulldrome',
|
||||
key: 'bulldrome',
|
||||
label: 'Bulldrome Arena',
|
||||
detail: 'Level 1 field boss. Charge lanes, tank pressure, and periodic ground slam.',
|
||||
value: 'Ready',
|
||||
},
|
||||
{
|
||||
bossId: 'yian-kut-ku',
|
||||
key: 'yian-kut-ku',
|
||||
label: 'Yian Kut Ku Arena',
|
||||
detail: 'Bouncing fireballs, capped fire puddles, and bird waves at 90% and 40% health.',
|
||||
value: 'Ready',
|
||||
},
|
||||
{
|
||||
bossId: 'great-jaggi',
|
||||
key: 'great-jaggi',
|
||||
label: 'Great Jaggi Arena',
|
||||
detail: 'Pack howl calls slanted add lanes that punish standing still or grouping badly.',
|
||||
value: 'Ready',
|
||||
},
|
||||
{
|
||||
bossId: 'khezu',
|
||||
key: 'khezu',
|
||||
label: 'Khezu Arena',
|
||||
detail: 'Thunder rings create safe bands while lightning circles lock onto weak allies.',
|
||||
value: 'Ready',
|
||||
},
|
||||
{
|
||||
bossId: 'rathian',
|
||||
key: 'rathian',
|
||||
label: 'Rathian Arena',
|
||||
detail: 'Poison tail arcs and targeted poison puddles punish stacked positioning.',
|
||||
value: 'Ready',
|
||||
},
|
||||
{
|
||||
bossId: 'barroth',
|
||||
key: 'barroth',
|
||||
label: 'Barroth Arena',
|
||||
detail: 'Breakable mud armor softens incoming damage while mud spray creates slow zones.',
|
||||
value: 'Ready',
|
||||
},
|
||||
{
|
||||
bossId: 'tobi-kadachi',
|
||||
key: 'tobi-kadachi',
|
||||
label: 'Tobi Kadachi Arena',
|
||||
detail: 'Static builds into line pounces while chain shock punishes grouped allies.',
|
||||
value: 'Ready',
|
||||
},
|
||||
{
|
||||
bossId: 'rimebastion',
|
||||
key: 'rimebastion',
|
||||
label: 'Rimebastion Arena',
|
||||
detail: 'Ice walls split the room, then shard lanes and cones punish trapped routes.',
|
||||
value: 'Ready',
|
||||
},
|
||||
{
|
||||
bossId: 'ember-mantis-duelist',
|
||||
key: 'ember-mantis-duelist',
|
||||
label: 'Ember Mantis Duelist Arena',
|
||||
detail: 'Fast sidesteps lead into line slashes and crossed lane attacks.',
|
||||
value: 'Ready',
|
||||
},
|
||||
{
|
||||
bossId: 'cinderback-ricochet',
|
||||
key: 'cinderback-ricochet',
|
||||
label: 'Cinderback Ricochet Arena',
|
||||
detail: 'Wall-bounce rolls leave lava trails before a heavy armor slam.',
|
||||
value: 'Ready',
|
||||
},
|
||||
{
|
||||
bossId: 'obsidian-ram-golem',
|
||||
key: 'obsidian-ram-golem',
|
||||
label: 'Obsidian Ram Golem Arena',
|
||||
detail: 'Volcanic charge lines crack armor, then quake fractures split the floor.',
|
||||
value: 'Ready',
|
||||
},
|
||||
{
|
||||
bossId: 'stormcoil-wyrm',
|
||||
key: 'stormcoil-wyrm',
|
||||
label: 'Stormcoil Wyrm Arena',
|
||||
detail: 'Charged rings and chain lightning punish clustered party movement.',
|
||||
value: 'Ready',
|
||||
},
|
||||
{
|
||||
bossId: 'venom-orchid-hydra',
|
||||
key: 'venom-orchid-hydra',
|
||||
label: 'Venom Orchid Hydra Arena',
|
||||
detail: 'Three heads sweep poison cones while roots and pods pressure escape paths.',
|
||||
value: 'Ready',
|
||||
},
|
||||
{
|
||||
bossId: 'sandglass-scorpion',
|
||||
key: 'sandglass-scorpion',
|
||||
label: 'Sandglass Scorpion Arena',
|
||||
detail: 'Burrows, delayed stinger eruptions, and shifting sand zones control space.',
|
||||
value: 'Ready',
|
||||
},
|
||||
{
|
||||
bossId: 'crystal-bat-matriarch',
|
||||
key: 'crystal-bat-matriarch',
|
||||
label: 'Crystal Bat Matriarch Arena',
|
||||
detail: 'Sonic rings, mirror shard lanes, and swoop dives punish bad spacing.',
|
||||
value: 'Ready',
|
||||
},
|
||||
{
|
||||
bossId: 'hollowcrown-revenant',
|
||||
key: 'hollowcrown-revenant',
|
||||
label: 'Hollowcrown Revenant Arena',
|
||||
detail: 'Cursed hoof zones and ghost-antler dash trails cut across the arena.',
|
||||
value: 'Ready',
|
||||
},
|
||||
]
|
||||
|
||||
export function Iwt2ScreenShell({
|
||||
children,
|
||||
eyebrow = 'I Want To Heal 2',
|
||||
@@ -222,40 +450,39 @@ export function Iwt2DungeonsScreen({
|
||||
onBack: () => void
|
||||
onOpenBoss: (bossId: Iwt2BossId) => void
|
||||
}) {
|
||||
const [page, setPage] = useState(0)
|
||||
const pageCount = Math.max(1, Math.ceil(IWT2_DUNGEON_ACTIONS.length / IWT2_DUNGEON_BOSS_PAGE_SIZE))
|
||||
const currentPage = Math.min(page, pageCount - 1)
|
||||
const pageStart = currentPage * IWT2_DUNGEON_BOSS_PAGE_SIZE
|
||||
const pageEnd = Math.min(IWT2_DUNGEON_ACTIONS.length, pageStart + IWT2_DUNGEON_BOSS_PAGE_SIZE)
|
||||
const actions = useMemo<Iwt2NavAction[]>(() => withBackAction([
|
||||
{
|
||||
key: 'bulldrome',
|
||||
label: 'Bulldrome Arena',
|
||||
detail: 'Level 1 field boss. Charge lanes, tank pressure, and periodic ground slam.',
|
||||
value: 'Ready',
|
||||
onConfirm: () => onOpenBoss('bulldrome'),
|
||||
key: 'dungeons-page-prev',
|
||||
label: 'Previous Page',
|
||||
detail: `Bosses ${pageStart + 1}-${pageEnd} of ${IWT2_DUNGEON_ACTIONS.length}`,
|
||||
disabled: currentPage === 0,
|
||||
value: 'Prev',
|
||||
onConfirm: () => setPage((activePage) => Math.max(0, activePage - 1)),
|
||||
},
|
||||
{
|
||||
key: 'yian-kut-ku',
|
||||
label: 'Yian Kut Ku Arena',
|
||||
detail: 'Bouncing fireballs, capped fire puddles, and bird waves at 90% and 40% health.',
|
||||
value: 'Ready',
|
||||
onConfirm: () => onOpenBoss('yian-kut-ku'),
|
||||
key: 'dungeons-page-next',
|
||||
label: 'Next Page',
|
||||
detail: `Page ${currentPage + 1}/${pageCount}`,
|
||||
disabled: currentPage >= pageCount - 1,
|
||||
value: 'Next',
|
||||
onConfirm: () => setPage((activePage) => Math.min(pageCount - 1, activePage + 1)),
|
||||
},
|
||||
{
|
||||
key: 'great-jaggi',
|
||||
label: 'Great Jaggi Arena',
|
||||
detail: 'Pack howl calls slanted add lanes that punish standing still or grouping badly.',
|
||||
value: 'Ready',
|
||||
onConfirm: () => onOpenBoss('great-jaggi'),
|
||||
},
|
||||
{
|
||||
key: 'khezu',
|
||||
label: 'Khezu Arena',
|
||||
detail: 'Thunder rings create safe bands while lightning circles lock onto weak allies.',
|
||||
value: 'Ready',
|
||||
onConfirm: () => onOpenBoss('khezu'),
|
||||
},
|
||||
], onBack), [onBack, onOpenBoss])
|
||||
...IWT2_DUNGEON_ACTIONS.slice(pageStart, pageEnd).map((entry) => ({
|
||||
...entry,
|
||||
onConfirm: () => onOpenBoss(entry.bossId),
|
||||
})),
|
||||
], onBack), [currentPage, onBack, onOpenBoss, pageCount, pageEnd, pageStart])
|
||||
|
||||
return (
|
||||
<Iwt2ScreenShell title="Dungeons" onBack={onBack}>
|
||||
<Iwt2ActionList actions={actions} />
|
||||
<div className="iwt2-dungeon-list">
|
||||
<Iwt2ActionList actions={actions} />
|
||||
</div>
|
||||
</Iwt2ScreenShell>
|
||||
)
|
||||
}
|
||||
@@ -665,9 +892,7 @@ export function Iwt2RoguelikeUpgradeScreen({
|
||||
setSelectedIndex((current) => moveUpgradeSelection(entries, current, action))
|
||||
return
|
||||
}
|
||||
if (action === 'back' || action === 'pause') {
|
||||
onBack()
|
||||
}
|
||||
if (action === 'back' || action === 'pause') return
|
||||
})
|
||||
|
||||
return (
|
||||
@@ -780,63 +1005,352 @@ export function Iwt2HunterProfileScreen({
|
||||
onBack: () => void
|
||||
save: Iwt2Save
|
||||
}) {
|
||||
const bossRows = (Object.keys(IWT2_BOSS_METADATA) as Iwt2BossId[]).map((bossId) => ({
|
||||
bossId,
|
||||
drops: save.collectionLog.dropsFound[bossDropIdForProfile(bossId)] ?? 0,
|
||||
kills: save.collectionLog.bossKills[bossId] ?? 0,
|
||||
name: IWT2_BOSS_METADATA[bossId].name,
|
||||
}))
|
||||
const actions = useMemo<Iwt2NavAction[]>(() => withBackAction([
|
||||
const [activeTab, setActiveTab] = useState<Iwt2HunterProfileTab>('stats')
|
||||
const [selectedIndex, setSelectedIndex] = useState(1)
|
||||
const [focusedItemKey, setFocusedItemKey] = useState<string | null>(null)
|
||||
const screenRef = useRef<HTMLElement | null>(null)
|
||||
const { enabled: dualScreenEnabled } = useDualScreen()
|
||||
const bosses = useMemo<Iwt2HunterProfileBossEntry[]>(() => (
|
||||
(Object.keys(IWT2_BOSS_METADATA) as Iwt2BossId[]).map((bossId) => {
|
||||
const drop = iwt2BossMaterialRewardFor(bossId)
|
||||
const pet = iwt2BossPetRewardFor(bossId)
|
||||
return {
|
||||
bossId,
|
||||
dropId: drop.id,
|
||||
dropName: drop.name,
|
||||
drops: save.collectionLog.dropsFound[drop.id] ?? 0,
|
||||
encounter: IWT2_BOSS_METADATA[bossId],
|
||||
kills: save.collectionLog.bossKills[bossId] ?? 0,
|
||||
petId: pet.id,
|
||||
petName: pet.name,
|
||||
pets: save.collectionLog.bossPets[pet.id] ?? 0,
|
||||
}
|
||||
})
|
||||
), [save.collectionLog.bossKills, save.collectionLog.bossPets, save.collectionLog.dropsFound])
|
||||
const [selectedBossId, setSelectedBossId] = useState<Iwt2BossId>(() => bosses[0]?.bossId ?? 'bulldrome')
|
||||
const selectedBoss = bosses.find((boss) => boss.bossId === selectedBossId) ?? bosses[0]
|
||||
const totalBossKills = bosses.reduce((total, boss) => total + boss.kills, 0)
|
||||
const totalDrops = bosses.reduce((total, boss) => total + boss.drops, 0)
|
||||
const totalPets = bosses.reduce((total, boss) => total + boss.pets, 0)
|
||||
const mostKilledBoss = bosses.reduce<Iwt2HunterProfileBossEntry | null>((best, boss) => {
|
||||
if (!best) return boss
|
||||
return boss.kills > best.kills ? boss : best
|
||||
}, null)
|
||||
const collectionItems = useMemo<Iwt2HunterCollectionItem[]>(() => {
|
||||
if (!selectedBoss) return []
|
||||
return [
|
||||
{
|
||||
chance: 'Defeats',
|
||||
glyph: 'K',
|
||||
key: `kills:${selectedBoss.bossId}`,
|
||||
name: 'Boss Kills',
|
||||
quantity: selectedBoss.kills,
|
||||
rarity: 'stat',
|
||||
source: selectedBoss.encounter.name,
|
||||
},
|
||||
{
|
||||
chance: 'Guaranteed',
|
||||
glyph: selectedBoss.encounter.icon,
|
||||
key: `drop:${selectedBoss.dropId}`,
|
||||
name: selectedBoss.dropName,
|
||||
quantity: selectedBoss.drops,
|
||||
rarity: 'common',
|
||||
source: selectedBoss.encounter.name,
|
||||
},
|
||||
{
|
||||
chance: '1 in 500',
|
||||
glyph: '*',
|
||||
key: `pet:${selectedBoss.petId}`,
|
||||
name: selectedBoss.petName,
|
||||
quantity: selectedBoss.pets,
|
||||
rarity: 'legendary',
|
||||
source: selectedBoss.encounter.name,
|
||||
},
|
||||
]
|
||||
}, [selectedBoss])
|
||||
const statTiles = useMemo(() => [
|
||||
{
|
||||
key: 'name',
|
||||
label: 'Name',
|
||||
value: save.character.name,
|
||||
onConfirm: () => {},
|
||||
key: 'stat:total-kills',
|
||||
label: 'Total Boss Kills',
|
||||
value: totalBossKills,
|
||||
},
|
||||
{
|
||||
key: 'level',
|
||||
label: 'Level',
|
||||
value: String(save.character.level),
|
||||
onConfirm: () => {},
|
||||
detail: totalBossKills > 0 && mostKilledBoss ? `${mostKilledBoss.kills} kills` : '0 kills',
|
||||
key: 'stat:most-killed',
|
||||
label: 'Most Killed Boss',
|
||||
value: totalBossKills > 0 && mostKilledBoss ? mostKilledBoss.encounter.name : 'None',
|
||||
},
|
||||
{
|
||||
key: 'experience',
|
||||
key: 'stat:hunter-level',
|
||||
label: 'Hunter Level',
|
||||
value: save.character.level,
|
||||
},
|
||||
{
|
||||
key: 'stat:experience',
|
||||
label: 'Experience',
|
||||
value: `${save.character.experience} XP`,
|
||||
onConfirm: () => {},
|
||||
},
|
||||
{
|
||||
key: 'class',
|
||||
label: 'Healing Class',
|
||||
value: IWT2_HEALER_METADATA[save.character.healerStyle].name,
|
||||
onConfirm: () => {},
|
||||
key: 'stat:collection-drops',
|
||||
label: 'Collection Drops',
|
||||
value: totalDrops + totalPets,
|
||||
detail: `${totalPets} pets, ${save.inventory.length} inventory slots`,
|
||||
},
|
||||
...bossRows.map((row) => ({
|
||||
key: `boss-${row.bossId}`,
|
||||
label: row.name,
|
||||
value: `${row.kills} kills / ${row.drops} drops`,
|
||||
onConfirm: () => {},
|
||||
})),
|
||||
{
|
||||
key: 'inventory',
|
||||
label: 'IWT2 Inventory',
|
||||
value: `${save.inventory.length} slots`,
|
||||
onConfirm: () => {},
|
||||
},
|
||||
], onBack), [bossRows, onBack, save.character.experience, save.character.healerStyle, save.character.level, save.character.name, save.inventory.length])
|
||||
], [mostKilledBoss, save.character.experience, save.character.level, save.inventory.length, totalBossKills, totalDrops, totalPets])
|
||||
const focusedItem = collectionItems.find((item) => item.key === focusedItemKey) ?? collectionItems[0] ?? null
|
||||
const navEntries = useMemo<Iwt2HunterProfileNavEntry[]>(() => {
|
||||
const entries: Iwt2HunterProfileNavEntry[] = [
|
||||
{ kind: 'back', key: 'back', row: 0, column: 0 },
|
||||
{ kind: 'tab', key: 'tab:stats', row: 0, column: 1, tab: 'stats' },
|
||||
{ kind: 'tab', key: 'tab:collection', row: 0, column: 2, tab: 'collection' },
|
||||
]
|
||||
if (activeTab === 'stats') {
|
||||
entries.push(...statTiles.map((tile, index) => ({
|
||||
column: index,
|
||||
index,
|
||||
key: tile.key,
|
||||
kind: 'stat' as const,
|
||||
row: 1,
|
||||
})))
|
||||
} else {
|
||||
entries.push(
|
||||
...bosses.map((boss, index) => ({
|
||||
bossId: boss.bossId,
|
||||
column: 0,
|
||||
key: `boss:${boss.bossId}`,
|
||||
kind: 'boss' as const,
|
||||
row: index + 1,
|
||||
})),
|
||||
...collectionItems.map((item, index) => ({
|
||||
column: (index % IWT2_HUNTER_PROFILE_DROP_COLUMNS) + 1,
|
||||
itemKey: item.key,
|
||||
key: `item:${item.key}`,
|
||||
kind: 'item' as const,
|
||||
row: Math.floor(index / IWT2_HUNTER_PROFILE_DROP_COLUMNS) + 1,
|
||||
})),
|
||||
)
|
||||
}
|
||||
return entries
|
||||
}, [activeTab, bosses, collectionItems, statTiles])
|
||||
const activeIndex = Math.min(selectedIndex, Math.max(0, navEntries.length - 1))
|
||||
const activeEntry = navEntries[activeIndex]
|
||||
const itemDetailState = useMemo<DualScreenWorkshopState | null>(() => {
|
||||
if (activeTab !== 'collection' || !selectedBoss || !focusedItem) return null
|
||||
return {
|
||||
items: [
|
||||
{
|
||||
detail: focusedItem.source,
|
||||
glyph: focusedItem.glyph,
|
||||
meta: focusedItem.chance,
|
||||
status: focusedItem.quantity > 0 ? 'Collected' : 'Missing',
|
||||
title: 'Drop Rate',
|
||||
},
|
||||
{
|
||||
detail: 'I Want To Heal 2',
|
||||
meta: `${selectedBoss.kills}`,
|
||||
status: `${selectedBoss.drops} drops`,
|
||||
title: 'Boss Kills',
|
||||
},
|
||||
],
|
||||
mode: 'collection',
|
||||
subtitle: selectedBoss.encounter.name,
|
||||
summary: `Owned x${focusedItem.quantity}`,
|
||||
title: focusedItem.name,
|
||||
}
|
||||
}, [activeTab, focusedItem, selectedBoss])
|
||||
useDualScreenWorkshopPublisher(itemDetailState, dualScreenEnabled)
|
||||
|
||||
function selected(entryKey: string) {
|
||||
return activeEntry?.key === entryKey
|
||||
}
|
||||
|
||||
function selectKey(entryKey: string) {
|
||||
const index = navEntries.findIndex((entry) => entry.key === entryKey)
|
||||
if (index >= 0) setSelectedIndex(index)
|
||||
}
|
||||
|
||||
function selectTab(tab: Iwt2HunterProfileTab) {
|
||||
setActiveTab(tab)
|
||||
setSelectedIndex(tab === 'stats' ? 1 : 2)
|
||||
}
|
||||
|
||||
function selectBoss(bossId: Iwt2BossId) {
|
||||
setSelectedBossId(bossId)
|
||||
setFocusedItemKey(null)
|
||||
}
|
||||
|
||||
function moveSelection(action: InputAction) {
|
||||
if (!action.startsWith('navigate') || navEntries.length === 0) return
|
||||
setSelectedIndex((current) => {
|
||||
const bounded = Math.min(current, navEntries.length - 1)
|
||||
const active = navEntries[bounded]
|
||||
if (!active) return 0
|
||||
const candidates = navEntries
|
||||
.map((entry, index) => ({ entry, index }))
|
||||
.filter(({ index }) => index !== bounded)
|
||||
.filter(({ entry }) => {
|
||||
if (action === 'navigateLeft') return entry.column < active.column
|
||||
if (action === 'navigateRight') return entry.column > active.column
|
||||
if (action === 'navigateUp') return entry.row < active.row
|
||||
return entry.row > active.row
|
||||
})
|
||||
if (candidates.length === 0) return bounded
|
||||
candidates.sort((a, b) => {
|
||||
const aPrimary = Math.abs(a.entry.row - active.row) + Math.abs(a.entry.column - active.column)
|
||||
const bPrimary = Math.abs(b.entry.row - active.row) + Math.abs(b.entry.column - active.column)
|
||||
const aSecondary = action === 'navigateLeft' || action === 'navigateRight'
|
||||
? Math.abs(a.entry.row - active.row)
|
||||
: Math.abs(a.entry.column - active.column)
|
||||
const bSecondary = action === 'navigateLeft' || action === 'navigateRight'
|
||||
? Math.abs(b.entry.row - active.row)
|
||||
: Math.abs(b.entry.column - active.column)
|
||||
return aPrimary - bPrimary || aSecondary - bSecondary || a.index - b.index
|
||||
})
|
||||
return candidates[0]?.index ?? bounded
|
||||
})
|
||||
}
|
||||
|
||||
function openEntry(entry: Iwt2HunterProfileNavEntry | undefined) {
|
||||
if (!entry) return
|
||||
if (entry.kind === 'back') onBack()
|
||||
else if (entry.kind === 'tab') selectTab(entry.tab)
|
||||
else if (entry.kind === 'boss') selectBoss(entry.bossId)
|
||||
else if (entry.kind === 'item') setFocusedItemKey(entry.itemKey)
|
||||
}
|
||||
|
||||
useEffect(() => {
|
||||
if (!activeEntry) return
|
||||
screenRef.current
|
||||
?.querySelector<HTMLElement>('[data-game-selected="true"]')
|
||||
?.scrollIntoView({ block: 'nearest', inline: 'nearest' })
|
||||
}, [activeEntry])
|
||||
|
||||
useGameAction((action, inputDevice) => {
|
||||
if (inputDevice !== 'controller') return
|
||||
if (action === 'back') {
|
||||
onBack()
|
||||
return
|
||||
}
|
||||
if (action === 'confirm') {
|
||||
openEntry(activeEntry)
|
||||
return
|
||||
}
|
||||
moveSelection(action)
|
||||
})
|
||||
|
||||
return (
|
||||
<Iwt2ScreenShell title="Hunter Profile" onBack={onBack}>
|
||||
<Iwt2ActionList actions={actions} />
|
||||
</Iwt2ScreenShell>
|
||||
<section className="content-screen hunter-profile-screen" data-game-nav-active="true" ref={screenRef}>
|
||||
<div className="screen-heading hunter-profile-heading">
|
||||
<div className="equipment-tabs hunter-profile-tabs" role="tablist" aria-label="Hunter profile tabs">
|
||||
<button
|
||||
aria-selected={activeTab === 'stats'}
|
||||
className={`equipment-tab ${activeTab === 'stats' ? 'active' : ''} ${selected('tab:stats') ? 'game-selected' : ''}`}
|
||||
data-controller-nav="skip"
|
||||
data-game-selected={selected('tab:stats') ? 'true' : undefined}
|
||||
onClick={() => selectTab('stats')}
|
||||
onPointerDown={() => selectKey('tab:stats')}
|
||||
role="tab"
|
||||
type="button"
|
||||
>
|
||||
Stats
|
||||
</button>
|
||||
<button
|
||||
aria-selected={activeTab === 'collection'}
|
||||
className={`equipment-tab ${activeTab === 'collection' ? 'active' : ''} ${selected('tab:collection') ? 'game-selected' : ''}`}
|
||||
data-controller-nav="skip"
|
||||
data-game-selected={selected('tab:collection') ? 'true' : undefined}
|
||||
onClick={() => selectTab('collection')}
|
||||
onPointerDown={() => selectKey('tab:collection')}
|
||||
role="tab"
|
||||
type="button"
|
||||
>
|
||||
Collection Log
|
||||
</button>
|
||||
</div>
|
||||
<button
|
||||
className={`back-button ${selected('back') ? 'game-selected' : ''}`}
|
||||
data-controller-nav="skip"
|
||||
data-game-selected={selected('back') ? 'true' : undefined}
|
||||
onClick={onBack}
|
||||
onPointerDown={() => selectKey('back')}
|
||||
type="button"
|
||||
>
|
||||
Back
|
||||
</button>
|
||||
</div>
|
||||
|
||||
{activeTab === 'stats' && (
|
||||
<div className="hunter-stat-grid">
|
||||
{statTiles.map((tile) => (
|
||||
<article
|
||||
className={`hunter-stat-tile ${selected(tile.key) ? 'game-selected' : ''}`}
|
||||
data-game-selected={selected(tile.key) ? 'true' : undefined}
|
||||
key={tile.key}
|
||||
onPointerDown={() => selectKey(tile.key)}
|
||||
>
|
||||
<span>{tile.label}</span>
|
||||
<strong>{tile.value}</strong>
|
||||
{tile.detail && <small>{tile.detail}</small>}
|
||||
</article>
|
||||
))}
|
||||
</div>
|
||||
)}
|
||||
|
||||
{activeTab === 'collection' && (
|
||||
<div className="collection-log-layout">
|
||||
<div className="collection-boss-list" aria-label="Bosses">
|
||||
{bosses.map((boss) => (
|
||||
<button
|
||||
className={`collection-boss-button ${selectedBoss?.bossId === boss.bossId ? 'selected' : ''} ${selected(`boss:${boss.bossId}`) ? 'game-selected' : ''}`}
|
||||
data-controller-nav="skip"
|
||||
data-game-selected={selected(`boss:${boss.bossId}`) ? 'true' : undefined}
|
||||
key={boss.bossId}
|
||||
onClick={() => selectBoss(boss.bossId)}
|
||||
onPointerDown={() => selectKey(`boss:${boss.bossId}`)}
|
||||
type="button"
|
||||
>
|
||||
<span>{bossInitialsForProfile(boss.encounter.name)}</span>
|
||||
<strong>{boss.encounter.name}</strong>
|
||||
</button>
|
||||
))}
|
||||
</div>
|
||||
|
||||
{selectedBoss && (
|
||||
<article className="collection-boss-detail">
|
||||
<div className="collection-drop-list">
|
||||
{collectionItems.map((item) => (
|
||||
<button
|
||||
className={`collection-drop-row collection-rarity-${item.rarity} ${item.quantity <= 0 ? 'missing' : 'owned'} ${selected(`item:${item.key}`) ? 'game-selected' : ''}`}
|
||||
data-controller-nav="skip"
|
||||
data-game-selected={selected(`item:${item.key}`) ? 'true' : undefined}
|
||||
key={item.key}
|
||||
onClick={() => setFocusedItemKey(item.key)}
|
||||
onFocus={() => setFocusedItemKey(item.key)}
|
||||
onPointerDown={() => selectKey(`item:${item.key}`)}
|
||||
type="button"
|
||||
>
|
||||
<span>{item.glyph}</span>
|
||||
<strong>{item.name}</strong>
|
||||
<small>{item.chance}</small>
|
||||
<b>x{item.quantity}</b>
|
||||
</button>
|
||||
))}
|
||||
</div>
|
||||
</article>
|
||||
)}
|
||||
</div>
|
||||
)}
|
||||
</section>
|
||||
)
|
||||
}
|
||||
|
||||
function bossDropIdForProfile(bossId: Iwt2BossId): string {
|
||||
if (bossId === 'yian-kut-ku') return 'yian-kut-ku-scale'
|
||||
if (bossId === 'great-jaggi') return 'great-jaggi-hide'
|
||||
if (bossId === 'khezu') return 'khezu-pearl'
|
||||
return 'raw-bulldrome-coin'
|
||||
function bossInitialsForProfile(name: string) {
|
||||
return name
|
||||
.split(/\s+/)
|
||||
.filter(Boolean)
|
||||
.slice(0, 2)
|
||||
.map((part) => part[0]?.toUpperCase() ?? '')
|
||||
.join('')
|
||||
}
|
||||
|
||||
export function Iwt2CustomizeCharacterScreen({
|
||||
@@ -940,8 +1454,13 @@ function clampToEnabled(actions: Iwt2NavAction[], index: number) {
|
||||
if (actions.length === 0) return 0
|
||||
const bounded = Math.min(Math.max(0, index), actions.length - 1)
|
||||
if (!actions[bounded]?.disabled) return bounded
|
||||
const firstEnabled = actions.findIndex((action) => !action.disabled)
|
||||
return firstEnabled >= 0 ? firstEnabled : 0
|
||||
for (let offset = 1; offset < actions.length; offset += 1) {
|
||||
const previous = bounded - offset
|
||||
const next = bounded + offset
|
||||
if (previous >= 0 && !actions[previous]?.disabled) return previous
|
||||
if (next < actions.length && !actions[next]?.disabled) return next
|
||||
}
|
||||
return 0
|
||||
}
|
||||
|
||||
function nextEnabledIndex(actions: Iwt2NavAction[], current: number, direction: -1 | 1) {
|
||||
@@ -956,10 +1475,8 @@ function nextEnabledIndex(actions: Iwt2NavAction[], current: number, direction:
|
||||
}
|
||||
|
||||
function activeUpgradeEntry(entries: Iwt2UpgradeNavEntry[], index: number) {
|
||||
const bounded = Math.min(index, entries.length - 1)
|
||||
const active = entries[bounded]
|
||||
if (active && !upgradeEntryDisabled(active)) return active
|
||||
return entries.find((entry) => !upgradeEntryDisabled(entry))
|
||||
if (entries.length === 0) return undefined
|
||||
return entries[Math.min(index, entries.length - 1)]
|
||||
}
|
||||
|
||||
function upgradeEntryDisabled(entry: Iwt2UpgradeNavEntry) {
|
||||
@@ -967,30 +1484,17 @@ function upgradeEntryDisabled(entry: Iwt2UpgradeNavEntry) {
|
||||
}
|
||||
|
||||
function moveUpgradeSelection(entries: Iwt2UpgradeNavEntry[], current: number, action: string) {
|
||||
const enabledEntries = entries
|
||||
.map((entry, index) => ({ entry, index }))
|
||||
.filter(({ entry }) => !upgradeEntryDisabled(entry))
|
||||
if (enabledEntries.length === 0) return 0
|
||||
if (entries.length === 0) return 0
|
||||
const bounded = Math.min(current, entries.length - 1)
|
||||
const candidate = entries[bounded]
|
||||
const active = candidate && !upgradeEntryDisabled(candidate)
|
||||
? candidate
|
||||
: enabledEntries[0]?.entry
|
||||
if (!active) return bounded
|
||||
const candidates = enabledEntries.filter(({ entry }) => {
|
||||
if (entry === active) return false
|
||||
if (action === 'navigateLeft') return entry.row === active.row && entry.column < active.column
|
||||
if (action === 'navigateRight') return entry.row === active.row && entry.column > active.column
|
||||
if (action === 'navigateUp') return entry.row < active.row
|
||||
return entry.row > active.row
|
||||
})
|
||||
if (candidates.length === 0) return entries.findIndex((entry) => entry === active)
|
||||
candidates.sort((a, b) => {
|
||||
const aPrimary = Math.abs(a.entry.row - active.row) + Math.abs(a.entry.column - active.column)
|
||||
const bPrimary = Math.abs(b.entry.row - active.row) + Math.abs(b.entry.column - active.column)
|
||||
return aPrimary - bPrimary || a.index - b.index
|
||||
})
|
||||
return candidates[0]?.index ?? bounded
|
||||
const active = entries[bounded]
|
||||
const continueIndex = entries.findIndex((entry) => entry.kind === 'upgradeContinue' || entry.kind === 'upgradeLeave')
|
||||
const lastChoiceIndex = Math.max(0, continueIndex >= 0 ? continueIndex - 1 : entries.length - 1)
|
||||
if (action === 'navigateRight') return Math.min(lastChoiceIndex, bounded + 1)
|
||||
if (action === 'navigateLeft') return Math.max(0, bounded - 1)
|
||||
if (action === 'navigateDown') return continueIndex >= 0 ? continueIndex : bounded
|
||||
if (action === 'navigateUp' && active?.kind === 'upgradeContinue') return lastChoiceIndex
|
||||
if (action === 'navigateUp' && active?.kind === 'upgradeLeave') return lastChoiceIndex
|
||||
return bounded
|
||||
}
|
||||
|
||||
function moveSpatialSelection(actions: Iwt2NavAction[], current: number, action: string) {
|
||||
|
||||
@@ -14,6 +14,7 @@ import type {
|
||||
Iwt2PartyEntityState,
|
||||
Iwt2ProjectileEntityState,
|
||||
Iwt2StatusState,
|
||||
Iwt2Vec2,
|
||||
} from './types'
|
||||
import type { Iwt2PlayerClassId } from '../content/classes'
|
||||
import { tickBoss } from './bossAi'
|
||||
@@ -22,6 +23,7 @@ import { canPartyMemberHitTarget, tickPartyMember } from './partyAi'
|
||||
import { addFirePuddle, createHazardIndicators, tickGroundHazards } from './hazards'
|
||||
import { applyPartyDamageInShape } from './mechanics'
|
||||
import {
|
||||
addVec2,
|
||||
clampVec2ToArena,
|
||||
distanceVec2,
|
||||
normalizeVec2,
|
||||
@@ -35,7 +37,7 @@ const MAX_DT = 1 / 15
|
||||
const MAX_EVENTS = 80
|
||||
const HEALER_MANA_REGEN_PER_SECOND = 3
|
||||
const BOSS_PROJECTILE_BOUNCE_COOLDOWN_SECONDS = 0.22
|
||||
const IWT2_ARENA_BOSS_IDS: Iwt2BossId[] = ['bulldrome', 'yian-kut-ku', 'great-jaggi', 'khezu']
|
||||
const IWT2_ARENA_BOSS_IDS = Object.keys(IWT2_BOSS_METADATA) as Iwt2BossId[]
|
||||
|
||||
type InitialPartyMember = {
|
||||
id: Iwt2PartyEntityId
|
||||
@@ -56,9 +58,13 @@ const INITIAL_PARTY: InitialPartyMember[] = [
|
||||
{ id: 'warrior', classId: 'warrior', aiRole: 'melee', x: 515, y: 310, preferredOffset: { x: -18, y: 64 }, decisionOffset: 0.24 },
|
||||
]
|
||||
|
||||
export function createInitialIwt2ArenaState(bossId: Iwt2BossId = 'bulldrome', bossIds?: Iwt2BossId[]): Iwt2ArenaState {
|
||||
export function createInitialIwt2ArenaState(
|
||||
bossId: Iwt2BossId = 'bulldrome',
|
||||
bossIds?: Iwt2BossId[],
|
||||
bossHealthScale = 1,
|
||||
): Iwt2ArenaState {
|
||||
const initialBossIds = bossIds?.length ? bossIds.slice(0, 2) : chooseInitialBossIds(bossId)
|
||||
const bosses = initialBossIds.map((id, index) => createBossEntity(id, index))
|
||||
const bosses = initialBossIds.map((id, index) => createBossEntity(id, index, bossHealthScale))
|
||||
return {
|
||||
schemaVersion: 1,
|
||||
time: 0,
|
||||
@@ -84,9 +90,10 @@ function chooseInitialBossIds(primaryBossId: Iwt2BossId): Iwt2BossId[] {
|
||||
return [primaryBossId, random]
|
||||
}
|
||||
|
||||
function createBossEntity(bossId: Iwt2BossId, index: number): Iwt2BossEntityState {
|
||||
function createBossEntity(bossId: Iwt2BossId, index: number, healthScale: number): Iwt2BossEntityState {
|
||||
const bossMetadata = IWT2_BOSS_METADATA[bossId]
|
||||
const position = initialBossPosition(index)
|
||||
const maxHealth = Math.max(1, Math.round(bossMetadata.maxHealth * Math.max(0.01, healthScale)))
|
||||
return {
|
||||
id: bossId,
|
||||
kind: 'boss',
|
||||
@@ -95,8 +102,12 @@ function createBossEntity(bossId: Iwt2BossId, index: number): Iwt2BossEntityStat
|
||||
velocity: { x: 0, y: 0 },
|
||||
facing: { x: -1, y: 0 },
|
||||
radius: bossMetadata.radius,
|
||||
health: bossMetadata.maxHealth,
|
||||
maxHealth: bossMetadata.maxHealth,
|
||||
health: maxHealth,
|
||||
maxHealth,
|
||||
armor: bossMetadata.mudArmor ?? 0,
|
||||
maxArmor: bossMetadata.mudArmor ?? 0,
|
||||
mechanicEnergy: 0,
|
||||
mechanicEnergyMax: bossMetadata.staticEnergyMax ?? 0,
|
||||
meleeCooldownRemaining: 0.6 + index * 0.25,
|
||||
chargeCooldownRemaining: initialBossSpecialCooldown(bossId) + index * 0.7,
|
||||
chargeCount: 0,
|
||||
@@ -113,6 +124,8 @@ function createBossEntity(bossId: Iwt2BossId, index: number): Iwt2BossEntityStat
|
||||
birdWaveThresholdsTriggered: [],
|
||||
mechanicLanes: [],
|
||||
mechanicCircles: [],
|
||||
mechanicArcs: [],
|
||||
mechanicLinks: [],
|
||||
}
|
||||
}
|
||||
|
||||
@@ -127,12 +140,31 @@ function initialBossSpecialCooldown(bossId: Iwt2BossId): number {
|
||||
if (bossId === 'bulldrome') return 2
|
||||
if (bossId === 'great-jaggi') return 2.4
|
||||
if (bossId === 'khezu') return 3
|
||||
if (bossId === 'rathian') return 2.2
|
||||
if (bossId === 'barroth') return 2.1
|
||||
if (bossId === 'tobi-kadachi') return 2.6
|
||||
if (bossId === 'rimebastion') return 2.8
|
||||
if (bossId === 'ember-mantis-duelist') return 1.4
|
||||
if (bossId === 'cinderback-ricochet') return 2.5
|
||||
if (bossId === 'obsidian-ram-golem') return 2.2
|
||||
if (bossId === 'stormcoil-wyrm') return 2.6
|
||||
if (bossId === 'venom-orchid-hydra') return 2.4
|
||||
if (bossId === 'sandglass-scorpion') return 2.1
|
||||
if (bossId === 'crystal-bat-matriarch') return 2.3
|
||||
if (bossId === 'hollowcrown-revenant') return 1.8
|
||||
return 0
|
||||
}
|
||||
|
||||
function initialBossSecondaryCooldown(bossId: Iwt2BossId): number {
|
||||
if (bossId === 'yian-kut-ku') return 1.2
|
||||
if (bossId === 'khezu') return 1.6
|
||||
if (bossId === 'rathian') return 3
|
||||
if (bossId === 'tobi-kadachi') return 2.4
|
||||
if (bossId === 'ember-mantis-duelist') return 3
|
||||
if (bossId === 'stormcoil-wyrm') return 3.1
|
||||
if (bossId === 'venom-orchid-hydra') return 2.8
|
||||
if (bossId === 'sandglass-scorpion') return 3.2
|
||||
if (bossId === 'crystal-bat-matriarch') return 2.9
|
||||
return 0
|
||||
}
|
||||
|
||||
@@ -152,12 +184,23 @@ export function tickIwt2Arena(state: Iwt2ArenaState, input: Iwt2ArenaInput, dt:
|
||||
}
|
||||
const separatedState = {
|
||||
...baseState,
|
||||
party: separatePartyFromBosses(baseState.party, baseState),
|
||||
party: separatePartyFromBosses(
|
||||
separatePartyFromParty(separatePartyFromBosses(baseState.party, baseState), baseState),
|
||||
baseState,
|
||||
),
|
||||
}
|
||||
const bossResult = tickBosses(separatedState, step)
|
||||
const postBossState = { ...separatedState, bosses: bossResult.bosses }
|
||||
const postBossParty = separatePartyFromBosses(
|
||||
separatePartyFromParty(
|
||||
separatePartyFromBosses(bossResult.party, postBossState),
|
||||
postBossState,
|
||||
),
|
||||
postBossState,
|
||||
)
|
||||
const projectileResult = advanceProjectiles(
|
||||
[...separatedState.projectiles, ...(bossResult.projectiles ?? [])],
|
||||
bossResult.party,
|
||||
postBossParty,
|
||||
bossResult.bosses,
|
||||
bossResult.hostileAdds ?? separatedState.hostileAdds,
|
||||
bossResult.hazards ?? separatedState.hazards,
|
||||
@@ -181,7 +224,15 @@ export function tickIwt2Arena(state: Iwt2ArenaState, input: Iwt2ArenaInput, dt:
|
||||
projectileResult.nextProjectileId,
|
||||
)
|
||||
const hotResult = tickPartyHotEffects(damageResult.party, step, separatedState.time)
|
||||
const finalParty = regeneratePartyMana(hotResult.party, step)
|
||||
const regeneratedParty = regeneratePartyMana(hotResult.party, step)
|
||||
const finalCollisionState = { ...separatedState, bosses: damageResult.bosses }
|
||||
const finalParty = separatePartyFromBosses(
|
||||
separatePartyFromParty(
|
||||
separatePartyFromBosses(regeneratedParty, finalCollisionState),
|
||||
finalCollisionState,
|
||||
),
|
||||
finalCollisionState,
|
||||
)
|
||||
const nextEvents = assignEventIds(
|
||||
[...bossResult.events, ...projectileResult.events, ...hazardResult.events, ...damageResult.events, ...hotResult.events],
|
||||
state.nextEventId,
|
||||
@@ -291,6 +342,7 @@ function createEmptyStatus(): Iwt2StatusState {
|
||||
stunnedSeconds: 0,
|
||||
knockedDownSeconds: 0,
|
||||
invulnerableSeconds: 0,
|
||||
slowedSeconds: 0,
|
||||
}
|
||||
}
|
||||
|
||||
@@ -335,9 +387,10 @@ function tickBosses(state: Iwt2ArenaState, dt: number) {
|
||||
indicators.push(...result.indicators)
|
||||
}
|
||||
|
||||
const separatedBosses = separateBosses(bosses, state)
|
||||
return {
|
||||
bosses,
|
||||
boss: getPrimaryBoss(bosses),
|
||||
bosses: separatedBosses,
|
||||
boss: getPrimaryBoss(separatedBosses),
|
||||
party: nextParty,
|
||||
hostileAdds: nextHostileAdds,
|
||||
hazards: nextHazards,
|
||||
@@ -350,22 +403,129 @@ function tickBosses(state: Iwt2ArenaState, dt: number) {
|
||||
}
|
||||
}
|
||||
|
||||
function separateBosses(bosses: Iwt2BossEntityState[], state: Iwt2ArenaState): Iwt2BossEntityState[] {
|
||||
const next = bosses.map((boss) => ({ ...boss, position: { ...boss.position } }))
|
||||
for (let pass = 0; pass < 3; pass += 1) {
|
||||
for (let firstIndex = 0; firstIndex < next.length; firstIndex += 1) {
|
||||
const first = next[firstIndex]
|
||||
if (!first || first.health <= 0) continue
|
||||
for (let secondIndex = firstIndex + 1; secondIndex < next.length; secondIndex += 1) {
|
||||
const second = next[secondIndex]
|
||||
if (!second || second.health <= 0) continue
|
||||
|
||||
const minDistance = first.radius + second.radius + 4
|
||||
const distance = distanceVec2(first.position, second.position)
|
||||
if (distance >= minDistance) continue
|
||||
|
||||
const fallback = {
|
||||
x: first.position.x <= second.position.x ? -1 : 1,
|
||||
y: first.position.y <= second.position.y ? -0.4 : 0.4,
|
||||
}
|
||||
