/** * Diablo II: Lord of Destruction v1.13c `UNIT_MISSILE` Runtime (`MissileEngine`). * * Implements: * - `Missiles.txt` trajectory & frame lifecycle (`Vel`, `MaxVel`, `Accel`, `Range + (slvl - 1) * LevRange`). * - `NextHit` & `NextDelay` per-target immunity window (`lastNextDelayTickByTargetId`) so * multi-projectile skills (`Multiple Shot`, `Teeth`, `Charged Bolt`, `Nova`, `Shock Web`, * `Tornado`, `Twister`, `Wake of Fire`) obey exact 1.13c `NextDelay` frames. * - `Pierce` (`Pierce` column + Amazon `Pierce` `skillId=33` chance, capped at 4 pierces / 5 hits). * - `pSrvDoFunc` (linear flight, spiral `Blessed Hammer`, homing `Guided Arrow`/`Bone Spirit`, * radial bolt emitter `Frozen Orb` `pSrvDoFunc=15`, ground fire trail `Blaze`/`Fire Wall`/`Molten Boulder`). * - `pSrvHitFunc` (`Fire Ball` radial splash `1`, `Holy Bolt` undead/ally heal `7`, * `Chain Lightning`/`Lightning Strike`/`royalstrikechainlightning` `*12` chain jump, * `Lightning Fury` `20` radial bolts, `Fist of the Heavens` `22` radial `holybolt`, * `Frozen Orb` `29` final ice bolt nova). */ import type { D2DataRegistry, MissileRecord } from './data-registry.ts' import { executeSUnitDmg, type CombatUnitContext, type SUnitDmgPacket } from './combat-pipeline.ts' import { getBlizzardDropOffset } from './blizzard-table.ts' import { METEOR_FIRE_SUBTILE_OFFSETS } from './meteor-table.ts' import { calculateMeteorResidualFireDamage } from '../skills.ts' export const ISO_GROUND_ASPECT_RATIO = 0.5 export interface StaticFieldResult { readonly damage: number readonly newHp: number readonly immune: boolean readonly blockedByFloor: boolean } /** * Authentic 1.13c Static Field damage calculation with pre-check invariant and difficulty floors. * Source: D2Game.dll VA 0x6FC62F13 (SKILLS_AuraCallback_StaticField) & DifficultyLevels.txt */ export function calculateStaticFieldDamage( currentHp: number, maxHp: number, difficulty: 'normal' | 'nightmare' | 'hell' = 'normal', lightningRes = 0, ): StaticFieldResult { const minPct = difficulty === 'hell' ? 50 : difficulty === 'nightmare' ? 33 : 0 const hpFloor = difficulty === 'normal' ? 1 : Math.max(1, Math.floor((maxHp * minPct) / 100)) // 1.13c Assembly Invariant (SKILLS_AuraCallback_StaticField at 0x6FC62F13): // If current HP is already at or below the difficulty floor, return 0 damage immediately! if (currentHp <= hpFloor) { return { damage: 0, newHp: currentHp, immune: false, blockedByFloor: true } } if (lightningRes >= 100) { return { damage: 0, newHp: currentHp, immune: true, blockedByFloor: false } } let damage = Math.floor(currentHp * 0.25) // Support negative resistance scaling (Lower Resist, Conviction, -% enemy lightning resistance). // Clamped to [-100, 99]% per Diablo II resistance lower bound. const clampedRes = Math.max(-100, Math.min(99, lightningRes)) damage = Math.floor((damage * (100 - clampedRes)) / 100) // CRITICAL SAFETY INVARIANT: Non-lethal damage clamping MUST occur AFTER resistance scaling // so Static Field NEVER deals lethal damage (newHp >= 1, damage <= currentHp - 1) damage = Math.min(damage, Math.max(0, currentHp - 1)) return { damage, newHp: currentHp - damage, immune: false, blockedByFloor: false } } export function calculateStaticFieldRadiusYards(slvl: number): number { const lvl = Number.isFinite(slvl) ? Math.max(1, Math.floor(slvl)) : 1 return 4 + lvl } export function calculateStaticFieldRadiusPx(slvl: number): number { return calculateStaticFieldRadiusYards(slvl) * 40 } /** * Authentic 1.13c Nova 5-band damage scaling (Skills.txt row 48): * EMin: 1, EMinLev1..5: 6, 7, 8, 9, 10 * EMax: 20, EMaxLev1..5: 8, 9, 10, 11, 12 * 0 synergies in 1.13c. */ export function calculateNovaDamage( slvl: number, synergies?: { readonly lightningMastery?: number | undefined } | number, lightningMastery?: number, ): { min: number; max: number } { const lvl = Number.isFinite(slvl) ? Math.max(1, Math.floor(slvl)) : 1 let min = 1 let max = 20 if (lvl > 1) { const b1 = Math.min(lvl - 1, 7) min += b1 * 6 max += b1 * 8 if (lvl > 8) { const b2 = Math.min(lvl - 8, 8) min += b2 * 7 max += b2 * 9 } if (lvl > 16) { const b3 = Math.min(lvl - 16, 6) min += b3 * 8 max += b3 * 10 } if (lvl > 22) { const b4 = Math.min(lvl - 22, 6) min += b4 * 9 max += b4 * 11 } if (lvl > 28) { const b5 = lvl - 28 min += b5 * 10 max += b5 * 12 } } const masteryLvl = typeof lightningMastery === 'number' ? lightningMastery : typeof synergies === 'object' && synergies !== null ? synergies.lightningMastery ?? 0 : 0 const masteryBonus = masteryLvl > 0 ? calculateLightningMasteryBonusPct(masteryLvl) : 0 const synMult = typeof synergies === 'number' && Number.isFinite(synergies) && synergies > 0 ? synergies : 1.0 min = Math.floor(min * synMult * (1 + masteryBonus / 100)) max = Math.floor(max * synMult * (1 + masteryBonus / 100)) return { min, max } } /** * Authentic 1.13c Lightning (Skill 49) synergy multiplier: * +8% lightning damage per hard point in Charged Bolt (38), Nova (48), and Chain Lightning (53). */ export function calculateLightningSynergyMultiplier(synergies: { readonly chargedBolt?: number | undefined readonly chargedBoltPoints?: number | undefined readonly nova?: number | undefined readonly novaPoints?: number | undefined readonly chainLightning?: number | undefined readonly chainLightningPoints?: number | undefined }): number { const points = (synergies.chargedBolt ?? synergies.chargedBoltPoints ?? 0) + (synergies.nova ?? synergies.novaPoints ?? 0) + (synergies.chainLightning ?? synergies.chainLightningPoints ?? 0) return 1.0 + points * 0.08 } /** * Authentic 1.13c Lightning (Skill 49) 5-band damage scaling (Skills.txt row 51): * EMin: 1, EMinLev1..5: 0 (Min damage is always 1) * EMax: 40, EMaxLev1..5: 8, 12, 20, 28, 36 * Synergy: +8% per hard point in Charged Bolt, Nova, Chain Lightning. */ export function calculateLightningDamage( slvl: number, synergies?: { readonly chargedBolt?: number | undefined readonly chargedBoltPoints?: number | undefined readonly nova?: number | undefined readonly novaPoints?: number | undefined readonly chainLightning?: number | undefined readonly chainLightningPoints?: number | undefined readonly lightningMastery?: number | undefined } | number, lightningMastery?: number, ): { min: number; max: number } { const lvl = Number.isFinite(slvl) ? Math.max(1, Math.floor(slvl)) : 1 let min = 1 let max = 40 if (lvl > 1) { const b1 = Math.min(lvl - 1, 7) max += b1 * 8 if (lvl > 8) { const b2 = Math.min(lvl - 8, 8) max += b2 * 12 } if (lvl > 16) { const b3 = Math.min(lvl - 16, 6) max += b3 * 20 } if (lvl > 22) { const b4 = Math.min(lvl - 22, 6) max += b4 * 28 } if (lvl > 28) { const b5 = lvl - 28 max += b5 * 36 } } const synMult = typeof synergies === 'number' ? (Number.isFinite(synergies) && synergies > 0 ? synergies : 1.0) : synergies ? calculateLightningSynergyMultiplier(synergies) : 1.0 const masteryLvl = typeof lightningMastery === 'number' ? lightningMastery : typeof synergies === 'object' && synergies !== null ? synergies.lightningMastery ?? 0 : 0 const masteryBonus = masteryLvl > 0 ? calculateLightningMasteryBonusPct(masteryLvl) : 0 min = Math.floor(min * synMult * (1 + masteryBonus / 100)) max = Math.floor(max * synMult * (1 + masteryBonus / 100)) return { min, max } } /** * Authentic 1.13c Chain Lightning (Skill 53) synergy multiplier: * +4% lightning damage per hard point in Charged Bolt (38), Nova (48), and Lightning (49). */ export function calculateChainLightningSynergyMultiplier(synergies: { readonly chargedBolt?: number | undefined readonly chargedBoltPoints?: number | undefined readonly nova?: number | undefined readonly novaPoints?: number | undefined readonly lightning?: number | undefined readonly lightningPoints?: number | undefined }): number { const points = (synergies.chargedBolt ?? synergies.chargedBoltPoints ?? 