/* Shared SOLAN moves (lion demi-human powerhouse, greatsword and roar): player and AI use the same rules. */ (() => { 'use strict'; const balance = { cooldowns:{skill1:3,skill2:6,ultimate:18}, castTime:.5, roarDamage:16, basicRefund:.05 }; const names = ['SUNBLADE','SOLAR CRESCENT','LEONINE LEAP','SUNMANE ROAR']; // Heavy greatsword chain: a little quicker than HALDOR's hammer, with big knockback. Reach sits inside the measured // blade tip (149/95/74 px in emitters.json; the cleave ends on the floor close in front of him). const combo = [ {damage:6,knockback:90,reach:130,duration:.4,hitAt:.5}, {damage:8,knockback:120,reach:100,duration:.46,hitAt:.5}, {damage:12,knockback:230,reach:95,duration:.6,hitAt:.58} ]; // Solar Crescent: a golden crescent slash wave at chest height, `range` px long. const crescent = { speed:700, range:480 }; // Leonine Leap: SOLAN springs forward (`dash` px/s) and slams the blade down; everything within `radius` px of the // impact point on the floor is hit. He does not need to touch the rival. const leap = { dash:420, radius:120, ahead:70 }; // Sunmane Roar: three roars 0.38 s apart (inside the 0.42 s hurt stun); each sends a tall sound wave both ways along // the floor that cannot be jumped (`tall`) and fades after `range` px. A rival inside 480 px takes all three (48); // getting farther away than that before the roars dodges them. const roar = { cutinDuration:.78, roars:[.8,1.18,1.56], speed:520, range:480, tall:190, size:210, duration:2.6 }; function move(name,index=1) { if(name==='attack')return {name:`attack${index}`,type:'attack',index,...combo[index-1]}; if(name==='skill1')return {name,type:name,damage:16,duration:.52,knockback:140,projectile:true,speed:crescent.speed,range:crescent.range,hitAt:.55}; if(name==='skill2')return {name,type:name,damage:24,duration:.74,knockback:280,reach:leap.ahead+leap.radius,dash:leap.dash,leap:true,hitAt:.6}; return {name:'ultimate',type:'ultimate',duration:balance.castTime,damage:0,hitAt:1}; } function start(a,name,index=1) { if(a.action||a.state==='hurt'||a.state==='down'||a.state==='recover')return false; if(name!=='attack'&&a.cooldowns[name]>0)return false; if(name!=='attack')a.cooldowns[name]=balance.cooldowns[name]; a.action={...move(name,index),t:0,fired:false,queued:0};a.state=a.action.name;a.stateTime=0;return true; } function refund(a) {for(const name of Object.keys(balance.cooldowns))a.cooldowns[name]=Math.max(0,a.cooldowns[name]-balance.cooldowns[name]*balance.basicRefund);} window.Solan={balance,names,combo,crescent,leap,roar,move,start,refund}; })();