const direction = distance <= 0.001 ? normalizeVec2(fallback) : normalizeVec2(subtractVec2(first.position, second.position))
|
||||
const push = (minDistance - distance) * 0.55
|
||||
const firstPosition = clampVec2ToArena(addVec2(first.position, scaleVec2(direction, push)), first.radius, state.bounds)
|
||||
const secondPosition = clampVec2ToArena(addVec2(second.position, scaleVec2(direction, -push)), second.radius, state.bounds)
|
||||
next[firstIndex] = {
|
||||
...first,
|
||||
position: firstPosition,
|
||||
velocity: scaleVec2(subtractVec2(firstPosition, first.position), 30),
|
||||
}
|
||||
next[secondIndex] = {
|
||||
...second,
|
||||
position: secondPosition,
|
||||
velocity: scaleVec2(subtractVec2(secondPosition, second.position), 30),
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
return next
|
||||
}
|
||||
|
||||
function separatePartyFromBosses(party: Iwt2PartyEntityState[], state: Iwt2ArenaState): Iwt2PartyEntityState[] {
|
||||
return party.map((member) => {
|
||||
if (member.health <= 0) return member
|
||||
let position = member.position
|
||||
for (const boss of state.bosses) {
|
||||
if (boss.health <= 0) continue
|
||||
position = separateCircles(
|
||||
const separated = separateCircles(
|
||||
{ position, radius: member.radius },
|
||||
{ position: boss.position, radius: boss.radius },
|
||||
state.bounds,
|
||||
)
|
||||
position = wallClearance(separated, member, state) <= 2
|
||||
|| circleOverlapAmount({ position: separated, radius: member.radius }, boss) > 0.25
|
||||
? separateFromBossTowardCenter(member, boss, state)
|
||||
: separated
|
||||
}
|
||||
return { ...member, position }
|
||||
})
|
||||
}
|
||||
|
||||
function circleOverlapAmount(
|
||||
moving: { position: Iwt2Vec2, radius: number },
|
||||
fixed: { position: Iwt2Vec2, radius: number },
|
||||
): number {
|
||||
return Math.max(0, moving.radius + fixed.radius - distanceVec2(moving.position, fixed.position))
|
||||
}
|
||||
|
||||
function separateFromBossTowardCenter(
|
||||
member: Iwt2PartyEntityState,
|
||||
boss: Iwt2BossEntityState,
|
||||
state: Iwt2ArenaState,
|
||||
): Iwt2Vec2 {
|
||||
const center = { x: state.bounds.width * 0.5, y: state.bounds.height * 0.5 }
|
||||
const direction = normalizeVec2(subtractVec2(center, boss.position))
|
||||
const minDistance = boss.radius + member.radius + 3
|
||||
return clampVec2ToArena(
|
||||
addVec2(boss.position, scaleVec2(direction, minDistance)),
|
||||
member.radius,
|
||||
state.bounds,
|
||||
)
|
||||
}
|
||||
|
||||
function wallClearance(position: Iwt2Vec2, member: Iwt2PartyEntityState, state: Iwt2ArenaState): number {
|
||||
return Math.min(
|
||||
position.x - member.radius,
|
||||
state.bounds.width - member.radius - position.x,
|
||||
position.y - member.radius,
|
||||
state.bounds.height - member.radius - position.y,
|
||||
)
|
||||
}
|
||||
|
||||
function separatePartyFromParty(party: Iwt2PartyEntityState[], state: Iwt2ArenaState): Iwt2PartyEntityState[] {
|
||||
const next = party.map((member) => ({ ...member, position: { ...member.position } }))
|
||||
for (let pass = 0; pass < 2; pass += 1) {
|
||||
for (let firstIndex = 0; firstIndex < next.length; firstIndex += 1) {
|
||||
const first = next[firstIndex]
|
||||
if (!first || first.health <= 0) continue
|
||||
for (let secondIndex = firstIndex + 1; secondIndex < next.length; secondIndex += 1) {
|
||||
const second = next[secondIndex]
|
||||
if (!second || second.health <= 0) continue
|
||||
|
||||
const minDistance = first.radius + second.radius + 2
|
||||
const distance = distanceVec2(first.position, second.position)
|
||||
if (distance >= minDistance) continue
|
||||
|
||||
const fallback = {
|
||||
x: first.position.x <= second.position.x ? -1 : 1,
|
||||
y: first.position.y <= second.position.y ? -0.35 : 0.35,
|
||||
}
|
||||
const direction = distance <= 0.001 ? normalizeVec2(fallback) : normalizeVec2(subtractVec2(first.position, second.position))
|
||||
const push = (minDistance - distance) * 0.5
|
||||
next[firstIndex] = {
|
||||
...first,
|
||||
position: clampVec2ToArena(addVec2(first.position, scaleVec2(direction, push)), first.radius, state.bounds),
|
||||
}
|
||||
next[secondIndex] = {
|
||||
...second,
|
||||
position: clampVec2ToArena(addVec2(second.position, scaleVec2(direction, -push)), second.radius, state.bounds),
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
return next
|
||||
}
|
||||
|
||||
function advanceProjectiles(
|
||||
projectiles: Iwt2ProjectileEntityState[],
|
||||
party: Iwt2PartyEntityState[],
|
||||
@@ -456,9 +616,10 @@ function advanceProjectiles(
|
||||
&& distanceVec2(nextPosition, boss.position) <= boss.radius + projectile.radius
|
||||
))
|
||||
if (hitBoss) {
|
||||
const damage = Math.min(projectile.damage, hitBoss.health)
|
||||
const damageResult = applyDamageToBoss(hitBoss, projectile.damage)
|
||||
const damage = damageResult.healthDamage
|
||||
nextBosses = nextBosses.map((boss) => boss.id === hitBoss.id
|
||||
? { ...boss, health: Math.max(0, boss.health - damage) }
|
||||
? damageResult.boss
|
||||
: boss)
|
||||
nextParty = addDamageDone(nextParty, projectile.sourceId, damage)
|
||||
events.push({
|
||||
@@ -469,7 +630,7 @@ function advanceProjectiles(
|
||||
targetId: hitBoss.id,
|
||||
value: damage,
|
||||
})
|
||||
if (hitBoss.health - damage <= 0) {
|
||||
if (damageResult.boss.health <= 0) {
|
||||
events.push({
|
||||
id: 0,
|
||||
time,
|
||||
@@ -668,10 +829,14 @@ function applyPartyAttacks(
|
||||
}
|
||||
}
|
||||
if (member.attackCooldownRemaining > 0) return member
|
||||
const damage = Math.min(metadata.attackDamage, target.health)
|
||||
let damage = Math.min(metadata.attackDamage, target.health)
|
||||
let defeated = target.health - damage <= 0
|
||||
if (target.kind === 'boss') {
|
||||
const damageResult = applyDamageToBoss(target, metadata.attackDamage)
|
||||
damage = damageResult.healthDamage
|
||||
defeated = damageResult.boss.health <= 0
|
||||
nextBosses = nextBosses.map((boss) => boss.id === target.id
|
||||
? { ...boss, health: Math.max(0, boss.health - damage) }
|
||||
? damageResult.boss
|
||||
: boss)
|
||||
} else {
|
||||
nextHostileAdds = nextHostileAdds.map((add) => add.id === target.id
|
||||
@@ -686,7 +851,7 @@ function applyPartyAttacks(
|
||||
targetId: target.id,
|
||||
value: damage,
|
||||
})
|
||||
if (target.health - damage <= 0) {
|
||||
if (defeated) {
|
||||
events.push({
|
||||
id: 0,
|
||||
time,
|
||||
@@ -749,6 +914,31 @@ function addDamageDone(
|
||||
: member)
|
||||
}
|
||||
|
||||
function applyDamageToBoss(
|
||||
boss: Iwt2BossEntityState,
|
||||
rawDamage: number,
|
||||
): { boss: Iwt2BossEntityState, healthDamage: number } {
|
||||
if (rawDamage <= 0 || boss.health <= 0) return { boss, healthDamage: 0 }
|
||||
if (boss.armor <= 0) {
|
||||
const healthDamage = Math.min(rawDamage, boss.health)
|
||||
return {
|
||||
boss: { ...boss, health: Math.max(0, boss.health - healthDamage) },
|
||||
healthDamage,
|
||||
}
|
||||
}
|
||||
|
||||
const armorDamage = Math.min(boss.armor, rawDamage * 0.75)
|
||||
const healthDamage = Math.min(boss.health, rawDamage - armorDamage * 0.6)
|
||||
return {
|
||||
boss: {
|
||||
...boss,
|
||||
armor: Math.max(0, boss.armor - armorDamage),
|
||||
health: Math.max(0, boss.health - healthDamage),
|
||||
},
|
||||
healthDamage,
|
||||
}
|
||||
}
|
||||
|
||||
function assignEventIds(events: Iwt2ArenaEvent[], firstId: number): Iwt2ArenaEvent[] {
|
||||
return events.map((event, index) => ({ ...event, id: firstId + index }))
|
||||
}
|
||||
|
||||
@@ -54,8 +54,12 @@ export type Iwt2ArenaState = Iwt2CoreArenaState & {
|
||||
telegraphs: Iwt2ArenaTelegraph[]
|
||||
}
|
||||
|
||||
export function createInitialIwt2ArenaState(bossId?: Iwt2BossId, bossIds?: Iwt2BossId[]): Iwt2ArenaState {
|
||||
return decorateArenaState(createCoreIwt2ArenaState(bossId, bossIds))
|
||||
export function createInitialIwt2ArenaState(
|
||||
bossId?: Iwt2BossId,
|
||||
bossIds?: Iwt2BossId[],
|
||||
bossHealthScale?: number,
|
||||
): Iwt2ArenaState {
|
||||
return decorateArenaState(createCoreIwt2ArenaState(bossId, bossIds, bossHealthScale))
|
||||
}
|
||||
|
||||
export function tickIwt2Arena(state: Iwt2ArenaState, input: Iwt2ArenaInput, dt: number): Iwt2ArenaState {
|
||||
|
||||
@@ -0,0 +1,271 @@
|
||||
import { BARROTH_BOSS_METADATA } from '../content/bosses'
|
||||
import type { Iwt2BossTickResult } from './bossAi'
|
||||
import type {
|
||||
Iwt2ArenaEvent,
|
||||
Iwt2ArenaIndicator,
|
||||
Iwt2ArenaState,
|
||||
Iwt2BossEntityState,
|
||||
Iwt2GroundHazardState,
|
||||
Iwt2PartyEntityState,
|
||||
Iwt2Vec2,
|
||||
} from './types'
|
||||
import { addMudPuddle } from './hazards'
|
||||
import {
|
||||
applyPartyDamageInShape,
|
||||
createConeIndicator,
|
||||
indicatorPhaseFromAttack,
|
||||
} from './mechanics'
|
||||
import {
|
||||
addVec2,
|
||||
clampVec2ToArena,
|
||||
distanceVec2,
|
||||
moveToward,
|
||||
scaleVec2,
|
||||
subtractVec2,
|
||||
withFallbackFacing,
|
||||
} from './vector'
|
||||
|
||||
export function tickBarroth(state: Iwt2ArenaState, dt: number): Iwt2BossTickResult {
|
||||
const events: Iwt2ArenaEvent[] = []
|
||||
let party = state.party
|
||||
let hazards = state.hazards
|
||||
let nextHazardId = state.nextHazardId
|
||||
let boss = {
|
||||
...state.boss,
|
||||
meleeCooldownRemaining: Math.max(0, state.boss.meleeCooldownRemaining - dt),
|
||||
chargeCooldownRemaining: Math.max(0, state.boss.chargeCooldownRemaining - dt),
|
||||
phaseSecondsRemaining: Math.max(0, state.boss.phaseSecondsRemaining - dt),
|
||||
velocity: { x: 0, y: 0 },
|
||||
}
|
||||
boss = {
|
||||
...boss,
|
||||
wallContactSeconds: isBossNearWall(boss, state)
|
||||
? boss.wallContactSeconds + dt
|
||||
: Math.max(0, boss.wallContactSeconds - dt * 2),
|
||||
}
|
||||
const target = getBossTarget(party)
|
||||
|
||||
if (boss.health <= 0 || !target) {
|
||||
return withBarrothIndicators({ boss, party, hazards, events, nextHazardId })
|
||||
}
|
||||
|
||||
if (boss.attackPhase === 'mudSprayWindup') {
|
||||
boss = {
|
||||
...boss,
|
||||
facing: withFallbackFacing(subtractVec2(target.position, boss.position), boss.facing),
|
||||
}
|
||||
if (boss.phaseSecondsRemaining <= 0) {
|
||||
const result = applyMudSpray(party, boss, state.time + dt)
|
||||
const mudResult = addMudSprayPuddles(hazards, boss, nextHazardId, state.time + dt, state.bounds)
|
||||
party = result.party
|
||||
hazards = mudResult.hazards
|
||||
nextHazardId = mudResult.nextHazardId
|
||||
events.push(...result.events)
|
||||
boss = {
|
||||
...boss,
|
||||
attackPhase: 'mudSprayRecover',
|
||||
phaseSecondsRemaining: 0.46,
|
||||
}
|
||||
}
|
||||
return withBarrothIndicators({ boss, party, hazards, events, nextHazardId })
|
||||
}
|
||||
|
||||
if (boss.attackPhase === 'mudSprayRecover') {
|
||||
if (boss.phaseSecondsRemaining <= 0) {
|
||||
boss = {
|
||||
...boss,
|
||||
attackPhase: 'idle',
|
||||
phaseSecondsRemaining: 0,
|
||||
}
|
||||
}
|
||||
return withBarrothIndicators({ boss, party, hazards, events, nextHazardId })
|
||||
}
|
||||
|
||||
if (boss.wallContactSeconds >= 0.65) {
|
||||
const speed = BARROTH_BOSS_METADATA.moveSpeed * (boss.armor > 0 ? 1.18 : 1.4)
|
||||
boss = moveBossTowardCenter(boss, state, speed, dt)
|
||||
return withBarrothIndicators({ boss, party, hazards, events, nextHazardId })
|
||||
}
|
||||
|
||||
if (boss.chargeCooldownRemaining <= 0) {
|
||||
boss = {
|
||||
...boss,
|
||||
attackPhase: 'mudSprayWindup',
|
||||
chargeCooldownRemaining: BARROTH_BOSS_METADATA.mudSprayCooldown!,
|
||||
phaseSecondsRemaining: BARROTH_BOSS_METADATA.mudSprayWindup!,
|
||||
velocity: { x: 0, y: 0 },
|
||||
}
|
||||
return withBarrothIndicators({ boss, party, hazards, events, nextHazardId })
|
||||
}
|
||||
|
||||
const meleeResult = maybeApplyMelee(party, boss, target, state.time + dt)
|
||||
party = meleeResult.party
|
||||
events.push(...meleeResult.events)
|
||||
boss = meleeResult.boss
|
||||
if (events.length > 0) return withBarrothIndicators({ boss, party, hazards, events, nextHazardId })
|
||||
|
||||
const speed = BARROTH_BOSS_METADATA.moveSpeed * (boss.armor > 0 ? 0.9 : 1.08)
|
||||
const nextPosition = clampVec2ToArena(
|
||||
moveToward(boss.position, target.position, speed * dt),
|
||||
boss.radius,
|
||||
state.bounds,
|
||||
)
|
||||
boss = {
|
||||
...boss,
|
||||
position: nextPosition,
|
||||
velocity: scaleVec2(subtractVec2(nextPosition, boss.position), dt > 0 ? 1 / dt : 0),
|
||||
facing: withFallbackFacing(subtractVec2(target.position, nextPosition), boss.facing),
|
||||
}
|
||||
return withBarrothIndicators({ boss, party, hazards, events, nextHazardId })
|
||||
}
|
||||
|
||||
function moveBossTowardCenter(
|
||||
boss: Iwt2BossEntityState,
|
||||
state: Iwt2ArenaState,
|
||||
speed: number,
|
||||
dt: number,
|
||||
): Iwt2BossEntityState {
|
||||
const center = arenaCenter(state)
|
||||
const nextPosition = clampVec2ToArena(moveToward(boss.position, center, speed * dt), boss.radius, state.bounds)
|
||||
return {
|
||||
...boss,
|
||||
position: nextPosition,
|
||||
velocity: scaleVec2(subtractVec2(nextPosition, boss.position), dt > 0 ? 1 / dt : 0),
|
||||
facing: withFallbackFacing(subtractVec2(center, nextPosition), boss.facing),
|
||||
wallContactSeconds: isBossNearWall({ ...boss, position: nextPosition }, state) ? boss.wallContactSeconds : 0,
|
||||
}
|
||||
}
|
||||
|
||||
function arenaCenter(state: Iwt2ArenaState): Iwt2Vec2 {
|
||||
return {
|
||||
x: state.bounds.width * 0.5,
|
||||
y: state.bounds.height * 0.5,
|
||||
}
|
||||
}
|
||||
|
||||
function isBossNearWall(boss: Iwt2BossEntityState, state: Iwt2ArenaState): boolean {
|
||||
const margin = boss.radius + 58
|
||||
return (
|
||||
boss.position.x <= margin
|
||||
|| boss.position.x >= state.bounds.width - margin
|
||||
|| boss.position.y <= margin
|
||||
|| boss.position.y >= state.bounds.height - margin
|
||||
)
|
||||
}
|
||||
|
||||
function applyMudSpray(
|
||||
party: Iwt2PartyEntityState[],
|
||||
boss: Iwt2BossEntityState,
|
||||
time: number,
|
||||
): { party: Iwt2PartyEntityState[], events: Iwt2ArenaEvent[] } {
|
||||
const result = applyPartyDamageInShape(party, {
|
||||
kind: 'cone',
|
||||
angleRadians: BARROTH_BOSS_METADATA.mudSprayAngleRadians!,
|
||||
direction: boss.facing,
|
||||
origin: boss.position,
|
||||
range: BARROTH_BOSS_METADATA.mudSprayRange!,
|
||||
}, {
|
||||
damage: BARROTH_BOSS_METADATA.mudSprayDamage!,
|
||||
knockdownSeconds: 0,
|
||||
sourceId: boss.id,
|
||||
stunSeconds: BARROTH_BOSS_METADATA.mudSprayStunSeconds!,
|
||||
time,
|
||||
})
|
||||
return { party: result.party, events: result.events }
|
||||
}
|
||||
|
||||
function addMudSprayPuddles(
|
||||
hazards: Iwt2GroundHazardState[],
|
||||
boss: Iwt2BossEntityState,
|
||||
nextHazardId: number,
|
||||
time: number,
|
||||
bounds: Iwt2ArenaState['bounds'],
|
||||
): { hazards: Iwt2GroundHazardState[], nextHazardId: number } {
|
||||
let nextHazards = hazards
|
||||
let nextId = nextHazardId
|
||||
const offsets = [-0.34, 0, 0.34]
|
||||
for (let index = 0; index < offsets.length; index += 1) {
|
||||
const point = clampVec2ToArena(
|
||||
conePoint(boss.position, boss.facing, BARROTH_BOSS_METADATA.mudSprayRange! * (0.46 + index * 0.17), offsets[index]),
|
||||
BARROTH_BOSS_METADATA.mudPuddleRadius!,
|
||||
bounds,
|
||||
)
|
||||
const puddle = addMudPuddle({
|
||||
duration: BARROTH_BOSS_METADATA.mudPuddleSeconds!,
|
||||
hazards: nextHazards,
|
||||
nextHazardId: nextId,
|
||||
position: point,
|
||||
radius: BARROTH_BOSS_METADATA.mudPuddleRadius!,
|
||||
sourceId: boss.id,
|
||||
time,
|
||||
})
|
||||
nextHazards = puddle.hazards
|
||||
nextId = puddle.nextHazardId
|
||||
}
|
||||
return { hazards: nextHazards, nextHazardId: nextId }
|
||||
}
|
||||
|
||||
function conePoint(origin: Iwt2Vec2, direction: Iwt2Vec2, distance: number, angleOffset: number): Iwt2Vec2 {
|
||||
const base = Math.atan2(direction.y, direction.x) + angleOffset
|
||||
return addVec2(origin, {
|
||||
x: Math.cos(base) * distance,
|
||||
y: Math.sin(base) * distance,
|
||||
})
|
||||
}
|
||||
|
||||
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 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) > BARROTH_BOSS_METADATA.meleeRange + target.radius) {
|
||||
return { boss, party, events: [] }
|
||||
}
|
||||
const result = applyPartyDamageInShape(party, {
|
||||
kind: 'circle',
|
||||
position: boss.position,
|
||||
radius: BARROTH_BOSS_METADATA.meleeRange,
|
||||
}, {
|
||||
damage: BARROTH_BOSS_METADATA.meleeDamage,
|
||||
sourceId: boss.id,
|
||||
time,
|
||||
})
|
||||
return {
|
||||
boss: { ...boss, meleeCooldownRemaining: BARROTH_BOSS_METADATA.meleeCooldown },
|
||||
party: result.party,
|
||||
events: result.events,
|
||||
}
|
||||
}
|
||||
|
||||
function withBarrothIndicators(result: Omit<Iwt2BossTickResult, 'indicators'>): Iwt2BossTickResult {
|
||||
return {
|
||||
...result,
|
||||
indicators: createBarrothIndicators(result.boss),
|
||||
}
|
||||
}
|
||||
|
||||
function createBarrothIndicators(boss: Iwt2BossEntityState): Iwt2ArenaIndicator[] {
|
||||
if (boss.attackPhase !== 'mudSprayWindup' && boss.attackPhase !== 'mudSprayRecover') return []
|
||||
return [createConeIndicator({
|
||||
angleRadians: BARROTH_BOSS_METADATA.mudSprayAngleRadians!,
|
||||
color: '#b38a52',
|
||||
direction: boss.facing,
|
||||
id: `${boss.id}:mud-spray`,
|
||||
mechanicId: 'barroth-mud-spray',
|
||||
origin: boss.position,
|
||||
phase: indicatorPhaseFromAttack(
|
||||
boss.attackPhase === 'mudSprayWindup',
|
||||
boss.attackPhase === 'mudSprayRecover',
|
||||
),
|
||||
range: BARROTH_BOSS_METADATA.mudSprayRange!,
|
||||
sourceId: boss.id,
|
||||
})]
|
||||
}
|
||||
@@ -13,6 +13,18 @@ import type {
|
||||
} from './types'
|
||||
import { tickGreatJaggi } from './greatJaggiAi'
|
||||
import { tickKhezu } from './khezuAi'
|
||||
import { tickBarroth } from './barrothAi'
|
||||
import { tickCinderbackRicochet } from './cinderbackAi'
|
||||
import { tickCrystalBatMatriarch } from './crystalBatMatriarchAi'
|
||||
import { tickEmberMantisDuelist } from './emberMantisAi'
|
||||
import { tickHollowcrownRevenant } from './hollowcrownRevenantAi'
|
||||
import { tickObsidianRamGolem } from './obsidianRamGolemAi'
|
||||
import { tickRathian } from './rathianAi'
|
||||
import { tickRimebastion } from './rimebastionAi'
|
||||
import { tickSandglassScorpion } from './sandglassScorpionAi'
|
||||
import { tickStormcoilWyrm } from './stormcoilWyrmAi'
|
||||
import { tickTobiKadachi } from './tobiKadachiAi'
|
||||
import { tickVenomOrchidHydra } from './venomOrchidHydraAi'
|
||||
import { tickYianKutKu } from './yianKutKuAi'
|
||||
import {
|
||||
applyPartyDamageInShape,
|
||||
@@ -48,6 +60,18 @@ export function tickBoss(state: Iwt2ArenaState, dt: number): Iwt2BossTickResult
|
||||
if (state.boss.bossId === 'yian-kut-ku') return tickYianKutKu(state, dt)
|
||||
if (state.boss.bossId === 'great-jaggi') return tickGreatJaggi(state, dt)
|
||||
if (state.boss.bossId === 'khezu') return tickKhezu(state, dt)
|
||||
if (state.boss.bossId === 'rathian') return tickRathian(state, dt)
|
||||
if (state.boss.bossId === 'barroth') return tickBarroth(state, dt)
|
||||
if (state.boss.bossId === 'tobi-kadachi') return tickTobiKadachi(state, dt)
|
||||
if (state.boss.bossId === 'rimebastion') return tickRimebastion(state, dt)
|
||||
if (state.boss.bossId === 'ember-mantis-duelist') return tickEmberMantisDuelist(state, dt)
|
||||
if (state.boss.bossId === 'cinderback-ricochet') return tickCinderbackRicochet(state, dt)
|
||||
if (state.boss.bossId === 'obsidian-ram-golem') return tickObsidianRamGolem(state, dt)
|
||||
if (state.boss.bossId === 'stormcoil-wyrm') return tickStormcoilWyrm(state, dt)
|
||||
if (state.boss.bossId === 'venom-orchid-hydra') return tickVenomOrchidHydra(state, dt)
|
||||
if (state.boss.bossId === 'sandglass-scorpion') return tickSandglassScorpion(state, dt)
|
||||
if (state.boss.bossId === 'crystal-bat-matriarch') return tickCrystalBatMatriarch(state, dt)
|
||||
if (state.boss.bossId === 'hollowcrown-revenant') return tickHollowcrownRevenant(state, dt)
|
||||
return tickBulldrome(state, dt)
|
||||
}
|
||||
|
||||
|
||||
@@ -0,0 +1,605 @@
|
||||
import type { Iwt2BossTickResult } from './bossAi'
|
||||
import type {
|
||||
Iwt2ArenaEvent,
|
||||
Iwt2ArenaIndicator,
|
||||
Iwt2ArenaState,
|
||||
Iwt2BossEntityState,
|
||||
Iwt2EntityId,
|
||||
Iwt2GroundHazardState,
|
||||
Iwt2PartyEntityState,
|
||||
Iwt2Vec2,
|
||||
} from './types'
|
||||
import { addFirePuddle } from './hazards'
|
||||
import {
|
||||
applyPartyDamageInShape,
|
||||
createArenaEvent,
|
||||
createCircleIndicator,
|
||||
createLaneIndicator,
|
||||
indicatorPhaseFromAttack,
|
||||
} from './mechanics'
|
||||
import {
|
||||
addVec2,
|
||||
clampVec2ToArena,
|
||||
distanceVec2,
|
||||
normalizeVec2,
|
||||
scaleVec2,
|
||||
subtractVec2,
|
||||
withFallbackFacing,
|
||||
} from './vector'
|
||||
|
||||
const CINDERBACK_PHASE = {
|
||||
armorSlamRecover: 'cinderbackArmorSlamRecover',
|
||||
armorSlamWindup: 'cinderbackArmorSlamWindup',
|
||||
ricochetWindup: 'cinderbackRicochetWindup',
|
||||
ricocheting: 'cinderbackRicocheting',
|
||||
} as const
|
||||
|
||||
type CinderbackPhase = typeof CINDERBACK_PHASE[keyof typeof CINDERBACK_PHASE]
|
||||
|
||||
const CINDERBACK_TUNING = {
|
||||
armorSlamDamage: 20,
|
||||
armorSlamRadius: 118,
|
||||
armorSlamRecover: 1.05,
|
||||
armorSlamStunSeconds: 0.7,
|
||||
armorSlamWindup: 0.62,
|
||||
centerDisengageSpeed: 152,
|
||||
firePuddleDamage: 5,
|
||||
firePuddleRadius: 34,
|
||||
firePuddleSeconds: 6.4,
|
||||
lavaTrailInterval: 0.26,
|
||||
meleeCooldown: 1.12,
|
||||
meleeDamage: 5,
|
||||
meleeRange: 58,
|
||||
moveSpeed: 104,
|
||||
ricochetCooldown: 7.2,
|
||||
ricochetDamage: 18,
|
||||
ricochetDuration: 3.1,
|
||||
ricochetMaxBounces: 4,
|
||||
ricochetSpeed: 470,
|
||||
ricochetStunSeconds: 0.42,
|
||||
ricochetWidth: 46,
|
||||
ricochetWindup: 0.72,
|
||||
wallContactLimit: 0.48,
|
||||
wallMargin: 64,
|
||||
}
|
||||
|
||||
export function tickCinderbackRicochet(state: Iwt2ArenaState, dt: number): Iwt2BossTickResult {
|
||||
const events: Iwt2ArenaEvent[] = []
|
||||
let hazards = state.hazards
|
||||
let nextHazardId = state.nextHazardId
|
||||
let party = state.party
|
||||
const incomingPhase = cinderbackPhase(state.boss)
|
||||
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 },
|
||||
}
|
||||
boss = {
|
||||
...boss,
|
||||
wallContactSeconds: incomingPhase === CINDERBACK_PHASE.ricocheting
|
||||
|| incomingPhase === CINDERBACK_PHASE.armorSlamWindup
|
||||
|| incomingPhase === CINDERBACK_PHASE.armorSlamRecover
|
||||
? 0
|
||||
: isBossNearWall(boss, state)
|
||||
? boss.wallContactSeconds + dt
|
||||
: Math.max(0, boss.wallContactSeconds - dt * 2),
|
||||
}
|
||||
|
||||
const target = getBossTarget(party)
|
||||
if (boss.health <= 0 || !target) {
|
||||
return withCinderbackIndicators({ boss, party, hazards, events, nextHazardId })
|
||||
}
|
||||
|
||||
const phase = cinderbackPhase(boss)
|
||||
if (phase === CINDERBACK_PHASE.ricochetWindup) {
|
||||
boss = {
|
||||
...boss,
|
||||
facing: withFallbackFacing(subtractVec2(boss.chargeEnd, boss.position), boss.facing),
|
||||
velocity: { x: 0, y: 0 },
|
||||
}
|
||||
if (boss.phaseSecondsRemaining <= 0) {
|
||||
const facing = wallSafeRollDirection(boss, target.position, state)
|
||||
boss = {
|
||||
...boss,
|
||||
attackPhase: asBossPhase(CINDERBACK_PHASE.ricocheting),
|
||||
chargeEnd: nextWallImpact(boss.position, facing, boss.radius, state),
|
||||
chargeHitEntityIds: [],
|
||||
chargeStart: { ...boss.position },
|
||||
facing,
|
||||
fireballCooldownRemaining: 0,
|
||||
mechanicEnergy: 0,
|
||||
phaseSecondsRemaining: CINDERBACK_TUNING.ricochetDuration,
|
||||
}
|
||||
}
|
||||
return withCinderbackIndicators({ boss, party, hazards, events, nextHazardId })
|
||||
}
|
||||
|
||||
if (phase === CINDERBACK_PHASE.ricocheting) {
|
||||
const roll = moveRicochet(boss, state, dt)
|
||||
const hitResult = applyRicochetHits(party, boss, boss.position, roll.position, state.time + dt)
|
||||
party = hitResult.party
|
||||
events.push(...hitResult.events)
|
||||
|
||||
const trailResult = maybeAddLavaTrail({
|
||||
boss,
|
||||
hazards,
|
||||
nextHazardId,
|
||||
position: roll.position,
|
||||
time: state.time + dt,
|
||||
})
|
||||
hazards = trailResult.hazards
|
||||
nextHazardId = trailResult.nextHazardId
|
||||
|
||||
const bounceCount = boss.mechanicEnergy + roll.bounces
|
||||
const wallContactSeconds = roll.bounces > 0 || roll.cornerBounce
|
||||
? 0
|
||||
: isBossNearWall({ ...boss, position: roll.position }, state)
|
||||
? boss.wallContactSeconds + dt
|
||||
: Math.max(0, boss.wallContactSeconds - dt * 2)
|
||||
boss = {
|
||||
...boss,
|
||||
chargeEnd: nextWallImpact(roll.position, roll.facing, boss.radius, state),
|
||||
chargeHitEntityIds: hitResult.hitEntityIds,
|
||||
chargeStart: { ...roll.position },
|
||||
facing: roll.facing,
|
||||
fireballCooldownRemaining: trailResult.nextTrailInSeconds,
|
||||
mechanicEnergy: bounceCount,
|
||||
position: roll.position,
|
||||
velocity: roll.velocity,
|
||||
wallContactSeconds,
|
||||
}
|
||||
|
||||
if (
|
||||
boss.phaseSecondsRemaining <= 0
|
||||
|| bounceCount >= CINDERBACK_TUNING.ricochetMaxBounces
|
||||
|| wallContactSeconds >= CINDERBACK_TUNING.wallContactLimit
|
||||
|| roll.cornerBounce
|
||||
) {
|
||||
boss = beginArmorSlam(boss, state)
|
||||
}
|
||||
return withCinderbackIndicators({ boss, party, hazards, events, nextHazardId })
|
||||
}
|
||||
|
||||
if (phase === CINDERBACK_PHASE.armorSlamWindup) {
|
||||
boss = { ...boss, velocity: { x: 0, y: 0 } }
|
||||
if (boss.phaseSecondsRemaining <= 0) {
|
||||
const slamResult = applyArmorSlam(party, boss, state.time + dt)
|
||||
const puddleResult = addArmorSlamPuddles({
|
||||
boss,
|
||||
hazards,
|
||||
nextHazardId,
|
||||
state,
|
||||
time: state.time + dt,
|
||||
})
|
||||
party = slamResult.party
|
||||
hazards = puddleResult.hazards
|
||||
nextHazardId = puddleResult.nextHazardId
|
||||
events.push(...slamResult.events)
|
||||
boss = {
|
||||
...boss,
|
||||
attackPhase: asBossPhase(CINDERBACK_PHASE.armorSlamRecover),
|
||||
mechanicEnergy: 0,
|
||||
phaseSecondsRemaining: CINDERBACK_TUNING.armorSlamRecover,
|
||||
}
|
||||
}
|
||||
return withCinderbackIndicators({ boss, party, hazards, events, nextHazardId })
|
||||
}
|
||||
|
||||
if (phase === CINDERBACK_PHASE.armorSlamRecover) {
|
||||
boss = { ...boss, velocity: { x: 0, y: 0 } }
|
||||
if (boss.phaseSecondsRemaining <= 0) {
|
||||
boss = {
|
||||
...boss,
|
||||
attackPhase: 'idle',
|
||||
chargeCooldownRemaining: Math.max(boss.chargeCooldownRemaining, 1.4),
|
||||
phaseSecondsRemaining: 0,
|
||||
}
|
||||
}
|
||||
return withCinderbackIndicators({ boss, party, hazards, events, nextHazardId })
|
||||
}
|
||||
|
||||
if (boss.wallContactSeconds >= 0.68) {
|
||||
boss = moveBossTowardCenter(boss, state, CINDERBACK_TUNING.centerDisengageSpeed, dt)
|
||||
return withCinderbackIndicators({ boss, party, hazards, events, nextHazardId })
|
||||
}
|
||||
|
||||
if (boss.chargeCooldownRemaining <= 0) {
|
||||
const facing = wallSafeRollDirection(boss, target.position, state)
|
||||
boss = {
|
||||
...boss,
|
||||
attackPhase: asBossPhase(CINDERBACK_PHASE.ricochetWindup),
|
||||
chargeCooldownRemaining: CINDERBACK_TUNING.ricochetCooldown,
|
||||
chargeEnd: nextWallImpact(boss.position, facing, boss.radius, state),
|
||||
chargeHitEntityIds: [],
|
||||
chargeStart: { ...boss.position },
|
||||
facing,
|
||||
phaseSecondsRemaining: CINDERBACK_TUNING.ricochetWindup,
|
||||
velocity: { x: 0, y: 0 },
|
||||
}
|
||||
events.push(createArenaEvent(0, state.time + dt, 'bossChargeStart', boss.id, target.id))
|
||||
return withCinderbackIndicators({ boss, party, hazards, events, nextHazardId })
|
||||
}
|
||||
|
||||
const meleeResult = maybeApplyMelee(party, boss, target, state.time + dt)
|
||||
party = meleeResult.party
|
||||
events.push(...meleeResult.events)
|
||||
boss = meleeResult.boss
|
||||
if (events.length > 0) return withCinderbackIndicators({ boss, party, hazards, events, nextHazardId })
|
||||
|
||||
const nextPosition = clampVec2ToArena(
|
||||
moveTowardKeepingDistance(boss.position, target.position, CINDERBACK_TUNING.moveSpeed * dt),
|
||||
boss.radius,
|
||||
state.bounds,
|
||||
)
|
||||
boss = {
|
||||
...boss,
|
||||
facing: withFallbackFacing(subtractVec2(target.position, nextPosition), boss.facing),
|
||||
position: nextPosition,
|
||||
velocity: scaleVec2(subtractVec2(nextPosition, boss.position), dt > 0 ? 1 / dt : 0),
|
||||
}
|
||||
return withCinderbackIndicators({ boss, party, hazards, events, nextHazardId })
|
||||
}
|
||||
|
||||
function beginArmorSlam(boss: Iwt2BossEntityState, state: Iwt2ArenaState): Iwt2BossEntityState {
|
||||
const position = clampVec2ToArena(disengageFromWall(boss.position, boss.radius, state), boss.radius, state.bounds)
|
||||
return {
|
||||
...boss,
|
||||
attackPhase: asBossPhase(CINDERBACK_PHASE.armorSlamWindup),
|
||||
chargeEnd: { ...position },
|
||||
chargeStart: { ...position },
|
||||
mechanicEnergy: 0,
|
||||
phaseSecondsRemaining: CINDERBACK_TUNING.armorSlamWindup,
|
||||
position,
|
||||
velocity: { x: 0, y: 0 },
|
||||
wallContactSeconds: 0,
|
||||
}
|
||||
}
|
||||
|
||||
function moveRicochet(
|
||||
boss: Iwt2BossEntityState,
|
||||
state: Iwt2ArenaState,
|
||||
dt: number,
|
||||
): { bounces: number, cornerBounce: boolean, facing: Iwt2Vec2, position: Iwt2Vec2, velocity: Iwt2Vec2 } {
|
||||
const minX = boss.radius
|
||||
const maxX = state.bounds.width - boss.radius
|
||||
const minY = boss.radius
|
||||
const maxY = state.bounds.height - boss.radius
|
||||
let facing = withFallbackFacing(boss.facing, { x: 1, y: 0 })
|
||||
let position = addVec2(boss.position, scaleVec2(facing, CINDERBACK_TUNING.ricochetSpeed * dt))
|
||||
let xBounce = false
|
||||
let yBounce = false
|
||||
|
||||
if (position.x < minX) {
|
||||
position = { ...position, x: minX + (minX - position.x) }
|
||||
facing = { ...facing, x: Math.abs(facing.x) }
|
||||
xBounce = true
|
||||
} else if (position.x > maxX) {
|
||||
position = { ...position, x: maxX - (position.x - maxX) }
|
||||
facing = { ...facing, x: -Math.abs(facing.x) }
|
||||
xBounce = true
|
||||
}
|
||||
|
||||
if (position.y < minY) {
|
||||
position = { ...position, y: minY + (minY - position.y) }
|
||||
facing = { ...facing, y: Math.abs(facing.y) }
|
||||
yBounce = true
|
||||
} else if (position.y > maxY) {
|
||||
position = { ...position, y: maxY - (position.y - maxY) }
|
||||
facing = { ...facing, y: -Math.abs(facing.y) }
|
||||
yBounce = true
|
||||
}
|
||||
|
||||
position = clampVec2ToArena(position, boss.radius, state.bounds)
|
||||
const cornerBounce = xBounce && yBounce
|
||||
if (cornerBounce) {
|
||||
facing = withFallbackFacing(subtractVec2(arenaCenter(state), position), facing)
|
||||
position = disengageFromWall(position, boss.radius, state)
|
||||
}
|
||||
|
||||
facing = normalizeVec2(facing)
|
||||
return {
|
||||
bounces: Number(xBounce) + Number(yBounce),
|
||||
cornerBounce,
|
||||
facing,
|
||||
position,
|
||||
velocity: scaleVec2(subtractVec2(position, boss.position), dt > 0 ? 1 / dt : 0),
|
||||
}
|
||||
}
|
||||
|
||||
function maybeAddLavaTrail({
|
||||
boss,
|
||||
hazards,
|
||||
nextHazardId,
|
||||
position,
|
||||
time,
|
||||
}: {
|
||||
boss: Iwt2BossEntityState
|
||||
hazards: Iwt2GroundHazardState[]
|
||||
nextHazardId: number
|
||||
position: Iwt2Vec2
|
||||
time: number
|
||||
}): { hazards: Iwt2GroundHazardState[], nextHazardId: number, nextTrailInSeconds: number } {
|
||||
if (boss.fireballCooldownRemaining > 0) {
|
||||
return { hazards, nextHazardId, nextTrailInSeconds: boss.fireballCooldownRemaining }
|
||||
}
|
||||
const result = addFirePuddle({
|
||||
damage: CINDERBACK_TUNING.firePuddleDamage,
|
||||
duration: CINDERBACK_TUNING.firePuddleSeconds,
|
||||
hazards,
|
||||
nextHazardId,
|
||||
position,
|
||||
radius: CINDERBACK_TUNING.firePuddleRadius,
|
||||
sourceId: boss.id,
|
||||
time,
|
||||
})
|
||||
return {
|
||||
hazards: result.hazards,
|
||||
nextHazardId: result.nextHazardId,
|
||||
nextTrailInSeconds: CINDERBACK_TUNING.lavaTrailInterval,
|
||||
}
|
||||
}
|
||||
|
||||
function addArmorSlamPuddles({
|
||||
boss,
|
||||
hazards,
|
||||
nextHazardId,
|
||||
state,
|
||||
time,
|
||||
}: {
|
||||
boss: Iwt2BossEntityState
|
||||
hazards: Iwt2GroundHazardState[]
|
||||
nextHazardId: number
|
||||
state: Iwt2ArenaState
|
||||
time: number
|
||||
}): { hazards: Iwt2GroundHazardState[], nextHazardId: number } {
|
||||
let nextHazards = hazards
|
||||
let nextId = nextHazardId
|
||||
const angles = [0, (Math.PI * 2) / 3, (Math.PI * 4) / 3]
|
||||
for (const angle of angles) {
|
||||
const position = clampVec2ToArena({
|
||||
x: boss.position.x + Math.cos(angle) * CINDERBACK_TUNING.armorSlamRadius * 0.72,
|
||||
y: boss.position.y + Math.sin(angle) * CINDERBACK_TUNING.armorSlamRadius * 0.72,
|
||||
}, CINDERBACK_TUNING.firePuddleRadius, state.bounds)
|
||||
const result = addFirePuddle({
|
||||
damage: CINDERBACK_TUNING.firePuddleDamage,
|
||||
duration: CINDERBACK_TUNING.firePuddleSeconds,
|
||||
hazards: nextHazards,
|
||||
nextHazardId: nextId,
|
||||
position,
|
||||
radius: CINDERBACK_TUNING.firePuddleRadius,
|
||||
sourceId: boss.id,
|
||||
time,
|
||||
})
|
||||
nextHazards = result.hazards
|
||||
nextId = result.nextHazardId
|
||||
}
|
||||
return { hazards: nextHazards, nextHazardId: nextId }
|
||||
}
|
||||
|
||||
function applyRicochetHits(
|
||||
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: CINDERBACK_TUNING.ricochetWidth,
|
||||
}, {
|
||||
damage: CINDERBACK_TUNING.ricochetDamage,
|
||||
damageEventType: 'bossChargeHit',
|
||||
excludedEntityIds: boss.chargeHitEntityIds,
|
||||
knockdownSeconds: CINDERBACK_TUNING.ricochetStunSeconds,
|
||||
sourceId: boss.id,
|
||||
stunSeconds: CINDERBACK_TUNING.ricochetStunSeconds,
|
||||
time,
|
||||
})
|
||||
return {
|
||||
...result,
|
||||
hitEntityIds: [...boss.chargeHitEntityIds, ...result.hitEntityIds],
|
||||
}
|
||||
}
|
||||
|
||||
function applyArmorSlam(
|
||||
party: Iwt2PartyEntityState[],
|
||||
boss: Iwt2BossEntityState,
|
||||
time: number,
|
||||
): { party: Iwt2PartyEntityState[], events: Iwt2ArenaEvent[] } {
|
||||
const result = applyPartyDamageInShape(party, {
|
||||
kind: 'circle',
|
||||
position: boss.position,
|
||||
