319 lines
13 KiB
JavaScript
319 lines
13 KiB
JavaScript
/**
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* Combat rules — the pure arithmetic shared by the sandbox's actors
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* (the player's armor, the enemy craft, and whatever system ports out of
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* the range into the real game). No Phaser, no scene, so it runs in bare
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* Node: dev/combat.test.mjs exercises exactly this file.
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*
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* An armor block is `{ shields, hull }` (both ≥ 0): a hit spends the
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* shields first, then the hull, and the craft is dead at hull ≤ 0 — the
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* same rule for the player (data/combat.json → playerShip) and the
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* hostiles (→ enemy).
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*/
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/**
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* Spend damage off an armor block (mutates it).
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*
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* @param {{shields: number, hull: number}} armor the block to hit
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* @param {number} amount damage (negative/NaN treated as 0)
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* @returns {{shieldHit: number, hullHit: number, dead: boolean}}
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* shieldHit/hullHit = how much each layer absorbed; dead = hull ≤ 0.
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*/
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export function applyDamage(armor, amount) {
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let rem = Math.max(0, Number(amount) || 0);
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const shields = Math.max(0, armor.shields ?? 0);
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const shieldHit = Math.min(shields, rem);
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rem -= shieldHit;
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const hull = Math.max(0, armor.hull ?? 0);
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const hullHit = Math.min(hull, rem);
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rem -= hullHit;
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armor.shields = shields - shieldHit;
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armor.hull = hull - hullHit;
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return { shieldHit, hullHit, dead: armor.hull <= 0 };
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}
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/**
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* One step of the combat ship's FLIGHT FEEL (the range's WASD handling —
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* js/combat/CombatScene.js): a smoothed turn rate, a ramped throttle,
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* and an instant brake. Pure — no Phaser — so it runs in bare Node
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* (dev/combat.test.mjs) and the scene just reads the result onto the
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* arcade body each frame.
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*
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* The feel state `st` is: `{ rot, turnVel, throttle, brake }`
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* rot — the render heading (rad); the scene assigns it to the ship
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* turnVel — the current turn velocity (rad/s), eased toward ±rotSpeed
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* throttle — 0..1, eased toward 1 while `up`, toward 0 when released;
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* the scene scales the weapon-free thrust by it
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* brake — the instant reverse-throttle fraction while `down` (0..1)
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*
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* `input` is the boolean key state `{ left, right, up, down }`.
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* `cfg` (data/combat.json → player): rotSpeed (rad/s sustained turn),
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* rotApproach (1/s, how fast turnVel settles — smoothing), thrustRamp
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* (1/s, throttle-up responsiveness), thrustDecay (1/s, throttle release),
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* brake (fraction of FULL thrust, instant while down).
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* Exponential approaches ⇒ frame-rate independent, no overshoot.
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*
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* @param {{rot?: number, turnVel?: number, throttle?: number, brake?: number}} st
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* @param {{left?: boolean, right?: boolean, up?: boolean, down?: boolean}} input
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* @param {number} dt seconds (clamped to ≤ 0.1 — a backgrounded tab can't fast-forward the feel)
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* @param {object} cfg
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* @returns the same `st` object, mutated
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*/
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export function handleFeel(st, input, dt, cfg) {
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const d = Math.min(Math.max(Number(dt) || 0, 0), 0.1);
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const cfg2 = cfg ?? {};
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// Turn: the turn VELOCITY eases toward ±rotSpeed (a smoothed gyroscope —
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// the first key-press builds turn, so a tap is a nudge and a hold is
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// a full-rate spin). v(t) = T − (T − v₀)·e^(−r·t), and rot integrates
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// that EXACTLY (∫₀ᵈ v dt) — so the feel is frame-rate independent by
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// construction (two half-steps ≡ one full step, no Euler drift).
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const dir = (input.right ? 1 : 0) - (input.left ? 1 : 0);
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const T = dir * Math.max(0, Number(cfg2.rotSpeed) || 0);
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const r = Math.max(0.1, Number(cfg2.rotApproach) || 12);
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const v0 = st.turnVel || 0;
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const q = Math.exp(-r * d);
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const v1 = T - (T - v0) * q;
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st.rot = (st.rot || 0) + (T * d - (T - v0) * (1 - q) / r);
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st.turnVel = v1;
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if (dir === 0 && Math.abs(st.turnVel) < 1e-4) st.turnVel = 0;
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// Throttle: ramps up toward 1 while `up`; cuts quickly when released
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// (no lingering kick after the key lets go).
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const want = input.up ? 1 : 0;
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const rate = want
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? Math.max(0.1, Number(cfg2.thrustRamp) || 10)
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: Math.max(0.1, Number(cfg2.thrustDecay) || 16);
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st.throttle = want - (want - (st.throttle || 0)) * Math.exp(-rate * d);
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if (want === 0 && st.throttle < 1e-3) st.throttle = 0;
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// Brake: an INSTANT reverse throttle (S/Down) as a fraction of FULL
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// thrust — a responsive stop, independent of the ramp.
