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Combat-role units (Skiff, Bastion): auto-acquire the nearest enemy
within aggro range, close to weapon range, and fire on cooldown. An
explicit 'attack' order pins the target; 'attack-move' auto-engages
anything encountered en route to its destination. A unit type's
bonusVs table (entities.js) adds extra damage against a specific
target type β Bastion's slow, short-range bulk is built to punch
through Skiff hulls specifically.
A plain 'move' order is the deliberate exception: it's how a player
pulls a unit OUT of a fight or redirects it past a threat, so it
skips auto-acquire entirely rather than getting silently overridden
the moment an enemy wanders into aggro range.
============================================================ */
"use strict";
import { stepToward, keepEscortStation, keepFormationStation, keepFollowingLeader, orderedSpeed } from "./movement.js";
import { UNITS, BUILDINGS, upgradeMult, rankMults } from "./entities.js";
import { getEntity, removeEntity } from "./state.js";
import { queryNeighbors } from "./grid.js";
import { sampleTerrain, sideMod, TERRAIN } from "./map.js";
import { UPHILL_FRAC } from "./fog.js";
import { hashStr } from "./rng.js";
import { detonateIfAttacked } from "./bomb.js";
import { depositWreckage } from "./wreckage.js";
export function updateCombat(state, unit, dt) {
const def = UNITS[unit.type];
unit.attackTimer = Math.max(0, unit.attackTimer - dt);
if (unit.order && unit.order.type === "move") {
// Clear the auto-acquired target on the way out. This block returns BEFORE the acquisition
// code below, and that code is the only place in the engine that ever writes autoTarget β so
// the field was unreachable-for-clearing for the whole duration of a move. separation.js's
// isCombatMode reads it, which made a unit pulled out of a fight with Move (the documented way
// to disengage) keep the tight combat packing forever instead of the padded idle spacing
// SEPARATION_PAD_MULT exists to give it β contradicting isCombatMode's own comment, which
// claims a stale autoTarget only reads as combat-mode "for one tick too long".
unit.autoTarget = null;
const arrived = stepToward(state, unit, unit.order.x, unit.order.y, orderedSpeed(def.speed, unit.order), dt);
if (arrived) unit.order = null;
return;
}
let targetId = unit.order && unit.order.type === "attack" ? unit.order.targetId : null;
if (targetId && !isAlive(state, targetId)) { unit.order = null; targetId = null; }
// AI focus-fire (engine/ai.js sets focusId when the Tactical AI is directing a
// squad onto one target): concentrate on it while it's a live enemy inside this
// unit's aggro. If it's dead or out of reach we fall straight through to the
// normal dispersed auto-acquire, so a stale/too-far focus never freezes a unit.
if (!targetId && unit.focusId && stillEngageable(state, unit, def, unit.focusId)) {
targetId = unit.focusId;
}
if (!targetId) {
// Stick to last tick's auto-target while it's still a live enemy in aggro
// range; only when it dies or slips away do we acquire a fresh (dispersed)
// one. Committing to a target instead of re-picking the nearest every tick
// is what makes spread-targeting hold β otherwise the whole line would
// re-converge on the single closest enemy each frame.
if (unit.autoTarget && stillEngageable(state, unit, def, unit.autoTarget)) {
targetId = unit.autoTarget;
} else {
targetId = acquireTarget(state, unit, def);
unit.autoTarget = targetId;
}
}
if (targetId) {
const target = getEntity(state, targetId);
if (target && target.hp > 0) {
const dist = Math.hypot(target.x - unit.x, target.y - unit.y);
if (dist > def.range) {
// Hold stance: stand fast rather than chasing an out-of-range target β
// fire only once something comes to us (a player-set defensive stance;
// the AI never sets it, so this can't touch the resolve guarantee).
// Overcharged Core's chaseSpeedMult (Assault Tier 2, entities.js UPGRADES) closes
// distance ~10% faster specifically HERE β an already-acquired target being run down β
// never on the plain 'move' order above (that branch reads def.speed directly, untouched).