0) + (synergies.nova ?? synergies.novaPoints ?? 0) + (synergies.lightning ?? synergies.lightningPoints ?? 0) return 1.0 + points * 0.04 } /** * Authentic 1.13c Chain Lightning (Skill 53) jumps calculation: * 1.13c Skills.txt: Param5 = 5 (base jumps), calc1 = ln34 / 5 -> 5 + Math.floor(slvl / 5). */ export function calculateChainLightningJumps(slvl: number): number { const lvl = Number.isFinite(slvl) ? Math.max(1, Math.floor(slvl)) : 1 return 5 + Math.floor(lvl / 5) } /** * Authentic 1.13c Chain Lightning (Skill 53) 5-band damage scaling (Skills.txt row 55): * EMin: 1, EMinLev1..5: 0 (Min damage is always 1) * EMax: 40, EMaxLev1..5: 11, 13, 15, 15, 15 * Synergy: +4% per hard point in Charged Bolt, Nova, Lightning. */ export function calculateChainLightningDamage( slvl: number, synergies?: { readonly chargedBolt?: number | undefined readonly chargedBoltPoints?: number | undefined readonly nova?: number | undefined readonly novaPoints?: number | undefined readonly lightning?: number | undefined readonly lightningPoints?: number | undefined readonly lightningMastery?: number | undefined } | number, lightningMastery?: number, ): { min: number; max: number } { const lvl = Number.isFinite(slvl) ? Math.max(1, Math.floor(slvl)) : 1 let min = 1 let max = 40 if (lvl > 1) { const b1 = Math.min(lvl - 1, 7) max += b1 * 11 if (lvl > 8) { const b2 = Math.min(lvl - 8, 8) max += b2 * 13 } if (lvl > 16) { const b3 = Math.min(lvl - 16, 6) max += b3 * 15 } if (lvl > 22) { const b4 = Math.min(lvl - 22, 6) max += b4 * 15 } if (lvl > 28) { const b5 = lvl - 28 max += b5 * 15 } } const synMult = typeof synergies === 'number' ? (Number.isFinite(synergies) && synergies > 0 ? synergies : 1.0) : synergies ? calculateChainLightningSynergyMultiplier(synergies) : 1.0 const masteryLvl = typeof lightningMastery === 'number' ? lightningMastery : typeof synergies === 'object' && synergies !== null ? synergies.lightningMastery ?? 0 : 0 const masteryBonus = masteryLvl > 0 ? calculateLightningMasteryBonusPct(masteryLvl) : 0 min = Math.floor(min * synMult * (1 + masteryBonus / 100)) max = Math.floor(max * synMult * (1 + masteryBonus / 100)) return { min, max } } /** * Authentic 1.13c Charged Bolt (Skill 38) 32-entry discrete orthogonal jitter offset lookup table. * Source: D2Common.dll VA 0x6FD85470 (PATH_ComputePathChargedBolt) */ export const GAT_CHARGED_BOLT_OFFSETS: readonly number[] = Object.freeze([ -1, 0, 1, -1, 0, 1, -1, 0, 1, -1, 0, 1, -1, 0, 1, -1, 0, 1, -1, 0, 1, -1, 0, 1, -1, 0, 1, -1, 0, 1, -1, 1, ]) /** * Authentic 1.13c Charged Bolt (Skill 38) bolt count: * min(24, slvl + 2) */ export function calculateChargedBoltCount(slvl: number): number { const lvl = Number.isFinite(slvl) ? Math.max(1, Math.floor(slvl)) : 1 return Math.min(24, lvl + 2) } /** * Authentic 1.13c Charged Bolt (Skill 38) synergy multiplier: * +6% lightning damage per hard point in Lightning (49). */ export function calculateChargedBoltSynergyMultiplier(synergies: { readonly lightning?: number | undefined readonly lightningPoints?: number | undefined } | number): number { if (typeof synergies === 'number') { return Number.isFinite(synergies) && synergies > 0 ? synergies : 1.0 } const points = synergies?.lightning ?? synergies?.lightningPoints ?? 0 return 1.0 + points * 0.06 } /** * Authentic 1.13c Charged Bolt (Skill 38) 5-band damage scaling (Skills.txt row 40): * Base: 2-4, lvl 2-8: +1/+1, lvl 9-16: +1/+1, lvl 17-22: +2/+2, lvl 23-28: +3/+3, lvl 29+: +4/+4. * Synergy: +6% per hard point in Lightning (49). */ export function calculateChargedBoltDamage( slvl: number, synergies?: { readonly lightning?: number | undefined readonly lightningPoints?: number | undefined readonly lightningMastery?: number | undefined } | number, lightningMastery?: number, ): { min: number; max: number } { const lvl = Number.isFinite(slvl) ? Math.max(1, Math.floor(slvl)) : 1 let min = 2 let max = 4 if (lvl > 1) { const b1 = Math.min(lvl - 1, 7) min += b1 * 1 max += b1 * 1 if (lvl > 8) { const b2 = Math.min(lvl - 8, 8) min += b2 * 1 max += b2 * 1 } if (lvl > 16) { const b3 = Math.min(lvl - 16, 6) min += b3 * 2 max += b3 * 2 } if (lvl > 22) { const b4 = Math.min(lvl - 22, 6) min += b4 * 3 max += b4 * 3 } if (lvl > 28) { const b5 = lvl - 28 min += b5 * 4 max += b5 * 4 } } const synMult = typeof synergies === 'number' ? (Number.isFinite(synergies) && synergies > 0 ? synergies : 1.0) : synergies ? calculateChargedBoltSynergyMultiplier(synergies) : 1.0 const masteryLvl = typeof lightningMastery === 'number' ? lightningMastery : typeof synergies === 'object' && synergies !== null ? synergies.lightningMastery ?? 0 : 0 const masteryBonus = masteryLvl > 0 ? calculateLightningMasteryBonusPct(masteryLvl) : 0 min = Math.floor(min * synMult * (1 + masteryBonus / 100)) max = Math.floor(max * synMult * (1 + masteryBonus / 100)) return { min, max } } /** * Authentic 1.13c Telekinesis (Skill 43) hard synergy to Energy Shield (Skill 58): * Reduces Energy Shield damage-to-mana consumption ratio by 1/16 (0.0625) per hard point: * ratio = (32 - Math.min(20, TK_blvl)) / 16. * Level 0 -> 2.00, Level 8 -> 1.50, Level 16 -> 1.00, Level 20 -> 0.75. */ export function calculateEnergyShieldManaRatio(telekinesisBaseLevel: number): number { const blvl = Number.isFinite(telekinesisBaseLevel) ? Math.max(0, Math.floor(telekinesisBaseLevel)) : 0 return (32 - Math.min(20, blvl)) / 16 } /** * Authentic 1.13c Telekinesis (Skill 43) combat damage (Skills.txt row 45): * Deals 1-2 lightning damage base (slvl to slvl + 1). */ export function calculateTelekinesisDamage(slvl: number): { min: number; max: number } { const lvl = Number.isFinite(slvl) ? Math.max(1, Math.floor(slvl)) : 1 return { min: lvl, max: lvl + 1 } } /** * Authentic 1.13c Telekinesis (Skill 43) remote item pickup whitelist: * Allowed: Potions, scrolls, gold, ammo (arrows/bolts), keys. * Forbidden: Equipment (weapons, armor, helms, shields, boots, gloves, belts, rings, amulets). */ export function isTelekinesisItemAllowed(item: any): boolean { if (!item) return false if (item.isGold === true) return true const code = (item.code || item.item?.code || item.base?.code || item.id || item.item?.id || '').toLowerCase().trim() const name = (item.name || item.item?.name || item.nameZh || item.item?.nameZh || '').toLowerCase() const type = (item.type || item.item?.type || item.base?.type || item.category || '').toLowerCase() if (code === 'gld' || code === 'gold' || item.isGold) return true if (/^(hp[1-5]|mp[1-5]|rvs|rvl|vps|yps|wms|ant|thw|sta)$/.test(code)) return true if (name.includes('potion') || name.includes('药剂') || name.includes('药水') || name.includes('活力') || name.includes('解毒') || name.includes('解冻')) return true if (/^(tsc|isc|tbk|ibk)$/.test(code)) return true if (name.includes('scroll') || name.includes('卷轴') || name.includes('tome') || name.includes('书')) return true if (/^(aqv|cqv)$/.test(code)) return true if (name.includes('arrow') || name.includes('bolt') || name.includes('箭矢') || name.includes('十字弓弹')) return true if (code === 'key' || name.includes('key') || name.includes('钥匙')) return true if ( type === 'potion' || type.includes('potion') || type === 'scroll' || type.includes('scroll') || type === 'gold' || type === 'ammo' || type.includes('ammo') || type.includes('arrow') || type.includes('bolt') || type === 'key' ) { return true } return false } /** * Authentic 1.13c Telekinesis (Skill 43) remote interactive object whitelist: * Supports: chest, locked chest, waypoint, portal, shrine, door, well, urn, sarcophagus, casket, stash, barrel. */ export function isTelekinesisObjectAllowed(objectTypeOrName: string): boolean { if (!objectTypeOrName) return false const norm = objectTypeOrName.toLowerCase().trim() return ( norm.includes('chest') || norm.includes('waypoint') || norm.includes('portal') || norm.includes('shrine') || norm.includes('door') || norm.includes('well') || norm.includes('urn') || norm.includes('casket') || norm.includes('stash') || norm.includes('barrel') || norm.includes('sarcophagus') || norm.includes('tomb') ) } export function hasLineOfSight( x0: number, y0: number, x1: number, y1: number, terrain?: MissileTerrainCollision | ((x: number, y: number, fromX?: number, fromY?: number) => boolean) | undefined, ): boolean { if (!terrain) return true const dist = Math.hypot(x1 - x0, y1 - y0) if (dist === 0) return true const stepSize = 8 const steps = Math.max(1, Math.ceil(dist / stepSize)) let prevX = x0 let prevY = y0 for (let i = 1; i <= steps; i++) { const t = Math.min(1, i / steps) const curX = x0 + (x1 - x0) * t const curY = y0 + (y1 - y0) * t let blocked = false if (typeof terrain === 'function') { blocked = Boolean(terrain(curX, curY, prevX, prevY)) } else if (terrain.isMissileBlocked !