radius: CINDERBACK_TUNING.armorSlamRadius,
|
||||
}, {
|
||||
damage: CINDERBACK_TUNING.armorSlamDamage,
|
||||
knockdownSeconds: CINDERBACK_TUNING.armorSlamStunSeconds,
|
||||
sourceId: boss.id,
|
||||
stunSeconds: CINDERBACK_TUNING.armorSlamStunSeconds,
|
||||
time,
|
||||
})
|
||||
return {
|
||||
party: result.party,
|
||||
events: [
|
||||
createArenaEvent(0, time, 'bossSlam', boss.id, undefined, CINDERBACK_TUNING.armorSlamRadius),
|
||||
...result.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) > CINDERBACK_TUNING.meleeRange + target.radius) {
|
||||
return { boss, party, events: [] }
|
||||
}
|
||||
const result = applyPartyDamageInShape(party, {
|
||||
kind: 'circle',
|
||||
position: boss.position,
|
||||
radius: CINDERBACK_TUNING.meleeRange,
|
||||
}, {
|
||||
damage: CINDERBACK_TUNING.meleeDamage,
|
||||
sourceId: boss.id,
|
||||
time,
|
||||
})
|
||||
return {
|
||||
boss: { ...boss, meleeCooldownRemaining: CINDERBACK_TUNING.meleeCooldown, velocity: { x: 0, y: 0 } },
|
||||
events: result.events,
|
||||
party: result.party,
|
||||
}
|
||||
}
|
||||
|
||||
function moveBossTowardCenter(
|
||||
boss: Iwt2BossEntityState,
|
||||
state: Iwt2ArenaState,
|
||||
speed: number,
|
||||
dt: number,
|
||||
): Iwt2BossEntityState {
|
||||
const center = arenaCenter(state)
|
||||
const nextPosition = clampVec2ToArena(
|
||||
moveTowardKeepingDistance(boss.position, center, speed * dt),
|
||||
boss.radius,
|
||||
state.bounds,
|
||||
)
|
||||
return {
|
||||
...boss,
|
||||
facing: withFallbackFacing(subtractVec2(center, nextPosition), boss.facing),
|
||||
position: nextPosition,
|
||||
velocity: scaleVec2(subtractVec2(nextPosition, boss.position), dt > 0 ? 1 / dt : 0),
|
||||
wallContactSeconds: 0,
|
||||
}
|
||||
}
|
||||
|
||||
function moveTowardKeepingDistance(current: Iwt2Vec2, target: Iwt2Vec2, maxDistance: number): Iwt2Vec2 {
|
||||
const offset = subtractVec2(target, current)
|
||||
const distance = Math.hypot(offset.x, offset.y)
|
||||
if (distance <= maxDistance || distance <= 0.0001) return { ...target }
|
||||
return addVec2(current, scaleVec2(offset, maxDistance / distance))
|
||||
}
|
||||
|
||||
function nextWallImpact(
|
||||
position: Iwt2Vec2,
|
||||
direction: Iwt2Vec2,
|
||||
radius: number,
|
||||
state: Iwt2ArenaState,
|
||||
): Iwt2Vec2 {
|
||||
const facing = withFallbackFacing(direction, { x: 1, y: 0 })
|
||||
const times: number[] = []
|
||||
if (Math.abs(facing.x) > 0.0001) {
|
||||
times.push(((facing.x > 0 ? state.bounds.width - radius : radius) - position.x) / facing.x)
|
||||
}
|
||||
if (Math.abs(facing.y) > 0.0001) {
|
||||
times.push(((facing.y > 0 ? state.bounds.height - radius : radius) - position.y) / facing.y)
|
||||
}
|
||||
const impactDistance = Math.max(0, Math.min(...times.filter((value) => value > 0)))
|
||||
return clampVec2ToArena(addVec2(position, scaleVec2(facing, impactDistance)), radius, state.bounds)
|
||||
}
|
||||
|
||||
function wallSafeRollDirection(
|
||||
boss: Iwt2BossEntityState,
|
||||
targetPosition: Iwt2Vec2,
|
||||
state: Iwt2ArenaState,
|
||||
): Iwt2Vec2 {
|
||||
if (!isBossNearWall(boss, state)) return withFallbackFacing(subtractVec2(targetPosition, boss.position), boss.facing)
|
||||
const centerBias = normalizeVec2(subtractVec2(arenaCenter(state), boss.position))
|
||||
const targetBias = normalizeVec2(subtractVec2(targetPosition, boss.position))
|
||||
return withFallbackFacing(addVec2(scaleVec2(centerBias, 1.25), scaleVec2(targetBias, 0.55)), centerBias)
|
||||
}
|
||||
|
||||
function isBossNearWall(boss: Iwt2BossEntityState, state: Iwt2ArenaState): boolean {
|
||||
const margin = boss.radius + CINDERBACK_TUNING.wallMargin
|
||||
return (
|
||||
boss.position.x <= margin
|
||||
|| boss.position.x >= state.bounds.width - margin
|
||||
|| boss.position.y <= margin
|
||||
|| boss.position.y >= state.bounds.height - margin
|
||||
)
|
||||
}
|
||||
|
||||
function disengageFromWall(position: Iwt2Vec2, radius: number, state: Iwt2ArenaState): Iwt2Vec2 {
|
||||
const center = arenaCenter(state)
|
||||
const margin = radius + CINDERBACK_TUNING.wallMargin * 0.55
|
||||
const clamped = {
|
||||
x: Math.min(state.bounds.width - margin, Math.max(margin, position.x)),
|
||||
y: Math.min(state.bounds.height - margin, Math.max(margin, position.y)),
|
||||
}
|
||||
if (clamped.x !== position.x || clamped.y !== position.y) return clamped
|
||||
return addVec2(position, scaleVec2(normalizeVec2(subtractVec2(center, position)), 18))
|
||||
}
|
||||
|
||||
function arenaCenter(state: Iwt2ArenaState): Iwt2Vec2 {
|
||||
return {
|
||||
x: state.bounds.width * 0.5,
|
||||
y: state.bounds.height * 0.5,
|
||||
}
|
||||
}
|
||||
|
||||
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 withCinderbackIndicators(result: Omit<Iwt2BossTickResult, 'indicators'>): Iwt2BossTickResult {
|
||||
return {
|
||||
...result,
|
||||
indicators: createCinderbackIndicators(result.boss),
|
||||
}
|
||||
}
|
||||
|
||||
function createCinderbackIndicators(boss: Iwt2BossEntityState): Iwt2ArenaIndicator[] {
|
||||
const indicators: Iwt2ArenaIndicator[] = []
|
||||
const phase = cinderbackPhase(boss)
|
||||
if (
|
||||
phase === CINDERBACK_PHASE.ricochetWindup
|
||||
|| phase === CINDERBACK_PHASE.ricocheting
|
||||
) {
|
||||
indicators.push(createLaneIndicator({
|
||||
color: phase === CINDERBACK_PHASE.ricocheting ? '#ff6a2a' : '#ffd166',
|
||||
end: boss.chargeEnd,
|
||||
id: `${boss.id}:cinderback-ricochet-lane`,
|
||||
mechanicId: 'cinderback-ricochet',
|
||||
phase: indicatorPhaseFromAttack(
|
||||
phase === CINDERBACK_PHASE.ricochetWindup,
|
||||
phase === CINDERBACK_PHASE.ricocheting,
|
||||
),
|
||||
sourceId: boss.id,
|
||||
start: boss.chargeStart,
|
||||
width: CINDERBACK_TUNING.ricochetWidth,
|
||||
}))
|
||||
}
|
||||
if (
|
||||
phase === CINDERBACK_PHASE.armorSlamWindup
|
||||
|| phase === CINDERBACK_PHASE.armorSlamRecover
|
||||
) {
|
||||
indicators.push(createCircleIndicator({
|
||||
color: '#ff7a2f',
|
||||
id: `${boss.id}:cinderback-armor-slam`,
|
||||
mechanicId: 'cinderback-armor-slam',
|
||||
phase: indicatorPhaseFromAttack(
|
||||
phase === CINDERBACK_PHASE.armorSlamWindup,
|
||||
phase === CINDERBACK_PHASE.armorSlamRecover,
|
||||
),
|
||||
position: boss.position,
|
||||
radius: CINDERBACK_TUNING.armorSlamRadius,
|
||||
sourceId: boss.id,
|
||||
}))
|
||||
}
|
||||
return indicators
|
||||
}
|
||||
|
||||
function cinderbackPhase(boss: Iwt2BossEntityState): string {
|
||||
return boss.attackPhase as string
|
||||
}
|
||||
|
||||
function asBossPhase(phase: CinderbackPhase): Iwt2BossEntityState['attackPhase'] {
|
||||
return phase as unknown as Iwt2BossEntityState['attackPhase']
|
||||
}
|
||||
@@ -0,0 +1,682 @@
|
||||
import type { Iwt2BossTickResult } from './bossAi'
|
||||
import type {
|
||||
Iwt2ArenaEvent,
|
||||
Iwt2ArenaIndicator,
|
||||
Iwt2ArenaState,
|
||||
Iwt2BossEntityState,
|
||||
Iwt2EntityId,
|
||||
Iwt2MechanicCircleState,
|
||||
Iwt2MechanicLaneState,
|
||||
Iwt2PartyEntityState,
|
||||
Iwt2Vec2,
|
||||
} from './types'
|
||||
import {
|
||||
applyPartyDamageInShape,
|
||||
createCircleIndicator,
|
||||
createDonutIndicator,
|
||||
createLaneIndicator,
|
||||
indicatorPhaseFromAttack,
|
||||
} from './mechanics'
|
||||
import {
|
||||
addVec2,
|
||||
clamp,
|
||||
clampVec2ToArena,
|
||||
distanceVec2,
|
||||
normalizeVec2,
|
||||
scaleVec2,
|
||||
subtractVec2,
|
||||
withFallbackFacing,
|
||||
} from './vector'
|
||||
|
||||
const CRYSTAL_BAT_PHASE = {
|
||||
shardRecover: 'crystalBatShardRecover',
|
||||
shardWindup: 'crystalBatShardWindup',
|
||||
sonicRecover: 'crystalBatSonicRecover',
|
||||
sonicWindup: 'crystalBatSonicWindup',
|
||||
swoopRecover: 'crystalBatSwoopRecover',
|
||||
swoopWindup: 'crystalBatSwoopWindup',
|
||||
swooping: 'crystalBatSwooping',
|
||||
} as const
|
||||
|
||||
type CrystalBatPhase = typeof CRYSTAL_BAT_PHASE[keyof typeof CRYSTAL_BAT_PHASE]
|
||||
|
||||
const CRYSTAL_BAT_TUNING = {
|
||||
clusterRadius: 84,
|
||||
hoverDistance: 138,
|
||||
meleeCooldown: 1.18,
|
||||
meleeDamage: 4,
|
||||
meleeRange: 54,
|
||||
moveSpeed: 138,
|
||||
relocateCooldownFloor: 1.2,
|
||||
relocateSeconds: 1.25,
|
||||
relocateSpeed: 184,
|
||||
shardCooldown: 5.8,
|
||||
shardDamage: 13,
|
||||
shardLaneWidth: 30,
|
||||
shardRecover: 0.58,
|
||||
shardStunSeconds: 0.35,
|
||||
shardWindup: 0.82,
|
||||
sonicCooldown: 6.4,
|
||||
sonicDamage: 10,
|
||||
sonicRecover: 0.42,
|
||||
sonicRingRadius: 58,
|
||||
sonicStunSeconds: 0.32,
|
||||
sonicWindup: 0.78,
|
||||
swoopCooldown: 4.9,
|
||||
swoopDamage: 17,
|
||||
swoopLaneWidth: 44,
|
||||
swoopRecover: 0.62,
|
||||
swoopSpeed: 430,
|
||||
swoopStunSeconds: 0.48,
|
||||
swoopWindup: 0.56,
|
||||
wallContactLimit: 0.7,
|
||||
wallMargin: 62,
|
||||
} as const
|
||||
|
||||
const SONIC_COLOR = '#d9b7ff'
|
||||
const SHARD_COLOR = '#9de9ff'
|
||||
const SWOOP_COLOR = '#f6d36b'
|
||||
|
||||
export function tickCrystalBatMatriarch(state: Iwt2ArenaState, dt: number): Iwt2BossTickResult {
|
||||
const events: Iwt2ArenaEvent[] = []
|
||||
let party = state.party
|
||||
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 },
|
||||
}
|
||||
const activePhase = crystalBatPhase(boss)
|
||||
boss = {
|
||||
...boss,
|
||||
wallContactSeconds: activePhase !== 'idle'
|
||||
? 0
|
||||
: isBossNearWall(boss, state)
|
||||
? boss.wallContactSeconds + dt
|
||||
: Math.max(0, boss.wallContactSeconds - dt * 2),
|
||||
}
|
||||
|
||||
const target = getBossTarget(party)
|
||||
if (boss.health <= 0 || !target) return withCrystalBatIndicators({ boss, events, party })
|
||||
|
||||
const phase = crystalBatPhase(boss)
|
||||
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, CRYSTAL_BAT_TUNING.relocateCooldownFloor),
|
||||
mechanicCircles: [],
|
||||
mechanicLanes: [],
|
||||
phaseSecondsRemaining: 0,
|
||||
velocity: { x: 0, y: 0 },
|
||||
}
|
||||
}
|
||||
return withCrystalBatIndicators({ boss, events, party })
|
||||
}
|
||||
|
||||
if (phase === CRYSTAL_BAT_PHASE.sonicWindup) {
|
||||
boss = { ...boss, facing: withFallbackFacing(subtractVec2(target.position, boss.position), boss.facing) }
|
||||
if (boss.phaseSecondsRemaining <= 0) {
|
||||
const result = applySonicRings(party, boss, state.time + dt)
|
||||
party = result.party
|
||||
events.push(...result.events)
|
||||
boss = {
|
||||
...boss,
|
||||
attackPhase: asBossPhase(CRYSTAL_BAT_PHASE.sonicRecover),
|
||||
phaseSecondsRemaining: CRYSTAL_BAT_TUNING.sonicRecover,
|
||||
}
|
||||
}
|
||||
return withCrystalBatIndicators({ boss, events, party })
|
||||
}
|
||||
|
||||
if (phase === CRYSTAL_BAT_PHASE.sonicRecover) {
|
||||
if (boss.phaseSecondsRemaining <= 0) {
|
||||
boss = { ...boss, attackPhase: 'idle', mechanicCircles: [], phaseSecondsRemaining: 0 }
|
||||
}
|
||||
return withCrystalBatIndicators({ boss, events, party })
|
||||
}
|
||||
|
||||
if (phase === CRYSTAL_BAT_PHASE.shardWindup) {
|
||||
boss = { ...boss, facing: withFallbackFacing(subtractVec2(target.position, boss.position), boss.facing) }
|
||||
if (boss.phaseSecondsRemaining <= 0) {
|
||||
const result = applyShardLanes(party, boss, state.time + dt)
|
||||
party = result.party
|
||||
events.push(...result.events)
|
||||
boss = {
|
||||
...boss,
|
||||
attackPhase: asBossPhase(CRYSTAL_BAT_PHASE.shardRecover),
|
||||
phaseSecondsRemaining: CRYSTAL_BAT_TUNING.shardRecover,
|
||||
}
|
||||
}
|
||||
return withCrystalBatIndicators({ boss, events, party })
|
||||
}
|
||||
|
||||
if (phase === CRYSTAL_BAT_PHASE.shardRecover) {
|
||||
if (boss.phaseSecondsRemaining <= 0) {
|
||||
boss = { ...boss, attackPhase: 'idle', mechanicLanes: [], phaseSecondsRemaining: 0 }
|
||||
}
|
||||
return withCrystalBatIndicators({ boss, events, party })
|
||||
}
|
||||
|
||||
if (phase === CRYSTAL_BAT_PHASE.swoopWindup) {
|
||||
boss = { ...boss, facing: withFallbackFacing(subtractVec2(boss.chargeEnd, boss.position), boss.facing) }
|
||||
if (boss.phaseSecondsRemaining <= 0) {
|
||||
boss = {
|
||||
...boss,
|
||||
attackPhase: asBossPhase(CRYSTAL_BAT_PHASE.swooping),
|
||||
chargeHitEntityIds: [],
|
||||
}
|
||||
}
|
||||
return withCrystalBatIndicators({ boss, events, party })
|
||||
}
|
||||
|
||||
if (phase === CRYSTAL_BAT_PHASE.swooping) {
|
||||
const nextPosition = clampVec2ToArena(
|
||||
moveTowardLimited(boss.position, boss.chargeEnd, CRYSTAL_BAT_TUNING.swoopSpeed * dt),
|
||||
boss.radius,
|
||||
state.bounds,
|
||||
)
|
||||
const hitResult = applySwoopHits(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: 0,
|
||||
}
|
||||
if (distanceVec2(nextPosition, boss.chargeEnd) <= 2) {
|
||||
boss = {
|
||||
...boss,
|
||||
attackPhase: asBossPhase(CRYSTAL_BAT_PHASE.swoopRecover),
|
||||
phaseSecondsRemaining: CRYSTAL_BAT_TUNING.swoopRecover,
|
||||
velocity: { x: 0, y: 0 },
|
||||
}
|
||||
}
|
||||
return withCrystalBatIndicators({ boss, events, party })
|
||||
}
|
||||
|
||||
if (phase === CRYSTAL_BAT_PHASE.swoopRecover) {
|
||||
if (boss.phaseSecondsRemaining <= 0) {
|
||||
boss = { ...boss, attackPhase: 'idle', phaseSecondsRemaining: 0 }
|
||||
}
|
||||
return withCrystalBatIndicators({ boss, events, party })
|
||||
}
|
||||
|
||||
const cluster = findBestCluster(party)
|
||||
if (boss.wallContactSeconds >= CRYSTAL_BAT_TUNING.wallContactLimit) {
|
||||
boss = beginRelocation(boss, state)
|
||||
return withCrystalBatIndicators({ boss, events, party })
|
||||
}
|
||||
|
||||
if (cluster.count >= 2 && boss.fireballCooldownRemaining <= 0) {
|
||||
boss = beginSwoop(boss, cluster.center, state)
|
||||
return withCrystalBatIndicators({ boss, events, party })
|
||||
}
|
||||
|
||||
if (boss.chargeCooldownRemaining <= 0) {
|
||||
boss = boss.chargeCount % 2 === 0
|
||||
? beginSonicRings(boss, party, state)
|
||||
: beginShardLanes(boss, party, state)
|
||||
return withCrystalBatIndicators({ boss, events, party })
|
||||
}
|
||||
|
||||
const meleeResult = maybeApplyMelee(party, boss, target, state.time + dt)
|
||||
party = meleeResult.party
|
||||
events.push(...meleeResult.events)
|
||||
boss = meleeResult.boss
|
||||
if (events.length > 0) return withCrystalBatIndicators({ boss, events, party })
|
||||
|
||||
boss = moveBossToHoverPoint(boss, state, target, dt)
|
||||
return withCrystalBatIndicators({ boss, events, party })
|
||||
}
|
||||
|
||||
function beginSonicRings(
|
||||
boss: Iwt2BossEntityState,
|
||||
party: Iwt2PartyEntityState[],
|
||||
state: Iwt2ArenaState,
|
||||
): Iwt2BossEntityState {
|
||||
const circles = party
|
||||
.filter((member) => member.health > 0)
|
||||
.map((member) => ({
|
||||
id: `crystal-sonic-${member.id}`,
|
||||
position: clampVec2ToArena(member.position, CRYSTAL_BAT_TUNING.sonicRingRadius, state.bounds),
|
||||
radius: CRYSTAL_BAT_TUNING.sonicRingRadius,
|
||||
}))
|
||||
return {
|
||||
...boss,
|
||||
attackPhase: asBossPhase(CRYSTAL_BAT_PHASE.sonicWindup),
|
||||
chargeCooldownRemaining: CRYSTAL_BAT_TUNING.sonicCooldown,
|
||||
chargeCount: boss.chargeCount + 1,
|
||||
mechanicCircles: circles,
|
||||
mechanicLanes: [],
|
||||
phaseSecondsRemaining: CRYSTAL_BAT_TUNING.sonicWindup,
|
||||
velocity: { x: 0, y: 0 },
|
||||
}
|
||||
}
|
||||
|
||||
function beginShardLanes(
|
||||
boss: Iwt2BossEntityState,
|
||||
party: Iwt2PartyEntityState[],
|
||||
state: Iwt2ArenaState,
|
||||
): Iwt2BossEntityState {
|
||||
const lanes = createReflectedShardLanes(boss, party, state)
|
||||
return {
|
||||
...boss,
|
||||
attackPhase: asBossPhase(CRYSTAL_BAT_PHASE.shardWindup),
|
||||
chargeCooldownRemaining: CRYSTAL_BAT_TUNING.shardCooldown,
|
||||
chargeCount: boss.chargeCount + 1,
|
||||
mechanicCircles: [],
|
||||
mechanicLanes: lanes,
|
||||
phaseSecondsRemaining: CRYSTAL_BAT_TUNING.shardWindup,
|
||||
velocity: { x: 0, y: 0 },
|
||||
}
|
||||
}
|
||||
|
||||
function beginSwoop(
|
||||
boss: Iwt2BossEntityState,
|
||||
targetPosition: Iwt2Vec2,
|
||||
state: Iwt2ArenaState,
|
||||
): Iwt2BossEntityState {
|
||||
const facing = withFallbackFacing(subtractVec2(targetPosition, boss.position), boss.facing)
|
||||
const end = clampVec2ToArena(addVec2(targetPosition, scaleVec2(facing, 170)), boss.radius, state.bounds)
|
||||
return {
|
||||
...boss,
|
||||
attackPhase: asBossPhase(CRYSTAL_BAT_PHASE.swoopWindup),
|
||||
chargeEnd: end,
|
||||
chargeHitEntityIds: [],
|
||||
chargeStart: { ...boss.position },
|
||||
facing,
|
||||
fireballCooldownRemaining: CRYSTAL_BAT_TUNING.swoopCooldown,
|
||||
phaseSecondsRemaining: CRYSTAL_BAT_TUNING.swoopWindup,
|
||||
velocity: { x: 0, y: 0 },
|
||||
}
|
||||
}
|
||||
|
||||
function beginRelocation(boss: Iwt2BossEntityState, state: Iwt2ArenaState): Iwt2BossEntityState {
|
||||
return {
|
||||
...boss,
|
||||
attackPhase: 'relocating',
|
||||
mechanicCircles: [],
|
||||
mechanicLanes: [],
|
||||
phaseSecondsRemaining: CRYSTAL_BAT_TUNING.relocateSeconds,
|
||||
relocateTarget: relocationTarget(boss, state),
|
||||
velocity: { x: 0, y: 0 },
|
||||
}
|
||||
}
|
||||
|
||||
function createReflectedShardLanes(
|
||||
boss: Iwt2BossEntityState,
|
||||
party: Iwt2PartyEntityState[],
|
||||
state: Iwt2ArenaState,
|
||||
): Iwt2MechanicLaneState[] {
|
||||
const living = party.filter((member) => member.health > 0)
|
||||
const cluster = findBestCluster(party)
|
||||
const priorityTargets = [
|
||||
cluster.center,
|
||||
living.find((member) => member.aiRole === 'ranged')?.position ?? getBossTarget(party)?.position ?? arenaCenter(state),
|
||||
]
|
||||
const mirrors = mirrorPointsForPattern(boss, state)
|
||||
const lanes: Iwt2MechanicLaneState[] = []
|
||||
|
||||
for (let index = 0; index < mirrors.length; index += 1) {
|
||||
const mirror = mirrors[index]
|
||||
const target = priorityTargets[index] ?? cluster.center
|
||||
const reflectedDirection = withFallbackFacing(subtractVec2(target, mirror), boss.facing)
|
||||
const reflectedEnd = clampVec2ToArena(
|
||||
addVec2(mirror, scaleVec2(reflectedDirection, 380)),
|
||||
CRYSTAL_BAT_TUNING.shardLaneWidth,
|
||||
state.bounds,
|
||||
)
|
||||
lanes.push({
|
||||
end: mirror,
|
||||
id: `crystal-shard-${index}-in`,
|
||||
start: boss.position,
|
||||
width: CRYSTAL_BAT_TUNING.shardLaneWidth * 0.78,
|
||||
})
|
||||
lanes.push({
|
||||
end: reflectedEnd,
|
||||
id: `crystal-shard-${index}-out`,
|
||||
start: mirror,
|
||||
width: CRYSTAL_BAT_TUNING.shardLaneWidth,
|
||||
})
|
||||
}
|
||||
|
||||
return lanes
|
||||
}
|
||||
|
||||
function mirrorPointsForPattern(boss: Iwt2BossEntityState, state: Iwt2ArenaState): Iwt2Vec2[] {
|
||||
const center = arenaCenter(state)
|
||||
const verticalFirst = boss.chargeCount % 4 < 2
|
||||
if (verticalFirst) {
|
||||
return [
|
||||
{ x: clamp(center.x + 210, 80, state.bounds.width - 80), y: 42 },
|
||||
{ x: clamp(center.x - 180, 80, state.bounds.width - 80), y: state.bounds.height - 42 },
|
||||
]
|
||||
}
|
||||
return [
|
||||
{ x: 44, y: clamp(center.y - 120, 74, state.bounds.height - 74) },
|
||||
{ x: state.bounds.width - 44, y: clamp(center.y + 110, 74, state.bounds.height - 74) },
|
||||
]
|
||||
}
|
||||
|
||||
function applySonicRings(
|
||||
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 ownerId = sonicRingOwnerId(circle)
|
||||
const result = applyPartyDamageInShape(nextParty, {
|
||||
kind: 'circle',
|
||||
position: circle.position,
|
||||
radius: circle.radius,
|
||||
}, {
|
||||
damage: CRYSTAL_BAT_TUNING.sonicDamage,
|
||||
excludedEntityIds: ownerId ? [ownerId, ...hitEntityIds] : hitEntityIds,
|
||||
knockdownSeconds: 0,
|
||||
sourceId: boss.id,
|
||||
stunSeconds: CRYSTAL_BAT_TUNING.sonicStunSeconds,
|
||||
time,
|
||||
})
|
||||
nextParty = result.party
|
||||
hitEntityIds.push(...result.hitEntityIds)
|
||||
events.push(...result.events)
|
||||
}
|
||||
|
||||
return { events, party: nextParty }
|
||||
}
|
||||
|
||||
function applyShardLanes(
|
||||
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: CRYSTAL_BAT_TUNING.shardDamage,
|
||||
excludedEntityIds: hitEntityIds,
|
||||
knockdownSeconds: CRYSTAL_BAT_TUNING.shardStunSeconds,
|
||||
sourceId: boss.id,
|
||||
stunSeconds: CRYSTAL_BAT_TUNING.shardStunSeconds,
|
||||
time,
|
||||
})
|
||||
nextParty = result.party
|
||||
hitEntityIds.push(...result.hitEntityIds)
|
||||
events.push(...result.events)
|
||||
}
|
||||
|
||||
return { events, party: nextParty }
|
||||
}
|
||||
|
||||
function applySwoopHits(
|
||||
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: CRYSTAL_BAT_TUNING.swoopLaneWidth,
|
||||
}, {
|
||||
damage: CRYSTAL_BAT_TUNING.swoopDamage,
|
||||
damageEventType: 'bossChargeHit',
|
||||
excludedEntityIds: boss.chargeHitEntityIds,
|
||||
knockdownSeconds: CRYSTAL_BAT_TUNING.swoopStunSeconds,
|
||||
sourceId: boss.id,
|
||||
stunSeconds: CRYSTAL_BAT_TUNING.swoopStunSeconds,
|
||||
time,
|
||||
})
|
||||
return {
|
||||
...result,
|
||||
hitEntityIds: [...boss.chargeHitEntityIds, ...result.hitEntityIds],
|
||||
}
|
||||
}
|
||||
|
||||
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) > CRYSTAL_BAT_TUNING.meleeRange + target.radius) {
|
||||
return { boss, party, events: [] }
|
||||
}
|
||||
const result = applyPartyDamageInShape(party, {
|
||||
kind: 'circle',
|
||||
position: boss.position,
|
||||
radius: CRYSTAL_BAT_TUNING.meleeRange,
|
||||
}, {
|
||||
damage: CRYSTAL_BAT_TUNING.meleeDamage,
|
||||
sourceId: boss.id,
|
||||
time,
|
||||
})
|
||||
return {
|
||||
boss: { ...boss, meleeCooldownRemaining: CRYSTAL_BAT_TUNING.meleeCooldown },
|
||||
events: result.events,
|
||||
party: result.party,
|
||||
}
|
||||
}
|
||||
|
||||
function moveBossToHoverPoint(
|
||||
boss: Iwt2BossEntityState,
|
||||
state: Iwt2ArenaState,
|
||||
target: Iwt2PartyEntityState,
|
||||
dt: number,
|
||||
): Iwt2BossEntityState {
|
||||
const center = arenaCenter(state)
|
||||
const targetNearWall = isPositionNearWall(target.position, target.radius + CRYSTAL_BAT_TUNING.wallMargin, state)
|
||||
const awayFromTarget = withFallbackFacing(subtractVec2(center, target.position), { x: -1, y: 0 })
|
||||
const desired = targetNearWall
|
||||
? addVec2(target.position, scaleVec2(awayFromTarget, CRYSTAL_BAT_TUNING.hoverDistance))
|
||||
: addVec2(target.position, scaleVec2(normalizeVec2(subtractVec2(boss.position, target.position)), CRYSTAL_BAT_TUNING.hoverDistance))
|
||||
const nextPosition = clampVec2ToArena(
|
||||
moveTowardLimited(boss.position, desired, CRYSTAL_BAT_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 moveBossTowardRelocationTarget(
|
||||
boss: Iwt2BossEntityState,
|
||||
state: Iwt2ArenaState,
|
||||
target: Iwt2PartyEntityState,
|
||||
dt: number,
|
||||
): Iwt2BossEntityState {
|
||||
const nextPosition = clampVec2ToArena(
|
||||
moveTowardLimited(boss.position, boss.relocateTarget, CRYSTAL_BAT_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 moveTowardLimited(current: Iwt2Vec2, target: Iwt2Vec2, maxDistance: number): Iwt2Vec2 {
|
||||
const offset = subtractVec2(target, current)
|
||||
const distance = Math.hypot(offset.x, offset.y)
|
||||
if (distance <= maxDistance || distance <= 0.0001) return { ...target }
|
||||
return addVec2(current, scaleVec2(offset, maxDistance / distance))
|
||||
}
|
||||
|
||||
function findBestCluster(party: Iwt2PartyEntityState[]): { center: Iwt2Vec2, count: number } {
|
||||
const living = party.filter((member) => member.health > 0)
|
||||
if (living.length <= 0) return { center: { x: 0, y: 0 }, count: 0 }
|
||||
|
||||
let bestMembers = [living[0]]
|
||||
for (const member of living) {
|
||||
const nearby = living.filter((other) => distanceVec2(member.position, other.position) <= CRYSTAL_BAT_TUNING.clusterRadius)
|
||||
if (nearby.length > bestMembers.length) bestMembers = nearby
|
||||
}
|
||||
|
||||
return { center: partyCenter(bestMembers), count: bestMembers.length }
|
||||
}
|
||||
|
||||
function partyCenter(party: Iwt2PartyEntityState[]): Iwt2Vec2 {
|
||||
if (party.length <= 0) return { x: 0, y: 0 }
|
||||
const total = party.reduce((sum, member) => addVec2(sum, member.position), { x: 0, y: 0 })
|
||||
return scaleVec2(total, 1 / party.length)
|
||||
}
|
||||
|
||||
function relocationTarget(boss: Iwt2BossEntityState, state: Iwt2ArenaState): Iwt2Vec2 {
|
||||
const center = arenaCenter(state)
|
||||
const awayFromWall = normalizeVec2({
|
||||
x: boss.position.x < state.bounds.width * 0.5 ? 1 : -1,
|
||||
y: boss.position.y < state.bounds.height * 0.5 ? 1 : -1,
|
||||
})
|
||||
return clampVec2ToArena(addVec2(center, scaleVec2(awayFromWall, 88)), boss.radius, state.bounds)
|
||||
}
|
||||
|
||||
function arenaCenter(state: Iwt2ArenaState): Iwt2Vec2 {
|
||||
return {
|
||||
x: state.bounds.width * 0.5,
|
||||
y: state.bounds.height * 0.5,
|
||||
}
|
||||
}
|
||||
|
||||
function isBossNearWall(boss: Iwt2BossEntityState, state: Iwt2ArenaState): boolean {
|
||||
return isPositionNearWall(boss.position, boss.radius + CRYSTAL_BAT_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 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 sonicRingOwnerId(circle: Iwt2MechanicCircleState): Iwt2EntityId | undefined {
|
||||
const prefix = 'crystal-sonic-'
|
||||
return circle.id.startsWith(prefix) ? circle.id.slice(prefix.length) : undefined
|
||||
}
|
||||
|
||||
function withCrystalBatIndicators(result: Omit<Iwt2BossTickResult, 'indicators'>): Iwt2BossTickResult {
|
||||
return {
|
||||
...result,
|
||||
indicators: createCrystalBatIndicators(result.boss),
|
||||
}
|
||||
}
|
||||
|
||||
function createCrystalBatIndicators(boss: Iwt2BossEntityState): Iwt2ArenaIndicator[] {
|
||||
const phase = crystalBatPhase(boss)
|
||||
const indicators: Iwt2ArenaIndicator[] = []
|
||||
|
||||
if (phase === CRYSTAL_BAT_PHASE.sonicWindup || phase === CRYSTAL_BAT_PHASE.sonicRecover) {
|
||||
const indicatorPhase = indicatorPhaseFromAttack(
|
||||
phase === CRYSTAL_BAT_PHASE.sonicWindup,
|
||||
phase === CRYSTAL_BAT_PHASE.sonicRecover,
|
||||
)
|
||||
for (const circle of boss.mechanicCircles) {
|
||||
indicators.push(createDonutIndicator({
|
||||
color: SONIC_COLOR,
|
||||
id: `${boss.id}:${circle.id}:ring`,
|
||||
innerRadius: Math.max(12, circle.radius * 0.34),
|
||||
mechanicId: 'crystal-bat-sonic-spacing-ring',
|
||||
outerRadius: circle.radius,
|
||||
phase: indicatorPhase,
|
||||
position: circle.position,
|
||||
sourceId: boss.id,
|
||||
}))
|
||||
indicators.push(createCircleIndicator({
|
||||
color: SONIC_COLOR,
|
||||
id: `${boss.id}:${circle.id}:center`,
|
||||
mechanicId: 'crystal-bat-sonic-overlap-zone',
|
||||
phase: indicatorPhase,
|
||||
position: circle.position,
|
||||
radius: circle.radius * 0.22,
|
||||
sourceId: boss.id,
|
||||
}))
|
||||
}
|
||||
}
|
||||
|
||||
if (phase === CRYSTAL_BAT_PHASE.shardWindup || phase === CRYSTAL_BAT_PHASE.shardRecover) {
|
||||
const indicatorPhase = indicatorPhaseFromAttack(
|
||||
phase === CRYSTAL_BAT_PHASE.shardWindup,
|
||||
phase === CRYSTAL_BAT_PHASE.shardRecover,
|
||||
)
|
||||
for (const lane of boss.mechanicLanes) {
|
||||
indicators.push(createLaneIndicator({
|
||||
color: SHARD_COLOR,
|
||||
end: lane.end,
|
||||
id: `${boss.id}:${lane.id}`,
|
||||
mechanicId: lane.id.endsWith('-out') ? 'crystal-bat-reflected-shard' : 'crystal-bat-mirror-shard',
|
||||
phase: indicatorPhase,
|
||||
sourceId: boss.id,
|
||||
start: lane.start,
|
||||
width: lane.width,
|
||||
}))
|
||||
}
|
||||
}
|
||||
|
||||
if (
|
||||
phase === CRYSTAL_BAT_PHASE.swoopWindup
|
||||
|| phase === CRYSTAL_BAT_PHASE.swooping
|
||||
|| phase === CRYSTAL_BAT_PHASE.swoopRecover
|
||||
) {
|
||||
indicators.push(createLaneIndicator({
|
||||
color: SWOOP_COLOR,
|
||||
end: boss.chargeEnd,
|
||||
id: `${boss.id}:crystal-bat-swoop`,
|
||||
mechanicId: 'crystal-bat-cluster-swoop',
|
||||
phase: indicatorPhaseFromAttack(
|
||||
phase === CRYSTAL_BAT_PHASE.swoopWindup,
|
||||
phase === CRYSTAL_BAT_PHASE.swooping,
|
||||
),
|
||||
sourceId: boss.id,
|
||||
start: boss.chargeStart,
|
||||
width: CRYSTAL_BAT_TUNING.swoopLaneWidth,
|
||||
}))
|
||||
}
|
||||
|
||||
return indicators
|
||||
}
|
||||
|
||||
function crystalBatPhase(boss: Iwt2BossEntityState): string {
|
||||
return boss.attackPhase as string
|
||||
}
|
||||
|
||||
function asBossPhase(phase: CrystalBatPhase): Iwt2BossEntityState['attackPhase'] {
|
||||
return phase as unknown as Iwt2BossEntityState['attackPhase']
|
||||
}
|
||||
@@ -0,0 +1,459 @@
|
||||
import type { Iwt2BossTickResult } from './bossAi'
|
||||
import type {
|
||||
Iwt2ArenaEvent,
|
||||
Iwt2ArenaIndicator,
|
||||
Iwt2ArenaState,
|
||||
Iwt2BossEntityState,
|
||||
Iwt2MechanicLaneState,
|
||||
Iwt2PartyEntityState,
|
||||
Iwt2Vec2,
|
||||
} from './types'
|
||||
import {
|
||||
applyPartyDamageInShape,
|
||||
createLaneIndicator,
|
||||
indicatorPhaseFromAttack,
|
||||
} from './mechanics'
|
||||
import {
|
||||
addVec2,
|
||||
clamp,
|
||||
clampVec2ToArena,
|
||||
distanceVec2,
|
||||
moveToward,
|
||||
normalizeVec2,
|
||||
scaleVec2,
|
||||
subtractVec2,
|
||||
withFallbackFacing,
|
||||
} from './vector'
|
||||
|
||||
type EmberMantisAttackPhase =
|
||||
| Iwt2BossEntityState['attackPhase']
|
||||
| 'bladeSidestep'
|
||||
| 'lineSlashWindup'
|
||||
| 'lineSlashRecover'
|
||||
| 'crossSlashWindup'
|
||||
| 'crossSlashRecover'
|
||||
|
||||
const EMBER_MANTIS = {
|
||||
accentColor: '#ffb13b',
|
||||
crossSlashCooldown: 7.5,
|
||||
crossSlashDamage: 20,
|
||||
crossSlashStunSeconds: 0.45,
|
||||
crossSlashWindup: 0.82,
|
||||
duelistRange: 118,
|
||||
lineSlashCooldown: 3.4,
|
||||
lineSlashDamage: 15,
|
||||
lineSlashStunSeconds: 0.25,
|
||||
lineSlashWindup: 0.48,
|
||||
meleeCooldown: 0.8,
|
||||
meleeDamage: 7,
|
||||
meleeRange: 52,
|
||||
moveSpeed: 168,
|
||||
recoverSeconds: 0.38,
|
||||
sidestepInterval: 1.9,
|
||||
sidestepSeconds: 0.32,
|
||||
sidestepSpeed: 330,
|
||||
slashLaneWidth: 34,
|
||||
wallMargin: 86,
|
||||
}
|
||||
|
||||
export function tickEmberMantisDuelist(state: Iwt2ArenaState, dt: number): Iwt2BossTickResult {
|
||||
const events: Iwt2ArenaEvent[] = []
|
||||
let party = state.party
|
||||
const incomingPhase = state.boss.attackPhase as EmberMantisAttackPhase
|
||||
let boss = {
|
||||
...state.boss,
|
||||
chargeCooldownRemaining: Math.max(0, state.boss.chargeCooldownRemaining - dt),
|
||||
fireballCooldownRemaining: Math.max(0, state.boss.fireballCooldownRemaining - dt),
|
||||
mechanicEnergy: Math.min(EMBER_MANTIS.sidestepInterval, state.boss.mechanicEnergy + 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 withEmberMantisIndicators({ boss, party, events })
|
||||
|
||||
const phase = boss.attackPhase as EmberMantisAttackPhase
|
||||
|
||||
if (phase === 'bladeSidestep') {
|
||||
boss = moveBossTowardRelocateTarget(boss, state, target, dt)
|
||||
if (boss.phaseSecondsRemaining <= 0 || distanceVec2(boss.position, boss.relocateTarget) <= 6) {
|
||||
boss = {
|
||||
...boss,
|
||||
attackPhase: asBossPhase('idle'),
|
||||
mechanicEnergy: 0,
|
||||
phaseSecondsRemaining: 0,
|
||||
velocity: { x: 0, y: 0 },
|
||||
}
|
||||
}
|
||||
return withEmberMantisIndicators({ boss, party, events })
|
||||
}
|
||||
|
||||
if (phase === 'lineSlashWindup') {
|
||||
boss = faceLaneTarget(boss)
|
||||
if (boss.phaseSecondsRemaining <= 0) {
|
||||
const result = applySlashLanes(
|
||||
party,
|
||||
boss,
|
||||
EMBER_MANTIS.lineSlashDamage,
|
||||
EMBER_MANTIS.lineSlashStunSeconds,
|
||||
state.time + dt,
|
||||
)
|
||||
party = result.party
|
||||
events.push(...result.events)
|
||||
boss = {
|
||||
...boss,
|
||||
attackPhase: asBossPhase('lineSlashRecover'),
|
||||
phaseSecondsRemaining: EMBER_MANTIS.recoverSeconds,
|
||||
}
|
||||
}
|
||||
return withEmberMantisIndicators({ boss, party, events })
|
||||
}
|
||||
|
||||
if (phase === 'crossSlashWindup') {
|
||||
boss = faceLaneTarget(boss)
|
||||
if (boss.phaseSecondsRemaining <= 0) {
|
||||
const result = applySlashLanes(
|
||||
party,
|
||||
boss,
|
||||
EMBER_MANTIS.crossSlashDamage,
|
||||
EMBER_MANTIS.crossSlashStunSeconds,
|
||||
state.time + dt,
|
||||
)
|
||||
party = result.party
|
||||
events.push(...result.events)
|
||||
boss = {
|
||||
...boss,
|
||||
attackPhase: asBossPhase('crossSlashRecover'),
|
||||
phaseSecondsRemaining: EMBER_MANTIS.recoverSeconds + 0.12,
|
||||
}
|
||||
}
|
||||
return withEmberMantisIndicators({ boss, party, events })
|
||||
}
|
||||
|
||||
if (phase === 'lineSlashRecover' || phase === 'crossSlashRecover') {
|
||||
if (boss.phaseSecondsRemaining <= 0) {
|
||||
boss = {
|
||||
...boss,
|
||||
attackPhase: asBossPhase('idle'),
|
||||
mechanicLanes: [],
|
||||
phaseSecondsRemaining: 0,
|
||||
}
|
||||
}
|
||||
return withEmberMantisIndicators({ boss, party, events })
|
||||
}
|
||||
|
||||
if (boss.wallContactSeconds >= 0.58) {
|
||||
boss = beginSidestep(boss, state, target, true)
|
||||
return withEmberMantisIndicators({ boss, party, events })
|
||||
}
|
||||
|
||||
if (boss.fireballCooldownRemaining <= 0) {
|
||||
boss = {
|
||||
...boss,
|
||||
attackPhase: asBossPhase('crossSlashWindup'),
|
||||
fireballCooldownRemaining: EMBER_MANTIS.crossSlashCooldown,
|
||||
mechanicLanes: createCrossSlashLanes(state, boss, target),
|
||||
phaseSecondsRemaining: EMBER_MANTIS.crossSlashWindup,
|
||||
velocity: { x: 0, y: 0 },
|
||||
}
|
||||
return withEmberMantisIndicators({ boss, party, events })
|
||||
}
|
||||
|
||||
if (boss.chargeCooldownRemaining <= 0) {
|
||||
boss = {
|
||||
...boss,
|
||||
attackPhase: asBossPhase('lineSlashWindup'),
|
||||
chargeCooldownRemaining: EMBER_MANTIS.lineSlashCooldown,
|
||||
mechanicLanes: [createLineSlashLane(state, boss, target)],
|
||||
phaseSecondsRemaining: EMBER_MANTIS.lineSlashWindup,
|
||||
velocity: { x: 0, y: 0 },
|
||||
}
|
||||
return withEmberMantisIndicators({ boss, party, events })
|
||||
}
|
||||
|
||||
if (boss.mechanicEnergy >= EMBER_MANTIS.sidestepInterval && distanceVec2(boss.position, target.position) <= 220) {
|
||||
boss = beginSidestep(boss, state, target, false)
|
||||
return withEmberMantisIndicators({ boss, party, events })
|
||||
}
|
||||
|
||||
const meleeResult = maybeApplyMelee(party, boss, target, state.time + dt)
|
||||
party = meleeResult.party
|
||||
events.push(...meleeResult.events)
|
||||
boss = meleeResult.boss
|
||||
if (events.length > 0) return withEmberMantisIndicators({ boss, party, events })
|
||||
|
||||
boss = moveDuelist(boss, state, target, dt)
|
||||
return withEmberMantisIndicators({ boss, party, events })
|
||||
}
|
||||
|
||||
function asBossPhase(phase: EmberMantisAttackPhase): Iwt2BossEntityState['attackPhase'] {
|
||||
return phase as Iwt2BossEntityState['attackPhase']
|
||||
}
|
||||
|
||||
function beginSidestep(
|
||||
