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i-want-to-heal/src/modes/iwt2/sim/partyAi.ts
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2026-07-05 22:48:56 -04:00

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19 KiB
TypeScript

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,
distanceVec2,
dotVec2,
lengthSqVec2,
moveToward,
normalizeVec2,
scaleVec2,
subtractVec2,
withFallbackFacing,
} from './vector'
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,
state: Iwt2ArenaState,
inputMove: Iwt2Vec2,
dt: number,
): Iwt2PartyEntityState {
const status = {
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)
if (member.health <= 0) {
return { ...member, velocity: { x: 0, y: 0 }, attackCooldownRemaining, castSecondsRemaining: 0, attackReady: false, status }
}
if (status.stunnedSeconds > 0 || status.knockedDownSeconds > 0) {
return { ...member, velocity: { x: 0, y: 0 }, attackCooldownRemaining, castSecondsRemaining: 0, attackReady: false, status }
}
if (member.aiRole === 'player') {
const normalizedInput = lengthSqVec2(inputMove) > 1 ? normalizeVec2(inputMove) : inputMove
const velocity = scaleVec2(normalizedInput, member.moveSpeed * movementSpeedMultiplier(status.slowedSeconds))
const position = clampVec2ToArena(
{
x: member.position.x + velocity.x * dt,
y: member.position.y + velocity.y * dt,
},
member.radius,
state.bounds,
)
return {
...member,
position,
velocity,
facing: withFallbackFacing(velocity, member.facing),
attackCooldownRemaining,
castSecondsRemaining: 0,
attackReady: false,
status,
}
}
const dangerDestination = getDangerAvoidancePosition(member, state)
const attackTarget = getPriorityAttackTarget(member, state)
const canCast = member.aiRole === 'ranged'
&& attackCooldownRemaining <= 0
&& !!attackTarget
&& canPartyMemberHitTarget({ ...member, attackCooldownRemaining, castSecondsRemaining }, attackTarget.position, attackTarget.radius)
if (!dangerDestination && member.aiRole === 'ranged' && (member.castSecondsRemaining > 0 || canCast)) {
const nextCastSecondsRemaining = member.castSecondsRemaining > 0
? castSecondsRemaining
: member.castTime
return {
...member,
velocity: { x: 0, y: 0 },
facing: withFallbackFacing(subtractVec2(attackTarget?.position ?? getPrimaryBoss(state).position, member.position), member.facing),
attackCooldownRemaining,
castSecondsRemaining: nextCastSecondsRemaining,
attackReady: member.castSecondsRemaining > 0 && nextCastSecondsRemaining <= 0,
status,
}
}
const decisionSecondsRemaining = Math.max(0, member.decisionSecondsRemaining - dt)
const desired = dangerDestination ?? getPartyDesiredPosition(member, state)
const maxDistance = member.moveSpeed * movementSpeedMultiplier(status.slowedSeconds) * dt
const distanceToDesired = distanceVec2(member.position, desired)
const movingToDesired = distanceToDesired > PARTY_ARRIVAL_RADIUS
const position = movingToDesired
? choosePartyStepPosition(member, state, desired, maxDistance)
: member.position
const velocity = movingToDesired
? scaleVec2(subtractVec2(position, member.position), dt > 0 ? 1 / dt : 0)
: { x: 0, y: 0 }
return {
...member,
position,
velocity,
facing: withFallbackFacing(subtractVec2(attackTarget?.position ?? getPrimaryBoss(state).position, position), member.facing),
attackCooldownRemaining,
castSecondsRemaining: 0,
attackReady: false,
status,
decisionSecondsRemaining: decisionSecondsRemaining <= 0
? nextDecisionInterval(member)
: decisionSecondsRemaining,
}
}
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
if (member.attackDamage <= 0) return false
return distanceVec2(member.position, targetPosition) <= member.attackRange + member.radius + targetRadius
}
function getPartyDesiredPosition(
member: Iwt2PartyEntityState,
state: Iwt2ArenaState,
): Iwt2Vec2 {
const drift = decisionDrift(member, state.time)
const attackTarget = getPriorityAttackTarget(member, state)
const anchor = attackTarget?.position ?? getPrimaryBoss(state).position
const centerLeash = getTankCenterLeashPosition(member, state)
if (centerLeash) return centerLeash
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 {
if (member.aiRole !== 'tank') return null
const boss = getCenterLeashBoss(member, state)
if (!boss) return null
const center = arenaCenter(state)
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 clampPartyDestination(
