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| 1 | +/** |
| 2 | + * Combat dice formulas ported from FieryMUD legacy C++ code. |
| 3 | + * These calculate default HP and damage dice based on level, race, and class. |
| 4 | + * |
| 5 | + * The legacy MUD stores dice MODIFIERS in mob files, not absolute values. |
| 6 | + * Base dice are calculated from level with race/class factors applied. |
| 7 | + */ |
| 8 | + |
| 9 | +/** |
| 10 | + * Race dice factors - determines base damage scaling by race. |
| 11 | + * Higher values = more physical damage focus. |
| 12 | + * Values from legacy/src/races.cpp |
| 13 | + */ |
| 14 | +export const RACE_DICE_FACTORS: Record<string, number> = { |
| 15 | + // Player races |
| 16 | + HUMAN: 100, |
| 17 | + ELF: 80, |
| 18 | + DWARF: 100, |
| 19 | + HALFLING: 80, |
| 20 | + GNOME: 75, |
| 21 | + TROLL: 120, |
| 22 | + DROW: 80, |
| 23 | + OGRE: 120, |
| 24 | + ORC: 100, |
| 25 | + HALF_ELF: 90, |
| 26 | + HALF_ORC: 100, |
| 27 | + BARBARIAN: 110, |
| 28 | + DUERGAR: 100, |
| 29 | + SVERFNEBLIN: 90, |
| 30 | + NYMPH: 70, |
| 31 | + DRAGONBORN: 100, |
| 32 | + DRAGONBORN_FIRE: 100, |
| 33 | + DRAGONBORN_FROST: 100, |
| 34 | + DRAGONBORN_ACID: 100, |
| 35 | + DRAGONBORN_LIGHTNING: 100, |
| 36 | + DRAGONBORN_GAS: 100, |
| 37 | + // Monster races |
| 38 | + HUMANOID: 100, |
| 39 | + ANIMAL: 100, |
| 40 | + UNDEAD: 100, |
| 41 | + DRAGON: 120, |
| 42 | + DRAGON_GENERAL: 120, |
| 43 | + DRAGON_FIRE: 120, |
| 44 | + DRAGON_FROST: 120, |
| 45 | + DRAGON_ACID: 120, |
| 46 | + DRAGON_LIGHTNING: 120, |
| 47 | + DRAGON_GAS: 120, |
| 48 | + GIANT: 120, |
| 49 | + DEMON: 110, |
| 50 | + ELEMENTAL: 100, |
| 51 | + PLANT: 80, |
| 52 | + FAERIE: 70, |
| 53 | + CELESTIAL: 100, |
| 54 | + ABERRATION: 100, |
| 55 | + GOLEM: 120, |
| 56 | + GOBLIN: 80, |
| 57 | + INSECT: 80, |
| 58 | + FISH: 60, |
| 59 | + BROWNIE: 70, |
| 60 | + OTHER: 100, |
| 61 | +}; |
| 62 | + |
| 63 | +/** |
| 64 | + * Class dice factors - determines base damage scaling by class. |
| 65 | + * Higher values = more physical damage focus. |
| 66 | + * Values from legacy/src/class.cpp |
| 67 | + */ |
| 68 | +export const CLASS_DICE_FACTORS: Record<string, number> = { |
| 69 | + // Melee classes (high damage) |
| 70 | + WARRIOR: 120, |
| 71 | + PALADIN: 120, |
| 72 | + ANTI_PALADIN: 120, |
| 73 | + MERCENARY: 120, |
| 74 | + BERSERKER: 120, |
| 75 | + // Hybrid classes |
| 76 | + RANGER: 100, |
| 77 | + MONK: 100, |
| 78 | + ROGUE: 100, |
| 79 | + THIEF: 100, |
| 80 | + ASSASSIN: 100, |
| 81 | + HUNTER: 100, |
| 82 | + // Caster classes (low physical damage) |
| 83 | + SORCERER: 80, |
| 84 | + CLERIC: 80, |
| 85 | + DRUID: 80, |
| 86 | + SHAMAN: 80, |
| 87 | + NECROMANCER: 80, |
| 88 | + CONJURER: 80, |
| 89 | + BARD: 80, |
| 90 | + PYROMANCER: 80, |
| 91 | + CRYOMANCER: 80, |
| 92 | + ILLUSIONIST: 80, |
| 93 | + PRIEST: 80, |
| 94 | + DIABOLIST: 80, |
| 95 | + MYSTIC: 80, |
| 96 | + // Default |
| 97 | + LAYMAN: 100, |
| 98 | +}; |
| 99 | + |
| 100 | +/** |
| 101 | + * Get the dice factor for a race. |
| 102 | + * @param race - The race name (case-insensitive) |
| 103 | + * @returns The dice factor (default 100 if unknown) |
| 104 | + */ |