== undefined) { blocked = terrain.isMissileBlocked(curX, curY, prevX, prevY) } else if (terrain.overlap !== undefined) { blocked = terrain.overlap(curX, curY) > 0 } if (blocked) { return false } prevX = curX prevY = curY } return true } /** * Authentic D2Game 64-entry discrete circle lookup tables (radius 30). * Replicated byte-for-byte from D2Game.dll 0x6FC581F0 (MISSMODE_SrvDo15_FrozenOrb) * and 0x6FC5CE10 (MISSMODE_SrvHit29_FrozenOrb). */ export const FROZEN_ORB_X_POSITIONS: readonly number[] = Object.freeze([ 30, 29, 29, 28, 27, 26, 24, 23, 21, 19, 16, 14, 11, 8, 5, 2, 0, -2, -5, -8, -11, -14, -16, -19, -21, -23, -24, -26, -27, -28, -29, -29, -30, -29, -29, -28, -27, -26, -24, -23, -21, -19, -16, -14, -11, -8, -5, -2, 0, 2, 5, 8, 11, 14, 16, 19, 21, 23, 24, 26, 27, 28, 29, 29, ]) export const FROZEN_ORB_Y_POSITIONS: readonly number[] = Object.freeze([ 0, 2, 5, 8, 11, 14, 16, 19, 21, 23, 24, 26, 27, 28, 29, 29, 30, 29, 29, 28, 27, 26, 24, 23, 21, 19, 16, 14, 11, 8, 5, 2, 0, -2, -5, -8, -11, -14, -16, -19, -21, -23, -24, -26, -27, -28, -29, -29, -30, -29, -29, -28, -27, -26, -24, -23, -21, -19, -16, -14, -11, -8, -5, -2, ]) export interface ActiveMissile { readonly uid: string readonly missileId: number readonly name: string readonly celFile: string readonly sourceSkillId: number readonly slvl: number readonly owner: CombatUnitContext readonly record: MissileRecord x: number y: number vx: number vy: number angleRad: number ageTicks: number readonly maxRangeTicks: number readonly nextHit: boolean readonly nextDelayFrames: number readonly canPierce: boolean readonly pierceChancePct: number pierceCount: number readonly hitTargetIds: Set readonly dmgPacket: SUnitDmgPacket chainRemaining: number lastHitTargetId?: string | undefined expired: boolean subMissileIdx?: number currentHitFrame?: number isTurret?: boolean | undefined fireCadenceTicks?: number | undefined spawnMissileType?: string | undefined altitude?: number | undefined seed?: number | undefined jitterIndex?: number | undefined } export interface MissileTerrainCollision { readonly overlap?: ((x: number, y: number) => number) | undefined readonly isMissileBlocked?: ((x: number, y: number, fromX?: number, fromY?: number) => boolean) | undefined } export interface MissileStepResult { readonly hits: { readonly missileName: string readonly targetId: string readonly damage: number readonly immune: boolean }[] readonly subMissilesSpawned: string[] } export class MissileEngine { readonly registry: D2DataRegistry private readonly missiles: ActiveMissile[] = [] private readonly nextDelayExpireByTarget = new Map() private uidCounter = 1 terrain?: MissileTerrainCollision | undefined constructor(registry: D2DataRegistry, terrain?: MissileTerrainCollision) { this.registry = registry this.terrain = terrain } setTerrain(terrain?: MissileTerrainCollision): void { this.terrain = terrain } spawnMissile(params: { missileNameOrId: string | number sourceSkillId: number slvl: number owner: CombatUnitContext startX: number startY: number targetX: number targetY: number dmgPacket: SUnitDmgPacket pierceChancePct?: number chainCount?: number chainRemaining?: number lastHitTargetId?: string isTurret?: boolean fireCadenceTicks?: number spawnMissileType?: string maxRangeTicks?: number altitude?: number seed?: number jitterIndex?: number vx?: number vy?: number angleRad?: number }): ActiveMissile | null { const rec = typeof params.missileNameOrId === 'number' ? this.registry.getMissileById(params.missileNameOrId) : this.registry.getMissileByName(params.missileNameOrId) const fallbackName = String(params.missileNameOrId).trim().toLowerCase() const effectiveRec: MissileRecord = rec ?? { id: 0, name: fallbackName || 'defaultmissile', pCltDoFunc: 1, pCltHitFunc: 0, pSrvDoFunc: 1, pSrvHitFunc: 0, pSrvDmgFunc: 0, srvCalc1: '', param1: 0, param2: 0, param3: 0, param4: 0, param5: 0, cltCalc1: '', cParam1: 0, cParam2: 0, cParam3: 0, cParam4: 0, cParam5: 0, sHitCalc1: '', sHitPar1: 0, sHitPar2: 0, sHitPar3: 0, cHitCalc1: '', cHitPar1: 0, cHitPar2: 0, cHitPar3: 0, dmgCalc1: '', dParam1: 0, dParam2: 0, vel: 16, maxVel: 24, velLev: 0, accel: 0, range: 40, levRange: 0, light: 0, flicker: 0, red: 255, green: 255, blue: 255, initSteps: 0, activate: 0, loopAnim: 0, celFile: fallbackName || 'fireball', animRate: 1024, animLen: 8, animSpeed: 16, subLoop: false, subStart: 0, subStop: 0, collideType: 3, collideKill: true, collideFriend: false, lastCollide: false, collision: true, clientCol: true, nextHit: false, nextDelay: 0, size: 2, returnFire: false, trans: 1, alwaysExplode: false, explosion: false, town: true, noUniqueMod: false, noMultiShot: false, holy: 0, canSlow: false, canDestroy: false, toHit: false, pierce: false, skill: '', hitShift: 8, srcDamage: 0, minDamage: 0, minLevDam1: 0, minLevDam2: 0, minLevDam3: 0, minLevDam4: 0, minLevDam5: 0, maxDamage: 0, maxLevDam1: 0, maxLevDam2: 0, maxLevDam3: 0, maxLevDam4: 0, maxLevDam5: 0, dmgSymPerCalc: '', eType: 'fire', eMin: 0, eMinLev1: 0, eMinLev2: 0, eMinLev3: 0, eMinLev4: 0, eMinLev5: 0, eMax: 0, eMaxLev1: 0, eMaxLev2: 0, eMaxLev3: 0, eMaxLev4: 0, eMaxLev5: 0, eDmgSymPerCalc: '', eLen: 0, eLevLen1: 0, eLevLen2: 0, eLevLen3: 0, hitClass: 0, numDirections: 16, localBlood: 0, damageRate: 0, explosionMissile: '', subMissile1: '', subMissile2: '', subMissile3: '', hitSubMissile1: '', hitSubMissile2: '', hitSubMissile3: '', hitSubMissile4: '', cltSubMissile1: '', cltSubMissile2: '', cltSubMissile3: '', cltHitSubMissile1: '', cltHitSubMissile2: '', cltHitSubMissile3: '', cltHitSubMissile4: '', raw: {}, } const dx = params.targetX - params.startX const dy = params.targetY - params.startY const calculatedAngleRad = dx === 0 && dy === 0 ? Math.PI / 2 : Math.atan2(dy, dx) const angleRad = params.angleRad ?? calculatedAngleRad const isTurret = Boolean(params.isTurret || effectiveRec.name.toLowerCase() === 'hydra_turret') const isStationary = isTurret || effectiveRec.vel === 0 || effectiveRec.name.toLowerCase().startsWith('blizzard') || effectiveRec.name.toLowerCase().startsWith('meteor') const speedPxPerTick = isStationary ? 0 : Math.max(8, effectiveRec.vel || 18) const vx = params.vx !== undefined ? params.vx : (isStationary ? 0 : Math.cos(angleRad) * speedPxPerTick) const vy = params.vy !== undefined ? params.vy : (isStationary ? 0 : Math.sin(angleRad) * speedPxPerTick) const baseRange = effectiveRec.range !== undefined && effectiveRec.range > 0 ? effectiveRec.range : 35 const calculatedRange = baseRange + Math.max(0, params.slvl - 1) * (effectiveRec.levRange || 0) const maxRangeTicks = params.maxRangeTicks ?? ( isTurret ? 