boss: Iwt2BossEntityState,
|
||||
state: Iwt2ArenaState,
|
||||
target: Iwt2PartyEntityState,
|
||||
forcedFromWall: boolean,
|
||||
): Iwt2BossEntityState {
|
||||
return {
|
||||
...boss,
|
||||
attackPhase: asBossPhase('bladeSidestep'),
|
||||
mechanicEnergy: 0,
|
||||
phaseSecondsRemaining: forcedFromWall ? EMBER_MANTIS.sidestepSeconds * 1.6 : EMBER_MANTIS.sidestepSeconds,
|
||||
relocateTarget: chooseSidestepTarget(boss, state, target, forcedFromWall),
|
||||
velocity: { x: 0, y: 0 },
|
||||
}
|
||||
}
|
||||
|
||||
function moveBossTowardRelocateTarget(
|
||||
boss: Iwt2BossEntityState,
|
||||
state: Iwt2ArenaState,
|
||||
target: Iwt2PartyEntityState,
|
||||
dt: number,
|
||||
): Iwt2BossEntityState {
|
||||
const nextPosition = clampVec2ToArena(
|
||||
moveToward(boss.position, boss.relocateTarget, EMBER_MANTIS.sidestepSpeed * 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 moveDuelist(
|
||||
boss: Iwt2BossEntityState,
|
||||
state: Iwt2ArenaState,
|
||||
target: Iwt2PartyEntityState,
|
||||
dt: number,
|
||||
): Iwt2BossEntityState {
|
||||
const offset = subtractVec2(boss.position, target.position)
|
||||
const distance = distanceVec2(boss.position, target.position)
|
||||
const desiredDistance = distance < EMBER_MANTIS.duelistRange * 0.72
|
||||
? EMBER_MANTIS.duelistRange
|
||||
: EMBER_MANTIS.duelistRange * 0.82
|
||||
const direction = distance < EMBER_MANTIS.duelistRange * 0.72
|
||||
? withFallbackFacing(offset, boss.facing)
|
||||
: withFallbackFacing(subtractVec2(target.position, boss.position), boss.facing)
|
||||
const targetPosition = distance < desiredDistance
|
||||
? addVec2(target.position, scaleVec2(direction, EMBER_MANTIS.duelistRange))
|
||||
: target.position
|
||||
const nextPosition = clampVec2ToArena(
|
||||
moveToward(boss.position, targetPosition, EMBER_MANTIS.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 chooseSidestepTarget(
|
||||
boss: Iwt2BossEntityState,
|
||||
state: Iwt2ArenaState,
|
||||
target: Iwt2PartyEntityState,
|
||||
forcedFromWall: boolean,
|
||||
): Iwt2Vec2 {
|
||||
if (forcedFromWall) {
|
||||
return clampVec2ToArena(arenaCenter(state), boss.radius + EMBER_MANTIS.wallMargin * 0.35, state.bounds)
|
||||
}
|
||||
const towardTarget = withFallbackFacing(subtractVec2(target.position, boss.position), boss.facing)
|
||||
const sideSign = boss.chargeCount % 2 === 0 ? 1 : -1
|
||||
const lateral = { x: -towardTarget.y * sideSign, y: towardTarget.x * sideSign }
|
||||
const center = arenaCenter(state)
|
||||
const centerBias = normalizeVec2(subtractVec2(center, boss.position))
|
||||
const sideWeight = forcedFromWall ? 0.35 : 1
|
||||
const centerWeight = forcedFromWall ? 1.15 : 0.35
|
||||
const direction = withFallbackFacing(addVec2(scaleVec2(lateral, sideWeight), scaleVec2(centerBias, centerWeight)), centerBias)
|
||||
const distance = forcedFromWall ? 152 : 118
|
||||
const rawTarget = addVec2(boss.position, scaleVec2(direction, distance))
|
||||
return clampVec2ToArena(rawTarget, boss.radius + EMBER_MANTIS.wallMargin * 0.35, state.bounds)
|
||||
}
|
||||
|
||||
function createLineSlashLane(
|
||||
state: Iwt2ArenaState,
|
||||
boss: Iwt2BossEntityState,
|
||||
target: Iwt2PartyEntityState,
|
||||
): Iwt2MechanicLaneState {
|
||||
const direction = withFallbackFacing(subtractVec2(target.position, boss.position), boss.facing)
|
||||
return createArenaLane('line-slash', target.position, direction, EMBER_MANTIS.slashLaneWidth, state)
|
||||
}
|
||||
|
||||
function createCrossSlashLanes(
|
||||
state: Iwt2ArenaState,
|
||||
boss: Iwt2BossEntityState,
|
||||
target: Iwt2PartyEntityState,
|
||||
): Iwt2MechanicLaneState[] {
|
||||
const center = targetClusterCenter(state.party, target.position)
|
||||
const baseAngle = Math.atan2(target.position.y - boss.position.y, target.position.x - boss.position.x)
|
||||
const angles = [baseAngle + Math.PI * 0.25, baseAngle - Math.PI * 0.25]
|
||||
return angles.map((angle, index) => createArenaLane(
|
||||
`cross-slash-${index}`,
|
||||
center,
|
||||
{ x: Math.cos(angle), y: Math.sin(angle) },
|
||||
EMBER_MANTIS.slashLaneWidth,
|
||||
state,
|
||||
))
|
||||
}
|
||||
|
||||
function createArenaLane(
|
||||
id: string,
|
||||
center: Iwt2Vec2,
|
||||
direction: Iwt2Vec2,
|
||||
width: number,
|
||||
state: Iwt2ArenaState,
|
||||
): Iwt2MechanicLaneState {
|
||||
const normalized = withFallbackFacing(direction, { x: 1, y: 0 })
|
||||
const halfLength = Math.hypot(state.bounds.width, state.bounds.height) * 0.62 + 48
|
||||
return {
|
||||
end: clampLanePoint(addVec2(center, scaleVec2(normalized, halfLength)), state),
|
||||
id,
|
||||
start: clampLanePoint(addVec2(center, scaleVec2(normalized, -halfLength)), state),
|
||||
width,
|
||||
}
|
||||
}
|
||||
|
||||
function clampLanePoint(point: Iwt2Vec2, state: Iwt2ArenaState): Iwt2Vec2 {
|
||||
return {
|
||||
x: clamp(point.x, -24, state.bounds.width + 24),
|
||||
y: clamp(point.y, -24, state.bounds.height + 24),
|
||||
}
|
||||
}
|
||||
|
||||
function targetClusterCenter(party: Iwt2PartyEntityState[], fallback: Iwt2Vec2): Iwt2Vec2 {
|
||||
const living = party.filter((member) => member.health > 0)
|
||||
if (living.length === 0) return fallback
|
||||
const total = living.reduce((sum, member) => addVec2(sum, member.position), { x: 0, y: 0 })
|
||||
return scaleVec2(total, 1 / living.length)
|
||||
}
|
||||
|
||||
function applySlashLanes(
|
||||
party: Iwt2PartyEntityState[],
|
||||
boss: Iwt2BossEntityState,
|
||||
damage: number,
|
||||
stunSeconds: number,
|
||||
time: number,
|
||||
): { party: Iwt2PartyEntityState[], events: Iwt2ArenaEvent[] } {
|
||||
let nextParty = party
|
||||
const events: Iwt2ArenaEvent[] = []
|
||||
const hitEntityIds: string[] = []
|
||||
for (const lane of boss.mechanicLanes) {
|
||||
const result = applyPartyDamageInShape(nextParty, {
|
||||
kind: 'lane',
|
||||
end: lane.end,
|
||||
start: lane.start,
|
||||
width: lane.width,
|
||||
}, {
|
||||
damage,
|
||||
excludedEntityIds: hitEntityIds,
|
||||
knockdownSeconds: 0,
|
||||
sourceId: boss.id,
|
||||
stunSeconds,
|
||||
time,
|
||||
})
|
||||
nextParty = result.party
|
||||
hitEntityIds.push(...result.hitEntityIds)
|
||||
events.push(...result.events)
|
||||
}
|
||||
return { party: nextParty, events }
|
||||
}
|
||||
|
||||
function faceLaneTarget(boss: Iwt2BossEntityState): Iwt2BossEntityState {
|
||||
const lane = boss.mechanicLanes[0]
|
||||
if (!lane) return boss
|
||||
return {
|
||||
...boss,
|
||||
facing: withFallbackFacing(subtractVec2(lane.end, lane.start), boss.facing),
|
||||
velocity: { x: 0, y: 0 },
|
||||
}
|
||||
}
|
||||
|
||||
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) > EMBER_MANTIS.meleeRange + target.radius) {
|
||||
return { boss, party, events: [] }
|
||||
}
|
||||
const result = applyPartyDamageInShape(party, {
|
||||
kind: 'circle',
|
||||
position: boss.position,
|
||||
radius: EMBER_MANTIS.meleeRange,
|
||||
}, {
|
||||
damage: EMBER_MANTIS.meleeDamage,
|
||||
sourceId: boss.id,
|
||||
time,
|
||||
})
|
||||
return {
|
||||
boss: { ...boss, meleeCooldownRemaining: EMBER_MANTIS.meleeCooldown },
|
||||
events: result.events,
|
||||
party: result.party,
|
||||
}
|
||||
}
|
||||
|
||||
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 isBossNearWall(boss: Iwt2BossEntityState, state: Iwt2ArenaState): boolean {
|
||||
const margin = boss.radius + EMBER_MANTIS.wallMargin
|
||||
return (
|
||||
boss.position.x <= margin
|
||||
|| boss.position.x >= state.bounds.width - margin
|
||||
|| boss.position.y <= margin
|
||||
|| boss.position.y >= state.bounds.height - margin
|
||||
)
|
||||
}
|
||||
|
||||
function arenaCenter(state: Iwt2ArenaState): Iwt2Vec2 {
|
||||
return {
|
||||
x: state.bounds.width * 0.5,
|
||||
y: state.bounds.height * 0.5,
|
||||
}
|
||||
}
|
||||
|
||||
function withEmberMantisIndicators(result: Omit<Iwt2BossTickResult, 'indicators'>): Iwt2BossTickResult {
|
||||
return {
|
||||
...result,
|
||||
indicators: createEmberMantisIndicators(result.boss),
|
||||
}
|
||||
}
|
||||
|
||||
function createEmberMantisIndicators(boss: Iwt2BossEntityState): Iwt2ArenaIndicator[] {
|
||||
const phase = boss.attackPhase as EmberMantisAttackPhase
|
||||
const isSlashPhase = phase === 'lineSlashWindup'
|
||||
|| phase === 'lineSlashRecover'
|
||||
|| phase === 'crossSlashWindup'
|
||||
|| phase === 'crossSlashRecover'
|
||||
if (!isSlashPhase) return []
|
||||
const isWindup = phase === 'lineSlashWindup' || phase === 'crossSlashWindup'
|
||||
const isRecover = phase === 'lineSlashRecover' || phase === 'crossSlashRecover'
|
||||
return boss.mechanicLanes.map((lane) => createLaneIndicator({
|
||||
color: isRecover ? '#ff6a2a' : EMBER_MANTIS.accentColor,
|
||||
end: lane.end,
|
||||
id: `${boss.id}:${lane.id}`,
|
||||
mechanicId: phase === 'crossSlashWindup' || phase === 'crossSlashRecover'
|
||||
? 'ember-mantis-cross-slash'
|
||||
: 'ember-mantis-line-slash',
|
||||
phase: indicatorPhaseFromAttack(isWindup, isRecover),
|
||||
sourceId: boss.id,
|
||||
start: lane.start,
|
||||
width: lane.width,
|
||||
}))
|
||||
}
|
||||
@@ -15,6 +15,10 @@ const MAX_FIRE_PUDDLES = 8
|
||||
const FIRE_PUDDLE_TICK_SECONDS = 0.55
|
||||
const FIRE_PUDDLE_FADE_SECONDS = 0.8
|
||||
const FIRE_PUDDLE_MERGE_DISTANCE = 28
|
||||
const MAX_POISON_PUDDLES = 6
|
||||
const MAX_MUD_PUDDLES = 7
|
||||
const MUD_PUDDLE_TICK_SECONDS = 0.22
|
||||
const MUD_SLOW_SECONDS = 0.5
|
||||
|
||||
export function addFirePuddle({
|
||||
damage,
|
||||
@@ -34,9 +38,115 @@ export function addFirePuddle({
|
||||
radius: number
|
||||
sourceId: Iwt2EntityId
|
||||
time: number
|
||||
}): { hazards: Iwt2GroundHazardState[], nextHazardId: number } {
|
||||
return addGroundPuddle({
|
||||
damage,
|
||||
duration,
|
||||
fadeSeconds: FIRE_PUDDLE_FADE_SECONDS,
|
||||
hazardKind: 'firePuddle',
|
||||
hazards,
|
||||
maxActive: MAX_FIRE_PUDDLES,
|
||||
nextHazardId,
|
||||
position,
|
||||
radius,
|
||||
sourceId,
|
||||
time,
|
||||
})
|
||||
}
|
||||
|
||||
export function addPoisonPuddle({
|
||||
damage,
|
||||
duration,
|
||||
hazards,
|
||||
nextHazardId,
|
||||
position,
|
||||
radius,
|
||||
sourceId,
|
||||
time,
|
||||
}: {
|
||||
damage: number
|
||||
duration: number
|
||||
hazards: Iwt2GroundHazardState[]
|
||||
nextHazardId: number
|
||||
position: Iwt2Vec2
|
||||
radius: number
|
||||
sourceId: Iwt2EntityId
|
||||
time: number
|
||||
}): { hazards: Iwt2GroundHazardState[], nextHazardId: number } {
|
||||
return addGroundPuddle({
|
||||
damage,
|
||||
duration,
|
||||
fadeSeconds: 1,
|
||||
hazardKind: 'poisonPuddle',
|
||||
hazards,
|
||||
maxActive: MAX_POISON_PUDDLES,
|
||||
nextHazardId,
|
||||
position,
|
||||
radius,
|
||||
sourceId,
|
||||
time,
|
||||
})
|
||||
}
|
||||
|
||||
export function addMudPuddle({
|
||||
duration,
|
||||
hazards,
|
||||
nextHazardId,
|
||||
position,
|
||||
radius,
|
||||
sourceId,
|
||||
time,
|
||||
}: {
|
||||
duration: number
|
||||
hazards: Iwt2GroundHazardState[]
|
||||
nextHazardId: number
|
||||
position: Iwt2Vec2
|
||||
radius: number
|
||||
sourceId: Iwt2EntityId
|
||||
time: number
|
||||
}): { hazards: Iwt2GroundHazardState[], nextHazardId: number } {
|
||||
return addGroundPuddle({
|
||||
damage: 0,
|
||||
duration,
|
||||
fadeSeconds: 0.9,
|
||||
hazardKind: 'mudPuddle',
|
||||
hazards,
|
||||
maxActive: MAX_MUD_PUDDLES,
|
||||
nextHazardId,
|
||||
position,
|
||||
radius,
|
||||
sourceId,
|
||||
time,
|
||||
})
|
||||
}
|
||||
|
||||
function addGroundPuddle({
|
||||
damage,
|
||||
duration,
|
||||
fadeSeconds,
|
||||
hazardKind,
|
||||
hazards,
|
||||
maxActive,
|
||||
nextHazardId,
|
||||
position,
|
||||
radius,
|
||||
sourceId,
|
||||
time,
|
||||
}: {
|
||||
damage: number
|
||||
duration: number
|
||||
fadeSeconds: number
|
||||
hazardKind: Iwt2GroundHazardState['hazardKind']
|
||||
hazards: Iwt2GroundHazardState[]
|
||||
maxActive: number
|
||||
nextHazardId: number
|
||||
position: Iwt2Vec2
|
||||
radius: number
|
||||
sourceId: Iwt2EntityId
|
||||
time: number
|
||||
}): { hazards: Iwt2GroundHazardState[], nextHazardId: number } {
|
||||
const overlappingIndex = hazards.findIndex((hazard) => (
|
||||
hazard.hazardKind === 'firePuddle'
|
||||
hazard.hazardKind === hazardKind
|
||||
&& hazard.remainingSeconds > hazard.fadeSeconds
|
||||
&& Math.hypot(hazard.position.x - position.x, hazard.position.y - position.y) <= FIRE_PUDDLE_MERGE_DISTANCE
|
||||
))
|
||||
@@ -59,19 +169,19 @@ export function addFirePuddle({
|
||||
}
|
||||
|
||||
const nextHazard: Iwt2GroundHazardState = {
|
||||
id: `fire-puddle-${nextHazardId}`,
|
||||
id: `${hazardKind}-${nextHazardId}`,
|
||||
kind: 'groundHazard',
|
||||
hazardKind: 'firePuddle',
|
||||
hazardKind,
|
||||
sourceId,
|
||||
position: { ...position },
|
||||
radius,
|
||||
damage,
|
||||
remainingSeconds: duration,
|
||||
fadeSeconds: FIRE_PUDDLE_FADE_SECONDS,
|
||||
fadeSeconds,
|
||||
nextDamageAt: time + 0.12,
|
||||
}
|
||||
return {
|
||||
hazards: capFirePuddles([...hazards, nextHazard]),
|
||||
hazards: capPuddles([...hazards, nextHazard], hazardKind, maxActive),
|
||||
nextHazardId: nextHazardId + 1,
|
||||
}
|
||||
}
|
||||
@@ -101,22 +211,27 @@ export function tickGroundHazards({
|
||||
|
||||
let nextDamageAt = hazard.nextDamageAt
|
||||
if (time >= hazard.nextDamageAt) {
|
||||
const result = applyPartyDamageInShape(
|
||||
nextParty,
|
||||
{
|
||||
kind: 'circle',
|
||||
position: hazard.position,
|
||||
radius: hazard.radius,
|
||||
},
|
||||
{
|
||||
damage: hazard.damage,
|
||||
sourceId: hazard.sourceId,
|
||||
time,
|
||||
},
|
||||
)
|
||||
nextParty = result.party
|
||||
events.push(...result.events)
|
||||
nextDamageAt = time + FIRE_PUDDLE_TICK_SECONDS
|
||||
if (hazard.hazardKind === 'mudPuddle') {
|
||||
nextParty = applyMudSlow(nextParty, hazard)
|
||||
nextDamageAt = time + MUD_PUDDLE_TICK_SECONDS
|
||||
} else {
|
||||
const result = applyPartyDamageInShape(
|
||||
nextParty,
|
||||
{
|
||||
kind: 'circle',
|
||||
position: hazard.position,
|
||||
radius: hazard.radius,
|
||||
},
|
||||
{
|
||||
damage: hazard.damage,
|
||||
sourceId: hazard.sourceId,
|
||||
time,
|
||||
},
|
||||
)
|
||||
nextParty = result.party
|
||||
events.push(...result.events)
|
||||
nextDamageAt = time + FIRE_PUDDLE_TICK_SECONDS
|
||||
}
|
||||
}
|
||||
|
||||
nextHazards.push({
|
||||
@@ -135,9 +250,9 @@ export function tickGroundHazards({
|
||||
|
||||
export function createHazardIndicators(hazards: Iwt2GroundHazardState[]): Iwt2ArenaIndicator[] {
|
||||
return hazards.map((hazard) => createCircleIndicator({
|
||||
color: '#ff7a2f',
|
||||
color: hazardColor(hazard),
|
||||
id: `${hazard.id}:indicator`,
|
||||
mechanicId: 'fire-puddle',
|
||||
mechanicId: hazard.hazardKind,
|
||||
phase: hazard.remainingSeconds <= hazard.fadeSeconds ? 'recover' : 'active',
|
||||
position: hazard.position,
|
||||
radius: hazard.radius,
|
||||
@@ -145,16 +260,41 @@ export function createHazardIndicators(hazards: Iwt2GroundHazardState[]): Iwt2Ar
|
||||
}))
|
||||
}
|
||||
|
||||
function capFirePuddles(hazards: Iwt2GroundHazardState[]): Iwt2GroundHazardState[] {
|
||||
function applyMudSlow(party: Iwt2PartyEntityState[], hazard: Iwt2GroundHazardState): Iwt2PartyEntityState[] {
|
||||
return party.map((member) => {
|
||||
if (member.health <= 0) return member
|
||||
const distance = Math.hypot(member.position.x - hazard.position.x, member.position.y - hazard.position.y)
|
||||
if (distance > hazard.radius + member.radius) return member
|
||||
return {
|
||||
...member,
|
||||
status: {
|
||||
...member.status,
|
||||
slowedSeconds: Math.max(member.status.slowedSeconds, MUD_SLOW_SECONDS),
|
||||
},
|
||||
}
|
||||
})
|
||||
}
|
||||
|
||||
function hazardColor(hazard: Iwt2GroundHazardState): string {
|
||||
if (hazard.hazardKind === 'poisonPuddle') return '#7bd84f'
|
||||
if (hazard.hazardKind === 'mudPuddle') return '#9a6a3a'
|
||||
return '#ff7a2f'
|
||||
}
|
||||
|
||||
function capPuddles(
|
||||
hazards: Iwt2GroundHazardState[],
|
||||
hazardKind: Iwt2GroundHazardState['hazardKind'],
|
||||
maxActive: number,
|
||||
): Iwt2GroundHazardState[] {
|
||||
let activePuddles = 0
|
||||
let oldestActivePuddleIndex = -1
|
||||
for (let index = 0; index < hazards.length; index += 1) {
|
||||
const hazard = hazards[index]
|
||||
if (hazard.hazardKind !== 'firePuddle' || hazard.remainingSeconds <= hazard.fadeSeconds) continue
|
||||
if (hazard.hazardKind !== hazardKind || hazard.remainingSeconds <= hazard.fadeSeconds) continue
|
||||
activePuddles += 1
|
||||
if (oldestActivePuddleIndex < 0) oldestActivePuddleIndex = index
|
||||
}
|
||||
if (activePuddles <= MAX_FIRE_PUDDLES || oldestActivePuddleIndex < 0) return hazards
|
||||
if (activePuddles <= maxActive || oldestActivePuddleIndex < 0) return hazards
|
||||
|
||||
return hazards.map((hazard, index) => index === oldestActivePuddleIndex
|
||||
? { ...hazard, remainingSeconds: Math.min(hazard.remainingSeconds, hazard.fadeSeconds) }
|
||||
|
||||
@@ -0,0 +1,712 @@
|
||||
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
|
||||
}
|
||||
@@ -1,5 +1,6 @@
|
||||
import type {
|
||||
Iwt2ArenaBounds,
|
||||
Iwt2ArenaArcIndicator,
|
||||
Iwt2ArenaCircleIndicator,
|
||||
Iwt2ArenaConeIndicator,
|
||||
Iwt2ArenaDonutIndicator,
|
||||
@@ -51,6 +52,14 @@ export type Iwt2CircleHitShape = {
|
||||
radius: number
|
||||
}
|
||||
|
||||
export type Iwt2ConeHitShape = {
|
||||
kind: 'cone'
|
||||
origin: Iwt2Vec2
|
||||
direction: Iwt2Vec2
|
||||
range: number
|
||||
angleRadians: number
|
||||
}
|
||||
|
||||
export type Iwt2DonutHitShape = {
|
||||
kind: 'donut'
|
||||
position: Iwt2Vec2
|
||||
@@ -58,7 +67,21 @@ export type Iwt2DonutHitShape = {
|
||||
outerRadius: number
|
||||
}
|
||||
|
||||
export type Iwt2HitShape = Iwt2LaneHitShape | Iwt2CircleHitShape | Iwt2DonutHitShape
|
||||
export type Iwt2ArcHitShape = {
|
||||
kind: 'arc'
|
||||
position: Iwt2Vec2
|
||||
innerRadius: number
|
||||
outerRadius: number
|
||||
direction: Iwt2Vec2
|
||||
angleRadians: number
|
||||
}
|
||||
|
||||
export type Iwt2HitShape =
|
||||
| Iwt2LaneHitShape
|
||||
| Iwt2CircleHitShape
|
||||
| Iwt2ConeHitShape
|
||||
| Iwt2DonutHitShape
|
||||
| Iwt2ArcHitShape
|
||||
|
||||
export function createArenaEvent(
|
||||
id: number,
|
||||
@@ -162,9 +185,26 @@ export function partyMemberIntersectsShape(member: Iwt2PartyEntityState, shape:
|
||||
shape.width,
|
||||
)
|
||||
}
|
||||
if (shape.kind === 'cone') {
|
||||
const distance = distanceVec2(member.position, shape.origin)
|
||||
if (distance > shape.range + member.radius) return false
|
||||
const direction = normalizeVec2(shape.direction)
|
||||
const offset = normalizeVec2(subtractVec2(member.position, shape.origin))
|
||||
const dot = Math.max(-1, Math.min(1, direction.x * offset.x + direction.y * offset.y))
|
||||
return Math.acos(dot) <= shape.angleRadians / 2
|
||||
}
|
||||
const distance = distanceVec2(member.position, shape.position)
|
||||
if (shape.kind === 'circle') return distance <= shape.radius + member.radius
|
||||
return distance <= shape.outerRadius + member.radius && distance >= Math.max(0, shape.innerRadius - member.radius)
|
||||
if (shape.kind === 'donut') {
|
||||
return distance <= shape.outerRadius + member.radius && distance >= Math.max(0, shape.innerRadius - member.radius)
|
||||
}
|
||||
if (distance > shape.outerRadius + member.radius || distance < Math.max(0, shape.innerRadius - member.radius)) {
|
||||
return false
|
||||
}
|
||||
const direction = normalizeVec2(shape.direction)
|
||||
const offset = normalizeVec2(subtractVec2(member.position, shape.position))
|
||||
const dot = Math.max(-1, Math.min(1, direction.x * offset.x + direction.y * offset.y))
|
||||
return Math.acos(dot) <= shape.angleRadians / 2
|
||||
}
|
||||
|
||||
export function createLaneIndicator({
|
||||
@@ -303,6 +343,46 @@ export function createDonutIndicator({
|
||||
}
|
||||
}
|
||||
|
||||
export function createArcIndicator({
|
||||
angleRadians,
|
||||
color,
|
||||
direction,
|
||||
id,
|
||||
innerRadius,
|
||||
mechanicId,
|
||||
outerRadius,
|
||||
phase,
|
||||
position,
|
||||
sourceId,
|
||||
}: {
|
||||
angleRadians: number
|
||||
color: string
|
||||
direction: Iwt2Vec2
|
||||
id: string
|
||||
innerRadius: number
|
||||
mechanicId: string
|
||||
outerRadius: number
|
||||
phase: Iwt2ArenaIndicatorPhase
|
||||
position: Iwt2Vec2
|
||||
sourceId: Iwt2EntityId
|
||||
}): Iwt2ArenaArcIndicator {
|
||||
return {
|
||||
angleRadians,
|
||||
color,
|
||||
direction: normalizeVec2(direction),
|
||||
fillAlpha: phase === 'active' ? 0.16 : 0.09,
|
||||
id,
|
||||
innerRadius,
|
||||
kind: 'arc',
|
||||
lineAlpha: phase === 'active' ? 0.78 : 0.52,
|
||||
mechanicId,
|
||||
outerRadius,
|
||||
phase,
|
||||
position: { ...position },
|
||||
sourceId,
|
||||
}
|
||||
}
|
||||
|
||||
export function indicatorPhaseFromAttack(
|
||||
windup: boolean,
|
||||
active: boolean,
|
||||
|
||||
@@ -0,0 +1,718 @@
|
||||
import type { Iwt2BossTickResult } from './bossAi'
|
||||
import type {
|
||||
Iwt2ArenaEvent,
|
||||
Iwt2ArenaIndicator,
|
||||
Iwt2ArenaState,
|
||||
Iwt2BossEntityState,
|
||||
Iwt2EntityId,
|
||||
Iwt2GroundHazardState,
|
||||
Iwt2MechanicCircleState,
|
||||
Iwt2MechanicLaneState,
|
||||
Iwt2PartyEntityState,
|
||||
Iwt2Vec2,
|
||||
} from './types'
|
||||
import { addMudPuddle } from './hazards'
|
||||
import {
|
||||
applyPartyDamageInShape,
|
||||
createArenaEvent,
|
||||
createCircleIndicator,
|
||||
createLaneIndicator,
|
||||
indicatorPhaseFromAttack,
|
||||
} from './mechanics'
|
||||
import {
|
||||
addVec2,
|
||||
clamp,
|
||||
clampVec2ToArena,
|
||||
distanceVec2,
|
||||
moveToward,
|
||||
normalizeVec2,
|
||||
scaleVec2,
|
||||
subtractVec2,
|
||||
withFallbackFacing,
|
||||
} from './vector'
|
||||
|
||||
const OBSIDIAN_RAM_PHASE = {
|
||||
armorShatterRecover: 'obsidianRamArmorShatterRecover',
|
||||
armorShatterWindup: 'obsidianRamArmorShatterWindup',
|
||||
fractureQuakeRecover: 'obsidianRamFractureQuakeRecover',
|
||||
fractureQuakeWindup: 'obsidianRamFractureQuakeWindup',
|
||||
plateChargeRecover: 'obsidianRamPlateChargeRecover',
|
||||
plateChargeWindup: 'obsidianRamPlateChargeWindup',
|
||||
plateCharging: 'obsidianRamPlateCharging',
|
||||
} as const
|
||||
|
||||
type ObsidianRamPhase = typeof OBSIDIAN_RAM_PHASE[keyof typeof OBSIDIAN_RAM_PHASE]
|
||||
|
||||
const OBSIDIAN_RAM = {
|
||||
armorCracksBeforeShatter: 3,
|
||||
centerDisengageSpeed: 118,
|
||||
chargeCooldown: 4.4,
|
||||
chargeDamage: 8,
|
||||
chargeLength: 340,
|
||||
chargeRecover: 0.5,
|
||||
chargeSpeed: 390,
|
||||
chargeStunSeconds: 0.55,
|
||||
chargeWidth: 54,
|
||||
chargeWindup: 0.68,
|
||||
fractureLaneCount: 5,
|
||||
fractureLaneDamage: 6,
|
||||
fractureLaneLength: 300,
|
||||
fractureLaneWidth: 30,
|
||||
meleeCooldown: 1.3,
|
||||
meleeDamage: 2,
|
||||
meleeRange: 62,
|
||||
moveSpeed: 82,
|
||||
quakeCooldown: 7.4,
|
||||
quakeRadius: 126,
|
||||
quakeRecover: 0.48,
|
||||
quakeStunSeconds: 0.35,
|
||||
quakeWindup: 0.78,
|
||||
slabDamage: 10,
|
||||
slabDuration: 5.8,
|
||||
slabRadius: 42,
|
||||
slabSlowRadius: 46,
|
||||
shatterRecover: 0.8,
|
||||
shatterWindup: 0.9,
|
||||
wallContactLimit: 0.72,
|
||||
wallMargin: 72,
|
||||
} as const
|
||||
|
||||
export function tickObsidianRamGolem(state: Iwt2ArenaState, dt: number): Iwt2BossTickResult {
|
||||
const events: Iwt2ArenaEvent[] = []
|
||||
let hazards = state.hazards
|
||||
let nextHazardId = state.nextHazardId
|
||||
let party = state.party
|
||||
const incomingPhase = obsidianRamPhase(state.boss)
|
||||
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: isLockedPhase(incomingPhase)
|
||||
? 0
|
||||
: 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 withObsidianRamIndicators({ boss, party, hazards, events, nextHazardId })
|
||||
}
|
||||
|
||||
const phase = obsidianRamPhase(boss)
|
||||
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),
|
||||
mechanicCircles: [],
|
||||
mechanicLanes: [],
|
||||
phaseSecondsRemaining: 0,
|
||||
velocity: { x: 0, y: 0 },
|
||||
}
|
||||
}
|
||||
return withObsidianRamIndicators({ boss, party, hazards, events, nextHazardId })
|
||||
}
|
||||
|
||||
if (phase === OBSIDIAN_RAM_PHASE.plateChargeWindup) {
|
||||
boss = {
|
||||
...boss,
|
||||
facing: withFallbackFacing(subtractVec2(boss.chargeEnd, boss.position), boss.facing),
|
||||
velocity: { x: 0, y: 0 },
|
||||
}
|
||||
if (boss.phaseSecondsRemaining <= 0) {
|
||||
boss = {
|
||||
...boss,
|
||||
attackPhase: asBossPhase(OBSIDIAN_RAM_PHASE.plateCharging),
|
||||
chargeHitEntityIds: [],
|
||||
phaseSecondsRemaining: 1.25,
|
||||
}
|
||||
}
|
||||
return withObsidianRamIndicators({ boss, party, hazards, events, nextHazardId })
|
||||
}
|
||||
|
||||
if (phase === OBSIDIAN_RAM_PHASE.plateCharging) {
|
||||
const nextPosition = clampVec2ToArena(
|
||||
moveToward(boss.position, boss.chargeEnd, OBSIDIAN_RAM.chargeSpeed * dt),
|
||||
boss.radius,
|
||||
state.bounds,
|
||||
)
|
||||
const hitResult = applyChargeHits(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),
|
||||
}
|
||||
if (distanceVec2(nextPosition, boss.chargeEnd) <= 2 || boss.phaseSecondsRemaining <= 0) {
|
||||
const crackedArmor = clamp(boss.mechanicEnergy + 1, 0, OBSIDIAN_RAM.armorCracksBeforeShatter)
|
||||
boss = {
|
||||
...boss,
|
||||
attackPhase: asBossPhase(OBSIDIAN_RAM_PHASE.plateChargeRecover),
|
||||
mechanicEnergy: crackedArmor,
|
||||
phaseSecondsRemaining: OBSIDIAN_RAM.chargeRecover,
|
||||
velocity: { x: 0, y: 0 },
|
||||
wallContactSeconds: 0,
|
||||
}
|
||||
}
|
||||
return withObsidianRamIndicators({ boss, party, hazards, events, nextHazardId })
|
||||
}
|
||||
|
||||
if (phase === OBSIDIAN_RAM_PHASE.plateChargeRecover) {
|
||||
if (boss.phaseSecondsRemaining <= 0) {
|
||||
boss = boss.mechanicEnergy >= OBSIDIAN_RAM.armorCracksBeforeShatter
|
||||
? beginArmorShatter(boss, state, party)
|
||||
: {
|
||||
...boss,
|
||||
attackPhase: 'idle',
|
||||
phaseSecondsRemaining: 0,
|
||||
}
|
||||
}
|
||||
return withObsidianRamIndicators({ boss, party, hazards, events, nextHazardId })
|
||||
}
|
||||
|
||||
if (phase === OBSIDIAN_RAM_PHASE.fractureQuakeWindup) {
|
||||
boss = { ...boss, velocity: { x: 0, y: 0 } }
|
||||
if (boss.phaseSecondsRemaining <= 0) {
|
||||
const result = applyFractureQuake(party, boss, state.time + dt)
|
||||
party = result.party
|
||||
events.push(...result.events)
|
||||
boss = {
|
||||
...boss,
|
||||
attackPhase: asBossPhase(OBSIDIAN_RAM_PHASE.fractureQuakeRecover),
|
||||
phaseSecondsRemaining: OBSIDIAN_RAM.quakeRecover,
|
||||
}
|
||||
}
|
||||
return withObsidianRamIndicators({ boss, party, hazards, events, nextHazardId })
|
||||
}
|
||||
|
||||
if (phase === OBSIDIAN_RAM_PHASE.fractureQuakeRecover) {
|
||||
if (boss.phaseSecondsRemaining <= 0) {
|
||||
boss = {
|
||||
...boss,
|
||||
attackPhase: 'idle',
|
||||
mechanicCircles: [],
|
||||
mechanicLanes: [],
|
||||
phaseSecondsRemaining: 0,
|
||||
}
|
||||
}
|
||||
return withObsidianRamIndicators({ boss, party, hazards, events, nextHazardId })
|
||||
}
|
||||
|
||||
if (phase === OBSIDIAN_RAM_PHASE.armorShatterWindup) {
|
||||
boss = { ...boss, velocity: { x: 0, y: 0 } }
|
||||
if (boss.phaseSecondsRemaining <= 0) {
|
||||
const slabResult = dropObsidianSlabs({
|
||||
boss,
|
||||
hazards,
|
||||
nextHazardId,
|
||||
party,
|
||||
state,
|
||||
time: state.time + dt,
|
||||
})
|
||||
party = slabResult.party
|
||||
hazards = slabResult.hazards
|
||||
nextHazardId = slabResult.nextHazardId
|
||||
events.push(...slabResult.events)
|
||||
boss = {
|
||||
...boss,
|
||||
attackPhase: asBossPhase(OBSIDIAN_RAM_PHASE.armorShatterRecover),
|
||||
mechanicEnergy: 0,
|
||||
phaseSecondsRemaining: OBSIDIAN_RAM.shatterRecover,
|
||||
}
|
||||
}
|
||||
return withObsidianRamIndicators({ boss, party, hazards, events, nextHazardId })
|
||||
}
|
||||
|
||||
if (phase === OBSIDIAN_RAM_PHASE.armorShatterRecover) {
|
||||
if (boss.phaseSecondsRemaining <= 0) {
|
||||
boss = {
|
||||
...boss,
|
||||
attackPhase: 'idle',
|
||||
mechanicCircles: [],
|
||||
phaseSecondsRemaining: 0,
|
||||
}
|
||||
}
|
||||
return withObsidianRamIndicators({ boss, party, hazards, events, nextHazardId })
|
||||
}
|
||||
|
||||
if (boss.wallContactSeconds >= OBSIDIAN_RAM.wallContactLimit) {
|
||||
boss = {
|
||||
...boss,
|
||||
attackPhase: 'relocating',
|
||||
mechanicCircles: [],
|
||||
mechanicLanes: [],
|
||||
phaseSecondsRemaining: 1.3,
|
||||
relocateTarget: relocationTarget(boss, state),
|
||||
velocity: { x: 0, y: 0 },
|
||||
}
|
||||
return withObsidianRamIndicators({ boss, party, hazards, events, nextHazardId })
|
||||
}
|
||||
|
||||
if (boss.mechanicEnergy >= OBSIDIAN_RAM.armorCracksBeforeShatter) {
|
||||
boss = beginArmorShatter(boss, state, party)
|
||||
return withObsidianRamIndicators({ boss, party, hazards, events, nextHazardId })
|
||||
}
|
||||
|
||||
if (boss.fireballCooldownRemaining <= 0) {
|
||||
boss = {
|
||||
...boss,
|
||||
attackPhase: asBossPhase(OBSIDIAN_RAM_PHASE.fractureQuakeWindup),
|
||||
fireballCooldownRemaining: OBSIDIAN_RAM.quakeCooldown,
|
||||
mechanicCircles: [{ id: 'obsidian-ram-quake-core', position: { ...boss.position }, radius: OBSIDIAN_RAM.quakeRadius }],
|
||||
mechanicLanes: createFractureWaveLanes(state, boss, target.position),
|
||||
phaseSecondsRemaining: OBSIDIAN_RAM.quakeWindup,
|
||||
velocity: { x: 0, y: 0 },
|
||||
}
|
||||
return withObsidianRamIndicators({ boss, party, hazards, events, nextHazardId })
|
||||
}
|
||||
|
||||
if (boss.chargeCooldownRemaining <= 0) {
|
||||
boss = beginPlateCharge(boss, state, target)
|
||||
events.push(createArenaEvent(0, state.time + dt, 'bossChargeStart', boss.id, target.id))
|
||||
return withObsidianRamIndicators({ boss, party, hazards, events, nextHazardId })
|
||||
}
|
||||
|
||||
const meleeResult = maybeApplyMelee(party, boss, target, state.time + dt)
|
||||
party = meleeResult.party
|
||||
events.push(...meleeResult.events)
|
||||
boss = meleeResult.boss
|
||||
if (events.length > 0) return withObsidianRamIndicators({ boss, party, hazards, events, nextHazardId })
|
||||
|
||||
boss = moveBossTowardEngagePoint(boss, state, target, dt)
|
||||
return withObsidianRamIndicators({ boss, party, hazards, events, nextHazardId })
|
||||
}
|
||||
|
||||
function beginPlateCharge(
|
||||
boss: Iwt2BossEntityState,
|
||||
state: Iwt2ArenaState,
|
||||
target: Iwt2PartyEntityState,
|
||||
): Iwt2BossEntityState {
|
||||
const direction = wallSafeChargeDirection(boss, state, target.position)
|
||||
const chargeEnd = clampVec2ToArena(
|
||||
addVec2(boss.position, scaleVec2(direction, OBSIDIAN_RAM.chargeLength)),
|
||||
boss.radius,
|
||||
state.bounds,
|
||||
)
|
||||
return {
|
||||
...boss,
|
||||
attackPhase: asBossPhase(OBSIDIAN_RAM_PHASE.plateChargeWindup),
|
||||
chargeCooldownRemaining: OBSIDIAN_RAM.chargeCooldown,
|
||||
chargeEnd,
|
||||
chargeHitEntityIds: [],
|
||||
chargeStart: { ...boss.position },
|
||||
facing: direction,
|
||||
mechanicLanes: [{
|
||||
end: chargeEnd,
|
||||
id: 'obsidian-ram-plate-charge',
|
||||
start: { ...boss.position },
|
||||
width: OBSIDIAN_RAM.chargeWidth,
|
||||
}],
|
||||
phaseSecondsRemaining: OBSIDIAN_RAM.chargeWindup,
|
||||
velocity: { x: 0, y: 0 },
|
||||
}
|
||||
}
|
||||
|
||||
function beginArmorShatter(
|
||||
boss: Iwt2BossEntityState,
|
||||
state: Iwt2ArenaState,
|
||||
party: Iwt2PartyEntityState[],
|
||||
): Iwt2BossEntityState {
|
||||
const slabCircles = createObsidianSlabCircles(state, boss, party)
|
||||
return {
|
||||
...boss,
|
||||
attackPhase: asBossPhase(OBSIDIAN_RAM_PHASE.armorShatterWindup),
|
||||
mechanicCircles: slabCircles,
|
||||
mechanicLanes: [],
|
||||
phaseSecondsRemaining: OBSIDIAN_RAM.shatterWindup,
|
||||
velocity: { x: 0, y: 0 },
|
||||
}
|
||||
}
|
||||
|
||||
function applyChargeHits(
|
||||
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: OBSIDIAN_RAM.chargeWidth,
|
||||
}, {
|
||||
damage: OBSIDIAN_RAM.chargeDamage,
|
||||
damageEventType: 'bossChargeHit',
|
||||
excludedEntityIds: boss.chargeHitEntityIds,
|
||||
knockdownSeconds: OBSIDIAN_RAM.chargeStunSeconds,
|
||||
sourceId: boss.id,
|
||||
stunSeconds: OBSIDIAN_RAM.chargeStunSeconds,
|
||||
time,
|
||||
})
|
||||
return {
|
||||
...result,
|
||||
hitEntityIds: [...boss.chargeHitEntityIds, ...result.hitEntityIds],
|
||||
}
|
||||
}
|
||||
|
||||
function applyFractureQuake(
|
||||
party: Iwt2PartyEntityState[],
|
||||
boss: Iwt2BossEntityState,
|
||||
time: number,
|
||||
): { party: Iwt2PartyEntityState[], events: Iwt2ArenaEvent[] } {
|
||||
let nextParty = party
|
||||
const events: Iwt2ArenaEvent[] = [
|
||||
createArenaEvent(0, time, 'bossSlam', boss.id, undefined, OBSIDIAN_RAM.quakeRadius),
|
||||
]
|
||||
const quakeResult = applyPartyDamageInShape(nextParty, {
|
||||
kind: 'circle',
|
||||
position: boss.position,
|
||||
radius: OBSIDIAN_RAM.quakeRadius,
|
||||
}, {
|
||||
damage: OBSIDIAN_RAM.fractureLaneDamage,
|
||||
knockdownSeconds: OBSIDIAN_RAM.quakeStunSeconds,
|
||||
sourceId: boss.id,
|
||||
stunSeconds: OBSIDIAN_RAM.quakeStunSeconds,
|
||||
time,
|
||||
})
|
||||
nextParty = quakeResult.party
|
||||
events.push(...quakeResult.events)
|
||||
|
||||
for (const lane of boss.mechanicLanes) {
|
||||
const laneResult = applyPartyDamageInShape(nextParty, {
|
||||
end: lane.end,
|
||||
kind: 'lane',
|
||||
start: lane.start,
|
||||
width: lane.width,
|
||||
}, {
|
||||
damage: OBSIDIAN_RAM.fractureLaneDamage,
|
||||
knockdownSeconds: OBSIDIAN_RAM.quakeStunSeconds,
|
||||
sourceId: boss.id,
|
||||
stunSeconds: OBSIDIAN_RAM.quakeStunSeconds,
|
||||
time,
|
||||
})
|
||||
nextParty = laneResult.party
|
||||
events.push(...laneResult.events)
|
||||
}
|
||||
|
||||
return { events, party: nextParty }
|
||||
}
|
||||
|
||||
function dropObsidianSlabs({
|
||||
boss,
|
||||
hazards,
|
||||
nextHazardId,
|
||||
party,
|
||||
state,
|
||||
time,
|
||||
}: {
|
||||
boss: Iwt2BossEntityState
|
||||
hazards: Iwt2GroundHazardState[]
|
||||
nextHazardId: number
|
||||
party: Iwt2PartyEntityState[]
|
||||
state: Iwt2ArenaState
|
||||
time: number
|
||||
}): {
|
||||
events: Iwt2ArenaEvent[]
|
||||
hazards: Iwt2GroundHazardState[]
|
||||
nextHazardId: number
|
||||
party: Iwt2PartyEntityState[]
|
||||
} {
|
||||
let nextParty = party
|
||||
let nextHazards = hazards
|
||||
let nextId = nextHazardId
|
||||
const events: Iwt2ArenaEvent[] = []
|
||||
|
||||
for (const slab of boss.mechanicCircles) {
|
||||
const hitResult = applyPartyDamageInShape(nextParty, {