| 105 | +export function getRaceDiceFactor(race: string): number { |
| 106 | + return RACE_DICE_FACTORS[race.toUpperCase()] ?? 100; |
| 107 | +} |
| 108 | + |
| 109 | +/** |
| 110 | + * Get the dice factor for a class. |
| 111 | + * @param className - The class name (case-insensitive) |
| 112 | + * @returns The dice factor (default 100 if unknown) |
| 113 | + */ |
| 114 | +export function getClassDiceFactor(className: string): number { |
| 115 | + return CLASS_DICE_FACTORS[className.toUpperCase()] ?? 100; |
| 116 | +} |
| 117 | + |
| 118 | +/** |
| 119 | + * Calculate the combined dice factor from race and class. |
| 120 | + * Uses the average of race and class factors. |
| 121 | + * @param raceFactor - The race dice factor (50-150) |
| 122 | + * @param classFactor - The class dice factor (50-150) |
| 123 | + * @returns Combined factor (50-150) |
| 124 | + */ |
| 125 | +export function getCombinedDiceFactor( |
| 126 | + raceFactor: number, |
| 127 | + classFactor: number |
| 128 | +): number { |
| 129 | + return Math.floor((raceFactor + classFactor) / 2); |
| 130 | +} |
| 131 | + |
| 132 | +/** |
| 133 | + * Calculate base HP dice (hit points) based on level. |
| 134 | + * Formula from legacy get_set_hp() in magic.cpp |
| 135 | + * |
| 136 | + * @param level - Mob level (1-99) |
| 137 | + * @returns Object with { num, size, bonus } for HP dice |
| 138 | + */ |
| 139 | +export function calculateHpDice(level: number): { |
| 140 | + num: number; |
| 141 | + size: number; |
| 142 | + bonus: number; |
| 143 | +} { |
| 144 | + const clampedLevel = Math.max(1, Math.min(99, level)); |
| 145 | + |
| 146 | + // Base HP formula: level determines dice count, size is fixed |
| 147 | + // Low levels: fewer dice, higher levels: many dice |
| 148 | + const num = Math.floor(clampedLevel / 2.5 + 0.5); |
| 149 | + const size = 8; // Standard d8 for HP |
| 150 | + |
| 151 | + // Bonus scales with level for consistent HP totals |
| 152 | + const bonus = Math.floor(clampedLevel * 2); |
| 153 | + |
| 154 | + return { num: Math.max(1, num), size, bonus }; |
| 155 | +} |
| 156 | + |
| 157 | +/** |
| 158 | + * Calculate base damage dice based on level and race/class factors. |
| 159 | + * Formula from legacy get_set_dice() in magic.cpp |
| 160 | + * |
| 161 | + * @param level - Mob level (1-99) |
| 162 | + * @param raceFactor - Race dice factor (default 100) |
| 163 | + * @param classFactor - Class dice factor (default 100) |
| 164 | + * @returns Object with { num, size } for damage dice |
| 165 | + */ |
| 166 | +export function calculateDamageDice( |
| 167 | + level: number, |
| 168 | + raceFactor: number = 100, |
| 169 | + classFactor: number = 100 |
| 170 | +): { num: number; size: number } { |
| 171 | + const clampedLevel = Math.max(1, Math.min(99, level)); |
| 172 | + const combinedFactor = getCombinedDiceFactor(raceFactor, classFactor); |
| 173 | + |
| 174 | + // Base dice calculation from level |
| 175 | + // Formula: (level / 2.5 + 0.5) scaled by combined factor |
| 176 | + const baseDice = Math.floor(clampedLevel / 2.5 + 0.5); |
| 177 | + const scaledDice = Math.floor((baseDice * combinedFactor) / 100); |
| 178 | + |
| 179 | + // Dice size scales with level tiers |
| 180 | + let size: number; |
