orbit/js/combat
Brian Fertig 722dbc8415 Add Mindweave bullet homing and all-hostile ability targeting
- Add `bulletHoming` config section and `stepHomingBullets` pass so Mindweave bolts/shells bend toward the nearest live hostile for a capped duration (turn-rate limited, range-limited, own-wing exempt)
- Extend telekinetic wave (`stepTkwaves`) to shove/pull every hostile craft in radius, not just the player; own wing and cloaked craft are excluded
- Extend illusion pop rule so rival-faction enemy tracers can pop their own court's phantoms (all-hostile), while own-wing bolts pass through and unclaimed courts remain player-only
- Tag illusions and tkwaves with `factionId` to support the all-hostile targeting rules
- Switch apex_mauler weapon from single "lance" to 3-bolt "burst" pattern (16 dmg each, fan 0.12 rad) per updated design comment
- Add `dev/faction-battle-sim.mjs`: headless Node harness that runs the real combat stack with Phaser stubs to fight random faction compositions and print win/loss + power reports
2026-09-30 17:54:03 -06:00
..
Aiming.js
…
Bullet.js
…
CamShake.js
…
Combat.js
…
CombatHud.js
…
CombatScene.js
…
CombatSfx.js
…
CombatSystem.js Add Mindweave bullet homing and all-hostile ability targeting 2026-09-30 17:54:03 -06:00
DuelPicker.js
…
Encounters.js Rework faction encounters into two-faction crossfire with per-player dis 2026-09-30 16:28:56 -06:00
EnemyAbilities.js Add Mindweave bullet homing and all-hostile ability targeting 2026-09-30 17:54:03 -06:00
EnemyShip.js
…
EnemyTypes.js
…
Fx.js
…
Missile.js
…
NeutralShip.js
…
StarDrift.js
…
TransportShip.js
…
Waves.js
…
Weapons.js Add faction crossfire: rivals shoot each other in war-zones 2026-09-30 16:57:52 -06:00
XpManager.js
…
main.js
…