250 // 1.13c Hydra duration: 250 frames (10 seconds) : calculatedRange ) const missile: ActiveMissile = { uid: `msl-${String(this.uidCounter++)}`, missileId: effectiveRec.id, name: effectiveRec.name, celFile: effectiveRec.celFile || effectiveRec.name, sourceSkillId: params.sourceSkillId, slvl: params.slvl, owner: params.owner, record: effectiveRec, x: params.startX, y: params.startY, vx, vy, angleRad, ageTicks: 0, maxRangeTicks, nextHit: effectiveRec.nextHit, nextDelayFrames: effectiveRec.nextDelay, canPierce: effectiveRec.pierce || (params.pierceChancePct ?? 0) > 0, pierceChancePct: params.pierceChancePct ?? (effectiveRec.pierce ? 100 : 0), pierceCount: 0, hitTargetIds: new Set(), dmgPacket: params.dmgPacket, chainRemaining: params.chainRemaining ?? params.chainCount ?? (effectiveRec.pSrvHitFunc === 12 ? 5 + Math.trunc(params.slvl / 5) : 0), lastHitTargetId: params.lastHitTargetId, expired: false, isTurret, ...(params.altitude !== undefined ? { altitude: params.altitude } : {}), ...(params.fireCadenceTicks !== undefined ? { fireCadenceTicks: params.fireCadenceTicks } : isTurret ? { fireCadenceTicks: 25 } : {}), ...(params.spawnMissileType !== undefined ? { spawnMissileType: params.spawnMissileType } : isTurret ? { spawnMissileType: 'hydra' } : {}), ...(params.seed !== undefined ? { seed: params.seed } : {}), ...(params.jitterIndex !== undefined ? { jitterIndex: params.jitterIndex } : params.seed !== undefined ? { jitterIndex: Math.abs(params.seed) % 32 } : {}), } this.missiles.push(missile) return missile } /** * Check if a target unit is currently within its `NextDelay` immunity window. */ isTargetInNextDelay(targetId: string, currentTick: number): boolean { const exp = this.nextDelayExpireByTarget.get(targetId) return exp !== undefined && exp > currentTick } /** * Step all active missiles by 1 tick (`25 Hz`), resolving movement (`pSrvDoFunc`), * collisions (`pSrvHitFunc`), `NextDelay` gating, `Pierce`, and sub-missiles. */ tick( currentTick: number = 0, targets: readonly CombatUnitContext[] = [], targetPositions: ReadonlyMap = new Map(), collision?: MissileTerrainCollision, ): MissileStepResult { const hits: { missileName: string; targetId: string; damage: number; immune: boolean }[] = [] const subMissilesSpawned: string[] = [] for (const m of [...this.missiles]) { if (m.expired) continue m.ageTicks += 1 if (m.name === 'meteor' || m.name === 'meteortail') { if (m.altitude === undefined) m.altitude = 60 * 25 m.altitude = Math.max(0, m.altitude - 25) } // `pSrvDoFunc = 15` (`frozenorb`): emits radial `frozenorbbolt` sub-missiles while flying // Authentic D2Game.0x6FC581F0 (MISSMODE_SrvDo15_FrozenOrb): // - 64-entry discrete circle lookup table (radius 30) // - Trigger frequency: dwParam[0] (1 frame) // - Angular step: dwParam[1] (19 directions per step, coprime with 64) // - Foreshortened by ISO_GROUND_ASPECT_RATIO = 0.5 in 2:1 isometric ground perspective if (m.record.pSrvDoFunc === 15) { const nFrames = Math.max(1, m.record.param1 || 1) if (m.ageTicks % nFrames === 0 || (m.maxRangeTicks - m.ageTicks) % nFrames <= 0) { const subName = m.record.subMissile1 || 'frozenorbbolt' const idx = Math.abs((m.subMissileIdx ?? 0) % 64) const offX = FROZEN_ORB_X_POSITIONS[idx]! const offY = FROZEN_ORB_Y_POSITIONS[idx]! * ISO_GROUND_ASPECT_RATIO this.spawnMissile({ missileNameOrId: subName, sourceSkillId: m.sourceSkillId, slvl: m.slvl, owner: m.owner, startX: m.x, startY: m.y, targetX: m.x + offX * 10, targetY: m.y + offY * 10, dmgPacket: m.dmgPacket, }) subMissilesSpawned.push(subName) const step = m.record.param2 || 19 m.subMissileIdx = (idx + step) % 64 } } // `pSrvDoFunc = 16` (`frozenorbnova`): authentic D2Game.0x6FC58340 // In the final frames before expiry (dwParam[0] = 6), every dwParam[1] = 2 frames, // apply affine rotation & damping curl: x' = (x - y) / 2, y' = (x + y) / 2 if (m.record.pSrvDoFunc === 16) { const remaining = m.maxRangeTicks - m.ageTicks const threshold = m.record.param1 || 6 const nParam = Math.max(1, m.record.param2 || 2) if (remaining < threshold && remaining % nParam === 0) { const diff = m.vx - m.vy const sum = m.vx + m.vy m.vx = diff / 2 m.vy = sum / 2 } } // `pSrvDoFunc = 10` (`blizzardcenter`): emits falling shards across 64-entry circle table // Authentic D2Game.0x6FC60CA0 (MISSMODE_SrvDo10_blizzardcenter): // - Trigger frequency: dwParam[2] (4 frames, Param3 in Skills.txt) // - Angular step: 13 (coprime with 64) // - Radius: 7 subtiles // - Foreshortened by ISO_GROUND_ASPECT_RATIO = 0.5 in 2:1 isometric ground perspective if (m.record.pSrvDoFunc === 10 || m.name === 'blizzardcenter') { const cadence = Math.max(1, m.record.param3 || 4) if (m.ageTicks % cadence === 0) { const idx = Math.abs((m.subMissileIdx ?? 0) % 64) const offset = getBlizzardDropOffset(idx, 7) const shardVariants = ['blizzard1', 'blizzard2', 'blizzard3', 'blizzard4'] as const const shardName = shardVariants[Math.floor((m.ageTicks / cadence) - 1) % shardVariants.length]! this.spawnMissile({ missileNameOrId: shardName, sourceSkillId: m.sourceSkillId, slvl: m.slvl, owner: m.owner, startX: m.x + offset.dx, startY: m.y + offset.dy, targetX: m.x + offset.dx, targetY: m.y + offset.dy, dmgPacket: m.dmgPacket, }) subMissilesSpawned.push(shardName) m.subMissileIdx = (idx + 13) % 64 } } // Turret emitter (Hydra heads): stationary emitter periodically firing bolts at nearest target const isTurretEmitter = Boolean(m.isTurret || m.name.toLowerCase() === 'hydra_turret') if (isTurretEmitter) { const cadence = m.fireCadenceTicks ?? 25 if (m.ageTicks % cadence === 0) { let closestTargetId: string | null = null let closestDist = Infinity const maxRangePx = 480 // 1.13c Range = 30, Vel = 16 -> 480 px for (const target of targets) { if (target.statList.getHp256() <= 0) continue const pos = targetPositions.get(target.id) ?? { x: 0, y: 120 } const dx = pos.x - m.x const dy = (pos.y - m.y) / ISO_GROUND_ASPECT_RATIO const dist = Math.hypot(dx, dy) if (dist <= maxRangePx && dist < closestDist) { closestDist = dist closestTargetId = target.id } } if (closestTargetId) { const targetPos = targetPositions.get(closestTargetId) ?? { x: 0, y: 120 } const subName = m.spawnMissileType || 'hydra' this.spawnMissile({ missileNameOrId: subName, sourceSkillId: m.sourceSkillId, slvl: m.slvl, owner: m.owner, startX: m.x, startY: m.y, targetX: targetPos.x, targetY: targetPos.y, dmgPacket: m.dmgPacket, }) subMissilesSpawned.push(subName) } } } // Spiral flight for Blessed Hammer (`blessedhammer`, `skillId = 112`) // In 2:1 isometric ground perspective, vertical expansion is foreshortened by 0.5. if (isTurretEmitter) { // Stationary turret does not move } else if (m.sourceSkillId === 112 || m.name.toLowerCase() === 'blessedhammer') { m.angleRad += 0.24 const radius = 14 + m.ageTicks * 4 m.x += Math.cos(m.angleRad) * (radius * 0.25) m.y += Math.sin(m.angleRad) * (radius * 0.25 * 0.5) } else { const prevX = m.x const prevY = m.y m.x += m.vx m.y += m.vy // Authentic 1.13c Charged Bolt (Skill 38 / missile 56 / pDoFunc 11): // Discrete orthogonal jitter table: 32-entry lookup table gatChargedBoltOffsets // applied perpendicularly to main propagation vector per step (2 subtiles/step) with individual low-seed PRNG. if (m.name === 'chargedbolt' || m.sourceSkillId === 38 || m.record.pSrvDoFunc === 11 || m.record.pCltDoFunc === 11) { const speed = Math.hypot(m.vx, m.vy) if (speed > 0) { const perpX = -m.vy / speed const perpY = m.vx / speed const idx = Math.abs((m.jitterIndex ?? m.ageTicks) % 32) const offset = GAT_CHARGED_BOLT_OFFSETS[idx]! * 3 m.x += perpX * offset m.y += perpY * (offset * ISO_GROUND_ASPECT_RATIO) m.jitterIndex = (idx + 1) % 32 } } const effectiveTerrain = collision ?? this.terrain if (effectiveTerrain !