addVec2(boss.position, scaleVec2(towardCenter, leashDistance)),
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,
y: state.bounds.height * 0.5,
}
}
function isBossNearWall(boss: Iwt2ArenaState['boss'], state: Iwt2ArenaState): boolean {
const margin = boss.radius + CENTER_LEASH_WALL_MARGIN
return (
boss.position.x <= margin
|| boss.position.x >= state.bounds.width - margin
|| boss.position.y <= margin
|| boss.position.y >= state.bounds.height - margin
)
}
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
}
for (const boss of state.bosses) {
if (boss.health <= 0) continue
if (boss.bossId === 'bulldrome' && (boss.attackPhase === 'slamWindup' || boss.attackPhase === 'slamRecover')) {
const distance = distanceVec2(member.position, boss.position)
const dangerRadius = BULLDROME_BOSS_METADATA.slamRadius + member.radius + 34
if (distance < dangerRadius) {
const away = normalizeVec2(subtractVec2(member.position, boss.position))
return clampPartyDestination(addVec2(member.position, scaleVec2(away, dangerRadius - distance + 40)), member, state)
}
}
if (boss.bossId === 'bulldrome' && (boss.attackPhase === 'chargeWindup' || boss.attackPhase === 'charging')) {
const danger = chargeDanger(member.position, boss)
if (danger.inside || danger.ahead) {
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 clampPartyDestination(escape, member, state)
}
}
}
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
for (const hazard of state.hazards) {
const offset = subtractVec2(member.position, hazard.position)
const distance = distanceVec2(member.position, hazard.position)
const dangerRadius = hazard.radius + member.radius + 46
if (distance >= dangerRadius) continue
const fallback = withFallbackFacing(subtractVec2(member.position, getPrimaryBoss(state).position), {
x: member.position.x < state.bounds.width * 0.5 ? -1 : 1,
y: member.position.y < state.bounds.height * 0.5 ? -0.35 : 0.35,
})
const away = distance > 0.001 ? normalizeVec2(offset) : fallback
const urgency = dangerRadius - distance
escape = addVec2(escape, scaleVec2(away, urgency))
maxNeededDistance = Math.max(maxNeededDistance, urgency)
}
if (maxNeededDistance <= 0) return null
const direction = withFallbackFacing(escape, {
x: member.position.x < state.bounds.width * 0.5 ? -1 : 1,
y: 0,
})
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,
)
}
function getPriorityAttackTarget(
member: Iwt2PartyEntityState,
state: Iwt2ArenaState,
): (Iwt2ArenaState['boss'] | Iwt2HostileAddState) | undefined {
if (member.health <= 0) return undefined
const livingAdds = state.hostileAdds.filter((add) => add.health > 0)
if (livingAdds.length > 0) {
return livingAdds.reduce((best, add) => (
distanceVec2(member.position, add.position) < distanceVec2(member.position, best.position) ? add : best
), livingAdds[0])
}
const livingBosses = state.bosses.filter((boss) => boss.health > 0)
if (livingBosses.length === 0) return undefined
return livingBosses.reduce((best, boss) => (
distanceVec2(member.position, boss.position) < distanceVec2(member.position, best.position) ? boss : best
), livingBosses[0])
}
function chargeDanger(position: Iwt2Vec2, boss: Iwt2ArenaState['boss']) {
const segment = subtractVec2(boss.chargeEnd, boss.chargeStart)
const lengthSq = Math.max(1, lengthSqVec2(segment))
const direction = normalizeVec2(segment)
const offset = subtractVec2(position, boss.chargeStart)
const along = dotVec2(offset, segment) / lengthSq
const closest = addVec2(boss.chargeStart, scaleVec2(segment, Math.min(1, Math.max(0, along))))
const distance = distanceVec2(position, closest)
const width = boss.radius + 22
return {
direction,
inside: along >= -0.08 && along <= 1.08 && distance <= width,
ahead: boss.attackPhase === 'chargeWindup' && along > -0.12 && along < 1.05 && distance <= width + 38,
}
}
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
}
function decisionDrift(member: Iwt2PartyEntityState, time: number): Iwt2Vec2 {
const seed = member.id.length * 17
return {
x: Math.sin(time * 0.7 + seed) * 16,
y: Math.cos(time * 0.9 + seed) * 14,
}
}
function nextDecisionInterval(member: Iwt2PartyEntityState): number {
if (member.aiRole === 'tank') return 0.34
if (member.aiRole === 'ranged') return 0.48
if (member.aiRole === 'flanker') return 0.28
return 0.38
}