|
||||
kind: 'circle',
|
||||
position: slab.position,
|
||||
radius: slab.radius,
|
||||
}, {
|
||||
damage: OBSIDIAN_RAM.slabDamage,
|
||||
knockdownSeconds: 0.22,
|
||||
sourceId: boss.id,
|
||||
stunSeconds: 0.22,
|
||||
time,
|
||||
})
|
||||
nextParty = hitResult.party
|
||||
events.push(...hitResult.events)
|
||||
|
||||
const hazardResult = addMudPuddle({
|
||||
duration: OBSIDIAN_RAM.slabDuration,
|
||||
hazards: nextHazards,
|
||||
nextHazardId: nextId,
|
||||
position: clampVec2ToArena(slab.position, OBSIDIAN_RAM.slabSlowRadius, state.bounds),
|
||||
radius: OBSIDIAN_RAM.slabSlowRadius,
|
||||
sourceId: boss.id,
|
||||
time,
|
||||
})
|
||||
nextHazards = hazardResult.hazards
|
||||
nextId = hazardResult.nextHazardId
|
||||
}
|
||||
|
||||
return { events, hazards: nextHazards, nextHazardId: nextId, party: nextParty }
|
||||
}
|
||||
|
||||
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) > OBSIDIAN_RAM.meleeRange + target.radius) {
|
||||
return { boss, party, events: [] }
|
||||
}
|
||||
const result = applyPartyDamageInShape(party, {
|
||||
kind: 'circle',
|
||||
position: boss.position,
|
||||
radius: OBSIDIAN_RAM.meleeRange,
|
||||
}, {
|
||||
damage: OBSIDIAN_RAM.meleeDamage,
|
||||
sourceId: boss.id,
|
||||
time,
|
||||
})
|
||||
return {
|
||||
boss: { ...boss, meleeCooldownRemaining: OBSIDIAN_RAM.meleeCooldown, velocity: { x: 0, y: 0 } },
|
||||
events: result.events,
|
||||
party: result.party,
|
||||
}
|
||||
}
|
||||
|
||||
function createFractureWaveLanes(
|
||||
state: Iwt2ArenaState,
|
||||
boss: Iwt2BossEntityState,
|
||||
targetPosition: Iwt2Vec2,
|
||||
): Iwt2MechanicLaneState[] {
|
||||
const baseDirection = withFallbackFacing(subtractVec2(targetPosition, boss.position), boss.facing)
|
||||
const baseAngle = Math.atan2(baseDirection.y, baseDirection.x)
|
||||
const spread = Math.PI * 0.82
|
||||
const lanes: Iwt2MechanicLaneState[] = []
|
||||
const laneCount: number = OBSIDIAN_RAM.fractureLaneCount
|
||||
for (let index = 0; index < laneCount; index += 1) {
|
||||
const ratio = laneCount === 1 ? 0.5 : index / (laneCount - 1)
|
||||
const angle = baseAngle - spread * 0.5 + spread * ratio
|
||||
const direction = { x: Math.cos(angle), y: Math.sin(angle) }
|
||||
lanes.push({
|
||||
end: clampVec2ToArena(
|
||||
addVec2(boss.position, scaleVec2(direction, OBSIDIAN_RAM.fractureLaneLength)),
|
||||
OBSIDIAN_RAM.fractureLaneWidth,
|
||||
state.bounds,
|
||||
),
|
||||
id: `obsidian-ram-fracture-${index}`,
|
||||
start: { ...boss.position },
|
||||
width: OBSIDIAN_RAM.fractureLaneWidth,
|
||||
})
|
||||
}
|
||||
return lanes
|
||||
}
|
||||
|
||||
function createObsidianSlabCircles(
|
||||
state: Iwt2ArenaState,
|
||||
boss: Iwt2BossEntityState,
|
||||
party: Iwt2PartyEntityState[],
|
||||
): Iwt2MechanicCircleState[] {
|
||||
const living = party.filter((member) => member.health > 0)
|
||||
const targetPositions = living
|
||||
.filter((member) => member.aiRole === 'ranged' || member.aiRole === 'flanker' || member.aiRole === 'player')
|
||||
.slice(0, 3)
|
||||
.map((member) => member.position)
|
||||
const fallbackAngles = [0, (Math.PI * 2) / 3, (Math.PI * 4) / 3]
|
||||
while (targetPositions.length < 3) {
|
||||
const angle = fallbackAngles[targetPositions.length]
|
||||
targetPositions.push(addVec2(boss.position, {
|
||||
x: Math.cos(angle) * OBSIDIAN_RAM.quakeRadius * 1.05,
|
||||
y: Math.sin(angle) * OBSIDIAN_RAM.quakeRadius * 1.05,
|
||||
}))
|
||||
}
|
||||
return targetPositions.map((position, index) => ({
|
||||
id: `obsidian-ram-slab-${index}`,
|
||||
position: clampVec2ToArena(position, OBSIDIAN_RAM.slabRadius, state.bounds),
|
||||
radius: OBSIDIAN_RAM.slabRadius,
|
||||
}))
|
||||
}
|
||||
|
||||
function moveBossTowardEngagePoint(
|
||||
boss: Iwt2BossEntityState,
|
||||
state: Iwt2ArenaState,
|
||||
target: Iwt2PartyEntityState,
|
||||
dt: number,
|
||||
): Iwt2BossEntityState {
|
||||
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, 0.8)), targetBias)
|
||||
const desiredPosition = addVec2(boss.position, scaleVec2(direction, OBSIDIAN_RAM.moveSpeed * dt))
|
||||
const nextPosition = clampVec2ToArena(desiredPosition, 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 moveBossTowardRelocationTarget(
|
||||
boss: Iwt2BossEntityState,
|
||||
state: Iwt2ArenaState,
|
||||
target: Iwt2PartyEntityState,
|
||||
dt: number,
|
||||
): Iwt2BossEntityState {
|
||||
const nextPosition = clampVec2ToArena(
|
||||
moveToward(boss.position, boss.relocateTarget, OBSIDIAN_RAM.centerDisengageSpeed * 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 wallSafeChargeDirection(
|
||||
boss: Iwt2BossEntityState,
|
||||
state: Iwt2ArenaState,
|
||||
targetPosition: Iwt2Vec2,
|
||||
): Iwt2Vec2 {
|
||||
const targetBias = normalizeVec2(subtractVec2(targetPosition, boss.position))
|
||||
if (!isBossNearWall(boss, state)) return withFallbackFacing(targetBias, boss.facing)
|
||||
const centerBias = normalizeVec2(subtractVec2(arenaCenter(state), boss.position))
|
||||
return withFallbackFacing(addVec2(scaleVec2(centerBias, 1.35), scaleVec2(targetBias, 0.55)), centerBias)
|
||||
}
|
||||
|
||||
function relocationTarget(boss: Iwt2BossEntityState, state: Iwt2ArenaState): Iwt2Vec2 {
|
||||
const center = arenaCenter(state)
|
||||
const inward = normalizeVec2(subtractVec2(center, boss.position))
|
||||
const offset = addVec2(scaleVec2(inward, 138), {
|
||||
x: boss.position.y < center.y ? 42 : -42,
|
||||
y: boss.position.x < center.x ? -34 : 34,
|
||||
})
|
||||
return clampVec2ToArena(addVec2(boss.position, offset), boss.radius, state.bounds)
|
||||
}
|
||||
|
||||
function isBossNearWall(boss: Iwt2BossEntityState, state: Iwt2ArenaState): boolean {
|
||||
const margin = boss.radius + OBSIDIAN_RAM.wallMargin
|
||||
return (
|
||||
boss.position.x <= margin
|
||||
|| boss.position.x >= state.bounds.width - margin
|
||||
|| boss.position.y <= margin
|
||||
|| boss.position.y >= state.bounds.height - margin
|
||||
)
|
||||
}
|
||||
|
||||
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 withObsidianRamIndicators(result: Omit<Iwt2BossTickResult, 'indicators'>): Iwt2BossTickResult {
|
||||
return {
|
||||
...result,
|
||||
indicators: createObsidianRamIndicators(result.boss),
|
||||
}
|
||||
}
|
||||
|
||||
function createObsidianRamIndicators(boss: Iwt2BossEntityState): Iwt2ArenaIndicator[] {
|
||||
const indicators: Iwt2ArenaIndicator[] = []
|
||||
const phase = obsidianRamPhase(boss)
|
||||
if (phase === OBSIDIAN_RAM_PHASE.plateChargeWindup || phase === OBSIDIAN_RAM_PHASE.plateCharging) {
|
||||
indicators.push(createLaneIndicator({
|
||||
color: phase === OBSIDIAN_RAM_PHASE.plateCharging ? '#ff7a2f' : '#f0b35a',
|
||||
end: boss.chargeEnd,
|
||||
id: `${boss.id}:obsidian-ram-plate-charge`,
|
||||
mechanicId: 'obsidian-ram-plate-charge',
|
||||
phase: indicatorPhaseFromAttack(
|
||||
phase === OBSIDIAN_RAM_PHASE.plateChargeWindup,
|
||||
phase === OBSIDIAN_RAM_PHASE.plateCharging,
|
||||
),
|
||||
sourceId: boss.id,
|
||||
start: boss.chargeStart,
|
||||
width: OBSIDIAN_RAM.chargeWidth,
|
||||
}))
|
||||
}
|
||||
|
||||
if (phase === OBSIDIAN_RAM_PHASE.fractureQuakeWindup || phase === OBSIDIAN_RAM_PHASE.fractureQuakeRecover) {
|
||||
const indicatorPhase = indicatorPhaseFromAttack(
|
||||
phase === OBSIDIAN_RAM_PHASE.fractureQuakeWindup,
|
||||
phase === OBSIDIAN_RAM_PHASE.fractureQuakeRecover,
|
||||
)
|
||||
for (const circle of boss.mechanicCircles) {
|
||||
indicators.push(createCircleIndicator({
|
||||
color: '#ff9f1c',
|
||||
id: `${boss.id}:${circle.id}`,
|
||||
mechanicId: 'obsidian-ram-quake-core',
|
||||
phase: indicatorPhase,
|
||||
position: circle.position,
|
||||
radius: circle.radius,
|
||||
sourceId: boss.id,
|
||||
}))
|
||||
}
|
||||
for (const lane of boss.mechanicLanes) {
|
||||
indicators.push(createLaneIndicator({
|
||||
color: '#ffbf69',
|
||||
end: lane.end,
|
||||
id: `${boss.id}:${lane.id}`,
|
||||
mechanicId: 'obsidian-ram-fracture-wave',
|
||||
phase: indicatorPhase,
|
||||
sourceId: boss.id,
|
||||
start: lane.start,
|
||||
width: lane.width,
|
||||
}))
|
||||
}
|
||||
}
|
||||
|
||||
if (phase === OBSIDIAN_RAM_PHASE.armorShatterWindup || phase === OBSIDIAN_RAM_PHASE.armorShatterRecover) {
|
||||
for (const circle of boss.mechanicCircles) {
|
||||
indicators.push(createCircleIndicator({
|
||||
color: '#b8b6c7',
|
||||
id: `${boss.id}:${circle.id}`,
|
||||
mechanicId: 'obsidian-ram-broken-slab',
|
||||
phase: indicatorPhaseFromAttack(
|
||||
phase === OBSIDIAN_RAM_PHASE.armorShatterWindup,
|
||||
phase === OBSIDIAN_RAM_PHASE.armorShatterRecover,
|
||||
),
|
||||
position: circle.position,
|
||||
radius: circle.radius,
|
||||
sourceId: boss.id,
|
||||
}))
|
||||
}
|
||||
}
|
||||
return indicators
|
||||
}
|
||||
|
||||
function isLockedPhase(phase: string): boolean {
|
||||
return phase === OBSIDIAN_RAM_PHASE.plateChargeWindup
|
||||
|| phase === OBSIDIAN_RAM_PHASE.plateCharging
|
||||
|| phase === OBSIDIAN_RAM_PHASE.fractureQuakeWindup
|
||||
|| phase === OBSIDIAN_RAM_PHASE.fractureQuakeRecover
|
||||
|| phase === OBSIDIAN_RAM_PHASE.armorShatterWindup
|
||||
|| phase === OBSIDIAN_RAM_PHASE.armorShatterRecover
|
||||
}
|
||||
|
||||
function obsidianRamPhase(boss: Iwt2BossEntityState): string {
|
||||
return boss.attackPhase as string
|
||||
}
|
||||
|
||||
function asBossPhase(phase: ObsidianRamPhase): Iwt2BossEntityState['attackPhase'] {
|
||||
return phase as unknown as Iwt2BossEntityState['attackPhase']
|
||||
}
|
||||
@@ -1,6 +1,7 @@
|
||||
import { IWT2_CLASS_METADATA } from '../content/classes'
|
||||
import { BULLDROME_BOSS_METADATA, IWT2_BOSS_METADATA } from '../content/bosses'
|
||||
import type { Iwt2ArenaState, Iwt2HostileAddState, Iwt2PartyEntityState, Iwt2Vec2 } from './types'
|
||||
import { partyMemberIntersectsShape, type Iwt2HitShape } from './mechanics'
|
||||
import {
|
||||
addVec2,
|
||||
clampVec2ToArena,
|
||||
@@ -14,11 +15,18 @@ import {
|
||||
withFallbackFacing,
|
||||
} from './vector'
|
||||
|
||||
const CENTER_LEASH_BOSS_IDS = new Set(['great-jaggi', 'khezu'])
|
||||
const NO_CENTER_LEASH_BOSS_IDS = new Set<string>()
|
||||
const CENTER_LEASH_START_DISTANCE = 230
|
||||
const CENTER_LEASH_WALL_MARGIN = 96
|
||||
const CENTER_LEASH_EXTRA_DISTANCE = 36
|
||||
const PARTY_ARRIVAL_RADIUS = 3.5
|
||||
const PARTY_SAFE_DESTINATION_PADDING = 34
|
||||
const PARTY_STEER_ANGLES = [0, 0.42, -0.42, 0.82, -0.82, 1.22, -1.22, 1.7, -1.7, 2.25, -2.25, Math.PI]
|
||||
const HAZARD_ROUTE_BUFFER = 54
|
||||
const INDICATOR_ROUTE_PENALTY = 24
|
||||
const BOSS_ROUTE_BUFFER = 22
|
||||
const PARTY_ROUTE_BUFFER = 8
|
||||
const DANGER_CENTER_WEIGHT = 0.32
|
||||
|
||||
export function tickPartyMember(
|
||||
member: Iwt2PartyEntityState,
|
||||
@@ -31,6 +39,7 @@ export function tickPartyMember(
|
||||
stunnedSeconds: Math.max(0, member.status.stunnedSeconds - dt),
|
||||
knockedDownSeconds: Math.max(0, member.status.knockedDownSeconds - dt),
|
||||
invulnerableSeconds: Math.max(0, member.status.invulnerableSeconds - dt),
|
||||
slowedSeconds: Math.max(0, member.status.slowedSeconds - dt),
|
||||
}
|
||||
const attackCooldownRemaining = Math.max(0, member.attackCooldownRemaining - dt)
|
||||
const castSecondsRemaining = Math.max(0, member.castSecondsRemaining - dt)
|
||||
@@ -43,7 +52,7 @@ export function tickPartyMember(
|
||||
|
||||
if (member.aiRole === 'player') {
|
||||
const normalizedInput = lengthSqVec2(inputMove) > 1 ? normalizeVec2(inputMove) : inputMove
|
||||
const velocity = scaleVec2(normalizedInput, metadata.moveSpeed)
|
||||
const velocity = scaleVec2(normalizedInput, metadata.moveSpeed * movementSpeedMultiplier(status.slowedSeconds))
|
||||
const position = clampVec2ToArena(
|
||||
{
|
||||
x: member.position.x + velocity.x * dt,
|
||||
@@ -87,11 +96,11 @@ export function tickPartyMember(
|
||||
|
||||
const decisionSecondsRemaining = Math.max(0, member.decisionSecondsRemaining - dt)
|
||||
const desired = dangerDestination ?? getPartyDesiredPosition(member, state)
|
||||
const maxDistance = metadata.moveSpeed * dt
|
||||
const maxDistance = metadata.moveSpeed * movementSpeedMultiplier(status.slowedSeconds) * dt
|
||||
const distanceToDesired = distanceVec2(member.position, desired)
|
||||
const movingToDesired = distanceToDesired > PARTY_ARRIVAL_RADIUS
|
||||
const position = movingToDesired
|
||||
? clampVec2ToArena(moveToward(member.position, desired, maxDistance), member.radius, state.bounds)
|
||||
? choosePartyStepPosition(member, state, desired, maxDistance)
|
||||
: member.position
|
||||
const velocity = movingToDesired
|
||||
? scaleVec2(subtractVec2(position, member.position), dt > 0 ? 1 / dt : 0)
|
||||
@@ -111,6 +120,112 @@ export function tickPartyMember(
|
||||
}
|
||||
}
|
||||
|
||||
function choosePartyStepPosition(
|
||||
member: Iwt2PartyEntityState,
|
||||
state: Iwt2ArenaState,
|
||||
desired: Iwt2Vec2,
|
||||
maxDistance: number,
|
||||
): Iwt2Vec2 {
|
||||
if (maxDistance <= 0) return member.position
|
||||
|
||||
const direct = withFallbackFacing(subtractVec2(desired, member.position), member.facing)
|
||||
const currentDanger = routeDangerPenalty(member.position, member, state)
|
||||
let best = clampVec2ToArena(moveToward(member.position, desired, maxDistance), member.radius, state.bounds)
|
||||
let bestScore = scoreRoutePosition(best, member, state, desired, currentDanger)
|
||||
|
||||
for (const angle of PARTY_STEER_ANGLES) {
|
||||
const direction = rotateVec2(direct, angle)
|
||||
const candidate = clampVec2ToArena(addVec2(member.position, scaleVec2(direction, maxDistance)), member.radius, state.bounds)
|
||||
const score = scoreRoutePosition(candidate, member, state, desired, currentDanger)
|
||||
+ (angle === 0 ? 0 : Math.abs(angle) * 1.8)
|
||||
if (score < bestScore) {
|
||||
best = candidate
|
||||
bestScore = score
|
||||
}
|
||||
}
|
||||
|
||||
return best
|
||||
}
|
||||
|
||||
function scoreRoutePosition(
|
||||
position: Iwt2Vec2,
|
||||
member: Iwt2PartyEntityState,
|
||||
state: Iwt2ArenaState,
|
||||
desired: Iwt2Vec2,
|
||||
currentDanger: number,
|
||||
): number {
|
||||
const progress = distanceVec2(position, desired)
|
||||
const centerPull = currentDanger > 0 ? distanceVec2(position, arenaCenter(state)) * DANGER_CENTER_WEIGHT : 0
|
||||
const progressWeight = currentDanger > 0 ? 0.28 : 1
|
||||
const danger = routeDangerPenalty(position, member, state)
|
||||
const crowd = routeCrowdPenalty(position, member, state)
|
||||
const wall = routeWallPenalty(position, member, state)
|
||||
const stayingInDanger = currentDanger > 0 && distanceVec2(position, member.position) <= 0.75 ? 90 : 0
|
||||
return progress * progressWeight + centerPull + danger * 100 + crowd * 42 + wall + stayingInDanger
|
||||
}
|
||||
|
||||
function routeDangerPenalty(position: Iwt2Vec2, member: Iwt2PartyEntityState, state: Iwt2ArenaState): number {
|
||||
let penalty = 0
|
||||
for (const hazard of state.hazards) {
|
||||
const distance = distanceVec2(position, hazard.position)
|
||||
const damageRadius = hazard.radius + member.radius
|
||||
const avoidRadius = damageRadius + HAZARD_ROUTE_BUFFER
|
||||
if (distance <= damageRadius) {
|
||||
penalty += 18 + (damageRadius - distance) * 0.7
|
||||
} else if (distance < avoidRadius) {
|
||||
const ratio = (avoidRadius - distance) / HAZARD_ROUTE_BUFFER
|
||||
penalty += ratio * ratio * 8
|
||||
}
|
||||
}
|
||||
|
||||
for (const indicator of state.indicators) {
|
||||
if (indicator.phase === 'recover') continue
|
||||
const shape = indicatorAvoidanceShape(indicator)
|
||||
if (!partyMemberIntersectsShape({ ...member, position }, shape)) continue
|
||||
penalty += indicator.phase === 'active' ? INDICATOR_ROUTE_PENALTY * 1.4 : INDICATOR_ROUTE_PENALTY
|
||||
}
|
||||
|
||||
return penalty
|
||||
}
|
||||
|
||||
function routeCrowdPenalty(position: Iwt2Vec2, member: Iwt2PartyEntityState, state: Iwt2ArenaState): number {
|
||||
let penalty = 0
|
||||
for (const boss of state.bosses) {
|
||||
if (boss.health <= 0) continue
|
||||
const distance = distanceVec2(position, boss.position)
|
||||
const avoidRadius = boss.radius + member.radius + BOSS_ROUTE_BUFFER
|
||||
if (distance < avoidRadius) penalty += (avoidRadius - distance) * 1.8
|
||||
}
|
||||
|
||||
for (const other of state.party) {
|
||||
if (other.id === member.id || other.health <= 0) continue
|
||||
const distance = distanceVec2(position, other.position)
|
||||
const avoidRadius = other.radius + member.radius + PARTY_ROUTE_BUFFER
|
||||
if (distance < avoidRadius) penalty += avoidRadius - distance
|
||||
}
|
||||
return penalty
|
||||
}
|
||||
|
||||
function routeWallPenalty(position: Iwt2Vec2, member: Iwt2PartyEntityState, state: Iwt2ArenaState): number {
|
||||
const clearance = Math.min(
|
||||
position.x - member.radius,
|
||||
state.bounds.width - member.radius - position.x,
|
||||
position.y - member.radius,
|
||||
state.bounds.height - member.radius - position.y,
|
||||
)
|
||||
if (clearance >= PARTY_SAFE_DESTINATION_PADDING) return 0
|
||||
return (PARTY_SAFE_DESTINATION_PADDING - clearance) * (clearance <= 4 ? 12 : 4.8)
|
||||
}
|
||||
|
||||
function rotateVec2(vector: Iwt2Vec2, angle: number): Iwt2Vec2 {
|
||||
const cos = Math.cos(angle)
|
||||
const sin = Math.sin(angle)
|
||||
return {
|
||||
x: vector.x * cos - vector.y * sin,
|
||||
y: vector.x * sin + vector.y * cos,
|
||||
}
|
||||
}
|
||||
|
||||
export function canPartyMemberHitTarget(member: Iwt2PartyEntityState, targetPosition: Iwt2Vec2, targetRadius = 0): boolean {
|
||||
if (member.health <= 0) return false
|
||||
if (member.status.stunnedSeconds > 0 || member.status.knockedDownSeconds > 0) return false
|
||||
@@ -128,37 +243,57 @@ function getPartyDesiredPosition(
|
||||
const anchor = attackTarget?.position ?? getPrimaryBoss(state).position
|
||||
const centerLeash = getTankCenterLeashPosition(member, state)
|
||||
if (centerLeash) return centerLeash
|
||||
return {
|
||||
return clampPartyDestination({
|
||||
x: anchor.x + member.preferredOffset.x + drift.x,
|
||||
y: anchor.y + member.preferredOffset.y + drift.y,
|
||||
}
|
||||
}, member, state)
|
||||
}
|
||||
|
||||
function clampPartyDestination(
|
||||
position: Iwt2Vec2,
|
||||
member: Iwt2PartyEntityState,
|
||||
state: Iwt2ArenaState,
|
||||
): Iwt2Vec2 {
|
||||
return clampVec2ToArena(position, member.radius + PARTY_SAFE_DESTINATION_PADDING, state.bounds)
|
||||
}
|
||||
|
||||
function getTankCenterLeashPosition(
|
||||
member: Iwt2PartyEntityState,
|
||||
state: Iwt2ArenaState,
|
||||
): Iwt2Vec2 | null {
|
||||
const boss = getPrimaryBoss(state)
|
||||
if (member.aiRole !== 'tank' || !CENTER_LEASH_BOSS_IDS.has(boss.bossId)) return null
|
||||
if (member.aiRole !== 'tank') return null
|
||||
const boss = getCenterLeashBoss(member, state)
|
||||
if (!boss) return null
|
||||
|
||||
const center = arenaCenter(state)
|
||||
const bossCenterDistance = distanceVec2(boss.position, center)
|
||||
const nearWall = isBossNearWall(boss, state)
|
||||
if (!nearWall && bossCenterDistance < CENTER_LEASH_START_DISTANCE) return null
|
||||
|
||||
const bossMetadata = IWT2_BOSS_METADATA[boss.bossId]
|
||||
const towardCenter = withFallbackFacing(subtractVec2(center, boss.position), {
|
||||
x: boss.position.x < center.x ? 1 : -1,
|
||||
y: boss.position.y < center.y ? 0.35 : -0.35,
|
||||
})
|
||||
const leashDistance = bossMetadata.meleeRange + boss.radius + member.radius + CENTER_LEASH_EXTRA_DISTANCE
|
||||
return clampVec2ToArena(
|
||||
return clampPartyDestination(
|
||||
addVec2(boss.position, scaleVec2(towardCenter, leashDistance)),
|
||||
member.radius,
|
||||
state.bounds,
|
||||
member,
|
||||
state,
|
||||
)
|
||||
}
|
||||
|
||||
function getCenterLeashBoss(
|
||||
member: Iwt2PartyEntityState,
|
||||
state: Iwt2ArenaState,
|
||||
): Iwt2ArenaState['boss'] | null {
|
||||
const center = arenaCenter(state)
|
||||
const candidates = state.bosses.filter((boss) => {
|
||||
if (boss.health <= 0 || NO_CENTER_LEASH_BOSS_IDS.has(boss.bossId)) return false
|
||||
return isBossNearWall(boss, state) || distanceVec2(boss.position, center) >= CENTER_LEASH_START_DISTANCE
|
||||
})
|
||||
if (candidates.length === 0) return null
|
||||
return candidates.reduce((best, boss) => (
|
||||
distanceVec2(member.position, boss.position) < distanceVec2(member.position, best.position) ? boss : best
|
||||
), candidates[0])
|
||||
}
|
||||
|
||||
function arenaCenter(state: Iwt2ArenaState): Iwt2Vec2 {
|
||||
return {
|
||||
x: state.bounds.width * 0.5,
|
||||
@@ -177,6 +312,11 @@ function isBossNearWall(boss: Iwt2ArenaState['boss'], state: Iwt2ArenaState): bo
|
||||
}
|
||||
|
||||
function getDangerAvoidancePosition(member: Iwt2PartyEntityState, state: Iwt2ArenaState): Iwt2Vec2 | null {
|
||||
const indicatorEscape = getIndicatorAvoidancePosition(member, state)
|
||||
if (indicatorEscape) {
|
||||
return indicatorEscape
|
||||
}
|
||||
|
||||
const hazardEscape = getHazardAvoidancePosition(member, state)
|
||||
if (hazardEscape) {
|
||||
return hazardEscape
|
||||
@@ -189,7 +329,7 @@ function getDangerAvoidancePosition(member: Iwt2PartyEntityState, state: Iwt2Are
|
||||
const dangerRadius = BULLDROME_BOSS_METADATA.slamRadius + member.radius + 34
|
||||
if (distance < dangerRadius) {
|
||||
const away = normalizeVec2(subtractVec2(member.position, boss.position))
|
||||
return clampVec2ToArena(addVec2(member.position, scaleVec2(away, dangerRadius - distance + 40)), member.radius, state.bounds)
|
||||
return clampPartyDestination(addVec2(member.position, scaleVec2(away, dangerRadius - distance + 40)), member, state)
|
||||
}
|
||||
}
|
||||
|
||||
@@ -199,7 +339,7 @@ function getDangerAvoidancePosition(member: Iwt2PartyEntityState, state: Iwt2Are
|
||||
const perpendicular = { x: -danger.direction.y, y: danger.direction.x }
|
||||
const side = dotVec2(subtractVec2(member.position, boss.chargeStart), perpendicular) >= 0 ? 1 : -1
|
||||
const escape = addVec2(member.position, scaleVec2(perpendicular, side * (boss.radius * 2.8 + member.radius)))
|
||||
return clampVec2ToArena(escape, member.radius, state.bounds)
|
||||
return clampPartyDestination(escape, member, state)
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -207,6 +347,65 @@ function getDangerAvoidancePosition(member: Iwt2PartyEntityState, state: Iwt2Are
|
||||
return null
|
||||
}
|
||||
|
||||
function getIndicatorAvoidancePosition(member: Iwt2PartyEntityState, state: Iwt2ArenaState): Iwt2Vec2 | null {
|
||||
let escape = { x: 0, y: 0 }
|
||||
let pressure = 0
|
||||
|
||||
for (const indicator of state.indicators) {
|
||||
if (indicator.phase === 'recover') continue
|
||||
const shape = indicatorAvoidanceShape(indicator)
|
||||
if (!partyMemberIntersectsShape(member, shape)) continue
|
||||
const origin = indicator.kind === 'lane'
|
||||
? closestPointOnSegment(member.position, indicator.start, indicator.end)
|
||||
: indicator.kind === 'cone'
|
||||
? indicator.origin
|
||||
: indicator.position
|
||||
const away = withFallbackFacing(subtractVec2(member.position, origin), {
|
||||
x: member.position.x < state.bounds.width * 0.5 ? -1 : 1,
|
||||
y: member.position.y < state.bounds.height * 0.5 ? -0.35 : 0.35,
|
||||
})
|
||||
escape = addVec2(escape, scaleVec2(away, indicator.phase === 'active' ? 96 : 72))
|
||||
pressure += indicator.phase === 'active' ? 1.35 : 1
|
||||
}
|
||||
|
||||
if (pressure <= 0) return null
|
||||
return clampPartyDestination(addVec2(member.position, escape), member, state)
|
||||
}
|
||||
|
||||
function indicatorAvoidanceShape(indicator: Iwt2ArenaState['indicators'][number]): Iwt2HitShape {
|
||||
if (indicator.kind === 'lane') {
|
||||
return { kind: 'lane', start: indicator.start, end: indicator.end, width: indicator.width + 22 }
|
||||
}
|
||||
if (indicator.kind === 'circle') {
|
||||
return { kind: 'circle', position: indicator.position, radius: indicator.radius + 18 }
|
||||
}
|
||||
if (indicator.kind === 'donut') {
|
||||
return {
|
||||
kind: 'donut',
|
||||
innerRadius: indicator.innerRadius,
|
||||
outerRadius: indicator.outerRadius + 18,
|
||||
position: indicator.position,
|
||||
}
|
||||
}
|
||||
if (indicator.kind === 'arc') {
|
||||
return {
|
||||
kind: 'arc',
|
||||
angleRadians: indicator.angleRadians,
|
||||
direction: indicator.direction,
|
||||
innerRadius: Math.max(0, indicator.innerRadius - 8),
|
||||
outerRadius: indicator.outerRadius + 24,
|
||||
position: indicator.position,
|
||||
}
|
||||
}
|
||||
return {
|
||||
kind: 'cone',
|
||||
angleRadians: indicator.angleRadians,
|
||||
direction: indicator.direction,
|
||||
origin: indicator.origin,
|
||||
range: indicator.range + 24,
|
||||
}
|
||||
}
|
||||
|
||||
function getHazardAvoidancePosition(member: Iwt2PartyEntityState, state: Iwt2ArenaState): Iwt2Vec2 | null {
|
||||
let escape = { x: 0, y: 0 }
|
||||
let maxNeededDistance = 0
|
||||
@@ -233,10 +432,18 @@ function getHazardAvoidancePosition(member: Iwt2PartyEntityState, state: Iwt2Are
|
||||
x: member.position.x < state.bounds.width * 0.5 ? -1 : 1,
|
||||
y: 0,
|
||||
})
|
||||
return clampVec2ToArena(
|
||||
addVec2(member.position, scaleVec2(direction, maxNeededDistance + 72)),
|
||||
member.radius,
|
||||
state.bounds,
|
||||
const destination = clampPartyDestination(
|
||||
addVec2(member.position, scaleVec2(direction, maxNeededDistance + 96)),
|
||||
member,
|
||||
state,
|
||||
)
|
||||
if (distanceVec2(destination, member.position) > PARTY_ARRIVAL_RADIUS) return destination
|
||||
|
||||
const centerDirection = withFallbackFacing(subtractVec2(arenaCenter(state), member.position), direction)
|
||||
return clampPartyDestination(
|
||||
addVec2(member.position, scaleVec2(centerDirection, maxNeededDistance + 120)),
|
||||
member,
|
||||
state,
|
||||
)
|
||||
}
|
||||
|
||||
@@ -274,6 +481,17 @@ function chargeDanger(position: Iwt2Vec2, boss: Iwt2ArenaState['boss']) {
|
||||
}
|
||||
}
|
||||
|
||||
function closestPointOnSegment(position: Iwt2Vec2, start: Iwt2Vec2, end: Iwt2Vec2): Iwt2Vec2 {
|
||||
const segment = subtractVec2(end, start)
|
||||
const lengthSq = Math.max(1, lengthSqVec2(segment))
|
||||
const t = Math.min(1, Math.max(0, dotVec2(subtractVec2(position, start), segment) / lengthSq))
|
||||
return addVec2(start, scaleVec2(segment, t))
|
||||
}
|
||||
|
||||
function movementSpeedMultiplier(slowedSeconds: number): number {
|
||||
return slowedSeconds > 0 ? 0.58 : 1
|
||||
}
|
||||
|
||||
function getPrimaryBoss(state: Iwt2ArenaState) {
|
||||
return state.bosses.find((boss) => boss.health > 0) ?? state.bosses[0] ?? state.boss
|
||||
}
|
||||
|
||||
@@ -0,0 +1,317 @@
|
||||
import { RATHIAN_BOSS_METADATA } from '../content/bosses'
|
||||
import type { Iwt2BossTickResult } from './bossAi'
|
||||
import type {
|
||||
Iwt2ArenaEvent,
|
||||
Iwt2ArenaIndicator,
|
||||
Iwt2ArenaState,
|
||||
Iwt2BossEntityState,
|
||||
Iwt2MechanicArcState,
|
||||
Iwt2MechanicCircleState,
|
||||
Iwt2PartyEntityState,
|
||||
Iwt2Vec2,
|
||||
} from './types'
|
||||
import { addPoisonPuddle } from './hazards'
|
||||
import {
|
||||
applyPartyDamageInShape,
|
||||
createArcIndicator,
|
||||
createCircleIndicator,
|
||||
indicatorPhaseFromAttack,
|
||||
} from './mechanics'
|
||||
import {
|
||||
clampVec2ToArena,
|
||||
distanceVec2,
|
||||
moveToward,
|
||||
scaleVec2,
|
||||
subtractVec2,
|
||||
withFallbackFacing,
|
||||
} from './vector'
|
||||
|
||||
export function tickRathian(state: Iwt2ArenaState, dt: number): Iwt2BossTickResult {
|
||||
const events: Iwt2ArenaEvent[] = []
|
||||
let party = state.party
|
||||
let hazards = state.hazards
|
||||
let nextHazardId = state.nextHazardId
|
||||
let boss = {
|
||||
...state.boss,
|
||||
meleeCooldownRemaining: Math.max(0, state.boss.meleeCooldownRemaining - dt),
|
||||
chargeCooldownRemaining: Math.max(0, state.boss.chargeCooldownRemaining - dt),
|
||||
fireballCooldownRemaining: Math.max(0, state.boss.fireballCooldownRemaining - dt),
|
||||
phaseSecondsRemaining: Math.max(0, state.boss.phaseSecondsRemaining - dt),
|
||||
velocity: { x: 0, y: 0 },
|
||||
}
|
||||
boss = {
|
||||
...boss,
|
||||
wallContactSeconds: isBossNearWall(boss, state)
|
||||
? boss.wallContactSeconds + dt
|
||||
: Math.max(0, boss.wallContactSeconds - dt * 2),
|
||||
}
|
||||
const target = getBossTarget(party)
|
||||
|
||||
if (boss.health <= 0 || !target) {
|
||||
return withRathianIndicators({ boss, party, hazards, events, nextHazardId })
|
||||
}
|
||||
|
||||
if (boss.attackPhase === 'tailSweepWindup') {
|
||||
if (boss.phaseSecondsRemaining <= 0) {
|
||||
const result = applyTailSweep(party, boss, state.time + dt)
|
||||
party = result.party
|
||||
events.push(...result.events)
|
||||
boss = {
|
||||
...boss,
|
||||
attackPhase: 'tailSweepRecover',
|
||||
phaseSecondsRemaining: RATHIAN_BOSS_METADATA.tailSweepRecover!,
|
||||
}
|
||||
}
|
||||
return withRathianIndicators({ boss, party, hazards, events, nextHazardId })
|
||||
}
|
||||
|
||||
if (boss.attackPhase === 'poisonSpitWindup') {
|
||||
if (boss.phaseSecondsRemaining <= 0) {
|
||||
for (const circle of boss.mechanicCircles) {
|
||||
const puddle = addPoisonPuddle({
|
||||
damage: RATHIAN_BOSS_METADATA.poisonPuddleDamage!,
|
||||
duration: RATHIAN_BOSS_METADATA.poisonPuddleSeconds!,
|
||||
hazards,
|
||||
nextHazardId,
|
||||
position: circle.position,
|
||||
radius: circle.radius,
|
||||
sourceId: boss.id,
|
||||
time: state.time + dt,
|
||||
})
|
||||
hazards = puddle.hazards
|
||||
nextHazardId = puddle.nextHazardId
|
||||
}
|
||||
boss = {
|
||||
...boss,
|
||||
attackPhase: 'poisonSpitRecover',
|
||||
phaseSecondsRemaining: 0.42,
|
||||
}
|
||||
}
|
||||
return withRathianIndicators({ boss, party, hazards, events, nextHazardId })
|
||||
}
|
||||
|
||||
if (boss.attackPhase === 'tailSweepRecover' || boss.attackPhase === 'poisonSpitRecover') {
|
||||
if (boss.phaseSecondsRemaining <= 0) {
|
||||
boss = {
|
||||
...boss,
|
||||
attackPhase: 'idle',
|
||||
mechanicArcs: [],
|
||||
mechanicCircles: [],
|
||||
phaseSecondsRemaining: 0,
|
||||
}
|
||||
}
|
||||
return withRathianIndicators({ boss, party, hazards, events, nextHazardId })
|
||||
}
|
||||
|
||||
if (boss.wallContactSeconds >= 0.65) {
|
||||
boss = moveBossTowardCenter(boss, state, RATHIAN_BOSS_METADATA.moveSpeed * 1.35, dt)
|
||||
return withRathianIndicators({ boss, party, hazards, events, nextHazardId })
|
||||
}
|
||||
|
||||
if (boss.chargeCooldownRemaining <= 0) {
|
||||
boss = {
|
||||
...boss,
|
||||
attackPhase: 'tailSweepWindup',
|
||||
chargeCooldownRemaining: RATHIAN_BOSS_METADATA.poisonTailCooldown!,
|
||||
mechanicArcs: [createTailArc(boss, target)],
|
||||
phaseSecondsRemaining: RATHIAN_BOSS_METADATA.tailSweepWindup!,
|
||||
velocity: { x: 0, y: 0 },
|
||||
}
|
||||
return withRathianIndicators({ boss, party, hazards, events, nextHazardId })
|
||||
}
|
||||
|
||||
if (boss.fireballCooldownRemaining <= 0) {
|
||||
boss = {
|
||||
...boss,
|
||||
attackPhase: 'poisonSpitWindup',
|
||||
fireballCooldownRemaining: RATHIAN_BOSS_METADATA.poisonSpitCooldown!,
|
||||
mechanicCircles: createPoisonTargets(party),
|
||||
phaseSecondsRemaining: RATHIAN_BOSS_METADATA.poisonSpitWindup!,
|
||||
velocity: { x: 0, y: 0 },
|
||||
}
|
||||
return withRathianIndicators({ boss, party, hazards, events, nextHazardId })
|
||||
}
|
||||
|
||||
const meleeResult = maybeApplyMelee(party, boss, target, state.time + dt)
|
||||
party = meleeResult.party
|
||||
events.push(...meleeResult.events)
|
||||
boss = meleeResult.boss
|
||||
if (events.length > 0) return withRathianIndicators({ boss, party, hazards, events, nextHazardId })
|
||||
|
||||
const nextPosition = clampVec2ToArena(
|
||||
moveToward(boss.position, target.position, RATHIAN_BOSS_METADATA.moveSpeed * dt),
|
||||
boss.radius,
|
||||
state.bounds,
|
||||
)
|
||||
boss = {
|
||||
...boss,
|
||||
position: nextPosition,
|
||||
velocity: scaleVec2(subtractVec2(nextPosition, boss.position), dt > 0 ? 1 / dt : 0),
|
||||
facing: withFallbackFacing(subtractVec2(target.position, nextPosition), boss.facing),
|
||||
}
|
||||
return withRathianIndicators({ boss, party, hazards, events, nextHazardId })
|
||||
}
|
||||
|
||||
function moveBossTowardCenter(
|
||||
boss: Iwt2BossEntityState,
|
||||
state: Iwt2ArenaState,
|
||||
speed: number,
|
||||
dt: number,
|
||||
): Iwt2BossEntityState {
|
||||
const center = arenaCenter(state)
|
||||
const nextPosition = clampVec2ToArena(moveToward(boss.position, center, speed * dt), boss.radius, state.bounds)
|
||||
return {
|
||||
...boss,
|
||||
position: nextPosition,
|
||||
velocity: scaleVec2(subtractVec2(nextPosition, boss.position), dt > 0 ? 1 / dt : 0),
|
||||
facing: withFallbackFacing(subtractVec2(center, nextPosition), boss.facing),
|
||||
wallContactSeconds: isBossNearWall({ ...boss, position: nextPosition }, state) ? boss.wallContactSeconds : 0,
|
||||
}
|
||||
}
|
||||
|
||||
function arenaCenter(state: Iwt2ArenaState): Iwt2Vec2 {
|
||||
return {
|
||||
x: state.bounds.width * 0.5,
|
||||
y: state.bounds.height * 0.5,
|
||||
}
|
||||
}
|
||||
|
||||
function isBossNearWall(boss: Iwt2BossEntityState, state: Iwt2ArenaState): boolean {
|
||||
const margin = boss.radius + 58
|
||||
return (
|
||||
boss.position.x <= margin
|
||||
|| boss.position.x >= state.bounds.width - margin
|
||||
|| boss.position.y <= margin
|
||||
|| boss.position.y >= state.bounds.height - margin
|
||||
)
|
||||
}
|
||||
|
||||
function createTailArc(boss: Iwt2BossEntityState, target: Iwt2PartyEntityState): Iwt2MechanicArcState {
|
||||
return {
|
||||
id: 'tail-sweep',
|
||||
angleRadians: RATHIAN_BOSS_METADATA.tailSweepAngleRadians!,
|
||||
direction: withFallbackFacing(subtractVec2(target.position, boss.position), boss.facing),
|
||||
innerRadius: RATHIAN_BOSS_METADATA.tailSweepInnerRadius!,
|
||||
outerRadius: RATHIAN_BOSS_METADATA.tailSweepOuterRadius!,
|
||||
position: { ...boss.position },
|
||||
}
|
||||
}
|
||||
|
||||
function createPoisonTargets(party: Iwt2PartyEntityState[]): Iwt2MechanicCircleState[] {
|
||||
return [...party]
|
||||
.filter((member) => member.health > 0)
|
||||
.sort((a, b) => b.health / b.maxHealth - a.health / a.maxHealth)
|
||||
.slice(0, 2)
|
||||
.map((member, index) => ({
|
||||
id: `poison-spit-${index}`,
|
||||
position: { ...member.position },
|
||||
radius: RATHIAN_BOSS_METADATA.poisonPuddleRadius!,
|
||||
}))
|
||||
}
|
||||
|
||||
function applyTailSweep(
|
||||
party: Iwt2PartyEntityState[],
|
||||
boss: Iwt2BossEntityState,
|
||||
time: number,
|