== undefined && !isTurretEmitter && (m.altitude === undefined || m.altitude <= 0)) { // Continuous collision stepping between (prevX, prevY) and (m.x, m.y) to prevent tunneling through thin (<24px) walls const moveDist = Math.hypot(m.vx, m.vy) const stepSize = 8 const steps = Math.max(1, Math.ceil(moveDist / stepSize)) let blocked = false let checkPrevX = prevX let checkPrevY = prevY for (let s = 1; s <= steps; s++) { const t = s / steps const curX = prevX + (m.x - prevX) * t const curY = prevY + (m.y - prevY) * t if (effectiveTerrain.isMissileBlocked !== undefined) { if (effectiveTerrain.isMissileBlocked(curX, curY, checkPrevX, checkPrevY)) { blocked = true break } } else if (effectiveTerrain.overlap !== undefined && effectiveTerrain.overlap(curX, curY) > 0) { blocked = true break } checkPrevX = curX checkPrevY = curY } if (blocked) { m.expired = true continue } } } // Check collision against alive enemy targets if (m.name === 'meteorfire' && m.ageTicks % 5 === 0) { m.hitTargetIds.clear() } const hitRadius = Math.max(24, (m.record.size || 2) * 14) for (const target of targets) { if (target.statList.getHp256() <= 0) continue if (m.hitTargetIds.has(target.id)) continue // Holy Bolt (`skillId = 101` or `fistoftheheavensbolt` `234`): only damages Undead (or Demons if FoH main bolt) if ( (m.name.toLowerCase() === 'holybolt' || m.name.toLowerCase() === 'fistoftheheavensbolt') && !target.isUndead ) { continue } // Main Frozen Orb (pSrvDoFunc === 15), Blizzard Center (pSrvDoFunc === 10), Meteor Center (pSrvHitFunc === 14 / meteorcenter), // and Hydra turret emitters do not deal direct contact damage; all damage is delivered through emitted child bolts / shards. if ( m.record.pSrvDoFunc === 15 || m.record.pSrvDoFunc === 10 || m.name === 'blizzardcenter' || m.record.pSrvHitFunc === 14 || m.name === 'meteorcenter' || m.name === 'meteor' || m.name === 'meteortail' || isTurretEmitter ) { continue } const pos = targetPositions.get(target.id) ?? { x: 0, y: 120 } const dist = m.name === 'meteorfire' ? Math.hypot(pos.x - m.x, (pos.y - m.y) / ISO_GROUND_ASPECT_RATIO) : Math.hypot(pos.x - m.x, pos.y - m.y) if (dist <= hitRadius) { // Enforce `NextDelay` immunity gate if `nextHit` / `nextDelayFrames > 0` if (m.nextDelayFrames > 0 && this.isTargetInNextDelay(target.id, currentTick)) { continue } m.hitTargetIds.add(target.id) if (m.nextDelayFrames > 0) { this.nextDelayExpireByTarget.set(target.id, currentTick + m.nextDelayFrames) } const dmgOut = executeSUnitDmg(m.owner, target, m.dmgPacket) hits.push({ missileName: m.name, targetId: target.id, damage: dmgOut.totalDamage, immune: dmgOut.immuneToElem || dmgOut.immuneToPhys, }) // `pSrvHitFunc = 1` or `4` or `13`: radial splash damage (`Fire Ball`, `Exploding Arrow`, `Freezing Arrow`, `Glacial Spike`) if ( m.record.pSrvHitFunc === 1 || m.record.pSrvHitFunc === 4 || m.record.pSrvHitFunc === 9 || m.record.pSrvHitFunc === 13 ) { for (const other of targets) { if (other.id === target.id || other.statList.getHp256() <= 0) continue const oPos = targetPositions.get(other.id) ?? { x: 0, y: 120 } if (Math.hypot(oPos.x - pos.x, oPos.y - pos.y) <= 85) { const splashOut = executeSUnitDmg(m.owner, other, m.dmgPacket) hits.push({ missileName: `${m.name}:splash`, targetId: other.id, damage: splashOut.totalDamage, immune: splashOut.immuneToElem || splashOut.immuneToPhys, }) } } } // `pSrvHitFunc = 12` (`Chain Lightning` 53, `Lightning Strike` 34, `royalstrikechainlightning` 568): // Authentic 1.13c ping-pong chaining: excludes the target just hit (target.id), // searches up to 20 subtiles (10 yards = 400 px), and leaps to the closest valid alive enemy. if (m.record.pSrvHitFunc === 12 && m.chainRemaining > 0) { const searchRadiusPx = 400 let nextTarget: CombatUnitContext | undefined let minDistance = Infinity for (const cand of targets) { if (cand.id === target.id || cand.statList.getHp256() <= 0) continue const candPos = targetPositions.get(cand.id) ?? { x: 0, y: 120 } const dist = Math.hypot(candPos.x - pos.x, candPos.y - pos.y) if (dist <= searchRadiusPx && dist < minDistance) { minDistance = dist nextTarget = cand } } if (nextTarget) { const nPos = targetPositions.get(nextTarget.id) ?? { x: 0, y: 120 } this.spawnMissile({ missileNameOrId: m.name, sourceSkillId: m.sourceSkillId, slvl: m.slvl, owner: m.owner, startX: pos.x, startY: pos.y, targetX: nPos.x, targetY: nPos.y, dmgPacket: m.dmgPacket, chainCount: m.chainRemaining - 1, lastHitTargetId: target.id, }) subMissilesSpawned.push(m.name) } } // `pSrvHitFunc = 20` (`Lightning Fury` 35): release radial `lightningjavelin` bolts toward nearby enemies if (m.record.pSrvHitFunc === 20 || m.sourceSkillId === 35) { const subBolt = m.record.hitSubMissile1 || 'lightningjavelin' for (const other of targets) { if (other.id === target.id || other.statList.getHp256() <= 0) continue const oPos = targetPositions.get(other.id) ?? { x: 0, y: 120 } this.spawnMissile({ missileNameOrId: subBolt, sourceSkillId: m.sourceSkillId, slvl: m.slvl, owner: m.owner, startX: pos.x, startY: pos.y, targetX: oPos.x, targetY: oPos.y, dmgPacket: m.dmgPacket, }) subMissilesSpawned.push(subBolt) } } // `pSrvHitFunc = 22` (`Fist of the Heavens` 121): release radial `fistoftheheavensbolt` (`holybolt`) if (m.record.pSrvHitFunc === 22 || m.sourceSkillId === 121) { const subBolt = m.record.hitSubMissile1 || 'fistoftheheavensbolt' for (const other of targets) { if (other.id === target.id || other.statList.getHp256() <= 0) continue const oPos = targetPositions.get(other.id) ?? { x: 0, y: 120 } this.spawnMissile({ missileNameOrId: subBolt, sourceSkillId: m.sourceSkillId, slvl: m.slvl, owner: m.owner, startX: pos.x, startY: pos.y, targetX: oPos.x, targetY: oPos.y, dmgPacket: m.dmgPacket, }) subMissilesSpawned.push(subBolt) } } // Pierce evaluation (1.13c cap: max 4 pierces = 5 total targets hit, EXCEPT infinite piercing missiles like Lightning) const isInfinitePierce = m.name === 'lightningbolt' || m.name === 'lightning' || (!m.record.collideKill && m.canPierce) if (m.name === 'meteorfire') { // Ground fire persists for its full duration and does not die on hit } else if (isInfinitePierce) { m.pierceCount += 1 } else if (m.canPierce && m.pierceCount < 4 && m.pierceChancePct > 0) { m.pierceCount += 1 } else if (m.record.collideKill || !m.canPierce) { if ( m.name.startsWith('blizzard') && !m.name.includes('explode') && m.name !== 'blizzardcenter' ) { const expName = m.record.explosionMissile || 'blizzardexplode1' this.spawnMissile({ missileNameOrId: expName, sourceSkillId: m.sourceSkillId, slvl: m.slvl, owner: m.owner, startX: m.x, startY: m.y, targetX: m.x, targetY: m.y, dmgPacket: m.dmgPacket, }) subMissilesSpawned.push(expName) } m.expired = true break } } } if (m.ageTicks >= m.maxRangeTicks) { // `pSrvHitFunc = 14` (`Meteor` detonation and ground fire patch cascade) // Authentic D2Game 0x6FC5DEF0 (MISSMODE_SrvHit14_MeteorCenter) & 0x6FC5CEC0: if ( (m.record.pSrvHitFunc === 14 || m.name === 'meteorcenter') && (!m.currentHitFrame || m.currentHitFrame === 0) ) { m.currentHitFrame = 1 // 1. Primary explosion AOE damage (Radius = 6 subtiles = 120px) in 2:1 isometric ground perspective const blastRadius = 120 for (const target of targets) { if (target.statList.getHp256() <= 0) continue const pos = targetPositions.get(target.id) ?? { x: 0, y: 120 } const inRange = Math.hypot(pos.x - m.x, (pos.y - m.y) / ISO_GROUND_ASPECT_RATIO) <= blastRadius if (inRange) { const dmgOut = executeSUnitDmg(m.owner, target, m.dmgPacket) hits.push({ missileName: 'meteorexplode', targetId: target.id, damage: dmgOut.totalDamage, immune: dmgOut.immuneToElem || dmgOut.immuneToPhys, }) } } // 2. Spawn explosion missile: meteorexplode (ID 103) const expName = m.record.explosionMissile || 'meteorexplode' this.spawnMissile({ missileNameOrId: expName, sourceSkillId: m.sourceSkillId, slvl: m.slvl, owner: m.owner, startX: m.x, startY: m.y, targetX: m.x, targetY: m.y, dmgPacket: m.dmgPacket, }) subMissilesSpawned.push(expName) // 3. Spawn 18 meteorfire submissiles using 18-offset table const subFireName = m.record.hitSubMissile1 || 'meteorfire' const fireDuration = 30 + (Math.max(1, m.slvl) - 1) * 15 const fireDmg = calculateMeteorResidualFireDamage(m.slvl) const fireDmgPacket: SUnitDmgPacket = { skillId: m.sourceSkillId, attackKind: 'spell', elemType: 'fire', elemMin256: fireDmg.min * 8, // HitShift 3: << 3 = * 8 elemMax256: fireDmg.max * 8, } const effectiveTerrain = collision ?? this.terrain for (const off of METEOR_FIRE_SUBTILE_OFFSETS) { const fx = m.x + off.x * 20 const fy = m.y + off.y * 10 if (effectiveTerrain !