// "Combat drive": the tactical verb that makes Assault's Tier-2 more than a second flat
// damage multiplier.
const chaseSpeed = def.speed * upgradeMult(state.players[unit.owner]?.upgrades, "chaseSpeedMult");
if (!unit.hold) stepToward(state, unit, target.x, target.y, chaseSpeed, dt);
} else if (unit.attackTimer <= 0) {
const died = performAttack(state, unit, def, target);
// Overdrive Actuators (Assault Tier 3, entities.js UPGRADES) shortens every cooldown
// reset after a landed shot via attackCooldownMult β see updateWorkerCombat below for the
// other reset site (a worker's explicit attack order). Deliberately NOT applied in
// updateBuildingCombat's own reset, further down: this is the ARMY's tempo upgrade
// (mobile units only), not a base-defense buff β Bulwark, not Assault, is the doctrine
// that already reaches structures too (reinforcedPlating's own comment, entities.js).
unit.attackTimer = def.cooldown * upgradeMult(state.players[unit.owner]?.upgrades, "attackCooldownMult");
if (died && unit.order && unit.order.targetId === target.id) unit.order = null;
} else if (state.ai?.micro && unit.owner === "ai" && def.range >= KITE_MIN_RANGE) {
maybeKite(state, unit, def, dt); // in range but reloading β a Tactical ranged unit stutter-steps back
}
return;
}
}
if (unit.order && unit.order.type === "attack-move") {
const arrived = stepToward(state, unit, unit.order.x, unit.order.y, orderedSpeed(def.speed, unit.order), dt);
if (arrived) unit.order = null;
return;
}
// Escort: with no threat acquired above (that block returns when engaging), keep station on
// the protective ring around the guarded ship β a persistent follow, never cleared on arrival,
// so the escort trails the target wherever it's ordered until given a new order.
if (unit.order && unit.order.type === "escort") {
keepEscortStation(state, unit, def.speed, dt);
} else if (unit.order && unit.order.type === "hold-formation") {
// Same idea, but the "target" is this unit's OWN fixed anchor rather than a moving ship β
// a formation leader holding its ground, still fully combat-reactive above (this only runs
// once no threat was acquired/engaged this tick).
keepFormationStation(state, unit, def.speed, dt);
} else if (unit.order && unit.order.type === "follow-leader") {
// A formation follower: keeps its slot relative to the leader's live position, same
// combat-reactive treatment as escort/hold-formation above.
keepFollowingLeader(state, unit, def.speed, dt);
}
}
// Only genuinely ranged units kite (Lancer 55 / Breacher 150 / Dreadnought 68);
// short-range brawlers (Skiff 40, Bastion 44) stand and trade.
const KITE_MIN_RANGE = 50;
// Stutter-step kiting: while a ranged unit is reloading and an enemy UNIT has
// closed inside 0.75x its weapon range, it steps directly away to keep the
// distance advantage, then stops to fire the instant its weapon is ready (that's
// the branch above this one). Only ever reacts to enemy UNITS β never buildings β
// so a ranged unit shelling an undefended base never backs off, keeping the
// resolves-to-a-winner guarantee intact. The retreat point is clamped to the map
// so a cornered kiter can't walk off the edge.
function maybeKite(state, unit, def, dt) {
const danger = def.range * 0.75;
const threat = nearestEnemyUnitWithin(state, unit, danger);
if (!threat) return;
const dx = unit.x - threat.x, dy = unit.y - threat.y;
const len = Math.hypot(dx, dy) || 1;
let tx = unit.x + (dx / len) * 40, ty = unit.y + (dy / len) * 40;
if (state.map) {
tx = Math.max(0, Math.min(state.map.width, tx));
ty = Math.max(0, Math.min(state.map.height, ty));
}
stepToward(state, unit, tx, ty, def.speed, dt);
}
function nearestEnemyUnitWithin(state, unit, radius) {
const cands = state.unitGrid ? queryNeighbors(state.unitGrid, unit.x, unit.y, radius) : state.units.values();
let best = null, bestD = Infinity;
for (const e of cands) {
if (e.owner === unit.owner || e.hp <= 0 || UNITS[e.type].role !== "combat") continue;
const d = Math.hypot(e.x - unit.x, e.y - unit.y);
if (d <= radius && d < bestD) { bestD = d; best = e; }
}
return best;
}
// Returns true if the target died. Shared by mobile units and turrets so
// upgrade multipliers and kill/event bookkeeping stay in exactly one place.