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st.brake = input.down ? Math.max(0, Number(cfg2.brake) || 0) : 0;
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return st;
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}
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/**
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* The render heading (rad) of a ship sprite: its rotation minus the
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* art's facing offset (ship.artOffset — the sheet art may not face east,
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* js/entities/Ship.js). A plain object with a .rotation is fine.
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*/
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export function headingOf(ship) {
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return ship.rotation - (ship.artOffset || 0);
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}
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// ------------------------------------------------------- weapon geometry
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//
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// The pure geometry behind the hostile WEAPON PATTERNS (js/combat/
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// Weapons.js dispatches on data/combat.json → weapon.pattern): the fan
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// and ring angle sets, and the HEAT-SEEKING turn step. Pure, so the
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// missile's dodge rule (a capped turn-rate) is testable in bare Node.
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/** Wrap an angle to [-π, π) (mirror of Phaser.Math.Angle.Wrap). */
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export function wrapAngle(a) {
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const min = -Math.PI;
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const range = Math.PI * 2;
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return (((a - min) % range) + range) % range + min;
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}
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/**
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* The FAN of a spray/burst volley: `count` shot angles spread over a
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* total arc of `fan` rad, centered on `base`. count 1 = just `base`
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* (a single bolt); the ends of the fan are inclusive. The caller adds
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* its own aim jitter (weapon.spread) to each.
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*
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* @returns {number[]} the angles (rad), length `count`
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*/
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export function fanAngles(base, count, fan = 0) {
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const n = Math.max(1, Math.floor(Number(count) || 1));
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const f = Math.max(0, Number(fan) || 0);
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if (n === 1) return [base];
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const out = [];
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for (let i = 0; i < n; i++) {
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const t = i / (n - 1); // 0 → 1 across the volley
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out.push(base - f / 2 + f * t);
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}
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return out;
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}
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/**
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* The RING of a radial volley: `count` shots evenly around 2π, with a
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* random `phase` so successive rings are never identical. A ring is
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* symmetric (no center to aim at) — the caller's spread jitter still
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* applies per bolt.
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*
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* @returns {number[]} the angles (rad), length `count`
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*/
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export function ringAngles(count, phase = 0) {
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const n = Math.max(3, Math.floor(Number(count) || 8));
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const p = Number(phase) || 0;
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const out = [];
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for (let i = 0; i < n; i++) out.push(p + (i * Math.PI * 2) / n);
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return out;
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}
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/**
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* One HEAT-SEEKING step (the missile's dodge rule, pure): turn the
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* flight heading toward the target at AT MOST `turnRate` rad/s × dt —
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* the cap is what makes the missile dodgeable (the player's sustained
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* turn is combat.player.rotSpeed, comfortably above the missiles'
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* missileTurn, so a hard pull out-turns the shot). With no target
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* (the player is down) the heading holds and the missile flies true.
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* Frame-rate independent: the step is bounded by turnRate×dt, and the
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* exact-target case lands on the bearing with no overshoot.
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*
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* @param {number} heading the missile's current flight heading (rad)
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* @param {number} sx the missile's x (world px)
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* @param {number} sy the missile's y (world px)
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* @param {number} tx the target's x
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* @param {number} ty the target's y
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* @param {number} turnRate the CAP on the turn rate (rad/s)
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* @param {number} dt seconds
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* @returns {number} the new heading (rad)
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*/
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export function homingStep(heading, sx, sy, tx, ty, turnRate, dt) {
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if (turnRate <= 0 || dt <= 0) return heading;
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const desired = Math.atan2(ty - sy, tx - sx);
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const delta = wrapAngle(desired - heading);
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const maxTurn = turnRate * dt;
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if (Math.abs(delta) <= maxTurn) return desired;
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return heading + Math.sign(delta) * maxTurn;
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}
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/**
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* One step of the standoff-ring AI: advance the craft's orbit angle and
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* return the point on the ring it should steer to (pure — the craft
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* does the steering, js/combat/EnemyShip.js).
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*
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* @returns {{angle: number, x: number, y: number}} the new orbit angle + target
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*/
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export function orbitStep(px, py, orbitAngle, orbitDir, orbitSpeed, dt, orbitRadius) {
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const angle = orbitAngle + orbitDir * orbitSpeed * dt;
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return {
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angle,
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x: px + Math.cos(angle) * orbitRadius,
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y: py + Math.sin(angle) * orbitRadius,
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};
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}
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// ---------------------------------------------------- the readability layer
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//
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// The READ rules behind the readability layer (js/combat/CombatHud.js) —
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// pure, so both contexts (the range AND the main game) share the same
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// "what counts as the current target / where does the off-screen arrow
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// land / what the feed shows" logic. data/combat.json → readability.*
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// carries the numbers; CombatHud does the drawing.