== undefined) { const blocked = effectiveTerrain.isMissileBlocked !== undefined ? effectiveTerrain.isMissileBlocked(fx, fy, m.x, m.y) : effectiveTerrain.overlap !== undefined && effectiveTerrain.overlap(fx, fy) > 0 if (blocked) { continue } } this.spawnMissile({ missileNameOrId: subFireName, sourceSkillId: m.sourceSkillId, slvl: m.slvl, owner: m.owner, startX: fx, startY: fy, targetX: fx, targetY: fy, dmgPacket: fireDmgPacket, maxRangeTicks: fireDuration, }) subMissilesSpawned.push(subFireName) } } // Blizzard falling shard ground impact explosion (Missiles 159..162) if ( m.name.startsWith('blizzard') && !m.name.includes('explode') && m.name !== 'blizzardcenter' && (!m.currentHitFrame || m.currentHitFrame === 0) ) { m.currentHitFrame = 1 const expName = m.record.explosionMissile || 'blizzardexplode1' this.spawnMissile({ missileNameOrId: expName, sourceSkillId: m.sourceSkillId, slvl: m.slvl, owner: m.owner, startX: m.x, startY: m.y, targetX: m.x, targetY: m.y, dmgPacket: m.dmgPacket, }) subMissilesSpawned.push(expName) } // `pSrvHitFunc = 29` (`Frozen Orb` expiration burst) // Authentic D2Game.0x6FC5CE10 (MISSMODE_SrvHit29_FrozenOrb): // - Triggers only on first frame of hit (currentHitFrame === 0) // - Loop with step sHitPar1 = 4 over 64 directions -> exactly 16 frozenorbnova missiles! // - Foreshortened by ISO_GROUND_ASPECT_RATIO = 0.5 in 2:1 isometric ground perspective if (m.record.pSrvHitFunc === 29 && (!m.currentHitFrame || m.currentHitFrame === 0)) { m.currentHitFrame = 1 const subName = m.record.hitSubMissile1 || 'frozenorbnova' const step = Math.max(1, m.record.sHitPar1 || 4) for (let i = 0; i < 64; i += step) { const offX = FROZEN_ORB_X_POSITIONS[i]! const offY = FROZEN_ORB_Y_POSITIONS[i]! * ISO_GROUND_ASPECT_RATIO this.spawnMissile({ missileNameOrId: subName, sourceSkillId: m.sourceSkillId, slvl: m.slvl, owner: m.owner, startX: m.x, startY: m.y, targetX: m.x + offX * 10, targetY: m.y + offY * 10, dmgPacket: m.dmgPacket, }) subMissilesSpawned.push(subName) } const explosionName = m.record.explosionMissile || 'frozenorbexplode' this.spawnMissile({ missileNameOrId: explosionName, sourceSkillId: m.sourceSkillId, slvl: m.slvl, owner: m.owner, startX: m.x, startY: m.y, targetX: m.x, targetY: m.y, dmgPacket: m.dmgPacket, }) subMissilesSpawned.push(explosionName) } m.expired = true } } // Purge expired missiles for (let i = this.missiles.length - 1; i >= 0; i -= 1) { if (this.missiles[i]!.expired) { this.missiles.splice(i, 1) } } return { hits, subMissilesSpawned } } getActiveMissiles(): readonly ActiveMissile[] { return this.missiles } /** * Spawns authentic 1.13c 64-bolt circular Nova ring with 2:1 isometric ground foreshortening. * Speed = 24, Range = 13 frames, NextDelay = 4 frames. */ spawnNovaRing(params: { sourceSkillId?: number slvl?: number owner: CombatUnitContext startX: number startY: number dmgPacket: SUnitDmgPacket missileName?: string }): ActiveMissile[] { const spawned: ActiveMissile[] = [] const skillId = params.sourceSkillId ?? 48 const slvl = params.slvl ?? 1 const missileName = params.missileName ?? 'nova' const speed = 24 // 1.13c Missiles.txt: Vel = 24 for (let i = 0; i < 64; i++) { const angle = (i / 64) * 2 * Math.PI const vx = Math.cos(angle) * speed const vy = Math.sin(angle) * speed * ISO_GROUND_ASPECT_RATIO const m = this.spawnMissile({ missileNameOrId: missileName, sourceSkillId: skillId, slvl, owner: params.owner, startX: params.startX, startY: params.startY, targetX: params.startX + Math.cos(angle) * 100, targetY: params.startY + Math.sin(angle) * 100 * ISO_GROUND_ASPECT_RATIO, dmgPacket: params.dmgPacket, vx, vy, angleRad: angle, }) if (m) spawned.push(m) } return spawned } /** * Executes authentic 1.13c instantaneous 360° Static Field discharge with difficulty floors and LOS. * Cuts 25% current HP with Normal (1 HP), Nightmare (33% max HP), and Hell (50% max HP) pre-check clamps. */ executeStaticField(params: { caster: CombatUnitContext casterPos: { x: number; y: number } slvl?: number targets: readonly CombatUnitContext[] targetPositions: ReadonlyMap difficulty?: 'normal' | 'nightmare' | 'hell' terrain?: MissileTerrainCollision }): { hits: { targetId: string damage: number immune: boolean blockedByFloor: boolean blockedByLos: boolean }[] radiusPx: number } { const slvl = params.slvl ?? 1 const radiusPx = calculateStaticFieldRadiusPx(slvl) const difficulty = params.difficulty ?? 'normal' const effectiveTerrain = params.terrain ?? this.terrain const hits: { targetId: string damage: number immune: boolean blockedByFloor: boolean blockedByLos: boolean }[] = [] for (const target of params.targets) { if (target.statList.getHp256() <= 0) continue const pos = params.targetPositions.get(target.id) ?? { x: 0, y: 0 } const dist = Math.hypot(pos.x - params.casterPos.x, pos.y - params.casterPos.y) if (dist > radiusPx) continue const los = hasLineOfSight(params.casterPos.x, params.casterPos.y, pos.x, pos.y, effectiveTerrain) if (!los) { hits.push({ targetId: target.id, damage: 0, immune: false, blockedByFloor: false, blockedByLos: true, }) continue } const currentHp = target.statList.getHp() const maxHp = target.statList.getMaxHp() || currentHp const ltngRes = target.statList.getAccruedStat('lightresist') || 0 const res = calculateStaticFieldDamage(currentHp, maxHp, difficulty, ltngRes) if (res.damage > 0) { target.statList.setHp256(target.statList.getHp256() - res.damage * 256) } hits.push({ targetId: target.id, damage: res.damage, immune: res.immune, blockedByFloor: res.blockedByFloor, blockedByLos: false, }) } return { hits, radiusPx } } } /** * Standalone helper to spawn 64 radial Projectile objects for Nova with 2:1 isometric ground foreshortening. */ export function spawnNovaRing( startX: number, startY: number, damage: number, options?: { skillId?: string missileType?: string fromPlayer?: boolean } ): { skillId: string missileType: string x: number y: number vx: number vy: number damage: number ttl: number fromPlayer: boolean nextDelay: number }[] { const speed = 24 // 1.13c Missiles.txt: vel = 24 (600 px/s) const skillId = options?.skillId ?? '48' const missileType = options?.missileType ?? 'electricnova' const fromPlayer = options?.fromPlayer ?? true const bolts: { skillId: string missileType: string x: number y: number vx: number vy: number damage: number ttl: number fromPlayer: boolean nextDelay: number }[] = [] for (let i = 0; i < 64; i++) { const angle = (i / 64) * 2 * Math.PI const vx = Math.cos(angle) * speed const vy = Math.sin(angle) * speed * ISO_GROUND_ASPECT_RATIO bolts.push({ skillId, missileType, x: startX, y: startY, vx, vy, damage, ttl: 13, fromPlayer, nextDelay: 4, }) } return bolts } export interface StaticFieldTarget { readonly id: string readonly x: number readonly y: number readonly currentHp: number readonly maxHp: number readonly lightResist?: number } /** * Standalone helper to execute 1.13c Static Field on target records. */ export function executeStaticField(params: { casterX: number casterY: number slvl: number targets: readonly StaticFieldTarget[] difficulty?: 'normal' | 'nightmare' | 'hell' isBlocked?: ((x: number, y: number, fromX?: number, fromY?: number) => boolean) | MissileTerrainCollision | undefined }): { radiusPx: number hits: { targetId: string damage: number newHp: number immune: boolean blockedByFloor: boolean blockedByLos: boolean }[] } { const radiusPx = calculateStaticFieldRadiusPx(params.slvl) const difficulty = params.difficulty ?? 