// The attackHit event carries both endpoints and the attacker's type so
// render.js can draw a tracer from shooter to target (a turret reads as
// its own "turret" type), `heavy` so a siege hit thumps deeper, `bonus`
// so a counter-triangle hit (Skiff catching a Lancer, etc.) telegraphs too β
// scoped to the per-type hard counter (bonusVs) only, distinct from `heavy`'s
// class-wide siege bonus (bonusVsBuildings), since there's no specific
// matchup to telegraph there β and `splashRadius` (def.splash's radius, when
// the attacker carries one) so renderEffects.js can draw an impact ring.
// Zero sim effect β the flags are read only by the UI layer (effects.js/
// renderEffects.js, hudSelection.js derives its "strong vs / falls to" text
// straight from the same bonusVs tables independently).
function performAttack(state, attacker, def, target) {
// An ARMED Helium Bomb doesn't take damage from a hit β it detonates instead,
// dealing distance-falloff blast damage to everything (attacker included)
// within its blast radius. Checked before the normal damage/death path,
// which never runs for it.
if (detonateIfAttacked(state, target)) return true;
const dmg = attackDamage(state, attacker, def, target);
target.hp -= dmg;
// Bulwark's out-of-combat regen (engine/repair.js updateBulwarkRegen) reads this to tell
// whether a unit is still "in a fight" β stamped wherever damage actually lands, unit or
// building alike, so a target under continuous fire can never coast into regen between two
// hits that land less than the doctrine's own delay apart. See applySplash below for the same
// stamp on splash damage.
target.lastHitAt = state.time;
state.events.push({
type: "attackHit", x: target.x, y: target.y,
fromX: attacker.x, fromY: attacker.y, unitType: attacker.type, owner: attacker.owner,
heavy: !!(def.bonusVsBuildings && target.kind === "building"),
bonus: !!(def.bonusVs && def.bonusVs[target.type]),
splashRadius: def.splash ? def.splash.radius : undefined,
});
// Splash (def.splash = {radius, frac}, Colossus first): after the primary hit above, rattle
// any enemy UNITS caught near the impact point too β see applySplash's own header comment for
// why this can never touch a building or the attacker's own side.
if (def.splash) applySplash(state, attacker, target, dmg, def.splash);
if (target.hp <= 0) {
// Veterancy (docs/improvement-proposals.md "Veterancy ranks"): a UNIT-kind attacker's
// confirmed kill counts toward its own rankMults (entities.js), applied in attackDamage
// above/below like any other multiplier. Buildings/turrets (kind "building") never accrue
// this β static defense holds ground by hp and ammo, not by leveling up.
if (attacker.kind === "unit") attacker.kills = (attacker.kills || 0) + 1;
// Nothing is really destroyed: ~80% of whatever was spent building this thing
// reappears as a minable wreck site a short delay later (engine/wreckage.js) β
// replaces the old instant, combat-unit-only salvage refund, and now covers
// workers and buildings too.
depositWreckage(state, target);
removeEntity(state, target.id);
// unitType/kind (docs/improvement-proposals.md "Tiered destruction"): purely additive on top
// of the pre-existing x/y/owner β boot.js/effects.js/renderEffects.js/sound.js scale the
// death's visuals and audio by what actually died (a Worker pops, a Dreadnought booms).
state.events.push({ type: "entityKilled", x: target.x, y: target.y, owner: target.owner, unitType: target.type, kind: target.kind });
return true;
}
return false;
}
// def.splash's implementation (Colossus first): enemy units of attacker.owner within
// `splash.radius` of the primary target's own position (the impact point) take
// dmg*splash.frac*(1 - d/splash.radius) falloff damage β the mechanical punishment for a packed,
// same-owner formation (separation.js's own packing behavior). The primary target itself is
// excluded: it already took the full, unmitigated `dmg` hit above, so splash is purely what
// happens to everyone ELSE caught nearby, not a second helping for the thing actually hit.
