NEO-98: Set melee strike to 2 m and elite slam to 4 m.

pull/137/head
VinPropane 2026-05-30 17:55:10 -04:00
parent 99aa2b455f
commit 44fb4adbe5
6 changed files with 11 additions and 11 deletions

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@ -5,7 +5,7 @@
"id": "prototype_npc_melee_strike", "id": "prototype_npc_melee_strike",
"displayName": "NPC Melee Strike", "displayName": "NPC Melee Strike",
"baseDamage": 15, "baseDamage": 15,
"maxRange": 1.0, "maxRange": 2.0,
"cooldownSeconds": 3.0, "cooldownSeconds": 3.0,
"abilityKind": "attack" "abilityKind": "attack"
}, },
@ -21,7 +21,7 @@
"id": "prototype_npc_elite_slam", "id": "prototype_npc_elite_slam",
"displayName": "NPC Elite Slam", "displayName": "NPC Elite Slam",
"baseDamage": 25, "baseDamage": 25,
"maxRange": 8.0, "maxRange": 4.0,
"cooldownSeconds": 5.0, "cooldownSeconds": 5.0,
"abilityKind": "attack" "abilityKind": "attack"
} }

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@ -19,9 +19,9 @@
| Archetype | Instance id | Marker | maxHp | Pulses to defeat | NPC damage | Strike range | Windup | Cooldown | | Archetype | Instance id | Marker | maxHp | Pulses to defeat | NPC damage | Strike range | Windup | Cooldown |
|-----------|-------------|--------|-------|------------------|------------|--------------|--------|----------| |-----------|-------------|--------|-------|------------------|------------|--------------|--------|----------|
| Melee | `prototype_npc_melee` | orange west **`(-3, -3)`** | 100 | **4** | 15 | **1 m** (close) | 1.5 s | 3.0 s | | Melee | `prototype_npc_melee` | orange west **`(-3, -3)`** | 100 | **4** | 15 | **2 m** (close) | 1.5 s | 3.0 s |
| Ranged | `prototype_npc_ranged` | purple SE **`(3, 3)`** | 80 | **4** | 12 | 10 m | 2.0 s | 4.0 s | | Ranged | `prototype_npc_ranged` | purple SE **`(3, 3)`** | 80 | **4** | 12 | 10 m | 2.0 s | 4.0 s |
| Elite | `prototype_npc_elite` | gold origin **`(0, 0)`** | 200 | **8** | 25 | 8 m | 2.5 s | 5.0 s | | Elite | `prototype_npc_elite` | gold origin **`(0, 0)`** | 200 | **8** | 25 | **4 m** | 2.5 s | 5.0 s |
Player casts **`prototype_pulse`** (**25** damage, ~**3 s** cooldown). Player casts **`prototype_pulse`** (**25** damage, ~**3 s** cooldown).
@ -49,7 +49,7 @@ Player casts **`prototype_pulse`** (**25** damage, ~**3 s** cooldown).
5. Press **1** (damaging cast): **`CastFeedbackLabel`** shows damage; **`NpcStateLabel`** eventually shows **`NPC state: Melee → aggro`** (~1 Hz poll). 5. Press **1** (damaging cast): **`CastFeedbackLabel`** shows damage; **`NpcStateLabel`** eventually shows **`NPC state: Melee → aggro`** (~1 Hz poll).
6. **`PlayerCombatHpLabel`** shows **`Player HP: 100/100`** once combat poll starts. 6. **`PlayerCombatHpLabel`** shows **`Player HP: 100/100`** once combat poll starts.
7. Wait **≥ 3 s** from first cast: **`NpcStateLabel`** shows **`telegraph_windup`**; **`TelegraphLabel`** shows countdown (e.g. **`Telegraph: Melee … · ~1.x s (melee)`**) ticking between polls. 7. Wait **≥ 3 s** from first cast: **`NpcStateLabel`** shows **`telegraph_windup`**; **`TelegraphLabel`** shows countdown (e.g. **`Telegraph: Melee … · ~1.x s (melee)`**) ticking between polls.
8. Wait **≥ 4.5 s** total from first cast (windup completes): stay **within ~1 m** of the melee marker (close combat — tab-lock is 6 m but strike range is **1 m**). **`PlayerCombatHpLabel`** drops to **`85/100`** (melee **15** damage). Back off during windup → telegraph may finish but **no** player damage (whiff). 8. Wait **≥ 4.5 s** total from first cast (windup completes): stay **within ~2 m** of the melee marker (close combat — tab-lock is 6 m but strike range is **2 m**). **`PlayerCombatHpLabel`** drops to **`85/100`** (melee **15** damage). Back off during windup → telegraph may finish but **no** player damage (whiff).
9. Press **1** three more times (respect ~3 s cooldown) until **`CombatTargetHpLabel`** shows **`0/100 (defeated)`** per defeat table above. 9. Press **1** three more times (respect ~3 s cooldown) until **`CombatTargetHpLabel`** shows **`0/100 (defeated)`** per defeat table above.
10. Press **1** again: **`ability_cast_denied: target_defeated`**. 10. Press **1** again: **`ability_cast_denied: target_defeated`**.