||||
): { party: Iwt2PartyEntityState[], events: Iwt2ArenaEvent[] } {
|
||||
let nextParty = party
|
||||
const events: Iwt2ArenaEvent[] = []
|
||||
for (const arc of boss.mechanicArcs) {
|
||||
const result = applyPartyDamageInShape(nextParty, {
|
||||
kind: 'arc',
|
||||
angleRadians: arc.angleRadians,
|
||||
direction: arc.direction,
|
||||
innerRadius: arc.innerRadius,
|
||||
outerRadius: arc.outerRadius,
|
||||
position: arc.position,
|
||||
}, {
|
||||
damage: RATHIAN_BOSS_METADATA.tailSweepDamage!,
|
||||
knockdownSeconds: RATHIAN_BOSS_METADATA.tailSweepStunSeconds!,
|
||||
sourceId: boss.id,
|
||||
stunSeconds: RATHIAN_BOSS_METADATA.tailSweepStunSeconds!,
|
||||
time,
|
||||
})
|
||||
nextParty = result.party
|
||||
events.push(...result.events)
|
||||
}
|
||||
return { party: nextParty, events }
|
||||
}
|
||||
|
||||
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 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) > RATHIAN_BOSS_METADATA.meleeRange + target.radius) {
|
||||
return { boss, party, events: [] }
|
||||
}
|
||||
const result = applyPartyDamageInShape(party, {
|
||||
kind: 'circle',
|
||||
position: boss.position,
|
||||
radius: RATHIAN_BOSS_METADATA.meleeRange,
|
||||
}, {
|
||||
damage: RATHIAN_BOSS_METADATA.meleeDamage,
|
||||
sourceId: boss.id,
|
||||
time,
|
||||
})
|
||||
return {
|
||||
boss: { ...boss, meleeCooldownRemaining: RATHIAN_BOSS_METADATA.meleeCooldown },
|
||||
party: result.party,
|
||||
events: result.events,
|
||||
}
|
||||
}
|
||||
|
||||
function withRathianIndicators(result: Omit<Iwt2BossTickResult, 'indicators'>): Iwt2BossTickResult {
|
||||
return {
|
||||
...result,
|
||||
indicators: createRathianIndicators(result.boss),
|
||||
}
|
||||
}
|
||||
|
||||
function createRathianIndicators(boss: Iwt2BossEntityState): Iwt2ArenaIndicator[] {
|
||||
const indicators: Iwt2ArenaIndicator[] = []
|
||||
if (boss.attackPhase === 'tailSweepWindup' || boss.attackPhase === 'tailSweepRecover') {
|
||||
for (const arc of boss.mechanicArcs) {
|
||||
indicators.push(createArcIndicator({
|
||||
angleRadians: arc.angleRadians,
|
||||
color: '#a7e768',
|
||||
direction: arc.direction,
|
||||
id: `${boss.id}:${arc.id}`,
|
||||
innerRadius: arc.innerRadius,
|
||||
mechanicId: 'rathian-tail-sweep',
|
||||
outerRadius: arc.outerRadius,
|
||||
phase: indicatorPhaseFromAttack(
|
||||
boss.attackPhase === 'tailSweepWindup',
|
||||
boss.attackPhase === 'tailSweepRecover',
|
||||
),
|
||||
position: arc.position,
|
||||
sourceId: boss.id,
|
||||
}))
|
||||
}
|
||||
}
|
||||
if (boss.attackPhase === 'poisonSpitWindup' || boss.attackPhase === 'poisonSpitRecover') {
|
||||
for (const circle of boss.mechanicCircles) {
|
||||
indicators.push(createCircleIndicator({
|
||||
color: '#7bd84f',
|
||||
id: `${boss.id}:${circle.id}`,
|
||||
mechanicId: 'rathian-poison-spit',
|
||||
phase: indicatorPhaseFromAttack(
|
||||
boss.attackPhase === 'poisonSpitWindup',
|
||||
boss.attackPhase === 'poisonSpitRecover',
|
||||
),
|
||||
position: circle.position,
|
||||
radius: circle.radius,
|
||||
sourceId: boss.id,
|
||||
}))
|
||||
}
|
||||
}
|
||||
return indicators
|
||||
}
|
||||
@@ -0,0 +1,578 @@
|
||||
import type { Iwt2BossTickResult } from './bossAi'
|
||||
import type {
|
||||
Iwt2ArenaEvent,
|
||||
Iwt2ArenaIndicator,
|
||||
Iwt2ArenaIndicatorPhase,
|
||||
Iwt2ArenaState,
|
||||
Iwt2BossEntityState,
|
||||
Iwt2MechanicCircleState,
|
||||
Iwt2MechanicLaneState,
|
||||
Iwt2PartyEntityState,
|
||||
Iwt2Vec2,
|
||||
} from './types'
|
||||
import {
|
||||
applyPartyDamageInShape,
|
||||
createCircleIndicator,
|
||||
createConeIndicator,
|
||||
createLaneIndicator,
|
||||
indicatorPhaseFromAttack,
|
||||
} from './mechanics'
|
||||
import {
|
||||
addVec2,
|
||||
clamp,
|
||||
clampVec2ToArena,
|
||||
distanceVec2,
|
||||
moveToward,
|
||||
normalizeVec2,
|
||||
scaleVec2,
|
||||
subtractVec2,
|
||||
withFallbackFacing,
|
||||
} from './vector'
|
||||
|
||||
type RimebastionAttackPhase =
|
||||
| Iwt2BossEntityState['attackPhase']
|
||||
| 'iceWallWindup'
|
||||
| 'shardShatterWindup'
|
||||
| 'shardShatterRecover'
|
||||
|
||||
type RimebastionBossState = Omit<Iwt2BossEntityState, 'attackPhase'> & {
|
||||
attackPhase: RimebastionAttackPhase
|
||||
}
|
||||
|
||||
type ShardCone = {
|
||||
id: string
|
||||
origin: Iwt2Vec2
|
||||
direction: Iwt2Vec2
|
||||
range: number
|
||||
angleRadians: number
|
||||
}
|
||||
|
||||
const RIMEBASTION_BALANCE = {
|
||||
iceWallCooldown: 7.2,
|
||||
iceWallDamage: 6,
|
||||
iceWallStunSeconds: 0.25,
|
||||
iceWallWindup: 1,
|
||||
iceCircleCount: 2,
|
||||
iceCircleRadius: 58,
|
||||
iceWallLaneCount: 3,
|
||||
iceWallWidth: 22,
|
||||
meleeCooldown: 1.45,
|
||||
meleeDamage: 4,
|
||||
meleeRange: 66,
|
||||
moveSpeed: 64,
|
||||
relocateCooldownFloor: 1.3,
|
||||
relocateSpeed: 112,
|
||||
relocateSeconds: 1.6,
|
||||
shatterConeAngleRadians: Math.PI * 0.34,
|
||||
shatterConeDamage: 9,
|
||||
shatterConeRange: 158,
|
||||
shatterLaneDamage: 11,
|
||||
shatterLaneWidth: 34,
|
||||
shatterRecover: 0.52,
|
||||
shatterStunSeconds: 0.4,
|
||||
shatterWindup: 0.72,
|
||||
wallDisengageSeconds: 0.7,
|
||||
wallMargin: 68,
|
||||
}
|
||||
|
||||
const WALL_COLOR = '#a7ecff'
|
||||
const SHARD_COLOR = '#e8fbff'
|
||||
|
||||
export function tickRimebastion(state: Iwt2ArenaState, dt: number): Iwt2BossTickResult {
|
||||
const events: Iwt2ArenaEvent[] = []
|
||||
let party = state.party
|
||||
let boss: RimebastionBossState = {
|
||||
...state.boss,
|
||||
meleeCooldownRemaining: Math.max(0, state.boss.meleeCooldownRemaining - dt),
|
||||
chargeCooldownRemaining: Math.max(0, state.boss.chargeCooldownRemaining - dt),
|
||||
phaseSecondsRemaining: Math.max(0, state.boss.phaseSecondsRemaining - dt),
|
||||
velocity: { x: 0, y: 0 },
|
||||
}
|
||||
boss = {
|
||||
...boss,
|
||||
wallContactSeconds: isBossNearWall(boss, state)
|
||||
? boss.wallContactSeconds + dt
|
||||
: Math.max(0, boss.wallContactSeconds - dt * 2),
|
||||
}
|
||||
const target = getBossTarget(party)
|
||||
|
||||
if (boss.health <= 0 || !target) return withRimebastionIndicators({ boss, party, events, state })
|
||||
|
||||
if (boss.attackPhase === '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, RIMEBASTION_BALANCE.relocateCooldownFloor),
|
||||
mechanicCircles: [],
|
||||
mechanicLanes: [],
|
||||
phaseSecondsRemaining: 0,
|
||||
velocity: { x: 0, y: 0 },
|
||||
}
|
||||
}
|
||||
return withRimebastionIndicators({ boss, party, events, state })
|
||||
}
|
||||
|
||||
if (boss.attackPhase === 'iceWallWindup') {
|
||||
boss = {
|
||||
...boss,
|
||||
facing: withFallbackFacing(subtractVec2(target.position, boss.position), boss.facing),
|
||||
velocity: { x: 0, y: 0 },
|
||||
}
|
||||
if (boss.phaseSecondsRemaining <= 0) {
|
||||
const result = applyIceWalls(party, boss, state.time + dt)
|
||||
party = result.party
|
||||
events.push(...result.events)
|
||||
boss = {
|
||||
...boss,
|
||||
attackPhase: 'shardShatterWindup',
|
||||
phaseSecondsRemaining: RIMEBASTION_BALANCE.shatterWindup,
|
||||
}
|
||||
}
|
||||
return withRimebastionIndicators({ boss, party, events, state })
|
||||
}
|
||||
|
||||
if (boss.attackPhase === 'shardShatterWindup') {
|
||||
boss = {
|
||||
...boss,
|
||||
facing: withFallbackFacing(subtractVec2(target.position, boss.position), boss.facing),
|
||||
velocity: { x: 0, y: 0 },
|
||||
}
|
||||
if (boss.phaseSecondsRemaining <= 0) {
|
||||
const result = applyShardShatter(party, boss, state, state.time + dt)
|
||||
party = result.party
|
||||
events.push(...result.events)
|
||||
boss = {
|
||||
...boss,
|
||||
attackPhase: 'shardShatterRecover',
|
||||
phaseSecondsRemaining: RIMEBASTION_BALANCE.shatterRecover,
|
||||
}
|
||||
}
|
||||
return withRimebastionIndicators({ boss, party, events, state })
|
||||
}
|
||||
|
||||
if (boss.attackPhase === 'shardShatterRecover') {
|
||||
if (boss.phaseSecondsRemaining <= 0) {
|
||||
boss = {
|
||||
...boss,
|
||||
attackPhase: 'idle',
|
||||
mechanicCircles: [],
|
||||
mechanicLanes: [],
|
||||
phaseSecondsRemaining: 0,
|
||||
}
|
||||
}
|
||||
return withRimebastionIndicators({ boss, party, events, state })
|
||||
}
|
||||
|
||||
if (boss.attackPhase === 'idle' && boss.wallContactSeconds >= RIMEBASTION_BALANCE.wallDisengageSeconds) {
|
||||
boss = {
|
||||
...boss,
|
||||
attackPhase: 'relocating',
|
||||
mechanicCircles: [],
|
||||
mechanicLanes: [],
|
||||
phaseSecondsRemaining: RIMEBASTION_BALANCE.relocateSeconds,
|
||||
relocateTarget: relocationTarget(boss, state),
|
||||
velocity: { x: 0, y: 0 },
|
||||
}
|
||||
return withRimebastionIndicators({ boss, party, events, state })
|
||||
}
|
||||
|
||||
if (boss.chargeCooldownRemaining <= 0) {
|
||||
const pattern = createIceWallPattern(state, party, boss)
|
||||
boss = {
|
||||
...boss,
|
||||
attackPhase: 'iceWallWindup',
|
||||
chargeCooldownRemaining: RIMEBASTION_BALANCE.iceWallCooldown,
|
||||
chargeCount: boss.chargeCount + 1,
|
||||
mechanicCircles: pattern.circles,
|
||||
mechanicLanes: pattern.lanes,
|
||||
phaseSecondsRemaining: RIMEBASTION_BALANCE.iceWallWindup,
|
||||
velocity: { x: 0, y: 0 },
|
||||
}
|
||||
return withRimebastionIndicators({ 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 withRimebastionIndicators({ boss, party, events, state })
|
||||
|
||||
boss = moveBossTowardEngagePoint(boss, state, target, dt)
|
||||
return withRimebastionIndicators({ boss, party, events, state })
|
||||
}
|
||||
|
||||
function createIceWallPattern(
|
||||
state: Iwt2ArenaState,
|
||||
party: Iwt2PartyEntityState[],
|
||||
boss: RimebastionBossState,
|
||||
): { lanes: Iwt2MechanicLaneState[], circles: Iwt2MechanicCircleState[] } {
|
||||
const living = party.filter((member) => member.health > 0)
|
||||
const center = partyCenter(living, arenaCenter(state))
|
||||
const vertical = boss.chargeCount % 2 === 0
|
||||
const lanes: Iwt2MechanicLaneState[] = []
|
||||
const offsets = [-96, 0, 96]
|
||||
|
||||
for (let index = 0; index < RIMEBASTION_BALANCE.iceWallLaneCount; index += 1) {
|
||||
const offset = offsets[index] ?? 0
|
||||
if (vertical) {
|
||||
const x = clamp(center.x + offset, 82, state.bounds.width - 82)
|
||||
lanes.push({
|
||||
end: { x, y: state.bounds.height - 38 },
|
||||
id: `rime-wall-lane-${index}`,
|
||||
start: { x, y: 38 },
|
||||
width: RIMEBASTION_BALANCE.iceWallWidth,
|
||||
})
|
||||
} else {
|
||||
const y = clamp(center.y + offset * 0.72, 74, state.bounds.height - 74)
|
||||
lanes.push({
|
||||
end: { x: state.bounds.width - 38, y },
|
||||
id: `rime-wall-lane-${index}`,
|
||||
start: { x: 38, y },
|
||||
width: RIMEBASTION_BALANCE.iceWallWidth,
|
||||
})
|
||||
}
|
||||
}
|
||||
|
||||
const circles = living
|
||||
.filter((member) => member.aiRole === 'ranged' || member.aiRole === 'flanker' || member.aiRole === 'player')
|
||||
.slice(0, RIMEBASTION_BALANCE.iceCircleCount)
|
||||
.map((member, index) => ({
|
||||
id: `rime-wall-circle-${index}`,
|
||||
position: clampVec2ToArena(member.position, RIMEBASTION_BALANCE.iceCircleRadius, state.bounds),
|
||||
radius: RIMEBASTION_BALANCE.iceCircleRadius,
|
||||
}))
|
||||
|
||||
return { circles, lanes }
|
||||
}
|
||||
|
||||
function applyIceWalls(
|
||||
party: Iwt2PartyEntityState[],
|
||||
boss: RimebastionBossState,
|
||||
time: number,
|
||||
): { party: Iwt2PartyEntityState[], events: Iwt2ArenaEvent[] } {
|
||||
let nextParty = party
|
||||
const events: Iwt2ArenaEvent[] = []
|
||||
const hitEntityIds: string[] = []
|
||||
|
||||
for (const lane of boss.mechanicLanes) {
|
||||
const result = applyPartyDamageInShape(nextParty, {
|
||||
kind: 'lane',
|
||||
end: lane.end,
|
||||
start: lane.start,
|
||||
width: lane.width,
|
||||
}, {
|
||||
damage: RIMEBASTION_BALANCE.iceWallDamage,
|
||||
excludedEntityIds: hitEntityIds,
|
||||
knockdownSeconds: 0,
|
||||
sourceId: boss.id,
|
||||
stunSeconds: RIMEBASTION_BALANCE.iceWallStunSeconds,
|
||||
time,
|
||||
})
|
||||
nextParty = result.party
|
||||
hitEntityIds.push(...result.hitEntityIds)
|
||||
events.push(...result.events)
|
||||
}
|
||||
|
||||
for (const circle of boss.mechanicCircles) {
|
||||
const result = applyPartyDamageInShape(nextParty, {
|
||||
kind: 'circle',
|
||||
position: circle.position,
|
||||
radius: circle.radius,
|
||||
}, {
|
||||
damage: RIMEBASTION_BALANCE.iceWallDamage,
|
||||
excludedEntityIds: hitEntityIds,
|
||||
knockdownSeconds: 0,
|
||||
sourceId: boss.id,
|
||||
stunSeconds: RIMEBASTION_BALANCE.iceWallStunSeconds,
|
||||
time,
|
||||
})
|
||||
nextParty = result.party
|
||||
hitEntityIds.push(...result.hitEntityIds)
|
||||
events.push(...result.events)
|
||||
}
|
||||
|
||||
return { party: nextParty, events }
|
||||
}
|
||||
|
||||
function applyShardShatter(
|
||||
party: Iwt2PartyEntityState[],
|
||||
boss: RimebastionBossState,
|
||||
state: Iwt2ArenaState,
|
||||
time: number,
|
||||
): { party: Iwt2PartyEntityState[], events: Iwt2ArenaEvent[] } {
|
||||
let nextParty = party
|
||||
const events: Iwt2ArenaEvent[] = []
|
||||
const hitEntityIds: string[] = []
|
||||
|
||||
for (const lane of boss.mechanicLanes) {
|
||||
const result = applyPartyDamageInShape(nextParty, {
|
||||
kind: 'lane',
|
||||
end: lane.end,
|
||||
start: lane.start,
|
||||
width: RIMEBASTION_BALANCE.shatterLaneWidth,
|
||||
}, {
|
||||
damage: RIMEBASTION_BALANCE.shatterLaneDamage,
|
||||
excludedEntityIds: hitEntityIds,
|
||||
knockdownSeconds: RIMEBASTION_BALANCE.shatterStunSeconds,
|
||||
sourceId: boss.id,
|
||||
stunSeconds: RIMEBASTION_BALANCE.shatterStunSeconds,
|
||||
time,
|
||||
})
|
||||
nextParty = result.party
|
||||
hitEntityIds.push(...result.hitEntityIds)
|
||||
events.push(...result.events)
|
||||
}
|
||||
|
||||
for (const cone of createShardCones(boss, state)) {
|
||||
const result = applyPartyDamageInShape(nextParty, {
|
||||
kind: 'cone',
|
||||
angleRadians: cone.angleRadians,
|
||||
direction: cone.direction,
|
||||
origin: cone.origin,
|
||||
range: cone.range,
|
||||
}, {
|
||||
damage: RIMEBASTION_BALANCE.shatterConeDamage,
|
||||
excludedEntityIds: hitEntityIds,
|
||||
knockdownSeconds: RIMEBASTION_BALANCE.shatterStunSeconds,
|
||||
sourceId: boss.id,
|
||||
stunSeconds: RIMEBASTION_BALANCE.shatterStunSeconds,
|
||||
time,
|
||||
})
|
||||
nextParty = result.party
|
||||
hitEntityIds.push(...result.hitEntityIds)
|
||||
events.push(...result.events)
|
||||
}
|
||||
|
||||
return { party: nextParty, events }
|
||||
}
|
||||
|
||||
function createShardCones(boss: RimebastionBossState, state: Iwt2ArenaState): ShardCone[] {
|
||||
const cones: ShardCone[] = []
|
||||
const center = arenaCenter(state)
|
||||
|
||||
for (const lane of boss.mechanicLanes) {
|
||||
const midpoint = {
|
||||
x: (lane.start.x + lane.end.x) * 0.5,
|
||||
y: (lane.start.y + lane.end.y) * 0.5,
|
||||
}
|
||||
cones.push({
|
||||
angleRadians: RIMEBASTION_BALANCE.shatterConeAngleRadians,
|
||||
direction: withFallbackFacing(subtractVec2(center, midpoint), boss.facing),
|
||||
id: `${lane.id}-shard-cone`,
|
||||
origin: midpoint,
|
||||
range: RIMEBASTION_BALANCE.shatterConeRange,
|
||||
})
|
||||
}
|
||||
|
||||
for (const circle of boss.mechanicCircles) {
|
||||
cones.push({
|
||||
angleRadians: RIMEBASTION_BALANCE.shatterConeAngleRadians,
|
||||
direction: withFallbackFacing(subtractVec2(circle.position, boss.position), boss.facing),
|
||||
id: `${circle.id}-shard-cone`,
|
||||
origin: circle.position,
|
||||
range: RIMEBASTION_BALANCE.shatterConeRange * 0.86,
|
||||
})
|
||||
}
|
||||
|
||||
return cones
|
||||
}
|
||||
|
||||
function moveBossTowardRelocationTarget(
|
||||
boss: RimebastionBossState,
|
||||
state: Iwt2ArenaState,
|
||||
target: Iwt2PartyEntityState,
|
||||
dt: number,
|
||||
): RimebastionBossState {
|
||||
const nextPosition = clampVec2ToArena(
|
||||
moveToward(boss.position, boss.relocateTarget, RIMEBASTION_BALANCE.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: RimebastionBossState,
|
||||
state: Iwt2ArenaState,
|
||||
target: Iwt2PartyEntityState,
|
||||
dt: number,
|
||||
): RimebastionBossState {
|
||||
const center = arenaCenter(state)
|
||||
const targetNearWall = isPositionNearWall(target.position, target.radius + RIMEBASTION_BALANCE.wallMargin, state)
|
||||
const desired = targetNearWall
|
||||
? addVec2(target.position, scaleVec2(normalizeVec2(subtractVec2(center, target.position)), RIMEBASTION_BALANCE.meleeRange * 0.9))
|
||||
: target.position
|
||||
const nextPosition = clampVec2ToArena(
|
||||
moveToward(boss.position, desired, RIMEBASTION_BALANCE.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 relocationTarget(boss: RimebastionBossState, state: Iwt2ArenaState): Iwt2Vec2 {
|
||||
const center = arenaCenter(state)
|
||||
const awayFromWall = normalizeVec2({
|
||||
x: boss.position.x < state.bounds.width * 0.5 ? 1 : -1,
|
||||
y: boss.position.y < state.bounds.height * 0.5 ? 1 : -1,
|
||||
})
|
||||
return clampVec2ToArena(addVec2(center, scaleVec2(awayFromWall, 58)), boss.radius, state.bounds)
|
||||
}
|
||||
|
||||
function maybeApplyMelee(
|
||||
party: Iwt2PartyEntityState[],
|
||||
boss: RimebastionBossState,
|
||||
target: Iwt2PartyEntityState,
|
||||
time: number,
|
||||
): { boss: RimebastionBossState, party: Iwt2PartyEntityState[], events: Iwt2ArenaEvent[] } {
|
||||
if (boss.meleeCooldownRemaining > 0) return { boss, party, events: [] }
|
||||
if (distanceVec2(boss.position, target.position) > RIMEBASTION_BALANCE.meleeRange + target.radius) {
|
||||
return { boss, party, events: [] }
|
||||
}
|
||||
const result = applyPartyDamageInShape(party, {
|
||||
kind: 'circle',
|
||||
position: boss.position,
|
||||
radius: RIMEBASTION_BALANCE.meleeRange,
|
||||
}, {
|
||||
damage: RIMEBASTION_BALANCE.meleeDamage,
|
||||
sourceId: boss.id,
|
||||
time,
|
||||
})
|
||||
return {
|
||||
boss: { ...boss, meleeCooldownRemaining: RIMEBASTION_BALANCE.meleeCooldown },
|
||||
events: result.events,
|
||||
party: result.party,
|
||||
}
|
||||
}
|
||||
|
||||
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 partyCenter(party: Iwt2PartyEntityState[], fallback: Iwt2Vec2): Iwt2Vec2 {
|
||||
if (party.length <= 0) return fallback
|
||||
const total = party.reduce((sum, member) => addVec2(sum, member.position), { x: 0, y: 0 })
|
||||
return scaleVec2(total, 1 / party.length)
|
||||
}
|
||||
|
||||
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 + RIMEBASTION_BALANCE.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 withRimebastionIndicators(result: {
|
||||
boss: RimebastionBossState
|
||||
party: Iwt2PartyEntityState[]
|
||||
events: Iwt2ArenaEvent[]
|
||||
state: Iwt2ArenaState
|
||||
}): Iwt2BossTickResult {
|
||||
const { state, ...rest } = result
|
||||
return {
|
||||
...rest,
|
||||
boss: result.boss as Iwt2BossEntityState,
|
||||
indicators: createRimebastionIndicators(result.boss, state),
|
||||
}
|
||||
}
|
||||
|
||||
function createRimebastionIndicators(boss: RimebastionBossState, state: Iwt2ArenaState): Iwt2ArenaIndicator[] {
|
||||
const indicators: Iwt2ArenaIndicator[] = []
|
||||
const showWalls = (
|
||||
boss.attackPhase === 'iceWallWindup'
|
||||
|| boss.attackPhase === 'shardShatterWindup'
|
||||
|| boss.attackPhase === 'shardShatterRecover'
|
||||
)
|
||||
if (showWalls) {
|
||||
const wallPhase: Iwt2ArenaIndicatorPhase = boss.attackPhase === 'iceWallWindup'
|
||||
? 'windup'
|
||||
: boss.attackPhase === 'shardShatterWindup'
|
||||
? 'active'
|
||||
: 'recover'
|
||||
for (const lane of boss.mechanicLanes) {
|
||||
indicators.push(createLaneIndicator({
|
||||
color: WALL_COLOR,
|
||||
end: lane.end,
|
||||
id: `${boss.id}:${lane.id}`,
|
||||
mechanicId: 'rimebastion-ice-wall-lane',
|
||||
phase: wallPhase,
|
||||
sourceId: boss.id,
|
||||
start: lane.start,
|
||||
width: lane.width,
|
||||
}))
|
||||
}
|
||||
for (const circle of boss.mechanicCircles) {
|
||||
indicators.push(createCircleIndicator({
|
||||
color: WALL_COLOR,
|
||||
id: `${boss.id}:${circle.id}`,
|
||||
mechanicId: 'rimebastion-ice-wall-circle',
|
||||
phase: wallPhase,
|
||||
position: circle.position,
|
||||
radius: circle.radius,
|
||||
sourceId: boss.id,
|
||||
}))
|
||||
}
|
||||
}
|
||||
|
||||
if (boss.attackPhase === 'shardShatterWindup' || boss.attackPhase === 'shardShatterRecover') {
|
||||
const shardPhase = indicatorPhaseFromAttack(
|
||||
boss.attackPhase === 'shardShatterWindup',
|
||||
boss.attackPhase === 'shardShatterRecover',
|
||||
)
|
||||
for (const lane of boss.mechanicLanes) {
|
||||
indicators.push(createLaneIndicator({
|
||||
color: SHARD_COLOR,
|
||||
end: lane.end,
|
||||
id: `${boss.id}:${lane.id}:shatter`,
|
||||
mechanicId: 'rimebastion-shard-lane',
|
||||
phase: shardPhase,
|
||||
sourceId: boss.id,
|
||||
start: lane.start,
|
||||
width: RIMEBASTION_BALANCE.shatterLaneWidth,
|
||||
}))
|
||||
}
|
||||
for (const cone of createShardCones(boss, state)) {
|
||||
indicators.push(createConeIndicator({
|
||||
angleRadians: cone.angleRadians,
|
||||
color: SHARD_COLOR,
|
||||
direction: cone.direction,
|
||||
id: `${boss.id}:${cone.id}`,
|
||||
mechanicId: 'rimebastion-shard-cone',
|
||||
origin: cone.origin,
|
||||
phase: shardPhase,
|
||||
range: cone.range,
|
||||
sourceId: boss.id,
|
||||
}))
|
||||
}
|
||||
}
|
||||
|
||||
return indicators
|
||||
}
|
||||
@@ -0,0 +1,749 @@
|
||||
import type { Iwt2BossTickResult } from './bossAi'
|
||||
import type {
|
||||
Iwt2ArenaEvent,
|
||||
Iwt2ArenaIndicator,
|
||||
Iwt2ArenaState,
|
||||
Iwt2BossEntityState,
|
||||
Iwt2GroundHazardState,
|
||||
Iwt2MechanicCircleState,
|
||||
Iwt2MechanicLaneState,
|
||||
Iwt2PartyEntityState,
|
||||
Iwt2Vec2,
|
||||
} from './types'
|
||||
import { addMudPuddle } from './hazards'
|
||||
import {
|
||||
applyPartyDamageInShape,
|
||||
createCircleIndicator,
|
||||
createLaneIndicator,
|
||||
indicatorPhaseFromAttack,
|
||||
} from './mechanics'
|
||||
import {
|
||||
addVec2,
|
||||
clamp,
|
||||
clampVec2ToArena,
|
||||
distanceVec2,
|
||||
moveToward,
|
||||
normalizeVec2,
|
||||
scaleVec2,
|
||||
subtractVec2,
|
||||
withFallbackFacing,
|
||||
} from './vector'
|
||||
|
||||
type SandglassScorpionAttackPhase =
|
||||
| Iwt2BossEntityState['attackPhase']
|
||||
| 'sandglassBurrowWindup'
|
||||
| 'sandglassBurrowing'
|
||||
| 'sandglassEruptionWindup'
|
||||
| 'sandglassEruptionRecover'
|
||||
| 'sandglassHourglassSafe'
|
||||
| 'sandglassHourglassHazard'
|
||||
| 'sandglassHourglassRecover'
|
||||
|
||||
const SANDGLASS = {
|
||||
burrowCooldown: 6.6,
|
||||
burrowSeconds: 1.05,
|
||||
burrowSpeed: 285,
|
||||
burrowTrailInterval: 0.18,
|
||||
burrowTrailRadius: 28,
|
||||
burrowTrailSeconds: 4.2,
|
||||
burrowTrailWidth: 44,
|
||||
burrowWindup: 0.48,
|
||||
disengageSeconds: 0.72,
|
||||
disengageSpeed: 148,
|
||||
eruptionDamage: 15,
|
||||
eruptionRadius: 50,
|
||||
eruptionRecover: 0.52,
|
||||
eruptionStunSeconds: 0.42,
|
||||
eruptionWindup: 0.76,
|
||||
hourglassCooldown: 8.1,
|
||||
hourglassDamage: 6,
|
||||
hourglassHazardSeconds: 2.2,
|
||||
hourglassRadius: 66,
|
||||
hourglassRecover: 0.48,
|
||||
hourglassSafeSeconds: 1.05,
|
||||
hourglassTickSeconds: 0.5,
|
||||
meleeCooldown: 1.25,
|
||||
meleeDamage: 5,
|
||||
meleeRange: 58,
|
||||
moveSpeed: 94,
|
||||
wallMargin: 70,
|
||||
zoneCount: 3,
|
||||
}
|
||||
|
||||
const BURROW_COLOR = '#c8944e'
|
||||
const ERUPTION_COLOR = '#f2c15b'
|
||||
const HOURGLASS_SAFE_COLOR = '#68d8ff'
|
||||
const HOURGLASS_HAZARD_COLOR = '#d49a42'
|
||||
|
||||
export function tickSandglassScorpion(state: Iwt2ArenaState, dt: number): Iwt2BossTickResult {
|
||||
const events: Iwt2ArenaEvent[] = []
|
||||
let hazards = state.hazards
|
||||
let nextHazardId = state.nextHazardId
|
||||
let party = state.party
|
||||
const incomingPhase = state.boss.attackPhase as SandglassScorpionAttackPhase
|
||||
let boss = {
|
||||
...state.boss,
|
||||
chargeCooldownRemaining: Math.max(0, state.boss.chargeCooldownRemaining - dt),
|
||||
fireballCooldownRemaining: Math.max(0, state.boss.fireballCooldownRemaining - dt),
|
||||
mechanicEnergy: Math.max(0, state.boss.mechanicEnergy - dt),
|
||||
meleeCooldownRemaining: Math.max(0, state.boss.meleeCooldownRemaining - dt),
|
||||
phaseSecondsRemaining: Math.max(0, state.boss.phaseSecondsRemaining - dt),
|
||||
velocity: { x: 0, y: 0 },
|
||||
}
|
||||
boss = {
|
||||
...boss,
|
||||
wallContactSeconds: incomingPhase === 'sandglassBurrowing'
|
||||
? 0
|
||||
: isBossNearWall(boss, state)
|
||||
? boss.wallContactSeconds + dt
|
||||
: Math.max(0, boss.wallContactSeconds - dt * 2),
|
||||
}
|
||||
|
||||
const target = getBossTarget(party)
|
||||
if (boss.health <= 0 || !target) {
|
||||
return withSandglassIndicators({ boss, party, hazards, events, nextHazardId })
|
||||
}
|
||||
|
||||
const phase = boss.attackPhase as SandglassScorpionAttackPhase
|
||||
|
||||
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),
|
||||
mechanicCircles: [],
|
||||
mechanicLanes: [],
|
||||
phaseSecondsRemaining: 0,
|
||||
velocity: { x: 0, y: 0 },
|
||||
}
|
||||
}
|
||||
return withSandglassIndicators({ boss, party, hazards, events, nextHazardId })
|
||||
}
|
||||
|
||||
if (phase === 'sandglassBurrowWindup') {
|
||||
boss = {
|
||||
...boss,
|
||||
facing: withFallbackFacing(subtractVec2(boss.relocateTarget, boss.position), boss.facing),
|
||||
velocity: { x: 0, y: 0 },
|
||||
}
|
||||
if (boss.phaseSecondsRemaining <= 0) {
|
||||
boss = {
|
||||
...boss,
|
||||
attackPhase: asBossPhase('sandglassBurrowing'),
|
||||
mechanicEnergy: 0,
|
||||
phaseSecondsRemaining: SANDGLASS.burrowSeconds,
|
||||
}
|
||||
}
|
||||
return withSandglassIndicators({ boss, party, hazards, events, nextHazardId })
|
||||
}
|
||||
|
||||
if (phase === 'sandglassBurrowing') {
|
||||
const burrow = moveBurrowingBoss(boss, state, dt)
|
||||
const trailResult = maybeAddBurrowTrail({
|
||||
boss,
|
||||
hazards,
|
||||
nextHazardId,
|
||||
position: burrow.position,
|
||||
time: state.time + dt,
|
||||
})
|
||||
hazards = trailResult.hazards
|
||||
nextHazardId = trailResult.nextHazardId
|
||||
boss = {
|
||||
...boss,
|
||||
mechanicEnergy: trailResult.nextTrailInSeconds,
|
||||
position: burrow.position,
|
||||
velocity: burrow.velocity,
|
||||
wallContactSeconds: 0,
|
||||
}
|
||||
if (boss.phaseSecondsRemaining <= 0 || distanceVec2(boss.position, boss.relocateTarget) <= 7) {
|
||||
boss = {
|
||||
...boss,
|
||||
attackPhase: asBossPhase('sandglassEruptionWindup'),
|
||||
mechanicCircles: createStingerEruptions(state, party, boss),
|
||||
mechanicEnergy: 0,
|
||||
mechanicLanes: [],
|
||||
phaseSecondsRemaining: SANDGLASS.eruptionWindup,
|
||||
velocity: { x: 0, y: 0 },
|
||||
}
|
||||
}
|
||||
return withSandglassIndicators({ boss, party, hazards, events, nextHazardId })
|
||||
}
|
||||
|
||||
if (phase === 'sandglassEruptionWindup') {
|
||||
boss = {
|
||||
...boss,
|
||||
facing: withFallbackFacing(subtractVec2(target.position, boss.position), boss.facing),
|
||||
velocity: { x: 0, y: 0 },
|
||||
}
|
||||
if (boss.phaseSecondsRemaining <= 0) {
|
||||
const result = applyStingerEruptions(party, boss, state.time + dt)
|
||||
party = result.party
|
||||
events.push(...result.events)
|
||||
boss = {
|
||||
...boss,
|
||||
attackPhase: asBossPhase('sandglassEruptionRecover'),
|
||||
phaseSecondsRemaining: SANDGLASS.eruptionRecover,
|
||||
}
|
||||
}
|
||||
return withSandglassIndicators({ boss, party, hazards, events, nextHazardId })
|
||||
}
|
||||
|
||||
if (phase === 'sandglassEruptionRecover') {
|
||||
if (boss.phaseSecondsRemaining <= 0) {
|
||||
boss = {
|
||||
...boss,
|
||||
attackPhase: 'idle',
|
||||
mechanicCircles: [],
|
||||
phaseSecondsRemaining: 0,
|
||||
}
|
||||
}
|
||||
return withSandglassIndicators({ boss, party, hazards, events, nextHazardId })
|
||||
}
|
||||
|
||||
if (phase === 'sandglassHourglassSafe') {
|
||||
boss = {
|
||||
...boss,
|
||||
facing: withFallbackFacing(subtractVec2(target.position, boss.position), boss.facing),
|
||||
velocity: { x: 0, y: 0 },
|
||||
}
|
||||
if (boss.phaseSecondsRemaining <= 0) {
|
||||
boss = {
|
||||
...boss,
|
||||
attackPhase: asBossPhase('sandglassHourglassHazard'),
|
||||
mechanicEnergy: 0,
|
||||
phaseSecondsRemaining: SANDGLASS.hourglassHazardSeconds,
|
||||
}
|
||||
}
|
||||
return withSandglassIndicators({ boss, party, hazards, events, nextHazardId })
|
||||
}
|
||||
|
||||
if (phase === 'sandglassHourglassHazard') {
|
||||
const tickResult = maybeApplyHourglassZones({
|
||||
boss,
|
||||
hazards,
|
||||
nextHazardId,
|
||||
party,
|
||||
state,
|
||||
time: state.time + dt,
|
||||
})
|
||||
hazards = tickResult.hazards
|
||||
nextHazardId = tickResult.nextHazardId
|
||||
party = tickResult.party
|
||||
events.push(...tickResult.events)
|
||||
boss = {
|
||||
...boss,
|
||||
mechanicEnergy: tickResult.nextTickInSeconds,
|
||||
velocity: { x: 0, y: 0 },
|
||||
}
|
||||
if (boss.phaseSecondsRemaining <= 0) {
|
||||
boss = {
|
||||
...boss,
|
||||
attackPhase: asBossPhase('sandglassHourglassRecover'),
|
||||
phaseSecondsRemaining: SANDGLASS.hourglassRecover,
|
||||
}
|
||||
}
|
||||
return withSandglassIndicators({ boss, party, hazards, events, nextHazardId })
|
||||
}
|
||||
|
||||
if (phase === 'sandglassHourglassRecover') {
|
||||
if (boss.phaseSecondsRemaining <= 0) {
|
||||
boss = {
|
||||
...boss,
|
||||
attackPhase: 'idle',
|
||||
mechanicCircles: [],
|
||||
phaseSecondsRemaining: 0,
|
||||
}
|
||||
}
|
||||
return withSandglassIndicators({ boss, party, hazards, events, nextHazardId })
|
||||
}
|
||||
|
||||
if (boss.wallContactSeconds >= SANDGLASS.disengageSeconds) {
|
||||
boss = {
|
||||
...boss,
|
||||
attackPhase: 'relocating',
|
||||
mechanicCircles: [],
|
||||
mechanicLanes: [],
|
||||
phaseSecondsRemaining: 1.25,
|
||||
relocateTarget: centerRelocationTarget(boss, state),
|
||||
velocity: { x: 0, y: 0 },
|
||||
}
|
||||
return withSandglassIndicators({ boss, party, hazards, events, nextHazardId })
|
||||
}
|
||||
|
||||
if (boss.fireballCooldownRemaining <= 0) {
|
||||
boss = {
|
||||
...boss,
|
||||
attackPhase: asBossPhase('sandglassHourglassSafe'),
|
||||
fireballCooldownRemaining: SANDGLASS.hourglassCooldown,
|
||||
mechanicCircles: createHourglassZones(state, party, boss),
|
||||
mechanicEnergy: 0,
|
||||
phaseSecondsRemaining: SANDGLASS.hourglassSafeSeconds,
|
||||
velocity: { x: 0, y: 0 },
|
||||
}
|
||||
return withSandglassIndicators({ boss, party, hazards, events, nextHazardId })
|
||||
}
|
||||
|
||||
if (boss.chargeCooldownRemaining <= 0) {
|
||||
const exit = chooseBurrowExit(state, party, boss, target)
|
||||
boss = {
|
||||
...boss,
|
||||
attackPhase: asBossPhase('sandglassBurrowWindup'),
|
||||
chargeCooldownRemaining: SANDGLASS.burrowCooldown,
|
||||
chargeCount: boss.chargeCount + 1,
|
||||
chargeEnd: { ...exit },
|
||||
chargeStart: { ...boss.position },
|
||||
mechanicCircles: [],
|
||||
mechanicLanes: [createBurrowLane(boss.position, exit)],
|
||||
phaseSecondsRemaining: SANDGLASS.burrowWindup,
|
||||
relocateTarget: exit,
|
||||
velocity: { x: 0, y: 0 },
|
||||
}
|
||||
return withSandglassIndicators({ boss, party, hazards, events, nextHazardId })
|
||||
}
|
||||
|
||||
const meleeResult = maybeApplyMelee(party, boss, target, state.time + dt)
|
||||
party = meleeResult.party
|
||||
events.push(...meleeResult.events)
|
||||
boss = meleeResult.boss
|
||||
if (events.length > 0) return withSandglassIndicators({ boss, party, hazards, events, nextHazardId })
|
||||
|
||||
boss = moveBossTowardEngagePoint(boss, state, target, dt)
|
||||
return withSandglassIndicators({ boss, party, hazards, events, nextHazardId })
|
||||
}
|
||||
|
||||
function asBossPhase(phase: SandglassScorpionAttackPhase): Iwt2BossEntityState['attackPhase'] {
|
||||
return phase as Iwt2BossEntityState['attackPhase']
|
||||
}
|
||||
|
||||
function moveBurrowingBoss(
|
||||
boss: Iwt2BossEntityState,
|
||||
state: Iwt2ArenaState,
|
||||
dt: number,
|
||||
): { position: Iwt2Vec2, velocity: Iwt2Vec2 } {
|
||||
const position = clampVec2ToArena(
|
||||
moveToward(boss.position, boss.relocateTarget, SANDGLASS.burrowSpeed * dt),
|
||||
boss.radius,
|
||||
state.bounds,
|
||||
)
|
||||
return {
|
||||
position,
|
||||
velocity: scaleVec2(subtractVec2(position, boss.position), dt > 0 ? 1 / dt : 0),
|
||||
}
|
||||
}
|
||||
|
||||
function maybeAddBurrowTrail({
|
||||
boss,
|
||||
hazards,
|
||||
nextHazardId,
|
||||
position,
|
||||
time,
|
||||
}: {
|
||||
boss: Iwt2BossEntityState
|
||||
hazards: Iwt2GroundHazardState[]
|
||||
nextHazardId: number
|
||||
position: Iwt2Vec2
|
||||
time: number
|
||||
}): { hazards: Iwt2GroundHazardState[], nextHazardId: number, nextTrailInSeconds: number } {
|
||||
if (boss.mechanicEnergy > 0) {
|
||||
return { hazards, nextHazardId, nextTrailInSeconds: boss.mechanicEnergy }
|
||||
}
|
||||
const result = addMudPuddle({
|
||||
duration: SANDGLASS.burrowTrailSeconds,
|
||||
hazards,
|
||||
nextHazardId,
|
||||
position,
|
||||
radius: SANDGLASS.burrowTrailRadius,
|
||||
sourceId: boss.id,
|
||||
time,
|
||||
})
|
||||
return {
|
||||
hazards: result.hazards,
|
||||
nextHazardId: result.nextHazardId,
|
||||
nextTrailInSeconds: SANDGLASS.burrowTrailInterval,
|
||||
}
|
||||
}
|
||||
|
||||
function maybeApplyHourglassZones({
|
||||
boss,
|
||||
hazards,
|
||||
nextHazardId,
|
||||
party,
|
||||
state,
|
||||
time,
|
||||
}: {
|
||||
boss: Iwt2BossEntityState
|
||||
hazards: Iwt2GroundHazardState[]
|
||||
nextHazardId: number
|
||||
party: Iwt2PartyEntityState[]
|
||||
state: Iwt2ArenaState
|
||||
time: number
|
||||
}): {
|
||||
events: Iwt2ArenaEvent[]
|
||||
hazards: Iwt2GroundHazardState[]
|
||||
nextHazardId: number
|
||||
nextTickInSeconds: number
|
||||
party: Iwt2PartyEntityState[]
|
||||
} {
|
||||
if (boss.mechanicEnergy > 0) {
|
||||
return { events: [], hazards, nextHazardId, nextTickInSeconds: boss.mechanicEnergy, party }
|
||||
}
|
||||
|
||||
let nextParty = party
|
||||
let nextHazards = hazards
|
||||
let nextId = nextHazardId
|
||||
const events: Iwt2ArenaEvent[] = []
|
||||
for (const circle of boss.mechanicCircles) {
|
||||
const damage = applyPartyDamageInShape(nextParty, {
|
||||
kind: 'circle',
|
||||
position: circle.position,
|
||||
radius: circle.radius,
|
||||
}, {
|
||||
damage: SANDGLASS.hourglassDamage,
|
||||
knockdownSeconds: 0,
|
||||
sourceId: boss.id,
|
||||
stunSeconds: 0.18,
|
||||
time,
|
||||
})
|
||||
nextParty = damage.party
|
||||
events.push(...damage.events)
|
||||
|
||||
const puddle = addMudPuddle({
|
||||
duration: SANDGLASS.hourglassTickSeconds + 0.45,