//
// Mirrors acquireTarget's own grid/full-scan idiom (queryNeighbors when state.unitGrid exists,
// else a plain scan over state.units.values() for the many direct-call tests that never build a
// grid) β and by walking only state.unitGrid/state.units, this can never reach a building no
// matter how close one stands to the impact (buildUnitGrid only ever indexes units; see
// engine/grid.js), so "buildings never take splash damage" holds by construction, not by a
// proximity check that could drift out of sync with colliders.js's placement rules.
//
// HP subtraction happens for every caught unit in one pass BEFORE any of them is checked for
// death (a second pass over the same `hit` list) β so the outcome can never depend on the order
// queryNeighbors happens to return candidates in. Each splash death still funnels through the
// same depositWreckage/removeEntity/entityKilled path as an ordinary kill.
function applySplash(state, attacker, target, dmg, splash) {
const cands = state.unitGrid
? queryNeighbors(state.unitGrid, target.x, target.y, splash.radius)
: state.units.values();
const hit = [];
for (const e of cands) {
if (e.id === target.id || e.owner === attacker.owner || e.hp <= 0) continue; // never the primary target, never friendly, never an already-dead grid straggler
const d = Math.hypot(e.x - target.x, e.y - target.y);
if (d > splash.radius) continue; // queryNeighbors is a padded superset β the exact-distance check is still ours to make
e.hp -= dmg * splash.frac * (1 - d / splash.radius);
e.lastHitAt = state.time; // splash counts as a landed hit too β see performAttack's own stamp above
hit.push(e);
}
for (const e of hit) {
if (e.hp > 0) continue;
depositWreckage(state, e);
removeEntity(state, e.id);
// Same unitType/kind addition as performAttack's own entityKilled push above β a splash
// kill gets the same tiered destruction feedback as a direct one.
state.events.push({ type: "entityKilled", x: e.x, y: e.y, owner: e.owner, unitType: e.type, kind: e.kind });
}
}
// Workers can fight, but only on an explicit 'attack' order β they never
// auto-acquire (that's the whole point of keeping them on the economy), so
// this handles just the ordered case: close to the target, strike on cooldown
// with the worker's weak stats (entities.js), and drop the order when it dies
// so a queued waypoint (or idle) takes over. Reuses the same performAttack as
// real combat units, so a worker's hit shows a tracer and plays its sound too.
export function updateWorkerCombat(state, unit, def, dt) {
unit.attackTimer = Math.max(0, unit.attackTimer - dt);
const targetId = unit.order.targetId;
if (!isAlive(state, targetId)) { unit.order = null; return; }
const target = getEntity(state, targetId);
const dist = Math.hypot(target.x - unit.x, target.y - unit.y);
if (dist > def.range) {
// No chaseSpeedMult here β Overcharged Core's "combat drive" is scoped to updateCombat's own
// chase branch above (an army unit running down an acquired target), not a worker closing on
// its explicit attack order; the proposal's own "Where" section names updateCombat only.
stepToward(state, unit, target.x, target.y, def.speed, dt);
} else if (unit.attackTimer <= 0) {
const died = performAttack(state, unit, def, target);
// Overdrive Actuators (Assault Tier 3) applies here too β see updateCombat's own reset site
// above for the shared attackCooldownMult comment.