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@ -62,7 +62,7 @@ public class AbilityDefinitionCatalogLoaderTests
"id": "prototype_npc_melee_strike", "id": "prototype_npc_melee_strike",
"displayName": "NPC Melee Strike", "displayName": "NPC Melee Strike",
"baseDamage": 15, "baseDamage": 15,
"maxRange": 1.0, "maxRange": 2.0,
"cooldownSeconds": 3.0, "cooldownSeconds": 3.0,
"abilityKind": "attack" "abilityKind": "attack"
}, },
@ -78,7 +78,7 @@ public class AbilityDefinitionCatalogLoaderTests
"id": "prototype_npc_elite_slam", "id": "prototype_npc_elite_slam",
"displayName": "NPC Elite Slam", "displayName": "NPC Elite Slam",
"baseDamage": 25, "baseDamage": 25,
"maxRange": 8.0, "maxRange": 4.0,
"cooldownSeconds": 5.0, "cooldownSeconds": 5.0,
"abilityKind": "attack" "abilityKind": "attack"
} }

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@ -66,6 +66,6 @@ public class AbilityDefinitionsWorldApiTests
var meleeStrike = body.Abilities.Single(a => a.Id == "prototype_npc_melee_strike"); var meleeStrike = body.Abilities.Single(a => a.Id == "prototype_npc_melee_strike");
Assert.Equal(15, meleeStrike.BaseDamage); Assert.Equal(15, meleeStrike.BaseDamage);
Assert.Equal(1.0, meleeStrike.MaxRange); Assert.Equal(2.0, meleeStrike.MaxRange);
} }
} }

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@ -44,7 +44,7 @@ public static class PrototypeNpcTestFixtures
"NPC Melee Strike", "NPC Melee Strike",
15, 15,
3.0, 3.0,
1.0, 2.0,
"attack"), "attack"),
[PrototypeNpcAttackAbilityRegistry.PrototypeNpcRangedShot] = new( [PrototypeNpcAttackAbilityRegistry.PrototypeNpcRangedShot] = new(
PrototypeNpcAttackAbilityRegistry.PrototypeNpcRangedShot, PrototypeNpcAttackAbilityRegistry.PrototypeNpcRangedShot,
@ -58,7 +58,7 @@ public static class PrototypeNpcTestFixtures
"NPC Elite Slam", "NPC Elite Slam",
25, 25,
5.0, 5.0,
8.0, 4.0,
"attack"), "attack"),
}; };

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@ -161,7 +161,7 @@ Per-NPC aggro holders live in **`Game/Npc/`** as **`IThreatStateStore`** + **`In
| Rule | Behavior | | Rule | Behavior |
|------|----------| |------|----------|
| **Acquire** | First **damaging** cast on an NPC sets holder to the casting player when the row is empty (**`AggroOperations.TryAcquire`** from **`AbilityCastApi`**). Zero-damage abilities do not acquire. | | **Acquire** | First **damaging** cast on an NPC sets holder to the casting player when the row is empty (**`AggroOperations.TryAcquire`** from **`AbilityCastApi`**). Zero-damage abilities do not acquire. |
| **Attack range** | At telegraph resolve, damage applies only when the holder is within the bound attack ability's catalog **`maxRange`** of the NPC anchor (horizontal X/Z, inclusive). Melee strike **1 m**, ranged shot **10 m**, elite slam **8 m** — distinct from behavior **`aggroRadius`** (re-aggro) and tab-lock **6 m**. Out-of-range windups whiff (no damage; state still advances). | | **Attack range** | At telegraph resolve, damage applies only when the holder is within the bound attack ability's catalog **`maxRange`** of the NPC anchor (horizontal X/Z, inclusive). Melee strike **2 m**, ranged shot **10 m**, elite slam **4 m** — distinct from behavior **`aggroRadius`** (re-aggro) and tab-lock **6 m**. Out-of-range windups whiff (no damage; state still advances). |
| **Leash clear** | Holder clears when that player moves beyond the bound behavior def **`leashRadius`** from the NPC anchor (horizontal X/Z distance). Wired on **`POST /move`**, **`POST /move-stream`**, and before acquire on cast. | | **Leash clear** | Holder clears when that player moves beyond the bound behavior def **`leashRadius`** from the NPC anchor (horizontal X/Z distance). Wired on **`POST /move`**, **`POST /move-stream`**, and before acquire on cast. |
| **Defeat clear** | When **`ICombatEntityHealthStore`** marks the NPC **`defeated`**, **`NpcRuntimeOperations.TryStopOnTargetDefeat`** clears holder and resets runtime to **`idle`** (cast accept + lazy advance guard). | | **Defeat clear** | When **`ICombatEntityHealthStore`** marks the NPC **`defeated`**, **`NpcRuntimeOperations.TryStopOnTargetDefeat`** clears holder and resets runtime to **`idle`** (cast accept + lazy advance guard). |
| **Re-aggro** | After clear, the same first-hit rule applies — no proximity auto-aggro in this slice. | | **Re-aggro** | After clear, the same first-hit rule applies — no proximity auto-aggro in this slice. |