| 181 | + if (clampedLevel <= 10) { |
| 182 | + size = 6; |
| 183 | + } else if (clampedLevel <= 30) { |
| 184 | + size = 8; |
| 185 | + } else if (clampedLevel <= 60) { |
| 186 | + size = 10; |
| 187 | + } else { |
| 188 | + size = 12; |
| 189 | + } |
| 190 | + |
| 191 | + return { num: Math.max(1, scaledDice), size }; |
| 192 | +} |
| 193 | + |
| 194 | +/** |
| 195 | + * Calculate base damage bonus (damroll) based on level and race/class factors. |
| 196 | + * Formula from legacy get_set_hd() in magic.cpp |
| 197 | + * |
| 198 | + * @param level - Mob level (1-99) |
| 199 | + * @param raceFactor - Race dice factor (default 100) |
| 200 | + * @param classFactor - Class dice factor (default 100) |
| 201 | + * @returns The damage bonus value |
| 202 | + */ |
| 203 | +export function calculateDamageBonus( |
| 204 | + level: number, |
| 205 | + raceFactor: number = 100, |
| 206 | + classFactor: number = 100 |
| 207 | +): number { |
| 208 | + const clampedLevel = Math.max(1, Math.min(99, level)); |
| 209 | + const combinedFactor = getCombinedDiceFactor(raceFactor, classFactor); |
| 210 | + |
| 211 | + // Base damroll formula from level |
| 212 | + const baseDamroll = Math.floor(clampedLevel / 2.5 + 0.5); |
| 213 | + return Math.floor((baseDamroll * combinedFactor) / 100); |
| 214 | +} |
| 215 | + |
| 216 | +/** |
| 217 | + * Calculate all default combat stats for a mob based on level, race, and class. |
| 218 | + * This is the main entry point for calculating mob defaults. |
| 219 | + * |
| 220 | + * @param level - Mob level (1-99) |
| 221 | + * @param race - Race name (e.g., "HUMANOID", "DRAGON") |
| 222 | + * @param className - Class name (e.g., "WARRIOR", "SORCERER"), optional |
| 223 | + * @returns Object with hpDice and damageDice formatted as strings |
| 224 | + */ |
| 225 | +export function calculateMobCombatDefaults( |
| 226 | + level: number, |
| 227 | + race: string, |
| 228 | + className?: string |
| 229 | +): { |
| 230 | + hpDice: string; |
| 231 | + damageDice: string; |
| 232 | + damageDiceNum: number; |
| 233 | + damageDiceSize: number; |
| 234 | + damageDiceBonus: number; |
| 235 | + hpDiceNum: number; |
| 236 | + hpDiceSize: number; |
| 237 | + hpDiceBonus: number; |
| 238 | +} { |
| 239 | + const raceFactor = getRaceDiceFactor(race); |
| 240 | + const classFactor = className ? getClassDiceFactor(className) : 100; |
| 241 | + |
| 242 | + const hp = calculateHpDice(level); |
| 243 | + const dmg = calculateDamageDice(level, raceFactor, classFactor); |
| 244 | + const bonus = calculateDamageBonus(level, raceFactor, classFactor); |
| 245 | + |
| 246 | + // Format dice strings |
| 247 | + const hpBonus = hp.bonus >= 0 ? `+${hp.bonus}` : `${hp.bonus}`; |
| 248 | + const dmgBonus = bonus >= 0 ? `+${bonus}` : `${bonus}`; |
| 249 | + |
| 250 | + return { |
| 251 | + hpDice: `${hp.num}d${hp.size}${hpBonus}`, |
| 252 | + damageDice: `${dmg.num}d${dmg.size}${dmgBonus}`, |
| 253 | + hpDiceNum: hp.num, |
| 254 | + hpDiceSize: hp.size, |
| 255 | + hpDiceBonus: hp.bonus, |
| 256 | + damageDiceNum: dmg.num, |
| 257 | + damageDiceSize: dmg.size, |
| 258 | + damageDiceBonus: bonus, |
| 259 | + }; |
| 260 | +} |
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