'normal' const hits: { targetId: string damage: number newHp: number immune: boolean blockedByFloor: boolean blockedByLos: boolean }[] = [] for (const t of params.targets) { const dist = Math.hypot(t.x - params.casterX, t.y - params.casterY) if (dist > radiusPx) continue if (params.isBlocked && !hasLineOfSight(params.casterX, params.casterY, t.x, t.y, params.isBlocked)) { hits.push({ targetId: t.id, damage: 0, newHp: t.currentHp, immune: false, blockedByFloor: false, blockedByLos: true, }) continue } const res = calculateStaticFieldDamage(t.currentHp, t.maxHp, difficulty, t.lightResist ?? 0) hits.push({ targetId: t.id, damage: res.damage, newHp: res.newHp, immune: res.immune, blockedByFloor: res.blockedByFloor, blockedByLos: false, }) } return { radiusPx, hits } } /** * Authentic 1.13c Lightning Mastery (Skill 63) passive bonus percentage: * Skills.txt row 63: Param1: 50, Param2: 12. * Formula: 50 + (slvl - 1) * 12 percent. * Level 1 -> 50%, Level 2 -> 62%, Level 10 -> 158%, Level 20 -> 278%. */ export function calculateLightningMasteryBonusPct(slvl: number): number { if (!Number.isFinite(slvl) || slvl <= 0) return 0 const lvl = Math.floor(slvl) return 50 + (lvl - 1) * 12 } /** * Authentic 1.13c Thunder Storm (Skill 57) duration in frames (Skills.txt row 57): * Param1: 800, Param2: 200. * Duration: 800 + (slvl - 1) * 200 frames (32s base + 8s/lvl). */ export function calculateThunderStormDuration(slvl: number): number { const lvl = Number.isFinite(slvl) ? Math.max(1, Math.floor(slvl)) : 1 return 800 + (lvl - 1) * 200 } /** * Authentic 1.13c Thunder Storm (Skill 57) strike interval in frames: * Param3: 25 (minimum floor), Param4: 100, Param6: 100. * Standard 1.13c hyperbolic cadence formula: * interval = Math.max(25, 125 - Math.floor((110 * slvl) / (slvl + 6))) frames. * Level 1 -> 110 frames (4.4s), Level 10 -> 57 frames (2.28s), Level 20 -> 41 frames (1.64s). */ export function calculateThunderStormInterval(slvl: number): number { const lvl = Number.isFinite(slvl) ? Math.max(1, Math.floor(slvl)) : 1 return Math.max(25, 125 - Math.floor((110 * lvl) / (lvl + 6))) } /** * Authentic 1.13c Thunder Storm (Skill 57) 5-band damage scaling (Skills.txt row 57): * EMin: 1, EMinLev1..5: 10, 10, 11, 11, 11 * EMax: 100, EMaxLev1..5: 10, 10, 11, 11, 11 * 0 synergies in 1.13c. * Multiplicative scaling with Lightning Mastery: * Final = Base * (1 + MasteryBonusPct / 100) */ export function calculateThunderStormDamage( slvl: number, synergies?: { readonly lightningMastery?: number | undefined } | number, lightningMastery?: number, ): { min: number; max: number } { const lvl = Number.isFinite(slvl) ? Math.max(1, Math.floor(slvl)) : 1 let min = 1 let max = 100 if (lvl > 1) { const b1 = Math.min(lvl - 1, 7) min += b1 * 10 max += b1 * 10 if (lvl > 8) { const b2 = Math.min(lvl - 8, 8) min += b2 * 10 max += b2 * 10 } if (lvl > 16) { const b3 = Math.min(lvl - 16, 6) min += b3 * 11 max += b3 * 11 } if (lvl > 22) { const b4 = Math.min(lvl - 22, 6) min += b4 * 11 max += b4 * 11 } if (lvl > 28) { const b5 = lvl - 28 min += b5 * 11 max += b5 * 11 } } const masteryLvl = typeof lightningMastery === 'number' ? lightningMastery : typeof synergies === 'object' && synergies !== null ? synergies.lightningMastery ?? 0 : 0 const masteryBonus = masteryLvl > 0 ? calculateLightningMasteryBonusPct(masteryLvl) : 0 const synMult = typeof synergies === 'number' && Number.isFinite(synergies) && synergies > 0 ? synergies : 1.0 min = Math.floor(min * synMult * (1 + masteryBonus / 100)) max = Math.floor(max * synMult * (1 + masteryBonus / 100)) return { min, max } } /** * Authentic 1.13c Energy Shield (Skill 58) duration in frames (Skills.txt row 58): * Param1: 3600, Param2: 1500. * Duration: 3600 + (slvl - 1) * 1500 frames (144s base + 60s/lvl). */ export function calculateEnergyShieldDuration(slvl: number): number { const lvl = Number.isFinite(slvl) ? Math.max(1, Math.floor(slvl)) : 1 return 3600 + (lvl - 1) * 1500 } /** * Authentic 1.13c Energy Shield (Skill 58) damage absorption percentage (Skills.txt row 58): * EMin: 20, EMinLev1: 5 (lvl 2-8), EMinLev2: 2 (lvl 9-16), EMinLev3..5: 1 (lvl 17+). * Hard cap: 95% (achieved at level 40). */ export function calculateEnergyShieldAbsorbPct(slvl: number): number { const lvl = Number.isFinite(slvl) ? Math.max(1, Math.floor(slvl)) : 1 let pct = 20 if (lvl > 1) { const b1 = Math.min(lvl - 1, 7) pct += b1 * 5 if (lvl > 8) { const b2 = Math.min(lvl - 8, 8) pct += b2 * 2 } if (lvl > 16) { const b3 = lvl - 16 pct += b3 * 1 } } return Math.min(95, pct) } /** * Authentic 1.13c Frozen Armor (Skill 40) % Enhanced Defense: * Param1: 30 (% base), Param2: 5 (% per level). * Formula: 30 + (slvl - 1) * 5. * Level 1 -> 30%, Level 10 -> 75%, Level 20 -> 125%. */ export function calculateFrozenArmorDefense(slvl: number): number { const lvl = Number.isFinite(slvl) ? Math.max(1, Math.floor(slvl)) : 1 return 30 + (lvl - 1) * 5 } /** * Authentic 1.13c Frozen Armor (Skill 40) duration in frames: * Param3: 3000 (120s base), Param4: 300 (+12s/lvl), Param7: 250 (+10s/syn). * Default 1.13c: 3000 + (slvl - 1) * 300 + synPoints * 250. * If options.base1200 is set: 1200 + (slvl - 1) * 120 + synPoints * 120. */ export function calculateFrozenArmorDuration( slvl: number, synergies?: { shiverArmor?: number; chillingArmor?: number } | number, options?: { base1200?: boolean }, ): number { const lvl = Number.isFinite(slvl) ? Math.max(1, Math.floor(slvl)) : 1 const synPoints = Math.max( 0, typeof synergies === 'number' ? synergies : (synergies?.shiverArmor ?? 0) + (synergies?.chillingArmor ?? 0), ) if (options?.base1200) { return Math.floor((1200 + (lvl - 1) * 120) * (1 + (synPoints * 10) / 100)) } return 3000 + (lvl - 1) * 300 + synPoints * 250 } /** * Authentic 1.13c Frozen Armor (Skill 40) freeze length in frames (calc1): * Param5: 30 (1.2s base), Param6: 3 (+0.12s/lvl), Param8: 5 (+5% freeze length per synergy point). * Formula: Math.floor((30 + (slvl - 1) * 3) * (100 + synPoints * 5) / 100). * Level 1 -> 30 frames (1.20s), Level 10 -> 57 frames (2.28s), Level 20 -> 87 frames (3.48s). */ export function calculateFrozenArmorFreezeLength( slvl: number, synergies?: { shiverArmor?: number; chillingArmor?: number } | number, ): number { const lvl = Number.isFinite(slvl) ? Math.max(1, Math.floor(slvl)) : 1 const synPoints = Math.max( 0, typeof synergies === 'number' ? synergies : (synergies?.shiverArmor ?? 0) + (synergies?.chillingArmor ?? 0), ) const baseFrames = 30 + (lvl - 1) * 3 const synFactor = 100 + synPoints * 5 return Math.floor((baseFrames * synFactor) / 100) } /** * Authentic 1.13c Shiver Armor (Skill 50) % Enhanced Defense: * Param1: 45 (% base), Param2: 6 (% per level). * Formula: 45 + (slvl - 1) * 6. * Level 1 -> 45%, Level 10 -> 99%, Level 20 -> 159%. */ export function calculateShiverArmorDefense(slvl: number): number { const lvl = Number.isFinite(slvl) ? Math.max(1, Math.floor(slvl)) : 1 return 45 + (lvl - 1) * 6 } /** * Authentic 1.13c Shiver Armor (Skill 50) duration in frames: * Param3: 3000 (120s base), Param4: 300 (+12s/lvl), Param7: 250 (+10s/syn). * Default 1.13c: 3000 + (slvl - 1) * 300 + synPoints * 250. */ export function calculateShiverArmorDuration( slvl: number, synergies?: { frozenArmor?: number; chillingArmor?: number } | number, options?: { base1200?: boolean }, ): number { const lvl = Number.isFinite(slvl) ? Math.max(1, Math.floor(slvl)) : 1 const synPoints = Math.max( 0, typeof synergies === 'number' ? synergies : (synergies?.frozenArmor ?? 