|
||||
hazards: nextHazards,
|
||||
nextHazardId: nextId,
|
||||
position: clampVec2ToArena(circle.position, circle.radius, state.bounds),
|
||||
radius: circle.radius,
|
||||
sourceId: boss.id,
|
||||
time,
|
||||
})
|
||||
nextHazards = puddle.hazards
|
||||
nextId = puddle.nextHazardId
|
||||
}
|
||||
|
||||
return {
|
||||
events,
|
||||
hazards: nextHazards,
|
||||
nextHazardId: nextId,
|
||||
nextTickInSeconds: SANDGLASS.hourglassTickSeconds,
|
||||
party: nextParty,
|
||||
}
|
||||
}
|
||||
|
||||
function createStingerEruptions(
|
||||
state: Iwt2ArenaState,
|
||||
party: Iwt2PartyEntityState[],
|
||||
boss: Iwt2BossEntityState,
|
||||
): Iwt2MechanicCircleState[] {
|
||||
const living = party.filter((member) => member.health > 0)
|
||||
const marked = [
|
||||
getBossTarget(living),
|
||||
...living.filter((member) => member.aiRole === 'ranged' || member.aiRole === 'flanker'),
|
||||
...living,
|
||||
].filter((member): member is Iwt2PartyEntityState => Boolean(member))
|
||||
|
||||
const circles: Iwt2MechanicCircleState[] = []
|
||||
const seen = new Set<string>()
|
||||
for (const member of marked) {
|
||||
if (seen.has(member.id)) continue
|
||||
seen.add(member.id)
|
||||
const offset = offsetFromBoss(member.position, boss.position, 28 + circles.length * 10)
|
||||
circles.push({
|
||||
id: `sandglass-stinger-${circles.length}`,
|
||||
position: clampVec2ToArena(addVec2(member.position, offset), SANDGLASS.eruptionRadius, state.bounds),
|
||||
radius: SANDGLASS.eruptionRadius,
|
||||
})
|
||||
if (circles.length >= SANDGLASS.zoneCount) break
|
||||
}
|
||||
return circles
|
||||
}
|
||||
|
||||
function createHourglassZones(
|
||||
state: Iwt2ArenaState,
|
||||
party: Iwt2PartyEntityState[],
|
||||
boss: Iwt2BossEntityState,
|
||||
): Iwt2MechanicCircleState[] {
|
||||
const center = arenaCenter(state)
|
||||
const partyCenterPoint = partyCenter(party.filter((member) => member.health > 0), center)
|
||||
const angleBase = Math.atan2(partyCenterPoint.y - center.y, partyCenterPoint.x - center.x)
|
||||
const circles: Iwt2MechanicCircleState[] = []
|
||||
for (let index = 0; index < SANDGLASS.zoneCount; index += 1) {
|
||||
const angle = angleBase + (Math.PI * 2 * index) / SANDGLASS.zoneCount + boss.chargeCount * 0.28
|
||||
const radius = index === 0 ? 54 : 128
|
||||
circles.push({
|
||||
id: `sandglass-hourglass-${index}`,
|
||||
position: clampVec2ToArena({
|
||||
x: center.x + Math.cos(angle) * radius,
|
||||
y: center.y + Math.sin(angle) * radius * 0.68,
|
||||
}, SANDGLASS.hourglassRadius, state.bounds),
|
||||
radius: SANDGLASS.hourglassRadius,
|
||||
})
|
||||
}
|
||||
return circles
|
||||
}
|
||||
|
||||
function applyStingerEruptions(
|
||||
party: Iwt2PartyEntityState[],
|
||||
boss: Iwt2BossEntityState,
|
||||
time: number,
|
||||
): { party: Iwt2PartyEntityState[], events: Iwt2ArenaEvent[] } {
|
||||
let nextParty = party
|
||||
const events: Iwt2ArenaEvent[] = []
|
||||
const hitEntityIds: string[] = []
|
||||
for (const circle of boss.mechanicCircles) {
|
||||
const result = applyPartyDamageInShape(nextParty, {
|
||||
kind: 'circle',
|
||||
position: circle.position,
|
||||
radius: circle.radius,
|
||||
}, {
|
||||
damage: SANDGLASS.eruptionDamage,
|
||||
excludedEntityIds: hitEntityIds,
|
||||
knockdownSeconds: 0.2,
|
||||
sourceId: boss.id,
|
||||
stunSeconds: SANDGLASS.eruptionStunSeconds,
|
||||
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) > SANDGLASS.meleeRange + target.radius) {
|
||||
return { boss, party, events: [] }
|
||||
}
|
||||
const result = applyPartyDamageInShape(party, {
|
||||
kind: 'circle',
|
||||
position: boss.position,
|
||||
radius: SANDGLASS.meleeRange,
|
||||
}, {
|
||||
damage: SANDGLASS.meleeDamage,
|
||||
sourceId: boss.id,
|
||||
time,
|
||||
})
|
||||
return {
|
||||
boss: { ...boss, meleeCooldownRemaining: SANDGLASS.meleeCooldown },
|
||||
party: result.party,
|
||||
events: result.events,
|
||||
}
|
||||
}
|
||||
|
||||
function moveBossTowardEngagePoint(
|
||||
boss: Iwt2BossEntityState,
|
||||
state: Iwt2ArenaState,
|
||||
target: Iwt2PartyEntityState,
|
||||
dt: number,
|
||||
): Iwt2BossEntityState {
|
||||
const desiredDistance = 70
|
||||
const offset = subtractVec2(boss.position, target.position)
|
||||
const distance = distanceVec2(boss.position, target.position)
|
||||
const toward = withFallbackFacing(subtractVec2(target.position, boss.position), boss.facing)
|
||||
const away = withFallbackFacing(offset, scaleVec2(toward, -1))
|
||||
const centerBias = normalizeVec2(subtractVec2(arenaCenter(state), boss.position))
|
||||
const destination = distance < desiredDistance
|
||||
? addVec2(target.position, scaleVec2(away, desiredDistance))
|
||||
: addVec2(target.position, scaleVec2(centerBias, 18))
|
||||
const position = clampVec2ToArena(
|
||||
moveToward(boss.position, destination, SANDGLASS.moveSpeed * dt),
|
||||
boss.radius,
|
||||
state.bounds,
|
||||
)
|
||||
return {
|
||||
...boss,
|
||||
facing: withFallbackFacing(subtractVec2(target.position, position), boss.facing),
|
||||
position,
|
||||
velocity: scaleVec2(subtractVec2(position, boss.position), dt > 0 ? 1 / dt : 0),
|
||||
}
|
||||
}
|
||||
|
||||
function moveBossTowardRelocationTarget(
|
||||
boss: Iwt2BossEntityState,
|
||||
state: Iwt2ArenaState,
|
||||
target: Iwt2PartyEntityState,
|
||||
dt: number,
|
||||
): Iwt2BossEntityState {
|
||||
const position = clampVec2ToArena(
|
||||
moveToward(boss.position, boss.relocateTarget, SANDGLASS.disengageSpeed * dt),
|
||||
boss.radius,
|
||||
state.bounds,
|
||||
)
|
||||
return {
|
||||
...boss,
|
||||
facing: withFallbackFacing(subtractVec2(target.position, position), boss.facing),
|
||||
position,
|
||||
velocity: scaleVec2(subtractVec2(position, boss.position), dt > 0 ? 1 / dt : 0),
|
||||
wallContactSeconds: isBossNearWall({ ...boss, position }, state) ? boss.wallContactSeconds : 0,
|
||||
}
|
||||
}
|
||||
|
||||
function chooseBurrowExit(
|
||||
state: Iwt2ArenaState,
|
||||
party: Iwt2PartyEntityState[],
|
||||
boss: Iwt2BossEntityState,
|
||||
target: Iwt2PartyEntityState,
|
||||
): Iwt2Vec2 {
|
||||
const center = arenaCenter(state)
|
||||
const living = party.filter((member) => member.health > 0)
|
||||
const partyCenterPoint = partyCenter(living, target.position)
|
||||
const baseDirection = withFallbackFacing(subtractVec2(partyCenterPoint, boss.position), boss.facing)
|
||||
const flank = { x: -baseDirection.y, y: baseDirection.x }
|
||||
const side = boss.chargeCount % 2 === 0 ? 1 : -1
|
||||
const candidates = [
|
||||
addVec2(target.position, scaleVec2(flank, 118 * side)),
|
||||
addVec2(partyCenterPoint, scaleVec2(flank, -124 * side)),
|
||||
addVec2(center, scaleVec2(normalizeVec2(subtractVec2(center, boss.position)), -76)),
|
||||
center,
|
||||
]
|
||||
|
||||
let best = clampVec2ToArena(candidates[0], boss.radius + SANDGLASS.wallMargin, state.bounds)
|
||||
let bestScore = -Infinity
|
||||
for (const candidate of candidates) {
|
||||
const clamped = clampVec2ToArena(candidate, boss.radius + SANDGLASS.wallMargin, state.bounds)
|
||||
const wall = wallClearance(clamped, state, boss.radius)
|
||||
const targetDistance = distanceVec2(clamped, target.position)
|
||||
const centerDistance = distanceVec2(clamped, center)
|
||||
const bossDistance = distanceVec2(clamped, boss.position)
|
||||
const score = wall * 1.6
|
||||
+ clamp(targetDistance, 72, 210) * 0.55
|
||||
- centerDistance * 0.18
|
||||
+ clamp(bossDistance, 90, 280) * 0.25
|
||||
if (score > bestScore) {
|
||||
best = clamped
|
||||
bestScore = score
|
||||
}
|
||||
}
|
||||
return best
|
||||
}
|
||||
|
||||
function centerRelocationTarget(boss: Iwt2BossEntityState, state: Iwt2ArenaState): Iwt2Vec2 {
|
||||
const center = arenaCenter(state)
|
||||
const awayFromWall = normalizeVec2({
|
||||
x: boss.position.x < state.bounds.width * 0.5 ? 1 : -1,
|
||||
y: boss.position.y < state.bounds.height * 0.5 ? 1 : -1,
|
||||
})
|
||||
return clampVec2ToArena(
|
||||
addVec2(center, scaleVec2(awayFromWall, 54)),
|
||||
boss.radius + SANDGLASS.wallMargin,
|
||||
state.bounds,
|
||||
)
|
||||
}
|
||||
|
||||
function createBurrowLane(start: Iwt2Vec2, end: Iwt2Vec2): Iwt2MechanicLaneState {
|
||||
return {
|
||||
end: { ...end },
|
||||
id: 'sandglass-burrow-trail',
|
||||
start: { ...start },
|
||||
width: SANDGLASS.burrowTrailWidth,
|
||||
}
|
||||
}
|
||||
|
||||
function offsetFromBoss(position: Iwt2Vec2, bossPosition: Iwt2Vec2, distance: number): Iwt2Vec2 {
|
||||
const direction = withFallbackFacing(subtractVec2(position, bossPosition), { x: 1, y: 0 })
|
||||
return scaleVec2(direction, distance)
|
||||
}
|
||||
|
||||
function arenaCenter(state: Iwt2ArenaState): Iwt2Vec2 {
|
||||
return {
|
||||
x: state.bounds.width * 0.5,
|
||||
y: state.bounds.height * 0.5,
|
||||
}
|
||||
}
|
||||
|
||||
function partyCenter(party: Iwt2PartyEntityState[], fallback: Iwt2Vec2): Iwt2Vec2 {
|
||||
if (party.length <= 0) return fallback
|
||||
const total = party.reduce((sum, member) => addVec2(sum, member.position), { x: 0, y: 0 })
|
||||
return scaleVec2(total, 1 / party.length)
|
||||
}
|
||||
|
||||
function wallClearance(position: Iwt2Vec2, state: Iwt2ArenaState, radius: number): number {
|
||||
return Math.min(
|
||||
position.x - radius,
|
||||
state.bounds.width - radius - position.x,
|
||||
position.y - radius,
|
||||
state.bounds.height - radius - position.y,
|
||||
)
|
||||
}
|
||||
|
||||
function isBossNearWall(boss: Iwt2BossEntityState, state: Iwt2ArenaState): boolean {
|
||||
return wallClearance(boss.position, state, boss.radius) <= SANDGLASS.wallMargin
|
||||
}
|
||||
|
||||
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 withSandglassIndicators(result: Omit<Iwt2BossTickResult, 'indicators'>): Iwt2BossTickResult {
|
||||
return {
|
||||
...result,
|
||||
indicators: createSandglassIndicators(result.boss),
|
||||
}
|
||||
}
|
||||
|
||||
function createSandglassIndicators(boss: Iwt2BossEntityState): Iwt2ArenaIndicator[] {
|
||||
const phase = boss.attackPhase as SandglassScorpionAttackPhase
|
||||
const indicators: Iwt2ArenaIndicator[] = []
|
||||
|
||||
if (phase === 'sandglassBurrowWindup' || phase === 'sandglassBurrowing') {
|
||||
indicators.push(...boss.mechanicLanes.map((lane) => createLaneIndicator({
|
||||
color: BURROW_COLOR,
|
||||
end: lane.end,
|
||||
id: `${boss.id}:${lane.id}`,
|
||||
mechanicId: 'sandglass-burrow-trail',
|
||||
phase: indicatorPhaseFromAttack(
|
||||
phase === 'sandglassBurrowWindup',
|
||||
phase === 'sandglassBurrowing',
|
||||
),
|
||||
sourceId: boss.id,
|
||||
start: lane.start,
|
||||
width: lane.width,
|
||||
})))
|
||||
}
|
||||
|
||||
if (phase === 'sandglassEruptionWindup' || phase === 'sandglassEruptionRecover') {
|
||||
indicators.push(...boss.mechanicCircles.map((circle) => createCircleIndicator({
|
||||
color: ERUPTION_COLOR,
|
||||
id: `${boss.id}:${circle.id}`,
|
||||
mechanicId: 'sandglass-stinger-eruption',
|
||||
phase: indicatorPhaseFromAttack(
|
||||
phase === 'sandglassEruptionWindup',
|
||||
phase === 'sandglassEruptionRecover',
|
||||
),
|
||||
position: circle.position,
|
||||
radius: circle.radius,
|
||||
sourceId: boss.id,
|
||||
})))
|
||||
}
|
||||
|
||||
if (
|
||||
phase === 'sandglassHourglassSafe'
|
||||
|| phase === 'sandglassHourglassHazard'
|
||||
|| phase === 'sandglassHourglassRecover'
|
||||
) {
|
||||
const color = phase === 'sandglassHourglassSafe' ? HOURGLASS_SAFE_COLOR : HOURGLASS_HAZARD_COLOR
|
||||
indicators.push(...boss.mechanicCircles.map((circle) => createCircleIndicator({
|
||||
color,
|
||||
id: `${boss.id}:${circle.id}`,
|
||||
mechanicId: 'sandglass-hourglass-zone',
|
||||
phase: indicatorPhaseFromAttack(
|
||||
phase === 'sandglassHourglassSafe',
|
||||
phase === 'sandglassHourglassHazard',
|
||||
),
|
||||
position: circle.position,
|
||||
radius: circle.radius,
|
||||
sourceId: boss.id,
|
||||
})))
|
||||
}
|
||||
|
||||
return indicators
|
||||
}
|
||||
@@ -0,0 +1,543 @@
|
||||
import type { Iwt2BossTickResult } from './bossAi'
|
||||
import type {
|
||||
Iwt2ArenaEvent,
|
||||
Iwt2ArenaIndicator,
|
||||
Iwt2ArenaState,
|
||||
Iwt2BossEntityState,
|
||||
Iwt2EntityId,
|
||||
Iwt2MechanicArcState,
|
||||
Iwt2MechanicLinkState,
|
||||
Iwt2PartyEntityState,
|
||||
Iwt2Vec2,
|
||||
} from './types'
|
||||
import {
|
||||
applyPartyDamageInShape,
|
||||
createArcIndicator,
|
||||
createDonutIndicator,
|
||||
createLaneIndicator,
|
||||
indicatorPhaseFromAttack,
|
||||
} from './mechanics'
|
||||
import {
|
||||
addVec2,
|
||||
clampVec2ToArena,
|
||||
distanceVec2,
|
||||
normalizeVec2,
|
||||
scaleVec2,
|
||||
subtractVec2,
|
||||
withFallbackFacing,
|
||||
} from './vector'
|
||||
|
||||
const STORMCOIL_PHASE = {
|
||||
arcRecover: 'stormcoilArcRecover',
|
||||
arcWindup: 'stormcoilArcWindup',
|
||||
chainRecover: 'stormcoilChainRecover',
|
||||
chainWindup: 'stormcoilChainWindup',
|
||||
donutRecover: 'stormcoilDonutRecover',
|
||||
donutWindup: 'stormcoilDonutWindup',
|
||||
} as const
|
||||
|
||||
type StormcoilPhase = typeof STORMCOIL_PHASE[keyof typeof STORMCOIL_PHASE]
|
||||
|
||||
const STORMCOIL_TUNING = {
|
||||
arcAngleRadians: Math.PI * 0.34,
|
||||
arcCooldown: 5.6,
|
||||
arcDamage: 6,
|
||||
arcInnerRadius: 78,
|
||||
arcOuterRadius: 196,
|
||||
arcRecover: 0.46,
|
||||
arcStunSeconds: 0.24,
|
||||
arcWindup: 0.74,
|
||||
chainCooldown: 7.4,
|
||||
chainDamage: 5,
|
||||
chainLinkRadius: 150,
|
||||
chainMaxLinks: 7,
|
||||
chainRecover: 0.5,
|
||||
chainStunSeconds: 0.38,
|
||||
chainWidth: 16,
|
||||
chainWindup: 0.68,
|
||||
disengageSpeed: 168,
|
||||
donutCooldown: 6.2,
|
||||
donutDamage: 7,
|
||||
donutInnerRadius: 64,
|
||||
donutOuterRadius: 156,
|
||||
donutRecover: 0.48,
|
||||
donutStunSeconds: 0.44,
|
||||
donutWindup: 0.82,
|
||||
meleeCooldown: 1.12,
|
||||
meleeDamage: 2,
|
||||
meleeRange: 58,
|
||||
moveSpeed: 124,
|
||||
wallContactLimit: 0.72,
|
||||
wallMargin: 68,
|
||||
}
|
||||
|
||||
export function tickStormcoilWyrm(state: Iwt2ArenaState, dt: number): Iwt2BossTickResult {
|
||||
const events: Iwt2ArenaEvent[] = []
|
||||
let party = state.party
|
||||
const incomingPhase = stormcoilPhase(state.boss)
|
||||
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),
|
||||
mechanicEnergy: Math.max(0, state.boss.mechanicEnergy - dt),
|
||||
phaseSecondsRemaining: Math.max(0, state.boss.phaseSecondsRemaining - dt),
|
||||
velocity: { x: 0, y: 0 },
|
||||
}
|
||||
boss = {
|
||||
...boss,
|
||||
wallContactSeconds: incomingPhase !== 'idle'
|
||||
? 0
|
||||
: isBossNearWall(boss, state)
|
||||
? boss.wallContactSeconds + dt
|
||||
: Math.max(0, boss.wallContactSeconds - dt * 2),
|
||||
}
|
||||
|
||||
const target = getBossTarget(party)
|
||||
if (boss.health <= 0 || !target) return withStormcoilIndicators({ boss, party, events })
|
||||
|
||||
const phase = stormcoilPhase(boss)
|
||||
if (phase === 'relocating') {
|
||||
boss = moveBossToward(boss, boss.relocateTarget, state, STORMCOIL_TUNING.disengageSpeed, dt)
|
||||
if (boss.phaseSecondsRemaining <= 0 || distanceVec2(boss.position, boss.relocateTarget) <= 8) {
|
||||
boss = {
|
||||
...boss,
|
||||
attackPhase: 'idle',
|
||||
phaseSecondsRemaining: 0,
|
||||
velocity: { x: 0, y: 0 },
|
||||
wallContactSeconds: 0,
|
||||
}
|
||||
}
|
||||
return withStormcoilIndicators({ boss, party, events })
|
||||
}
|
||||
|
||||
if (phase === STORMCOIL_PHASE.donutWindup) {
|
||||
boss = { ...boss, velocity: { x: 0, y: 0 } }
|
||||
if (boss.phaseSecondsRemaining <= 0) {
|
||||
const result = applyStormDonut(party, boss, state.time + dt)
|
||||
party = result.party
|
||||
events.push(...result.events)
|
||||
boss = {
|
||||
...boss,
|
||||
attackPhase: asBossPhase(STORMCOIL_PHASE.donutRecover),
|
||||
mechanicCircles: [],
|
||||
phaseSecondsRemaining: STORMCOIL_TUNING.donutRecover,
|
||||
}
|
||||
}
|
||||
return withStormcoilIndicators({ boss, party, events })
|
||||
}
|
||||
|
||||
if (phase === STORMCOIL_PHASE.arcWindup) {
|
||||
boss = { ...boss, velocity: { x: 0, y: 0 } }
|
||||
if (boss.phaseSecondsRemaining <= 0) {
|
||||
const result = applyStormArcs(party, boss, state.time + dt)
|
||||
party = result.party
|
||||
events.push(...result.events)
|
||||
boss = {
|
||||
...boss,
|
||||
attackPhase: asBossPhase(STORMCOIL_PHASE.arcRecover),
|
||||
phaseSecondsRemaining: STORMCOIL_TUNING.arcRecover,
|
||||
}
|
||||
}
|
||||
return withStormcoilIndicators({ boss, party, events })
|
||||
}
|
||||
|
||||
if (phase === STORMCOIL_PHASE.chainWindup) {
|
||||
boss = { ...boss, velocity: { x: 0, y: 0 } }
|
||||
if (boss.phaseSecondsRemaining <= 0) {
|
||||
const result = applyChainLightning(party, boss, state.time + dt)
|
||||
party = result.party
|
||||
events.push(...result.events)
|
||||
boss = {
|
||||
...boss,
|
||||
attackPhase: asBossPhase(STORMCOIL_PHASE.chainRecover),
|
||||
phaseSecondsRemaining: STORMCOIL_TUNING.chainRecover,
|
||||
}
|
||||
}
|
||||
return withStormcoilIndicators({ boss, party, events })
|
||||
}
|
||||
|
||||
if (
|
||||
phase === STORMCOIL_PHASE.donutRecover
|
||||
|| phase === STORMCOIL_PHASE.arcRecover
|
||||
|| phase === STORMCOIL_PHASE.chainRecover
|
||||
) {
|
||||
boss = { ...boss, velocity: { x: 0, y: 0 } }
|
||||
if (boss.phaseSecondsRemaining <= 0) {
|
||||
boss = {
|
||||
...boss,
|
||||
attackPhase: 'idle',
|
||||
mechanicArcs: [],
|
||||
mechanicCircles: [],
|
||||
mechanicLinks: [],
|
||||
phaseSecondsRemaining: 0,
|
||||
}
|
||||
}
|
||||
return withStormcoilIndicators({ boss, party, events })
|
||||
}
|
||||
|
||||
if (boss.wallContactSeconds >= STORMCOIL_TUNING.wallContactLimit) {
|
||||
boss = {
|
||||
...boss,
|
||||
attackPhase: 'relocating',
|
||||
mechanicArcs: [],
|
||||
mechanicCircles: [],
|
||||
mechanicLinks: [],
|
||||
phaseSecondsRemaining: 1.25,
|
||||
relocateTarget: wallDisengageTarget(boss, state),
|
||||
velocity: { x: 0, y: 0 },
|
||||
}
|
||||
return withStormcoilIndicators({ boss, party, events })
|
||||
}
|
||||
|
||||
if (boss.fireballCooldownRemaining <= 0) {
|
||||
const links = createChainLinks(boss, party)
|
||||
if (links.length > 0) {
|
||||
boss = {
|
||||
...boss,
|
||||
attackPhase: asBossPhase(STORMCOIL_PHASE.chainWindup),
|
||||
fireballCooldownRemaining: STORMCOIL_TUNING.chainCooldown,
|
||||
mechanicLinks: links,
|
||||
phaseSecondsRemaining: STORMCOIL_TUNING.chainWindup,
|
||||
velocity: { x: 0, y: 0 },
|
||||
}
|
||||
return withStormcoilIndicators({ boss, party, events })
|
||||
}
|
||||
boss = { ...boss, fireballCooldownRemaining: 1.0 }
|
||||
}
|
||||
|
||||
if (boss.mechanicEnergy <= 0) {
|
||||
boss = {
|
||||
...boss,
|
||||
attackPhase: asBossPhase(STORMCOIL_PHASE.arcWindup),
|
||||
facing: withFallbackFacing(subtractVec2(target.position, boss.position), boss.facing),
|
||||
mechanicArcs: createStormArcs(boss, target.position),
|
||||
mechanicEnergy: STORMCOIL_TUNING.arcCooldown,
|
||||
phaseSecondsRemaining: STORMCOIL_TUNING.arcWindup,
|
||||
velocity: { x: 0, y: 0 },
|
||||
}
|
||||
return withStormcoilIndicators({ boss, party, events })
|
||||
}
|
||||
|
||||
if (boss.chargeCooldownRemaining <= 0) {
|
||||
boss = {
|
||||
...boss,
|
||||
attackPhase: asBossPhase(STORMCOIL_PHASE.donutWindup),
|
||||
chargeCooldownRemaining: STORMCOIL_TUNING.donutCooldown,
|
||||
mechanicCircles: [{
|
||||
id: 'stormcoil-donut-center',
|
||||
position: { ...boss.position },
|
||||
radius: STORMCOIL_TUNING.donutOuterRadius,
|
||||
}],
|
||||
phaseSecondsRemaining: STORMCOIL_TUNING.donutWindup,
|
||||
velocity: { x: 0, y: 0 },
|
||||
}
|
||||
return withStormcoilIndicators({ boss, party, events })
|
||||
}
|
||||
|
||||
const meleeResult = maybeApplyMelee(party, boss, target, state.time + dt)
|
||||
party = meleeResult.party
|
||||
events.push(...meleeResult.events)
|
||||
boss = meleeResult.boss
|
||||
if (events.length > 0) return withStormcoilIndicators({ boss, party, events })
|
||||
|
||||
const desired = isBossNearWall(boss, state)
|
||||
? addVec2(target.position, scaleVec2(normalizeVec2(subtractVec2(arenaCenter(state), boss.position)), 84))
|
||||
: target.position
|
||||
boss = moveBossToward(boss, desired, state, STORMCOIL_TUNING.moveSpeed, dt)
|
||||
boss = {
|
||||
...boss,
|
||||
facing: withFallbackFacing(subtractVec2(target.position, boss.position), boss.facing),
|
||||
}
|
||||
return withStormcoilIndicators({ boss, party, events })
|
||||
}
|
||||
|
||||
function applyStormDonut(
|
||||
party: Iwt2PartyEntityState[],
|
||||
boss: Iwt2BossEntityState,
|
||||
time: number,
|
||||
): { party: Iwt2PartyEntityState[], events: Iwt2ArenaEvent[] } {
|
||||
const result = applyPartyDamageInShape(party, {
|
||||
innerRadius: STORMCOIL_TUNING.donutInnerRadius,
|
||||
kind: 'donut',
|
||||
outerRadius: STORMCOIL_TUNING.donutOuterRadius,
|
||||
position: boss.position,
|
||||
}, {
|
||||
damage: STORMCOIL_TUNING.donutDamage,
|
||||
knockdownSeconds: STORMCOIL_TUNING.donutStunSeconds,
|
||||
sourceId: boss.id,
|
||||
stunSeconds: STORMCOIL_TUNING.donutStunSeconds,
|
||||
time,
|
||||
})
|
||||
return { party: result.party, events: result.events }
|
||||
}
|
||||
|
||||
function applyStormArcs(
|
||||
party: Iwt2PartyEntityState[],
|
||||
boss: Iwt2BossEntityState,
|
||||
time: number,
|
||||
): { party: Iwt2PartyEntityState[], events: Iwt2ArenaEvent[] } {
|
||||
let nextParty = party
|
||||
const events: Iwt2ArenaEvent[] = []
|
||||
const hitEntityIds: Iwt2EntityId[] = []
|
||||
for (const arc of boss.mechanicArcs) {
|
||||
const result = applyPartyDamageInShape(nextParty, {
|
||||
angleRadians: arc.angleRadians,
|
||||
direction: arc.direction,
|
||||
innerRadius: arc.innerRadius,
|
||||
kind: 'arc',
|
||||
outerRadius: arc.outerRadius,
|
||||
position: arc.position,
|
||||
}, {
|
||||
damage: STORMCOIL_TUNING.arcDamage,
|
||||
excludedEntityIds: hitEntityIds,
|
||||
knockdownSeconds: 0,
|
||||
sourceId: boss.id,
|
||||
stunSeconds: STORMCOIL_TUNING.arcStunSeconds,
|
||||
time,
|
||||
})
|
||||
nextParty = result.party
|
||||
hitEntityIds.push(...result.hitEntityIds)
|
||||
events.push(...result.events)
|
||||
}
|
||||
return { party: nextParty, events }
|
||||
}
|
||||
|
||||
function applyChainLightning(
|
||||
party: Iwt2PartyEntityState[],
|
||||
boss: Iwt2BossEntityState,
|
||||
time: number,
|
||||
): { party: Iwt2PartyEntityState[], events: Iwt2ArenaEvent[] } {
|
||||
let nextParty = party
|
||||
const events: Iwt2ArenaEvent[] = []
|
||||
const hitEntityIds: Iwt2EntityId[] = []
|
||||
for (const link of boss.mechanicLinks) {
|
||||
const result = applyPartyDamageInShape(nextParty, {
|
||||
end: link.end,
|
||||
kind: 'lane',
|
||||
start: link.start,
|
||||
width: link.width,
|
||||
}, {
|
||||
damage: STORMCOIL_TUNING.chainDamage,
|
||||
excludedEntityIds: hitEntityIds,
|
||||
knockdownSeconds: 0,
|
||||
sourceId: boss.id,
|
||||
stunSeconds: STORMCOIL_TUNING.chainStunSeconds,
|
||||
time,
|
||||
})
|
||||
nextParty = result.party
|
||||
hitEntityIds.push(...result.hitEntityIds)
|
||||
events.push(...result.events)
|
||||
}
|
||||
return { party: nextParty, events }
|
||||
}
|
||||
|
||||
function createStormArcs(boss: Iwt2BossEntityState, targetPosition: Iwt2Vec2): Iwt2MechanicArcState[] {
|
||||
const facing = withFallbackFacing(subtractVec2(targetPosition, boss.position), boss.facing)
|
||||
const directions = [
|
||||
rotateVec2(facing, -0.66),
|
||||
facing,
|
||||
rotateVec2(facing, 0.66),
|
||||
]
|
||||
return directions.map((direction, index) => ({
|
||||
angleRadians: STORMCOIL_TUNING.arcAngleRadians,
|
||||
direction,
|
||||
id: `stormcoil-arc-${index}`,
|
||||
innerRadius: STORMCOIL_TUNING.arcInnerRadius,
|
||||
outerRadius: STORMCOIL_TUNING.arcOuterRadius,
|
||||
position: { ...boss.position },
|
||||
}))
|
||||
}
|
||||
|
||||
function createChainLinks(
|
||||
boss: Iwt2BossEntityState,
|
||||
party: Iwt2PartyEntityState[],
|
||||
): Iwt2MechanicLinkState[] {
|
||||
const living = party.filter((member) => member.health > 0)
|
||||
const links: Iwt2MechanicLinkState[] = []
|
||||
const nearest = living
|
||||
.map((member) => ({ member, distance: distanceVec2(member.position, boss.position) }))
|
||||
.sort((a, b) => a.distance - b.distance)[0]?.member
|
||||
if (nearest) {
|
||||
links.push({
|
||||
end: { ...nearest.position },
|
||||
id: `stormcoil-chain-${boss.id}-${nearest.id}`,
|
||||
start: { ...boss.position },
|
||||
width: STORMCOIL_TUNING.chainWidth,
|
||||
})
|
||||
}
|
||||
|
||||
for (let a = 0; a < living.length; a += 1) {
|
||||
for (let b = a + 1; b < living.length; b += 1) {
|
||||
if (distanceVec2(living[a].position, living[b].position) > STORMCOIL_TUNING.chainLinkRadius) continue
|
||||
links.push({
|
||||
end: { ...living[b].position },
|
||||
id: `stormcoil-chain-${living[a].id}-${living[b].id}`,
|
||||
start: { ...living[a].position },
|
||||
width: STORMCOIL_TUNING.chainWidth,
|
||||
})
|
||||
if (links.length >= STORMCOIL_TUNING.chainMaxLinks) return links
|
||||
}
|
||||
}
|
||||
return links.length > 1 ? links : []
|
||||
}
|
||||
|
||||
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) > STORMCOIL_TUNING.meleeRange + target.radius) {
|
||||
return { boss, party, events: [] }
|
||||
}
|
||||
const result = applyPartyDamageInShape(party, {
|
||||
kind: 'circle',
|
||||
position: boss.position,
|
||||
radius: STORMCOIL_TUNING.meleeRange,
|
||||
}, {
|
||||
damage: STORMCOIL_TUNING.meleeDamage,
|
||||
sourceId: boss.id,
|
||||
time,
|
||||
})
|
||||
return {
|
||||
boss: { ...boss, meleeCooldownRemaining: STORMCOIL_TUNING.meleeCooldown, velocity: { x: 0, y: 0 } },
|
||||
events: result.events,
|
||||
party: result.party,
|
||||
}
|
||||
}
|
||||
|
||||
function moveBossToward(
|
||||
boss: Iwt2BossEntityState,
|
||||
target: Iwt2Vec2,
|
||||
state: Iwt2ArenaState,
|
||||
speed: number,
|
||||
dt: number,
|
||||
): Iwt2BossEntityState {
|
||||
const offset = subtractVec2(target, boss.position)
|
||||
const distance = Math.hypot(offset.x, offset.y)
|
||||
const nextPosition = clampVec2ToArena(
|
||||
distance <= speed * dt || distance <= 0.0001
|
||||
? target
|
||||
: addVec2(boss.position, scaleVec2(offset, (speed * dt) / distance)),
|
||||
boss.radius,
|
||||
state.bounds,
|
||||
)
|
||||
return {
|
||||
...boss,
|
||||
facing: withFallbackFacing(subtractVec2(target, nextPosition), boss.facing),
|
||||
position: nextPosition,
|
||||
velocity: scaleVec2(subtractVec2(nextPosition, boss.position), dt > 0 ? 1 / dt : 0),
|
||||
}
|
||||
}
|
||||
|
||||
function wallDisengageTarget(boss: Iwt2BossEntityState, state: Iwt2ArenaState): Iwt2Vec2 {
|
||||
const center = arenaCenter(state)
|
||||
const toCenter = normalizeVec2(subtractVec2(center, boss.position))
|
||||
return clampVec2ToArena(addVec2(boss.position, scaleVec2(toCenter, 180)), boss.radius, state.bounds)
|
||||
}
|
||||
|
||||
function isBossNearWall(boss: Iwt2BossEntityState, state: Iwt2ArenaState): boolean {
|
||||
const margin = boss.radius + STORMCOIL_TUNING.wallMargin
|
||||
return (
|
||||
boss.position.x <= margin
|
||||
|| boss.position.x >= state.bounds.width - margin
|
||||
|| boss.position.y <= margin
|
||||
|| boss.position.y >= state.bounds.height - margin
|
||||
)
|
||||
}
|
||||
|
||||
function arenaCenter(state: Iwt2ArenaState): Iwt2Vec2 {
|
||||
return {
|
||||
x: state.bounds.width * 0.5,
|
||||
y: state.bounds.height * 0.5,
|
||||
}
|
||||
}
|
||||
|
||||
function rotateVec2(vector: Iwt2Vec2, radians: number): Iwt2Vec2 {
|
||||
const cos = Math.cos(radians)
|
||||
const sin = Math.sin(radians)
|
||||
return normalizeVec2({
|
||||
x: vector.x * cos - vector.y * sin,
|
||||
y: vector.x * sin + vector.y * cos,
|
||||
})
|
||||
}
|
||||
|
||||
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 withStormcoilIndicators(result: Omit<Iwt2BossTickResult, 'indicators'>): Iwt2BossTickResult {
|
||||
return {
|
||||
...result,
|
||||
indicators: createStormcoilIndicators(result.boss),
|
||||
}
|
||||
}
|
||||
|
||||
function createStormcoilIndicators(boss: Iwt2BossEntityState): Iwt2ArenaIndicator[] {
|
||||
const indicators: Iwt2ArenaIndicator[] = []
|
||||
const phase = stormcoilPhase(boss)
|
||||
if (phase === STORMCOIL_PHASE.donutWindup || phase === STORMCOIL_PHASE.donutRecover) {
|
||||
indicators.push(createDonutIndicator({
|
||||
color: '#8ff2ff',
|
||||
id: `${boss.id}:stormcoil-donut`,
|
||||
innerRadius: STORMCOIL_TUNING.donutInnerRadius,
|
||||
mechanicId: 'stormcoil-charged-ring',
|
||||
outerRadius: STORMCOIL_TUNING.donutOuterRadius,
|
||||
phase: indicatorPhaseFromAttack(
|
||||
phase === STORMCOIL_PHASE.donutWindup,
|
||||
phase === STORMCOIL_PHASE.donutRecover,
|
||||
),
|
||||
position: boss.position,
|
||||
sourceId: boss.id,
|
||||
}))
|
||||
}
|
||||
if (phase === STORMCOIL_PHASE.arcWindup || phase === STORMCOIL_PHASE.arcRecover) {
|
||||
for (const arc of boss.mechanicArcs) {
|
||||
indicators.push(createArcIndicator({
|
||||
angleRadians: arc.angleRadians,
|
||||
color: phase === STORMCOIL_PHASE.arcRecover ? '#d8fbff' : '#60cfff',
|
||||
direction: arc.direction,
|
||||
id: `${boss.id}:${arc.id}`,
|
||||
innerRadius: arc.innerRadius,
|
||||
mechanicId: 'stormcoil-arc-trail',
|
||||
outerRadius: arc.outerRadius,
|
||||
phase: indicatorPhaseFromAttack(
|
||||
phase === STORMCOIL_PHASE.arcWindup,
|
||||
phase === STORMCOIL_PHASE.arcRecover,
|
||||
),
|
||||
position: arc.position,
|
||||
sourceId: boss.id,
|
||||
}))
|
||||
}
|
||||
}
|
||||
if (phase === STORMCOIL_PHASE.chainWindup || phase === STORMCOIL_PHASE.chainRecover) {
|
||||
for (const link of boss.mechanicLinks) {
|
||||
indicators.push(createLaneIndicator({
|
||||
color: '#b8f7ff',
|
||||
end: link.end,
|
||||
id: `${boss.id}:${link.id}`,
|
||||
mechanicId: 'stormcoil-chain-lightning',
|
||||
phase: indicatorPhaseFromAttack(
|
||||
phase === STORMCOIL_PHASE.chainWindup,
|
||||
phase === STORMCOIL_PHASE.chainRecover,
|
||||
),
|
||||
sourceId: boss.id,
|
||||
start: link.start,
|
||||
width: link.width,
|
||||
}))
|
||||
}
|
||||
}
|
||||
return indicators
|
||||
}
|
||||
|
||||
function stormcoilPhase(boss: Iwt2BossEntityState): string {
|
||||
return boss.attackPhase as string
|
||||
}
|
||||
|
||||
function asBossPhase(phase: StormcoilPhase): Iwt2BossEntityState['attackPhase'] {
|
||||
return phase as unknown as Iwt2BossEntityState['attackPhase']
|
||||
}
|
||||
@@ -0,0 +1,321 @@
|
||||
import { TOBI_KADACHI_BOSS_METADATA } from '../content/bosses'
|
||||
import type { Iwt2BossTickResult } from './bossAi'
|
||||
import type {
|
||||
Iwt2ArenaEvent,
|
||||
Iwt2ArenaIndicator,
|
||||
Iwt2ArenaState,
|
||||
Iwt2BossEntityState,
|
||||
Iwt2EntityId,
|
||||
Iwt2MechanicLinkState,
|
||||
Iwt2PartyEntityState,
|
||||
} from './types'
|
||||
import {
|
||||
applyPartyDamageInShape,
|
||||
createLaneIndicator,
|
||||
createLinearMovementPlan,
|
||||
indicatorPhaseFromAttack,
|
||||
} from './mechanics'
|
||||
import {
|
||||
clampVec2ToArena,
|
||||
distanceVec2,
|
||||
moveToward,
|
||||
scaleVec2,
|
||||
subtractVec2,
|
||||
withFallbackFacing,
|
||||
} from './vector'
|
||||
|
||||
export function tickTobiKadachi(state: Iwt2ArenaState, dt: number): Iwt2BossTickResult {
|
||||
const events: Iwt2ArenaEvent[] = []
|
||||
let party = state.party
|
||||
let boss = {
|
||||
...state.boss,
|
||||
meleeCooldownRemaining: Math.max(0, state.boss.meleeCooldownRemaining - dt),
|
||||
chargeCooldownRemaining: Math.max(0, state.boss.chargeCooldownRemaining - dt),
|
||||
fireballCooldownRemaining: Math.max(0, state.boss.fireballCooldownRemaining - dt),
|
||||
mechanicEnergy: Math.min(
|
||||
state.boss.mechanicEnergyMax,
|
||||
state.boss.mechanicEnergy + TOBI_KADACHI_BOSS_METADATA.staticEnergyPerSecond! * dt,
|
||||
),
|
||||
phaseSecondsRemaining: Math.max(0, state.boss.phaseSecondsRemaining - dt),
|
||||
velocity: { x: 0, y: 0 },
|
||||
}
|
||||
const target = getBossTarget(party)
|
||||
|
||||
if (boss.health <= 0 || !target) return withTobiIndicators({ boss, party, events })
|
||||
|
||||
if (boss.attackPhase === 'staticPounceWindup') {
|
||||
boss = {
|
||||
...boss,
|
||||
facing: withFallbackFacing(subtractVec2(boss.chargeEnd, boss.position), boss.facing),
|
||||
}
|
||||
if (boss.phaseSecondsRemaining <= 0) boss = { ...boss, attackPhase: 'staticPouncing' }
|
||||
return withTobiIndicators({ boss, party, events })
|
||||
}
|
||||
|
||||
if (boss.attackPhase === 'staticPouncing') {
|
||||
const nextPosition = clampVec2ToArena(
|
||||
moveToward(boss.position, boss.chargeEnd, TOBI_KADACHI_BOSS_METADATA.staticPounceSpeed! * dt),
|
||||
boss.radius,
|
||||
state.bounds,
|
||||
)
|
||||
const hitResult = applyPounceHits(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),
|
||||
}
|
||||
if (distanceVec2(nextPosition, boss.chargeEnd) <= 1) {
|
||||
boss = {
|
||||
...boss,
|
||||
attackPhase: 'staticPounceRecover',
|
||||
phaseSecondsRemaining: 0.42,
|
||||
velocity: { x: 0, y: 0 },
|
||||
}
|
||||
}
|
||||
return withTobiIndicators({ boss, party, events })
|
||||
}
|
||||
|
||||
if (boss.attackPhase === 'chainShockWindup') {
|
||||
if (boss.phaseSecondsRemaining <= 0) {
|
||||
const result = applyChainShock(party, boss, state.time + dt)
|
||||
party = result.party
|
||||
events.push(...result.events)
|
||||
boss = {
|
||||
...boss,
|
||||
attackPhase: 'chainShockRecover',
|
||||
phaseSecondsRemaining: 0.42,
|
||||
}
|
||||
}
|
||||
return withTobiIndicators({ boss, party, events })
|
||||
}
|
||||
|
||||
if (boss.attackPhase === 'staticPounceRecover' || boss.attackPhase === 'chainShockRecover') {
|
||||
if (boss.phaseSecondsRemaining <= 0) {
|
||||
boss = {
|
||||
...boss,
|
||||
attackPhase: 'idle',
|
||||
mechanicLinks: [],
|
||||
phaseSecondsRemaining: 0,
|
||||
}
|
||||
}
|
||||
return withTobiIndicators({ boss, party, events })
|
||||
}
|
||||
|
||||
if (boss.mechanicEnergy >= boss.mechanicEnergyMax && boss.chargeCooldownRemaining <= 0) {
|
||||
const pounce = createLinearMovementPlan({
|
||||
bounds: state.bounds,
|
||||
from: boss.position,
|
||||
length: TOBI_KADACHI_BOSS_METADATA.staticPounceLength!,
|
||||
radius: boss.radius,
|
||||
target: target.position,
|
||||
})
|
||||
boss = {
|
||||
...boss,
|
||||
attackPhase: 'staticPounceWindup',
|
||||
chargeCooldownRemaining: TOBI_KADACHI_BOSS_METADATA.chargeCooldown,
|
||||
chargeEnd: pounce.end,
|
||||
chargeHitEntityIds: [],
|
||||
chargeStart: { ...boss.position },
|
||||
facing: pounce.direction,
|
||||
mechanicEnergy: 0,
|
||||
phaseSecondsRemaining: TOBI_KADACHI_BOSS_METADATA.staticPounceWindup!,
|
||||