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/**
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* The CURRENT TARGET (the one your guns are on): the nearest LIVE hostile
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* to (x, y) within `range` px, or null. The range's lock indicator and the
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* main game's auto-fire both run this rule, so "what's locked" never
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* drifts between the two. Dead hostiles never qualify; a `qualifies`
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* predicate (when given) narrows the pool further — the main game's
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* auto-fire passes its on-screen rule (CombatSystem.craftVisible), so
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* the guns only ever engage a hostile that's actually in view.
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*
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* @param {function(object):boolean} [qualifies] extra eligibility test (null = all live hostiles)
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* @returns {object|null} the target (anything with .x/.y/.dead)
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*/
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export function pickTarget(enemies, x, y, range = Infinity, qualifies = null) {
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let best = null;
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let bestD = Infinity;
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const r2 = range * range;
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for (const e of enemies || []) {
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if (!e || e.dead) continue;
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if (qualifies && !qualifies(e)) continue;
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const dx = e.x - x;
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const dy = e.y - y;
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const d2 = dx * dx + dy * dy;
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if (d2 <= r2 && d2 < bestD) {
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bestD = d2;
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best = e;
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}
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}
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return best;
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}
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/**
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* The ON-SCREEN RULE (pure): is a craft with a visual circle ((x, y),
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* radius r) at least PARTIALLY inside the camera's visible world rect
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* (`view` — {x, y, width, height})? A ship sliding off the edge is still
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* visible — and still in the fight — while any part of it is on screen;
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* it is "off-screen" only once fully out. A null/zero view (a scene
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* without a camera — the headless tests) = no constraint: everything
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* counts as on screen.
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*
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* This is the combat rule "a hostile must be VISUALLY ON SCREEN to fire
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* or be fired upon" (js/combat/CombatSystem.js): off-screen hostiles
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* hold their lances, the cannon won't engage them, and their tracers
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* pass through. The scene-side craftVisible() feeds its camera's
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* worldView in here.
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*
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* @param {number} x the craft's x (world px)
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* @param {number} y the craft's y (world px)
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* @param {number} r the craft's visual radius (world px)
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* @param {object|null} view the camera's visible world rect (or null)
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* @returns {boolean} true when the craft is (partly) on screen
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*/
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export function inView(x, y, r, view) {
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if (!view || !(Number(view.width) > 0) || !(Number(view.height) > 0)) return true;
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const rr = Math.max(0, Number(r) || 0);
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const L = Number(view.x) || 0;
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const T = Number(view.y) || 0;
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const R = L + Number(view.width);
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const B = T + Number(view.height);
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return x + rr >= L && x - rr <= R && y + rr >= T && y - rr <= B;
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}
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/**
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* One kill-feed entry lands (pure state step): unshift {label, t: now},
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* drop anything older than `life` ms, cap at `max` lines. Returns a NEW
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* array (the caller's stays put — the same rule the range and the main
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* game's feed both run).
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*
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* @returns {Array<{label: string, t: number}>} the next feed state
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*/
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export function feedPush(feed, label, now, max = 5, life = 3000) {
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const kept = (feed || []).filter((e) => e && now - e.t < life);
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return [{ label, t: now }, ...kept].slice(0, Math.max(1, max));
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}
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/**
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* Where the OFF-SCREEN arrow for a hostile sits: the point where the ray
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* from the viewport's center to the target's SCREEN position (sx, sy)
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* meets the viewport's edge, inset by `pad` px — plus the angle to aim
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* the arrow at the target. Returns null while the target is on screen
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* (nothing to point at). Pure geometry — no scene, no Phaser.
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*
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* @param {number} vw the viewport's width (px)
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* @param {number} vh the viewport's height (px)
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* @param {number} sx the target's x in SCREEN space
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* @param {number} sy the target's y in SCREEN space
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* @param {number} [pad] the inset from the screen edge (px)
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* @returns {{x: number, y: number, angle: number}|null}
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*/
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export function offscreenArrow(vw, vh, sx, sy, pad = 28) {
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const px = Math.max(0, pad);
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const ix = px;
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const iy = px;
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const iw = Math.max(1, vw - 2 * px);
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const ih = Math.max(1, vh - 2 * px);
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// On screen (inside the inset rect)? Nothing to point at.
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if (sx >= ix && sx <= ix + iw && sy >= iy && sy <= iy + ih) return null;
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const cx = ix + iw / 2;
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const cy = iy + ih / 2;
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const dx = sx - cx;
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const dy = sy - cy;
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if (dx === 0 && dy === 0) return null; // exactly on center — degenerate
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// Ray from the center: smallest t that puts us on the inset rect's edge.
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let t = Infinity;
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if (dx !== 0) t = Math.min(t, (dx > 0 ? iw / 2 / dx : -iw / 2 / dx));
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if (dy !== 0) t = Math.min(t, (dy > 0 ? ih / 2 / dy : -ih / 2 / dy));
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if (!Number.isFinite(t) || t <= 0) return null;
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const x = cx + t * dx;
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const y = cy + t * dy;
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return { x, y, angle: Math.atan2(dy, dx) };
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}
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