// server/sim/targeting.js — range tests, target filters and priorities (DESIGN §3, §5.5). // // Grid ranges: `[dRow, dCol]` offsets relative to facing RIGHT, rotated by the unit's direction (sim/dir.js: RIGHT // (dr,dc), UP (dc,−dr), LEFT (−dr,−dc), DOWN (−dc,dr); row 0 = bottom). An enemy is in range when the tile containing // it (round(y), round(x)) is one of the absolute range tiles. `rangeExtend` (ability_range_forward_extend) adds N tiles // past the furthest cell of every row, along +dCol BEFORE rotating (DESIGN §3). // Operator priority: (1) enemies it blocks, (2) profile priority (fly/lowDef/…), (3) higher enemy taunt, // (4) least remaining path distance to the goal, (5) earliest spawned. import { COLS, ROWS } from './constants.js'; import { normDir, rotateOffset } from './dir.js'; /** * Build the absolute tile-key list of a grid for a unit standing at (r,c) facing `dir` ('UP'|'RIGHT'|'DOWN'|'LEFT'; * a legacy facing sign ±1 is read as RIGHT / LEFT). */ export function absoluteRangeKeys(grid, r, c, dir, extend = 0) { const keys = []; const seen = new Set(); const d = normDir(dir); const add = (dr, dc) => { const [ar, ac] = rotateOffset(dr, dc, d); const rr = r + ar, cc = c + ac; if (rr < 0 || rr >= ROWS || cc < 0 || cc >= COLS) return; const k = rr * COLS + cc; if (!seen.has(k)) { seen.add(k); keys.push(k); } }; // kits may hand over junk (a number, a string, [[1,'a']]): ignore anything that is not an integer [dr, dc] pair // instead of throwing inside the attack loop every tick if (!Array.isArray(grid) || !Number.isInteger(r) || !Number.isInteger(c)) return keys; const cells = grid.filter((p) => Array.isArray(p) && Number.isInteger(p[0]) && Number.isInteger(p[1])); for (const [dr, dc] of cells) add(dr, dc); if (extend > 0 && Number.isFinite(extend)) { const maxByRow = new Map(); for (const [dr, dc] of cells) maxByRow.set(dr, Math.max(maxByRow.get(dr) ?? -Infinity, dc)); for (const [dr, mx] of maxByRow) for (let k = 1; k <= Math.min(extend, COLS); k++) add(dr, mx + k); } return keys; } /** Tile key of a unit's current position. */ export function tileKeyOf(u) { const r = Math.round(u.y), c = Math.round(u.x); if (r < 0 || r >= ROWS || c < 0 || c >= COLS) return -1; return r * COLS + c; } /** Can `attacker` (ally) target enemy `e` at all (ignoring range)? */ export function canTargetEnemy(attacker, e, profile) { if (!e.alive || e.hidden || !e.deployed) return false; const f = e.s.flags; if (f.untargetable || (f.sleep && !(profile && profile.hitSleep))) return false; if (f.stealth && !f.reveal && !e.blockedBy) return false; if (e.isFlying && !(profile && profile.canHitFly)) return false; if (profile && profile.groundOnly && e.isFlying) return false; return true; } /** Can enemy `e` target ally `a`? `ranged` = the attack is a ranged (non-blocked) one. */ export function canTargetAlly(e, a, ranged) { if (!a.alive || !a.deployed || a.hidden || a.kind === 'device') return false; const f = a.s.flags; if (f.untargetable || f.sleep) return false; if (ranged && f.stealth && e.blockedBy !== a) return false; return true; } const PRIORITY_FNS = { fly: (e) => (e.isFlying ? 0 : 1), lowDef: (e) => e.s.def, highDef: (e) => -e.s.def, ranged: (e) => (e.base.rangeRadius > 0 && e.def?.applyWay !== 'MELEE' ? 0 : 1), lowestHp: (e) => e.hp, highestHp: (e) => -e.hp, lowestHpRatio: (e) => e.hpRatio, highestAtk: (e) => -e.s.atk, boss: (e) => (e.isBoss ? 0 : 1), notBurst: (e) => (e.s.flags.burstLock ? 1 : 0), ground: (e) => (e.isFlying ? 1 : 0), }; /** * Sort candidate enemies for an attacker (in place) and return them. * @param {object} attacker ally unit * @param {object[]} cands enemies * @param {string|null} priority profile/skill priority key */ export function sortEnemyTargets(battle, attacker, cands, priority) { if (cands.length <= 1) return cands; const pf = priority ? (PRIORITY_FNS[priority] || (priority === 'nearest' || priority === 'farthest' ? null : null)) : null; const ax = attacker.x, ay = attacker.y; const keyed = cands.map((e) => ({ e, b: e.blockedBy === attacker ? 0 : 1, p: pf ? pf(e) : priority === 'nearest' ? Math.hypot(e.x - ax, e.y - ay) : priority === 'farthest' ? -Math.hypot(e.x - ax, e.y - ay) : 0, t: -(e.s.taunt || 0), d: battle.remainingDistance(e), s: e.spawnSeq, })); keyed.sort((a, b) => a.b - b.b || a.p - b.p || a.t - b.t || a.d - b.d || a.s - b.s); for (let i = 0; i < keyed.length; i++) cands[i] = keyed[i].e; return cands; } /** * Enemy target selection among allies: blocker first → highest taunt → latest deployed (DESIGN §5.5). */ export function sortAllyTargets(enemy, cands) { if (cands.length <= 1) return cands; cands.sort((a, b) => { const ba = enemy.blockedBy === a ? 0 : 1, bb = enemy.blockedBy === b ? 0 : 1; if (ba !== bb) return ba - bb; const ta = a.s.taunt || 0, tb = b.s.taunt || 0; if (ta !== tb) return tb - ta; return b.deploySeq - a.deploySeq; }); return cands; }