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

544 lines
17 KiB
TypeScript

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: 22,
arcInnerRadius: 78,
arcOuterRadius: 196,
arcRecover: 0.46,
arcStunSeconds: 0.24,
arcWindup: 0.74,
chainCooldown: 7.4,
chainDamage: 18,
chainLinkRadius: 150,
chainMaxLinks: 7,
chainRecover: 0.5,
chainStunSeconds: 0.38,
chainWidth: 16,
chainWindup: 0.68,
disengageSpeed: 168,
donutCooldown: 6.2,
donutDamage: 24,
donutInnerRadius: 64,
donutOuterRadius: 156,
donutRecover: 0.48,
donutStunSeconds: 0.44,
donutWindup: 0.82,
meleeCooldown: 1.12,
meleeDamage: 8,
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']
}