unit.attackTimer = def.cooldown * upgradeMult(state.players[unit.owner]?.upgrades, "attackCooldownMult");
if (died) unit.order = null;
}
}
// Bonus-vs-type is a flat add (a specific hard counter), while researched
// Refinery upgrades (entities.js's UPGRADES) are multipliers applied on
// top β one on the attacker's side (damage dealt), one on the
// defender's (damage taken) β so both sides' research matters on every
// single hit, not just for units built after researching.
function attackDamage(state, unit, def, target) {
const bonus = def.bonusVs && def.bonusVs[target.type] || 0;
// Siege class (Breacher) hits every building for a flat class-wide bonus
// via bonusVsBuildings β kept separate from bonusVs (which is a hard
// counter to one unit type) so new buildings need no per-type entries.
const structureBonus = target.kind === "building" ? (def.bonusVsBuildings || 0) : 0;
let dmg = (def.attack || 0) + bonus + structureBonus; // belt-and-braces: a weaponless def can't NaN-poison hp
// Every researched Assault upgrade (attacker side) stacks its damage-dealt
// multiplier; every Bulwark upgrade (defender side) its damage-taken multiplier.
// Data-driven via upgradeMult, so the doctrine tiers just work. Both sides
// optional-chained symmetrically: an attacker whose owner isn't in state.players
// (a corrupt/tampered entity β a valid owner always is) reads no-upgrades (mult 1)
// instead of throwing on `.upgrades`, matching the defender-side guard below.
dmg *= upgradeMult(state.players[unit.owner]?.upgrades, "damageDealtMult");
dmg *= upgradeMult(state.players[target.owner]?.upgrades, "damageTakenMult");
// Veterancy (entities.js rankMults): the same shape as the two upgrade multipliers just
// above β the attacker's own kill tally raises damage dealt, the target's raises damage
// taken (i.e. reduces it, since takenMult < 1 per rank). 1/1 no-op for a fresh unit or any
// building/turret (kills never set on those), so this is purely additive to existing combat.
dmg *= rankMults(unit).dealtMult;
dmg *= rankMults(target).takenMult;
// The attacker's faction (and any future world) damage edge, through the same
// sideMod seam as every other side modifier. 1 for a neutral/economy/mobility
// faction; the Syndicate's firepower trait multiplies here (see factions.js).
dmg *= sideMod(state, unit.owner, "damageDealtMult");
// A positional edge, not a counter: an attacker firing from high ground hits
// for a flat bonus (terrain combatMult). Situational and symmetric, so the RPS
// triangle is untouched. OPEN / map-less states read 1.
if (state.map?.terrain) dmg *= sampleTerrain(state.map.terrain, unit.x, unit.y).combatMult;
// A friendly Aegis nearby projects a cryo-armour bubble that reduces the damage its
// allies take β the anvil's real value, applied wherever it stands (no targeting change
// needed). Reads the tick's precomputed anvil list (sim.js), so it's O(anvils) β usually
// zero. An Aegis never shields itself, so it can still be focused down.
dmg *= anvilAura(state, target);
return dmg;
}
// The damage multiplier from any friendly aura projector (Aegis) covering `target`. 1 when
// none is in range (or the list isn't built β a bare test state). Deterministic: positions
// are the tick-start snapshot in state.anvils.
function anvilAura(state, target) {
const anvils = state.anvils;
if (!anvils) return 1;
for (const a of anvils) {
if (a.owner !== target.owner || a.id === target.id) continue; // shields allies, never itself
if (Math.hypot(a.x - target.x, a.y - target.y) <= a.range) return a.mult;
}
return 1;
}
// How many of the nearest in-weapon-range enemies attackers fan out across,
// instead of the whole line dogpiling the single closest. This is the softener
// for the focus-fire snowball: spreading damage lets the losing side keep its
// shooters alive longer, so engagements trade instead of ending in a near-wipe
// from a slight edge (Lanchester's square law relaxed toward a linear one).