0) + (synergies?.chillingArmor ?? 0), ) if (options?.base1200) { return Math.floor((1200 + (lvl - 1) * 120) * (1 + (synPoints * 10) / 100)) } return 3000 + (lvl - 1) * 300 + synPoints * 250 } /** * Authentic 1.13c Shiver Armor (Skill 50) 5-band cold damage scaling (HitShift = 7 -> divide by 2): * EMin: 12, EMax: 16 (HitShift 7 -> 6 - 8 at lvl 1) * EMinLev: [4, 6, 8, 10, 12], EMaxLev: [5, 7, 9, 11, 13] * Synergy: +9% (or +11% if specified) per point in Frozen Armor / Chilling Armor. */ export function calculateShiverArmorDamage( slvl: number, synergies?: { frozenArmor?: number; chillingArmor?: number; synPctPerLvl?: number } | number, options?: { synPctPerLvl?: number; synMultiplier?: number }, ): { min: number; max: number } { const lvl = Number.isFinite(slvl) ? Math.max(1, Math.floor(slvl)) : 1 let rawMin = 12 let rawMax = 16 if (lvl > 1) { const b1 = Math.min(lvl - 1, 7) rawMin += b1 * 4 rawMax += b1 * 5 if (lvl > 8) { const b2 = Math.min(lvl - 8, 8) rawMin += b2 * 6 rawMax += b2 * 7 } if (lvl > 16) { const b3 = Math.min(lvl - 16, 6) rawMin += b3 * 8 rawMax += b3 * 9 } if (lvl > 22) { const b4 = Math.min(lvl - 22, 6) rawMin += b4 * 10 rawMax += b4 * 11 } if (lvl > 28) { const b5 = lvl - 28 rawMin += b5 * 12 rawMax += b5 * 13 } } let min = rawMin / 2 let max = rawMax / 2 let synMultiplier = 1.0 if (typeof options?.synMultiplier === 'number' && Number.isFinite(options.synMultiplier)) { synMultiplier = Math.max(0, options.synMultiplier) } else if (typeof synergies === 'number') { const synPoints = Number.isFinite(synergies) ? Math.max(0, synergies) : 0 const pctPerLvl = options?.synPctPerLvl ?? 9 synMultiplier = 1.0 + (synPoints * pctPerLvl) / 100 } else if (typeof synergies === 'object' && synergies !== null) { const synPoints = Math.max(0, (synergies.frozenArmor ?? 0) + (synergies.chillingArmor ?? 0)) const pctPerLvl = options?.synPctPerLvl ?? synergies.synPctPerLvl ?? 9 synMultiplier = 1.0 + (synPoints * pctPerLvl) / 100 } min = Math.floor((min * synMultiplier + 1e-9) * 10) / 10 max = Math.floor((max * synMultiplier + 1e-9) * 10) / 10 return { min, max } } /** * Authentic 1.13c Shiver Armor (Skill 50) chill length in frames: * ELen: 100 frames base (4.0s). ELevLen1: 0, ELevLen2: 25 frames (lvl 9-16), ELevLen3: 50 frames (lvl 17+). * Level 1-8: 100 frames (4.0s), Level 10: 150 frames (6.0s), Level 20: 500 frames (20.0s). * Optional synergy: +7% chill length per synergy point. */ export function calculateShiverArmorChillLength( slvl: number, synergies?: { frozenArmor?: number; chillingArmor?: number } | number, ): number { const lvl = Number.isFinite(slvl) ? Math.max(1, Math.floor(slvl)) : 1 let frames = 100 if (lvl > 8) { const b2 = Math.min(lvl - 8, 8) frames += b2 * 25 } if (lvl > 16) { const b3 = lvl - 16 frames += b3 * 50 } const synPoints = Math.max( 0, typeof synergies === 'number' ? synergies : (synergies?.frozenArmor ?? 0) + (synergies?.chillingArmor ?? 0), ) if (synPoints > 0) { frames = Math.floor((frames * (100 + synPoints * 7)) / 100) } return frames } /** * Authentic 1.13c Chilling Armor (Skill 60) % Enhanced Defense: * Param1: 45 (% base), Param2: 5 (% per level). * Formula: 45 + (slvl - 1) * 5. * Level 1 -> 45%, Level 10 -> 90%, Level 20 -> 140%. */ export function calculateChillingArmorDefense(slvl: number): number { const lvl = Number.isFinite(slvl) ? Math.max(1, Math.floor(slvl)) : 1 return 45 + (lvl - 1) * 5 } /** * Authentic 1.13c Chilling Armor (Skill 60) duration in frames: * Param3: 3600 (144s base), Param4: 150 (+6s/lvl), Param7: 250 (+10s/syn). * Default 1.13c: 3600 + (slvl - 1) * 150 + synPoints * 250. */ export function calculateChillingArmorDuration( slvl: number, synergies?: { frozenArmor?: number; shiverArmor?: number } | number, options?: { base1200?: boolean }, ): number { const lvl = Number.isFinite(slvl) ? Math.max(1, Math.floor(slvl)) : 1 const synPoints = Math.max( 0, typeof synergies === 'number' ? synergies : (synergies?.frozenArmor ?? 0) + (synergies?.shiverArmor ?? 0), ) if (options?.base1200) { return Math.floor((1200 + (lvl - 1) * 120) * (1 + (synPoints * 10) / 100)) } return 3600 + (lvl - 1) * 150 + synPoints * 250 } /** * Authentic 1.13c Chilling Armor (Skill 60) retaliatory ice bolt cold damage: * EMin: 8, EMax: 12 (HitShift 7 -> 4 - 6 at lvl 1) * EMinLev: [2, 4, 6, 8, 10], EMaxLev: [3, 5, 7, 9, 11] * Synergy: +7% per point in Frozen Armor / Shiver Armor. */ export function calculateChillingArmorDamage( slvl: number, synergies?: { frozenArmor?: number; shiverArmor?: number; synPctPerLvl?: number } | number, options?: { synPctPerLvl?: number; synMultiplier?: number }, ): { min: number; max: number } { const lvl = Number.isFinite(slvl) ? Math.max(1, Math.floor(slvl)) : 1 let rawMin = 8 let rawMax = 12 if (lvl > 1) { const b1 = Math.min(lvl - 1, 7) rawMin += b1 * 2 rawMax += b1 * 3 if (lvl > 8) { const b2 = Math.min(lvl - 8, 8) rawMin += b2 * 4 rawMax += b2 * 5 } if (lvl > 16) { const b3 = Math.min(lvl - 16, 6) rawMin += b3 * 6 rawMax += b3 * 7 } if (lvl > 22) { const b4 = Math.min(lvl - 22, 6) rawMin += b4 * 8 rawMax += b4 * 9 } if (lvl > 28) { const b5 = lvl - 28 rawMin += b5 * 10 rawMax += b5 * 11 } } let min = rawMin / 2 let max = rawMax / 2 let synMultiplier = 1.0 if (typeof options?.synMultiplier === 'number' && Number.isFinite(options.synMultiplier)) { synMultiplier = Math.max(0, options.synMultiplier) } else if (typeof synergies === 'number') { const synPoints = Number.isFinite(synergies) ? Math.max(0, synergies) : 0 const pctPerLvl = options?.synPctPerLvl ?? 7 synMultiplier = 1.0 + (synPoints * pctPerLvl) / 100 } else if (typeof synergies === 'object' && synergies !== null) { const synPoints = Math.max(0, (synergies.frozenArmor ?? 0) + (synergies.shiverArmor ?? 0)) const pctPerLvl = options?.synPctPerLvl ?? synergies.synPctPerLvl ?? 7 synMultiplier = 1.0 + (synPoints * pctPerLvl) / 100 } min = Math.floor((min * synMultiplier + 1e-9) * 10) / 10 max = Math.floor((max * synMultiplier + 1e-9) * 10) / 10 return { min, max } } /** * Authentic 1.13c Chilling Armor (Skill 60) chill length in frames: * ELen: 100 frames base (4.0s). ELevLen1: 0, ELevLen2: 25 frames, ELevLen3: 25 frames. * Level 1-8: 100 frames (4.0s), Level 10: 150 frames (6.0s), Level 20: 400 frames (16.0s). * Optional synergy: +10% chill length per synergy point. */ export function calculateChillingArmorChillLength( slvl: number, synergies?: { frozenArmor?: number; shiverArmor?: number } | number, ): number { const lvl = Number.isFinite(slvl) ? Math.max(1, Math.floor(slvl)) : 1 let frames = 100 if (lvl > 8) { const b2 = Math.min(lvl - 8, 8) frames += b2 * 25 } if (lvl > 16) { const b3 = lvl - 16 frames += b3 * 25 } const synPoints = Math.max( 0, typeof synergies === 'number' ? synergies : (synergies?.frozenArmor ?? 0) + (synergies?.shiverArmor ?? 0), ) if (synPoints > 0) { frames = Math.floor((frames * (100 + synPoints * 10)) / 100) } return frames } /** * Standard Cold Armor base duration calculator (1200f base + 120f/lvl = 48s + 4.8s/lvl): */ export function calculateColdArmorDuration( slvl: number, baseFrames = 1200, perLvlFrames = 120, synBonusPct = 10, synPoints = 0, ): number { const lvl = Number.isFinite(slvl) ? Math.max(1, Math.floor(slvl)) : 1 const safeSyn = Math.max(0, synPoints) return Math.floor((baseFrames + (lvl - 1) * perLvlFrames) * (1 + (safeSyn * synBonusPct) / 100)) }