velocity: { x: 0, y: 0 },
|
||||
}
|
||||
return withTobiIndicators({ boss, party, events })
|
||||
}
|
||||
|
||||
if (boss.fireballCooldownRemaining <= 0) {
|
||||
const links = createChainLinks(party)
|
||||
boss = {
|
||||
...boss,
|
||||
attackPhase: 'chainShockWindup',
|
||||
fireballCooldownRemaining: TOBI_KADACHI_BOSS_METADATA.chainShockCooldown!,
|
||||
mechanicLinks: links,
|
||||
phaseSecondsRemaining: TOBI_KADACHI_BOSS_METADATA.chainShockWindup!,
|
||||
velocity: { x: 0, y: 0 },
|
||||
}
|
||||
return withTobiIndicators({ boss, party, events })
|
||||
}
|
||||
|
||||
const meleeResult = maybeApplyMelee(party, boss, target, state.time + dt)
|
||||
party = meleeResult.party
|
||||
events.push(...meleeResult.events)
|
||||
boss = meleeResult.boss
|
||||
if (events.length > 0) return withTobiIndicators({ boss, party, events })
|
||||
|
||||
const nextPosition = clampVec2ToArena(
|
||||
moveToward(boss.position, target.position, TOBI_KADACHI_BOSS_METADATA.moveSpeed * dt),
|
||||
boss.radius,
|
||||
state.bounds,
|
||||
)
|
||||
boss = {
|
||||
...boss,
|
||||
position: nextPosition,
|
||||
velocity: scaleVec2(subtractVec2(nextPosition, boss.position), dt > 0 ? 1 / dt : 0),
|
||||
facing: withFallbackFacing(subtractVec2(target.position, nextPosition), boss.facing),
|
||||
}
|
||||
return withTobiIndicators({ boss, party, events })
|
||||
}
|
||||
|
||||
function applyPounceHits(
|
||||
party: Iwt2PartyEntityState[],
|
||||
boss: Iwt2BossEntityState,
|
||||
start: Iwt2BossEntityState['position'],
|
||||
end: Iwt2BossEntityState['position'],
|
||||
time: number,
|
||||
): { party: Iwt2PartyEntityState[], hitEntityIds: Iwt2EntityId[], events: Iwt2ArenaEvent[] } {
|
||||
const result = applyPartyDamageInShape(party, {
|
||||
kind: 'lane',
|
||||
start,
|
||||
end,
|
||||
width: TOBI_KADACHI_BOSS_METADATA.staticPounceWidth!,
|
||||
}, {
|
||||
damage: TOBI_KADACHI_BOSS_METADATA.staticPounceDamage!,
|
||||
excludedEntityIds: boss.chargeHitEntityIds,
|
||||
knockdownSeconds: TOBI_KADACHI_BOSS_METADATA.staticPounceStunSeconds!,
|
||||
sourceId: boss.id,
|
||||
stunSeconds: TOBI_KADACHI_BOSS_METADATA.staticPounceStunSeconds!,
|
||||
time,
|
||||
})
|
||||
return {
|
||||
...result,
|
||||
hitEntityIds: [...boss.chargeHitEntityIds, ...result.hitEntityIds],
|
||||
}
|
||||
}
|
||||
|
||||
function createChainLinks(party: Iwt2PartyEntityState[]): Iwt2MechanicLinkState[] {
|
||||
const living = party.filter((member) => member.health > 0)
|
||||
const links: Iwt2MechanicLinkState[] = []
|
||||
for (let a = 0; a < living.length; a += 1) {
|
||||
for (let b = a + 1; b < living.length; b += 1) {
|
||||
if (distanceVec2(living[a].position, living[b].position) > TOBI_KADACHI_BOSS_METADATA.chainShockRadius!) continue
|
||||
links.push({
|
||||
id: `chain-${living[a].id}-${living[b].id}`,
|
||||
start: { ...living[a].position },
|
||||
end: { ...living[b].position },
|
||||
width: 5,
|
||||
})
|
||||
}
|
||||
}
|
||||
return links.slice(0, 6)
|
||||
}
|
||||
|
||||
function applyChainShock(
|
||||
party: Iwt2PartyEntityState[],
|
||||
boss: Iwt2BossEntityState,
|
||||
time: number,
|
||||
): { party: Iwt2PartyEntityState[], events: Iwt2ArenaEvent[] } {
|
||||
let nextParty = party
|
||||
const events: Iwt2ArenaEvent[] = []
|
||||
const hitEntityIds: Iwt2EntityId[] = []
|
||||
for (const link of boss.mechanicLinks) {
|
||||
const result = applyPartyDamageInShape(nextParty, {
|
||||
kind: 'lane',
|
||||
start: link.start,
|
||||
end: link.end,
|
||||
width: TOBI_KADACHI_BOSS_METADATA.chainShockRadius! * 0.12,
|
||||
}, {
|
||||
damage: TOBI_KADACHI_BOSS_METADATA.chainShockDamage!,
|
||||
excludedEntityIds: hitEntityIds,
|
||||
knockdownSeconds: 0,
|
||||
sourceId: boss.id,
|
||||
stunSeconds: TOBI_KADACHI_BOSS_METADATA.chainShockStunSeconds!,
|
||||
time,
|
||||
})
|
||||
nextParty = result.party
|
||||
hitEntityIds.push(...result.hitEntityIds)
|
||||
events.push(...result.events)
|
||||
}
|
||||
return { party: nextParty, events }
|
||||
}
|
||||
|
||||
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 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) > TOBI_KADACHI_BOSS_METADATA.meleeRange + target.radius) {
|
||||
return { boss, party, events: [] }
|
||||
}
|
||||
const result = applyPartyDamageInShape(party, {
|
||||
kind: 'circle',
|
||||
position: boss.position,
|
||||
radius: TOBI_KADACHI_BOSS_METADATA.meleeRange,
|
||||
}, {
|
||||
damage: TOBI_KADACHI_BOSS_METADATA.meleeDamage,
|
||||
sourceId: boss.id,
|
||||
time,
|
||||
})
|
||||
return {
|
||||
boss: {
|
||||
...boss,
|
||||
mechanicEnergy: Math.min(
|
||||
boss.mechanicEnergyMax,
|
||||
boss.mechanicEnergy + TOBI_KADACHI_BOSS_METADATA.staticEnergyPerMelee!,
|
||||
),
|
||||
meleeCooldownRemaining: TOBI_KADACHI_BOSS_METADATA.meleeCooldown,
|
||||
},
|
||||
party: result.party,
|
||||
events: result.events,
|
||||
}
|
||||
}
|
||||
|
||||
function withTobiIndicators(result: Omit<Iwt2BossTickResult, 'indicators'>): Iwt2BossTickResult {
|
||||
return {
|
||||
...result,
|
||||
indicators: createTobiIndicators(result.boss),
|
||||
}
|
||||
}
|
||||
|
||||
function createTobiIndicators(boss: Iwt2BossEntityState): Iwt2ArenaIndicator[] {
|
||||
const indicators: Iwt2ArenaIndicator[] = []
|
||||
if (
|
||||
boss.attackPhase === 'staticPounceWindup'
|
||||
|| boss.attackPhase === 'staticPouncing'
|
||||
|| boss.attackPhase === 'staticPounceRecover'
|
||||
) {
|
||||
indicators.push(createLaneIndicator({
|
||||
color: boss.attackPhase === 'staticPouncing' ? '#a8f3ff' : '#6bdcff',
|
||||
end: boss.chargeEnd,
|
||||
id: `${boss.id}:static-pounce`,
|
||||
mechanicId: 'tobi-static-pounce',
|
||||
phase: indicatorPhaseFromAttack(
|
||||
boss.attackPhase === 'staticPounceWindup',
|
||||
boss.attackPhase === 'staticPouncing',
|
||||
),
|
||||
sourceId: boss.id,
|
||||
start: boss.chargeStart,
|
||||
width: TOBI_KADACHI_BOSS_METADATA.staticPounceWidth!,
|
||||
}))
|
||||
}
|
||||
if (boss.attackPhase === 'chainShockWindup' || boss.attackPhase === 'chainShockRecover') {
|
||||
for (const link of boss.mechanicLinks) {
|
||||
indicators.push(createLaneIndicator({
|
||||
color: '#a8f3ff',
|
||||
end: link.end,
|
||||
id: `${boss.id}:${link.id}`,
|
||||
mechanicId: 'tobi-chain-shock',
|
||||
phase: indicatorPhaseFromAttack(
|
||||
boss.attackPhase === 'chainShockWindup',
|
||||
boss.attackPhase === 'chainShockRecover',
|
||||
),
|
||||
sourceId: boss.id,
|
||||
start: link.start,
|
||||
width: link.width,
|
||||
}))
|
||||
}
|
||||
}
|
||||
return indicators
|
||||
}
|
||||
@@ -31,6 +31,7 @@ export type Iwt2StatusState = {
|
||||
stunnedSeconds: number
|
||||
knockedDownSeconds: number
|
||||
invulnerableSeconds: number
|
||||
slowedSeconds: number
|
||||
}
|
||||
|
||||
export type Iwt2HotEffectState = {
|
||||
@@ -100,6 +101,69 @@ export type Iwt2BossAttackPhase =
|
||||
| 'thunderRingRecover'
|
||||
| 'lightningStrikeWindup'
|
||||
| 'lightningStrikeRecover'
|
||||
| 'tailSweepWindup'
|
||||
| 'tailSweepRecover'
|
||||
| 'poisonSpitWindup'
|
||||
| 'poisonSpitRecover'
|
||||
| 'mudSprayWindup'
|
||||
| 'mudSprayRecover'
|
||||
| 'staticPounceWindup'
|
||||
| 'staticPouncing'
|
||||
| 'staticPounceRecover'
|
||||
| 'chainShockWindup'
|
||||
| 'chainShockRecover'
|
||||
| 'iceWallWindup'
|
||||
| 'shardShatterWindup'
|
||||
| 'shardShatterRecover'
|
||||
| 'bladeSidestep'
|
||||
| 'lineSlashWindup'
|
||||
| 'lineSlashRecover'
|
||||
| 'crossSlashWindup'
|
||||
| 'crossSlashRecover'
|
||||
| 'cinderbackRicochetWindup'
|
||||
| 'cinderbackRicocheting'
|
||||
| 'cinderbackArmorSlamWindup'
|
||||
| 'cinderbackArmorSlamRecover'
|
||||
| 'obsidianRamPlateChargeWindup'
|
||||
| 'obsidianRamPlateCharging'
|
||||
| 'obsidianRamPlateChargeRecover'
|
||||
| 'obsidianRamFractureQuakeWindup'
|
||||
| 'obsidianRamFractureQuakeRecover'
|
||||
| 'obsidianRamArmorShatterWindup'
|
||||
| 'obsidianRamArmorShatterRecover'
|
||||
| 'stormcoilDonutWindup'
|
||||
| 'stormcoilDonutRecover'
|
||||
| 'stormcoilArcWindup'
|
||||
| 'stormcoilArcRecover'
|
||||
| 'stormcoilChainWindup'
|
||||
| 'stormcoilChainRecover'
|
||||
| 'crystalBatSonicWindup'
|
||||
| 'crystalBatSonicRecover'
|
||||
| 'crystalBatShardWindup'
|
||||
| 'crystalBatShardRecover'
|
||||
| 'crystalBatSwoopWindup'
|
||||
| 'crystalBatSwooping'
|
||||
| 'crystalBatSwoopRecover'
|
||||
| 'venomOrchidHydraConeWindup'
|
||||
| 'venomOrchidHydraConeRecover'
|
||||
| 'venomOrchidHydraRootSnareWindup'
|
||||
| 'venomOrchidHydraRootSnareRecover'
|
||||
| 'venomOrchidHydraBloomPodWindup'
|
||||
| 'venomOrchidHydraBloomPodRecover'
|
||||
| 'sandglassBurrowWindup'
|
||||
| 'sandglassBurrowing'
|
||||
| 'sandglassEruptionWindup'
|
||||
| 'sandglassEruptionRecover'
|
||||
| 'sandglassHourglassSafe'
|
||||
| 'sandglassHourglassHazard'
|
||||
| 'sandglassHourglassRecover'
|
||||
| 'hollowcrownHoofCurseWindup'
|
||||
| 'hollowcrownHoofCurseRecover'
|
||||
| 'hollowcrownTrailDashWindup'
|
||||
| 'hollowcrownTrailDashing'
|
||||
| 'hollowcrownTrailFade'
|
||||
| 'hollowcrownAntlerChargeWindup'
|
||||
| 'hollowcrownAntlerChargeRecover'
|
||||
|
||||
export type Iwt2HostileAddAttackPhase =
|
||||
| 'idle'
|
||||
@@ -117,6 +181,10 @@ export type Iwt2BossEntityState = {
|
||||
radius: number
|
||||
health: number
|
||||
maxHealth: number
|
||||
armor: number
|
||||
maxArmor: number
|
||||
mechanicEnergy: number
|
||||
mechanicEnergyMax: number
|
||||
meleeCooldownRemaining: number
|
||||
chargeCooldownRemaining: number
|
||||
chargeCount: number
|
||||
@@ -133,6 +201,8 @@ export type Iwt2BossEntityState = {
|
||||
birdWaveThresholdsTriggered: number[]
|
||||
mechanicLanes: Iwt2MechanicLaneState[]
|
||||
mechanicCircles: Iwt2MechanicCircleState[]
|
||||
mechanicArcs: Iwt2MechanicArcState[]
|
||||
mechanicLinks: Iwt2MechanicLinkState[]
|
||||
}
|
||||
|
||||
export type Iwt2MechanicLaneState = {
|
||||
@@ -148,6 +218,22 @@ export type Iwt2MechanicCircleState = {
|
||||
radius: number
|
||||
}
|
||||
|
||||
export type Iwt2MechanicArcState = {
|
||||
id: string
|
||||
position: Iwt2Vec2
|
||||
innerRadius: number
|
||||
outerRadius: number
|
||||
direction: Iwt2Vec2
|
||||
angleRadians: number
|
||||
}
|
||||
|
||||
export type Iwt2MechanicLinkState = {
|
||||
id: string
|
||||
start: Iwt2Vec2
|
||||
end: Iwt2Vec2
|
||||
width: number
|
||||
}
|
||||
|
||||
export type Iwt2HostileAddState = {
|
||||
id: string
|
||||
kind: 'hostileAdd'
|
||||
@@ -172,7 +258,7 @@ export type Iwt2HostileAddState = {
|
||||
export type Iwt2GroundHazardState = {
|
||||
id: string
|
||||
kind: 'groundHazard'
|
||||
hazardKind: 'firePuddle'
|
||||
hazardKind: 'firePuddle' | 'poisonPuddle' | 'mudPuddle'
|
||||
sourceId: Iwt2EntityId
|
||||
position: Iwt2Vec2
|
||||
radius: number
|
||||
@@ -241,11 +327,21 @@ export type Iwt2ArenaDonutIndicator = Iwt2ArenaIndicatorBase & {
|
||||
outerRadius: number
|
||||
}
|
||||
|
||||
export type Iwt2ArenaArcIndicator = Iwt2ArenaIndicatorBase & {
|
||||
kind: 'arc'
|
||||
position: Iwt2Vec2
|
||||
innerRadius: number
|
||||
outerRadius: number
|
||||
direction: Iwt2Vec2
|
||||
angleRadians: number
|
||||
}
|
||||
|
||||
export type Iwt2ArenaIndicator =
|
||||
| Iwt2ArenaLaneIndicator
|
||||
| Iwt2ArenaCircleIndicator
|
||||
| Iwt2ArenaConeIndicator
|
||||
| Iwt2ArenaDonutIndicator
|
||||
| Iwt2ArenaArcIndicator
|
||||
|
||||
export type Iwt2ArenaState = {
|
||||
schemaVersion: 1
|
||||
|
||||
@@ -0,0 +1,736 @@
|
||||
import type { Iwt2BossTickResult } from './bossAi'
|
||||
import type {
|
||||
Iwt2ArenaEvent,
|
||||
Iwt2ArenaIndicator,
|
||||
Iwt2ArenaState,
|
||||
Iwt2BossEntityState,
|
||||
Iwt2EntityId,
|
||||
Iwt2GroundHazardState,
|
||||
Iwt2MechanicCircleState,
|
||||
Iwt2MechanicLaneState,
|
||||
Iwt2PartyEntityState,
|
||||
Iwt2Vec2,
|
||||
} from './types'
|
||||
import { addPoisonPuddle } from './hazards'
|
||||
import {
|
||||
applyPartyDamageInShape,
|
||||
createCircleIndicator,
|
||||
createConeIndicator,
|
||||
createLaneIndicator,
|
||||
indicatorPhaseFromAttack,
|
||||
} from './mechanics'
|
||||
import {
|
||||
addVec2,
|
||||
clampVec2ToArena,
|
||||
distanceVec2,
|
||||
moveToward,
|
||||
normalizeVec2,
|
||||
scaleVec2,
|
||||
subtractVec2,
|
||||
withFallbackFacing,
|
||||
} from './vector'
|
||||
|
||||
const VENOM_ORCHID_HYDRA_PHASE = {
|
||||
bloomPodRecover: 'venomOrchidHydraBloomPodRecover',
|
||||
bloomPodWindup: 'venomOrchidHydraBloomPodWindup',
|
||||
coneRecover: 'venomOrchidHydraConeRecover',
|
||||
coneWindup: 'venomOrchidHydraConeWindup',
|
||||
rootSnareRecover: 'venomOrchidHydraRootSnareRecover',
|
||||
rootSnareWindup: 'venomOrchidHydraRootSnareWindup',
|
||||
} as const
|
||||
|
||||
type VenomOrchidHydraPhase = typeof VENOM_ORCHID_HYDRA_PHASE[keyof typeof VENOM_ORCHID_HYDRA_PHASE]
|
||||
|
||||
const VENOM_ORCHID_HYDRA = {
|
||||
bloomBurstDamage: 7,
|
||||
bloomCooldown: 8.6,
|
||||
bloomPodCount: 3,
|
||||
bloomPodDamage: 3,
|
||||
bloomPodRadius: 30,
|
||||
bloomPodSeconds: 1.4,
|
||||
bloomRecover: 0.5,
|
||||
bloomWindup: 0.9,
|
||||
coneAngleRadians: Math.PI * 0.34,
|
||||
coneCooldown: 5.7,
|
||||
coneDamage: 10,
|
||||
coneRange: 178,
|
||||
coneRecover: 0.62,
|
||||
coneStaggerWindup: 0.48,
|
||||
coneStunSeconds: 0.18,
|
||||
headOffset: 22,
|
||||
meleeCooldown: 1.35,
|
||||
meleeDamage: 4,
|
||||
meleeRange: 58,
|
||||
moveSpeed: 58,
|
||||
relocateSpeed: 114,
|
||||
relocateSeconds: 1.45,
|
||||
rootLaneDamage: 8,
|
||||
rootLaneLengthInset: 36,
|
||||
rootLaneWidth: 28,
|
||||
rootRecover: 0.58,
|
||||
rootSnareSeconds: 0.85,
|
||||
rootWindup: 0.82,
|
||||
wallDisengageSeconds: 0.72,
|
||||
wallMargin: 70,
|
||||
}
|
||||
|
||||
const VENOM_COLOR = '#b7ff4f'
|
||||
const ROOT_COLOR = '#d68b49'
|
||||
const BLOOM_COLOR = '#ff70d7'
|
||||
|
||||
type PoisonConePlan = {
|
||||
direction: Iwt2Vec2
|
||||
end: Iwt2Vec2
|
||||
origin: Iwt2Vec2
|
||||
}
|
||||
|
||||
export function tickVenomOrchidHydra(state: Iwt2ArenaState, dt: number): Iwt2BossTickResult {
|
||||
const events: Iwt2ArenaEvent[] = []
|
||||
let hazards = state.hazards
|
||||
let nextHazardId = state.nextHazardId
|
||||
let party = state.party
|
||||
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 },
|
||||
}
|
||||
const phase = venomOrchidHydraPhase(boss)
|
||||
boss = {
|
||||
...boss,
|
||||
wallContactSeconds: phase === 'relocating'
|
||||
? 0
|
||||
: isBossNearWall(boss, state)
|
||||
? boss.wallContactSeconds + dt
|
||||
: Math.max(0, boss.wallContactSeconds - dt * 2),
|
||||
}
|
||||
|
||||
const target = getBossTarget(party)
|
||||
if (boss.health <= 0 || !target) {
|
||||
return withVenomOrchidHydraIndicators({ boss, party, hazards, events, nextHazardId })
|
||||
}
|
||||
|
||||
if (phase === 'relocating') {
|
||||
boss = moveBossTowardRelocationTarget(boss, state, target, dt)
|
||||
if (boss.phaseSecondsRemaining <= 0 || distanceVec2(boss.position, boss.relocateTarget) <= 8) {
|
||||
boss = {
|
||||
...boss,
|
||||
attackPhase: 'idle',
|
||||
mechanicCircles: [],
|
||||
mechanicLanes: [],
|
||||
phaseSecondsRemaining: 0,
|
||||
velocity: { x: 0, y: 0 },
|
||||
}
|
||||
}
|
||||
return withVenomOrchidHydraIndicators({ boss, party, hazards, events, nextHazardId })
|
||||
}
|
||||
|
||||
if (phase === VENOM_ORCHID_HYDRA_PHASE.coneWindup) {
|
||||
if (boss.phaseSecondsRemaining <= 0) {
|
||||
const result = applyPoisonCone(party, boss, state.time + dt)
|
||||
party = result.party
|
||||
events.push(...result.events)
|
||||
const nextHeadIndex = Math.floor(boss.mechanicEnergy) + 1
|
||||
if (nextHeadIndex < 3) {
|
||||
const cone = createPoisonConePlan(boss, party, state, nextHeadIndex)
|
||||
boss = {
|
||||
...boss,
|
||||
chargeEnd: cone.end,
|
||||
chargeHitEntityIds: result.hitEntityIds,
|
||||
chargeStart: cone.origin,
|
||||
facing: cone.direction,
|
||||
mechanicEnergy: nextHeadIndex,
|
||||
phaseSecondsRemaining: VENOM_ORCHID_HYDRA.coneStaggerWindup,
|
||||
}
|
||||
} else {
|
||||
boss = {
|
||||
...boss,
|
||||
attackPhase: asBossPhase(VENOM_ORCHID_HYDRA_PHASE.coneRecover),
|
||||
chargeHitEntityIds: [],
|
||||
mechanicEnergy: 0,
|
||||
phaseSecondsRemaining: VENOM_ORCHID_HYDRA.coneRecover,
|
||||
}
|
||||
}
|
||||
}
|
||||
return withVenomOrchidHydraIndicators({ boss, party, hazards, events, nextHazardId })
|
||||
}
|
||||
|
||||
if (phase === VENOM_ORCHID_HYDRA_PHASE.coneRecover) {
|
||||
if (boss.phaseSecondsRemaining <= 0) {
|
||||
boss = { ...boss, attackPhase: 'idle', phaseSecondsRemaining: 0 }
|
||||
}
|
||||
return withVenomOrchidHydraIndicators({ boss, party, hazards, events, nextHazardId })
|
||||
}
|
||||
|
||||
if (phase === VENOM_ORCHID_HYDRA_PHASE.rootSnareWindup) {
|
||||
if (boss.phaseSecondsRemaining <= 0) {
|
||||
const result = applyRootSnareLanes(party, boss, state.time + dt)
|
||||
party = result.party
|
||||
events.push(...result.events)
|
||||
boss = {
|
||||
...boss,
|
||||
attackPhase: asBossPhase(VENOM_ORCHID_HYDRA_PHASE.rootSnareRecover),
|
||||
phaseSecondsRemaining: VENOM_ORCHID_HYDRA.rootRecover,
|
||||
}
|
||||
}
|
||||
return withVenomOrchidHydraIndicators({ boss, party, hazards, events, nextHazardId })
|
||||
}
|
||||
|
||||
if (phase === VENOM_ORCHID_HYDRA_PHASE.rootSnareRecover) {
|
||||
if (boss.phaseSecondsRemaining <= 0) {
|
||||
boss = {
|
||||
...boss,
|
||||
attackPhase: 'idle',
|
||||
mechanicLanes: [],
|
||||
phaseSecondsRemaining: 0,
|
||||
}
|
||||
}
|
||||
return withVenomOrchidHydraIndicators({ boss, party, hazards, events, nextHazardId })
|
||||
}
|
||||
|
||||
if (phase === VENOM_ORCHID_HYDRA_PHASE.bloomPodWindup) {
|
||||
if (boss.phaseSecondsRemaining <= 0) {
|
||||
const burst = applyBloomBursts(party, boss, state.time + dt)
|
||||
const pods = addBloomPoisonPods({
|
||||
boss,
|
||||
hazards,
|
||||
nextHazardId,
|
||||
time: state.time + dt,
|
||||
})
|
||||
party = burst.party
|
||||
hazards = pods.hazards
|
||||
nextHazardId = pods.nextHazardId
|
||||
events.push(...burst.events)
|
||||
boss = {
|
||||
...boss,
|
||||
attackPhase: asBossPhase(VENOM_ORCHID_HYDRA_PHASE.bloomPodRecover),
|
||||
phaseSecondsRemaining: VENOM_ORCHID_HYDRA.bloomRecover,
|
||||
}
|
||||
}
|
||||
return withVenomOrchidHydraIndicators({ boss, party, hazards, events, nextHazardId })
|
||||
}
|
||||
|
||||
if (phase === VENOM_ORCHID_HYDRA_PHASE.bloomPodRecover) {
|
||||
if (boss.phaseSecondsRemaining <= 0) {
|
||||
boss = {
|
||||
...boss,
|
||||
attackPhase: 'idle',
|
||||
mechanicCircles: [],
|
||||
phaseSecondsRemaining: 0,
|
||||
}
|
||||
}
|
||||
return withVenomOrchidHydraIndicators({ boss, party, hazards, events, nextHazardId })
|
||||
}
|
||||
|
||||
if (boss.wallContactSeconds >= VENOM_ORCHID_HYDRA.wallDisengageSeconds) {
|
||||
boss = {
|
||||
...boss,
|
||||
attackPhase: 'relocating',
|
||||
mechanicCircles: [],
|
||||
mechanicLanes: [],
|
||||
phaseSecondsRemaining: VENOM_ORCHID_HYDRA.relocateSeconds,
|
||||
relocateTarget: relocationTarget(boss, state),
|
||||
velocity: { x: 0, y: 0 },
|
||||
}
|
||||
return withVenomOrchidHydraIndicators({ boss, party, hazards, events, nextHazardId })
|
||||
}
|
||||
|
||||
if (boss.fireballCooldownRemaining <= 0) {
|
||||
boss = beginBloomPods(boss, state, party)
|
||||
return withVenomOrchidHydraIndicators({ boss, party, hazards, events, nextHazardId })
|
||||
}
|
||||
|
||||
if (boss.chargeCooldownRemaining <= 0) {
|
||||
boss = boss.chargeCount % 2 === 0
|
||||
? beginStaggeredPoisonCones(boss, state, party)
|
||||
: beginRootSnareLanes(boss, state, party)
|
||||
return withVenomOrchidHydraIndicators({ boss, party, hazards, events, nextHazardId })
|
||||
}
|
||||
|
||||
const meleeResult = maybeApplyMelee(party, boss, target, state.time + dt)
|
||||
party = meleeResult.party
|
||||
events.push(...meleeResult.events)
|
||||
boss = meleeResult.boss
|
||||
if (events.length > 0) return withVenomOrchidHydraIndicators({ boss, party, hazards, events, nextHazardId })
|
||||
|
||||
boss = moveHydraTowardEngagePoint(boss, state, target, dt)
|
||||
return withVenomOrchidHydraIndicators({ boss, party, hazards, events, nextHazardId })
|
||||
}
|
||||
|
||||
function beginStaggeredPoisonCones(
|
||||
boss: Iwt2BossEntityState,
|
||||
state: Iwt2ArenaState,
|
||||
party: Iwt2PartyEntityState[],
|
||||
): Iwt2BossEntityState {
|
||||
const cone = createPoisonConePlan(boss, party, state, 0)
|
||||
return {
|
||||
...boss,
|
||||
attackPhase: asBossPhase(VENOM_ORCHID_HYDRA_PHASE.coneWindup),
|
||||
chargeCooldownRemaining: VENOM_ORCHID_HYDRA.coneCooldown,
|
||||
chargeCount: boss.chargeCount + 1,
|
||||
chargeEnd: cone.end,
|
||||
chargeHitEntityIds: [],
|
||||
chargeStart: cone.origin,
|
||||
facing: cone.direction,
|
||||
mechanicCircles: [],
|
||||
mechanicEnergy: 0,
|
||||
mechanicLanes: [],
|
||||
phaseSecondsRemaining: VENOM_ORCHID_HYDRA.coneStaggerWindup,
|
||||
velocity: { x: 0, y: 0 },
|
||||
}
|
||||
}
|
||||
|
||||
function beginRootSnareLanes(
|
||||
boss: Iwt2BossEntityState,
|
||||
state: Iwt2ArenaState,
|
||||
party: Iwt2PartyEntityState[],
|
||||
): Iwt2BossEntityState {
|
||||
return {
|
||||
...boss,
|
||||
attackPhase: asBossPhase(VENOM_ORCHID_HYDRA_PHASE.rootSnareWindup),
|
||||
chargeCooldownRemaining: VENOM_ORCHID_HYDRA.coneCooldown,
|
||||
chargeCount: boss.chargeCount + 1,
|
||||
mechanicCircles: [],
|
||||
mechanicLanes: createRootSnarePattern(state, party),
|
||||
phaseSecondsRemaining: VENOM_ORCHID_HYDRA.rootWindup,
|
||||
velocity: { x: 0, y: 0 },
|
||||
}
|
||||
}
|
||||
|
||||
function beginBloomPods(
|
||||
boss: Iwt2BossEntityState,
|
||||
state: Iwt2ArenaState,
|
||||
party: Iwt2PartyEntityState[],
|
||||
): Iwt2BossEntityState {
|
||||
return {
|
||||
...boss,
|
||||
attackPhase: asBossPhase(VENOM_ORCHID_HYDRA_PHASE.bloomPodWindup),
|
||||
fireballCooldownRemaining: VENOM_ORCHID_HYDRA.bloomCooldown,
|
||||
mechanicCircles: createBloomPodPattern(state, party, boss),
|
||||
mechanicLanes: [],
|
||||
phaseSecondsRemaining: VENOM_ORCHID_HYDRA.bloomWindup,
|
||||
velocity: { x: 0, y: 0 },
|
||||
}
|
||||
}
|
||||
|
||||
function createPoisonConePlan(
|
||||
boss: Iwt2BossEntityState,
|
||||
party: Iwt2PartyEntityState[],
|
||||
state: Iwt2ArenaState,
|
||||
headIndex: number,
|
||||
): PoisonConePlan {
|
||||
const living = livingParty(party)
|
||||
const fallbackTarget = getBossTarget(party)?.position ?? arenaCenter(state)
|
||||
const target = living[(headIndex + boss.chargeCount) % Math.max(1, living.length)]?.position ?? fallbackTarget
|
||||
const headOffset = (headIndex - 1) * VENOM_ORCHID_HYDRA.headOffset
|
||||
const baseDirection = withFallbackFacing(subtractVec2(target, boss.position), boss.facing)
|
||||
const direction = rotateVec2(baseDirection, (headIndex - 1) * 0.28)
|
||||
const perpendicular = { x: -baseDirection.y, y: baseDirection.x }
|
||||
const origin = clampVec2ToArena(
|
||||
addVec2(boss.position, scaleVec2(perpendicular, headOffset)),
|
||||
8,
|
||||
state.bounds,
|
||||
)
|
||||
return {
|
||||
direction,
|
||||
end: addVec2(origin, scaleVec2(direction, VENOM_ORCHID_HYDRA.coneRange)),
|
||||
origin,
|
||||
}
|
||||
}
|
||||
|
||||
function createRootSnarePattern(
|
||||
state: Iwt2ArenaState,
|
||||
party: Iwt2PartyEntityState[],
|
||||
): Iwt2MechanicLaneState[] {
|
||||
const living = livingParty(party)
|
||||
const center = partyCenter(living, arenaCenter(state))
|
||||
const selected = [
|
||||
getPriorityMember(living, 'player')?.position ?? center,
|
||||
getPriorityMember(living, 'ranged')?.position ?? center,
|
||||
getPriorityMember(living, 'flanker')?.position ?? center,
|
||||
]
|
||||
const directions = [
|
||||
{ x: 1, y: 0 },
|
||||
{ x: 0, y: 1 },
|
||||
normalizeVec2({ x: state.bounds.width >= state.bounds.height ? 1 : 0.8, y: 0.72 }),
|
||||
]
|
||||
|
||||
return selected.map((position, index) => {
|
||||
const lane = createArenaLaneThroughPoint(position, directions[index], state)
|
||||
return {
|
||||
...lane,
|
||||
id: `venom-orchid-root-snare-${index}`,
|
||||
width: VENOM_ORCHID_HYDRA.rootLaneWidth,
|
||||
}
|
||||
})
|
||||
}
|
||||
|
||||
function createBloomPodPattern(
|
||||
state: Iwt2ArenaState,
|
||||
party: Iwt2PartyEntityState[],
|
||||
boss: Iwt2BossEntityState,
|
||||
): Iwt2MechanicCircleState[] {
|
||||
const living = livingParty(party)
|
||||
const center = partyCenter(living, arenaCenter(state))
|
||||
const chosen = [
|
||||
getPriorityMember(living, 'ranged')?.position,
|
||||
getPriorityMember(living, 'player')?.position,
|
||||
getPriorityMember(living, 'flanker')?.position,
|
||||
addVec2(center, scaleVec2(normalizeVec2(subtractVec2(center, boss.position)), 54)),
|
||||
].filter((position): position is Iwt2Vec2 => Boolean(position))
|
||||
|
||||
return chosen.slice(0, VENOM_ORCHID_HYDRA.bloomPodCount).map((position, index) => ({
|
||||
id: `venom-orchid-bloom-pod-${index}`,
|
||||
position: clampVec2ToArena(position, VENOM_ORCHID_HYDRA.bloomPodRadius, state.bounds),
|
||||
radius: VENOM_ORCHID_HYDRA.bloomPodRadius,
|
||||
}))
|
||||
}
|
||||
|
||||
function applyPoisonCone(
|
||||
party: Iwt2PartyEntityState[],
|
||||
boss: Iwt2BossEntityState,
|
||||
time: number,
|
||||
): { party: Iwt2PartyEntityState[], hitEntityIds: Iwt2EntityId[], events: Iwt2ArenaEvent[] } {
|
||||
const result = applyPartyDamageInShape(party, {
|
||||
angleRadians: VENOM_ORCHID_HYDRA.coneAngleRadians,
|
||||
direction: boss.facing,
|
||||
kind: 'cone',
|
||||
origin: boss.chargeStart,
|
||||
range: VENOM_ORCHID_HYDRA.coneRange,
|
||||
}, {
|
||||
damage: VENOM_ORCHID_HYDRA.coneDamage,
|
||||
excludedEntityIds: boss.chargeHitEntityIds,
|
||||
knockdownSeconds: 0,
|
||||
sourceId: boss.id,
|
||||
stunSeconds: VENOM_ORCHID_HYDRA.coneStunSeconds,
|
||||
time,
|
||||
})
|
||||
return {
|
||||
...result,
|
||||
hitEntityIds: [...boss.chargeHitEntityIds, ...result.hitEntityIds],
|
||||
}
|
||||
}
|
||||
|
||||
function applyRootSnareLanes(
|
||||
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: VENOM_ORCHID_HYDRA.rootLaneDamage,
|
||||
excludedEntityIds: hitEntityIds,
|
||||
knockdownSeconds: 0,
|
||||
sourceId: boss.id,
|
||||
stunSeconds: VENOM_ORCHID_HYDRA.rootSnareSeconds,
|
||||
time,
|
||||
})
|
||||
nextParty = result.party
|
||||
hitEntityIds.push(...result.hitEntityIds)
|
||||
events.push(...result.events)
|
||||
}
|
||||
return { party: nextParty, events }
|
||||
}
|
||||
|
||||
function applyBloomBursts(
|
||||
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: VENOM_ORCHID_HYDRA.bloomBurstDamage,
|
||||
excludedEntityIds: hitEntityIds,
|
||||
knockdownSeconds: 0,
|
||||
sourceId: boss.id,
|
||||
stunSeconds: 0,
|
||||
time,
|
||||
})
|
||||
nextParty = result.party
|
||||
hitEntityIds.push(...result.hitEntityIds)
|
||||
events.push(...result.events)
|
||||
}
|
||||
return { party: nextParty, events }
|
||||
}
|
||||
|
||||
function addBloomPoisonPods({
|
||||
boss,
|
||||
hazards,
|
||||
nextHazardId,
|
||||
time,
|
||||
}: {
|
||||
boss: Iwt2BossEntityState
|
||||
hazards: Iwt2GroundHazardState[]
|
||||
nextHazardId: number
|
||||
time: number
|
||||
}): { hazards: Iwt2GroundHazardState[], nextHazardId: number } {
|
||||
let nextHazards = hazards
|
||||
let nextId = nextHazardId
|
||||
for (const circle of boss.mechanicCircles) {
|
||||
const result = addPoisonPuddle({
|
||||
damage: VENOM_ORCHID_HYDRA.bloomPodDamage,
|
||||
duration: VENOM_ORCHID_HYDRA.bloomPodSeconds,
|
||||
hazards: nextHazards,
|
||||
nextHazardId: nextId,
|
||||
position: circle.position,
|
||||
radius: circle.radius,
|
||||
sourceId: boss.id,
|
||||
time,
|
||||
})
|
||||
nextHazards = result.hazards
|
||||
nextId = result.nextHazardId
|
||||
}
|
||||
return { hazards: nextHazards, nextHazardId: nextId }
|
||||
}
|
||||
|
||||
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) > VENOM_ORCHID_HYDRA.meleeRange + target.radius) {
|
||||
return { boss, party, events: [] }
|
||||
}
|
||||
const result = applyPartyDamageInShape(party, {
|
||||
kind: 'circle',
|
||||
position: boss.position,
|
||||
radius: VENOM_ORCHID_HYDRA.meleeRange,
|
||||
}, {
|
||||
damage: VENOM_ORCHID_HYDRA.meleeDamage,
|
||||
sourceId: boss.id,
|
||||
time,
|
||||
})
|
||||
return {
|
||||
boss: { ...boss, meleeCooldownRemaining: VENOM_ORCHID_HYDRA.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, VENOM_ORCHID_HYDRA.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 moveHydraTowardEngagePoint(
|
||||
boss: Iwt2BossEntityState,
|
||||
state: Iwt2ArenaState,
|
||||
target: Iwt2PartyEntityState,
|
||||
dt: number,
|
||||
): Iwt2BossEntityState {
|
||||
const center = arenaCenter(state)
|
||||
const targetNearWall = isPositionNearWall(target.position, target.radius + VENOM_ORCHID_HYDRA.wallMargin, state)
|
||||
const desired = targetNearWall
|
||||
? addVec2(target.position, scaleVec2(normalizeVec2(subtractVec2(center, target.position)), 106))
|
||||
: target.position
|
||||
const nextPosition = clampVec2ToArena(
|
||||
moveToward(boss.position, desired, VENOM_ORCHID_HYDRA.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 relocationTarget(boss: Iwt2BossEntityState, state: Iwt2ArenaState): Iwt2Vec2 {
|
||||
const center = arenaCenter(state)
|
||||
const awayFromWall = normalizeVec2({
|
||||
x: boss.position.x < state.bounds.width * 0.5 ? 1 : -1,
|
||||
y: boss.position.y < state.bounds.height * 0.5 ? 1 : -1,
|
||||
})
|
||||
return clampVec2ToArena(addVec2(center, scaleVec2(awayFromWall, 66)), boss.radius, state.bounds)
|
||||
}
|
||||
|
||||
function createArenaLaneThroughPoint(
|
||||
point: Iwt2Vec2,
|
||||
direction: Iwt2Vec2,
|
||||
state: Iwt2ArenaState,
|
||||
): { start: Iwt2Vec2, end: Iwt2Vec2 } {
|
||||
const dir = withFallbackFacing(direction, { x: 1, y: 0 })
|
||||
const inset = VENOM_ORCHID_HYDRA.rootLaneLengthInset
|
||||
const minX = inset
|
||||
const maxX = state.bounds.width - inset
|
||||
const minY = inset
|
||||
const maxY = state.bounds.height - inset
|
||||
const candidates: number[] = []
|
||||
if (Math.abs(dir.x) > 0.0001) {
|
||||
candidates.push((minX - point.x) / dir.x, (maxX - point.x) / dir.x)
|
||||
}
|
||||
if (Math.abs(dir.y) > 0.0001) {
|
||||
candidates.push((minY - point.y) / dir.y, (maxY - point.y) / dir.y)
|
||||
}
|
||||
const valid = candidates.filter((t) => {
|
||||
const position = addVec2(point, scaleVec2(dir, t))
|
||||
return position.x >= minX - 0.1 && position.x <= maxX + 0.1 && position.y >= minY - 0.1 && position.y <= maxY + 0.1
|
||||
})
|
||||
const startT = Math.min(...valid)
|
||||
const endT = Math.max(...valid)
|
||||
return {
|
||||
end: addVec2(point, scaleVec2(dir, endT)),
|
||||
start: addVec2(point, scaleVec2(dir, startT)),
|
||||
}
|
||||
}
|
||||
|
||||
function rotateVec2(vector: Iwt2Vec2, radians: number): Iwt2Vec2 {
|
||||
const sin = Math.sin(radians)
|
||||
const cos = Math.cos(radians)
|
||||
return normalizeVec2({
|
||||
x: vector.x * cos - vector.y * sin,
|
||||
y: vector.x * sin + vector.y * cos,
|
||||
})
|
||||
}
|
||||
|
||||
function livingParty(party: Iwt2PartyEntityState[]): Iwt2PartyEntityState[] {
|
||||
return party.filter((member) => member.health > 0)
|
||||
}
|
||||
|
||||
function getPriorityMember(
|
||||
party: Iwt2PartyEntityState[],
|
||||
role: Iwt2PartyEntityState['aiRole'],
|
||||
): Iwt2PartyEntityState | undefined {
|
||||
return party.find((member) => member.aiRole === role)
|
||||
}
|
||||
|
||||
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 partyCenter(party: Iwt2PartyEntityState[], fallback: Iwt2Vec2): Iwt2Vec2 {
|
||||
if (party.length <= 0) return fallback
|
||||
const total = party.reduce((sum, member) => addVec2(sum, member.position), { x: 0, y: 0 })
|
||||
return scaleVec2(total, 1 / party.length)
|
||||
}
|
||||
|
||||
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 + VENOM_ORCHID_HYDRA.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 withVenomOrchidHydraIndicators(result: Omit<Iwt2BossTickResult, 'indicators'>): Iwt2BossTickResult {
|
||||
return {
|
||||
...result,
|
||||
indicators: createVenomOrchidHydraIndicators(result.boss),
|
||||
}
|
||||
}
|
||||
|
||||
function createVenomOrchidHydraIndicators(boss: Iwt2BossEntityState): Iwt2ArenaIndicator[] {
|
||||
const indicators: Iwt2ArenaIndicator[] = []
|
||||
const phase = venomOrchidHydraPhase(boss)
|
||||
|
||||
if (phase === VENOM_ORCHID_HYDRA_PHASE.coneWindup || phase === VENOM_ORCHID_HYDRA_PHASE.coneRecover) {
|
||||
indicators.push(createConeIndicator({
|
||||
angleRadians: VENOM_ORCHID_HYDRA.coneAngleRadians,
|
||||
color: VENOM_COLOR,
|
||||
direction: boss.facing,
|
||||
id: `${boss.id}:venom-orchid-hydra-cone-${Math.floor(boss.mechanicEnergy)}`,
|
||||
mechanicId: 'venom-orchid-hydra-poison-cone',
|
||||
origin: boss.chargeStart,
|
||||
phase: indicatorPhaseFromAttack(
|
||||
phase === VENOM_ORCHID_HYDRA_PHASE.coneWindup,
|
||||
phase === VENOM_ORCHID_HYDRA_PHASE.coneRecover,
|
||||
),
|
||||
range: VENOM_ORCHID_HYDRA.coneRange,
|
||||
sourceId: boss.id,
|
||||
}))
|
||||
}
|
||||
|
||||
if (phase === VENOM_ORCHID_HYDRA_PHASE.rootSnareWindup || phase === VENOM_ORCHID_HYDRA_PHASE.rootSnareRecover) {
|
||||
for (const lane of boss.mechanicLanes) {
|
||||
indicators.push(createLaneIndicator({
|
||||
color: ROOT_COLOR,
|
||||
end: lane.end,
|
||||
id: `${boss.id}:${lane.id}`,
|
||||
mechanicId: 'venom-orchid-hydra-root-snare',
|
||||
phase: indicatorPhaseFromAttack(
|
||||
phase === VENOM_ORCHID_HYDRA_PHASE.rootSnareWindup,
|
||||
phase === VENOM_ORCHID_HYDRA_PHASE.rootSnareRecover,
|
||||
),
|
||||
sourceId: boss.id,
|
||||
start: lane.start,
|
||||
width: lane.width,
|
||||
}))
|
||||
}
|
||||
}
|
||||
|
||||
if (phase === VENOM_ORCHID_HYDRA_PHASE.bloomPodWindup || phase === VENOM_ORCHID_HYDRA_PHASE.bloomPodRecover) {
|
||||
for (const circle of boss.mechanicCircles) {
|
||||
indicators.push(createCircleIndicator({
|
||||
color: BLOOM_COLOR,
|
||||
id: `${boss.id}:${circle.id}`,
|
||||
mechanicId: 'venom-orchid-hydra-bloom-pod',
|
||||
phase: indicatorPhaseFromAttack(
|
||||
phase === VENOM_ORCHID_HYDRA_PHASE.bloomPodWindup,
|
||||
phase === VENOM_ORCHID_HYDRA_PHASE.bloomPodRecover,
|
||||
),
|
||||
position: circle.position,
|
||||
radius: circle.radius,
|
||||
sourceId: boss.id,
|
||||
}))
|
||||
}
|
||||
}
|
||||
|
||||
return indicators
|
||||
}
|
||||
|
||||
function venomOrchidHydraPhase(boss: Iwt2BossEntityState): string {
|
||||
return boss.attackPhase as string
|
||||
}
|
||||
|
||||
function asBossPhase(phase: VenomOrchidHydraPhase): Iwt2BossEntityState['attackPhase'] {
|
||||
return phase as unknown as Iwt2BossEntityState['attackPhase']
|
||||
}
|
||||