const SPREAD_TARGETS = 3;
function isAlive(state, id) {
const e = getEntity(state, id);
return !!e && e.hp > 0;
}
// Still worth holding onto: a live enemy inside this unit's aggro range.
function stillEngageable(state, unit, def, id) {
const e = getEntity(state, id);
if (!e || e.hp <= 0) return false;
const terrainMult = state.map?.terrain ? sampleTerrain(state.map.terrain, unit.x, unit.y).sightMult : 1;
const aggro = def.aggroRange * sideMod(state, unit.owner, "sightMult") * terrainMult;
return Math.hypot(e.x - unit.x, e.y - unit.y) <= aggro;
}
// Uphill concealment's acquisition half (mirrors fog.js's reveal(): same UPHILL_FRAC, same "the
// SOURCE'S own tile decides, not the candidate's" rule): an acquirer whose own tile is NOT high
// ground can only find (or hold) an enemy standing on high ground within UPHILL_FRAC of the
// normal range β beyond that, the ridge is as blind to weapons as it is to fog. Computed once per
// acquirer (via the `acquirerHigh` flag callers pass in β one sampleTerrain call, not one per
// candidate) and applied only to a CANDIDATE that itself sits on high ground; open/rough ground
// targets, and any target when the acquirer is itself on high ground, use the plain `range`.
function highGroundCap(terrain, acquirerHigh, e, range) {
if (acquirerHigh || !terrain) return range;
return sampleTerrain(terrain, e.x, e.y) === TERRAIN[2] ? range * UPHILL_FRAC : range;
}
function nearestEnemy(state, entities, unit, maxRange) {
const terrain = state.map?.terrain;
const acquirerHigh = !!(terrain && sampleTerrain(terrain, unit.x, unit.y) === TERRAIN[2]);
let best = null, bestD = Infinity;
for (const e of entities) {
if (e.owner === unit.owner || e.hp <= 0) continue; // hp>0 also skips stale dead refs a grid bucket may still hold
const d = Math.hypot(e.x - unit.x, e.y - unit.y);
const cap = highGroundCap(terrain, acquirerHigh, e, maxRange);
if (d <= cap && d < bestD) { bestD = d; best = e; }
}
return best ? { id: best.id, d: bestD } : null;
}
// Like nearestEnemy, but once several enemies are within weapon range it fans
// this unit onto one of the SPREAD_TARGETS nearest (chosen by a per-unit hash),
// rather than everyone locking the single closest. Still returns the plain
// nearest while closing in (nothing in weapon range yet), so units approach
// together and only spread once they can actually fire. Combined with the
// target stickiness in updateCombat, each attacker commits to its own target.
function spreadEnemy(state, entities, unit, def, aggro) {
// The local engagement band β a bit past weapon range so it catches the front
// line even in a tight melee, where almost no one has 2+ foes strictly within
// their (often short) weapon range at once. Spreading across this band is what
// actually reduces the dogpile.
const band = def.range + 60;
const terrain = state.map?.terrain;
const acquirerHigh = !!(terrain && sampleTerrain(terrain, unit.x, unit.y) === TERRAIN[2]);
let nearest = null, nearestD = Infinity;
const local = [];
for (const e of entities) {
if (e.owner === unit.owner || e.hp <= 0) continue;
const d = Math.hypot(e.x - unit.x, e.y - unit.y);
if (d > highGroundCap(terrain, acquirerHigh, e, aggro)) continue;
if (d < nearestD) { nearestD = d; nearest = e; }
if (d <= highGroundCap(terrain, acquirerHigh, e, band)) local.push({ e, d });
}
if (!nearest) return null;
if (local.length <= 1) return { id: nearest.id, d: nearestD }; // approaching, or a lone foe β just take nearest
local.sort((a, b) => a.d - b.d || (a.e.id < b.e.id ? -1 : 1)); // stable, deterministic order
const pick = local[hashStr(unit.id) % Math.min(local.length, SPREAD_TARGETS)];
return { id: pick.e.id, d: pick.d };
}
// Default policy is nearest-of-anything, with exact ties going to units
// (they're scanned first, so an equal-distance building never displaces a
// unit already chosen). prefersBuildings flips that for siege: shell
// structures inside aggro even when a unit stands closer, falling back to
// the nearest unit only when no building is in range.
function acquireTarget(state, unit, def) {
// The same sight modifier that scales fog reveal also scales how far a unit
// (or turret) reaches out to acquire β so a storm-shortened world bites both
// sides' aggro symmetrically. Optional-chained for map-less test states.
// Terrain folds in the same way fog.js's updateFog scales reveal by the source
// tile's sightMult (srcMult there): a unit standing on high ground acquires (and,
// via stillEngageable below, holds) targets out to the same extended radius it can
// see, not just the flat aggroRange β a held mesa is dangerous to approach, not just
// hard to sneak up on. Turrets share this path (updateBuildingCombat calls this too),
// so a Sentinel Turret on high ground gets the same reach.
const terrainMult = state.map?.terrain ? sampleTerrain(state.map.terrain, unit.x, unit.y).sightMult : 1;
const aggro = def.aggroRange * sideMod(state, unit.owner, "sightMult") * terrainMult;
// Units through the broad-phase grid (there can be hundreds); buildings stay a
// straight scan since there are only ever a handful. Full-scan fallback when
// no grid is present (direct combat tests). Both nearestEnemy/spreadEnemy apply
// uphill concealment's acquisition half internally (highGroundCap above) β the
// mesa's extra reach cuts both ways: it sees farther, but a lowland unit still
// can't shoot back at it past UPHILL_FRAC of that same reach.
const unitCandidates = state.unitGrid
? queryNeighbors(state.unitGrid, unit.x, unit.y, aggro)
: state.units.values();
const u = spreadEnemy(state, unitCandidates, unit, def, aggro);
const b = nearestEnemy(state, state.buildings.values(), unit, aggro);
if (def.prefersBuildings && b) return b.id;
if (!u) return b ? b.id : null;
if (!b) return u.id;
return u.d <= b.d ? u.id : b.id;
}
// Static defense: a completed building with an attack stat (Sentinel
// Turret) acquires and fires like a unit that can never move β it only
// engages inside its own range (aggroRange === range by definition) and
// never chases. Buildings have no order pipeline, so there is no
// player-directed focus fire; nearest-enemy is the whole policy.
export function updateBuildingCombat(state, building, dt) {
const def = BUILDINGS[building.type];
if (!def.attack) return;
if (building.constructing) { building.targetId = null; return; }
building.attackTimer = Math.max(0, building.attackTimer - dt);
building.targetId = acquireTarget(state, building, def);
if (!building.targetId || building.attackTimer > 0) return;
const target = getEntity(state, building.targetId);
// Same live-target guard the mobile updateCombat path applies before firing: the
// acquired target may have been removed or dropped to hp<=0 between acquire and
// now (a stale/tampered targetId, or a future reorder of the tick), so re-check it
// exists and is alive β otherwise performAttack would deref undefined / NaN-poison
// hp. Identity for valid data: a freshly acquired target is always live.
if (!target || target.hp <= 0) return;
// Ammo-fed static defense (the Torpedo Battery, entities.js def.ammo): real logistics paid
// in a manufactured commodity a worker hauls in (engine/haul.js), not a free-fire structure β
// a dry magazine holds fire rather than shooting for nothing. Still acquires/tracks a target
// above (so it visibly trains on the threat), it just won't spend a cooldown on an empty gun;
// the very next tick re-checks, so it fires the instant a hauler tops the larder back up.
// A no-op for every ammo-less def (turret/bastille/β¦), so their firing is untouched.
if (def.ammo && (building.input?.[def.ammo.com] || 0) < def.ammo.perShot) return;
performAttack(state, building, def, target);
building.attackTimer = def.cooldown;
if (def.ammo) building.input[def.ammo.com] -= def.ammo.perShot;
}
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