> ## Documentation Index
> Fetch the complete documentation index at: https://v5.rpgjs.dev/llms.txt
> Use this file to discover all available pages before exploring further.

# Action Battle System

> Use the real-time action battle AI system for RPGJS enemies.

# Action Battle System

Advanced real-time action combat AI system for RPGJS.

The AI controller manages **behavior only**. All stats, HP, SP, skills, items, classes, and states are configured with the standard RPGJS API.

## Features

* State machine AI with `Idle`, `Alert`, `Combat`, `Flee`, and `Stunned`
* Multiple enemy types: `Aggressive`, `Defensive`, `Ranged`, `Tank`, `Berserker`
* Attack patterns: `Melee`, `Combo`, `Charged`, `Zone`, `DashAttack`
* Skill support with standard RPGJS skills
* Dodge and counter-attack behaviors
* Group behavior and waypoint patrols
* Knockback driven by weapon configuration
* Hook system with `onBeforeHit` and `onAfterHit`

## Installation

```bash theme={null}
npm install @rpgjs/action-battle
```

## Quick Start

```ts theme={null}
import { EventMode, ATK, PDEF, MAXHP, type EventDefinition } from "@rpgjs/server";
import { provideActionBattle, BattleAi, EnemyType } from "@rpgjs/action-battle/server";

function GoblinEnemy(): EventDefinition {
  return {
    name: "Goblin",
    onInit() {
      this.setGraphic("goblin");

      this.hp = 80;
      this.param[MAXHP] = 80;
      this.param[ATK] = 15;
      this.param[PDEF] = 5;

      new BattleAi(this, {
        enemyType: EnemyType.Aggressive
      });
    }
  };
}
```

When you build an object-based event for a map, type the factory as `EventDefinition`.
The returned object only describes the event behavior. Placement data such as `id`, `x`, and `y`
still belongs to the outer `maps[].events` wrapper.

## Factions and targets

`BattleAi` can target players, other battle events, every combat entity, hostile
factions, or an explicit list of factions.

```ts theme={null}
new BattleAi(this, {
  faction: "monsters",
  targets: "players"
});
```

Available target selectors:

* `players`: target all players.
* `events`: target action-battle events.
* `all`: target players and action-battle events.
* `hostile`: target entities with a different faction.
* `["guards", "bandits"]`: target only these factions.
* `(context) => boolean`: fully custom target rule.

An allied event can share the player faction and attack only monster groups:

```ts theme={null}
new BattleAi(this, {
  faction: "players",
  targets: ["monsters", "bandits"]
});
```

Two enemy groups can fight each other:

```ts theme={null}
new BattleAi(this, {
  faction: "guards",
  targets: ["bandits"]
});
```

You can change faction and targets at runtime:

```ts theme={null}
const ai = new BattleAi(this, {
  faction: "guards",
  targets: ["bandits"]
});

ai.setFaction("bandits");
ai.setTargets("hostile");
```

Players keep the previous behavior by default: their action attack targets
action-battle events. To enable PvP or teams, set the player target selector and
faction on the server:

```ts theme={null}
player.actionBattleFaction = "red-team";
player.actionBattleTargets = ["blue-team"];
```

## Enable the module

Register the module on the server:

```ts theme={null}
import { createServer } from "@rpgjs/server";
import { provideActionBattle } from "@rpgjs/action-battle/server";

export default createServer({
  providers: [
    provideActionBattle({
      animations: {
        attack: "attack"
      }
    })
  ]
});
```

`animations` is optional. If you omit it, attacks keep using the default
`attack` animation and no extra hurt, death, or skill-cast animation is played.

Player attacks lock movement for `350ms` by default. This gives an A-RPG feel
where the hero performs the attack in place before moving again.

```ts theme={null}
provideActionBattle({
  attack: {
    lockMovement: true,
    lockDurationMs: 350,
    showPreview: true,
    previewDurationMs: 180,
    previewColor: 0xfff3b0,
    previewAccentColor: 0xffffff
  }
});
```

Set `lockMovement` to `false` if you want players to keep moving while
attacking. The client stops local predicted movement as soon as the action
input is pressed and shows a short slash preview by default. Disable
`showPreview` when you provide your own client-side attack effect.

## Recommended composable DX

New action-battle configuration is grouped by responsibility:

* `combat` owns gameplay rules: player attack profile, damage, knockback, and hit hooks.
* `visual` owns temporary combat feedback: sprite animations, flashes, damage text, CanvasEngine effects, and previews.
* `ui` owns client components: action bar, targeting overlay, attack preview, and custom GUI or sprite components.
* `ai` owns reusable AI behavior functions.
* `skills.targeting` owns action targeting metadata for skills.

Use the same `visual` preset on the server and client when your project splits
configuration by runtime. The server still decides when authoritative hit, hurt,
skill, and enemy attack feedback should happen, but it sends one compact
action-battle client visual event. The client resolves that visual locally and
groups the flash, hit text, sound, component animation, or sprite animation.

This keeps gameplay authority on the server while avoiding several visual
packets for one combat moment. The client also triggers local input feedback
such as the attack preview.

```ts theme={null}
// config.server.ts
import {
  createActionBattleVisual,
  provideActionBattle
} from "@rpgjs/action-battle/server";

export default provideActionBattle({
  combat: {
    attack: {
      lockMovement: true,
      lockDurationMs: 280,
      profile: {
        startupMs: 70,
        activeMs: 110,
        recoveryMs: 160,
        hitPolicy: "oncePerTarget"
      }
    },
    hooks: {
      afterHit(result) {
        console.log(`Damage: ${result.damage}`);
      }
    }
  },

  visual: createActionBattleVisual("fx"),

  ai: {
    behaviors: {
      aggressive({ hpPercent }) {
        return {
          mode: hpPercent !== null && hpPercent < 0.25 ? "retreat" : "assault",
          attackCooldown: 850
        };
      }
    }
  }
});
```

```ts theme={null}
// config.client.ts
import {
  createActionBattleUi,
  createActionBattleVisual,
  provideActionBattle
} from "@rpgjs/action-battle/client";

export default provideActionBattle({
  visual: createActionBattleVisual("fx"),
  ui: createActionBattleUi({
    actionBar: false,
    targeting: true,
    attackPreview: true
  })
});
```

If your game installs action-battle as a combined module, you can import the
same helpers from `@rpgjs/action-battle`.

### Visual composition

`createActionBattleVisual()` accepts a preset or a map of visual parts. A visual
part is a function receiving the current combat context and helper methods.

```ts theme={null}
import { createActionBattleVisual } from "@rpgjs/action-battle/server";

const combatVisual = createActionBattleVisual({
  attack({ entity }, fx) {
    fx.graphic(entity, "attack");
  },
  hit({ target, damage }, fx) {
    fx.flash(target, { tint: "red", duration: 120 });
    fx.damageText(target, `-${damage}`);
    fx.component(target, "action-battle-hit-fx", {
      name: "hitSpark",
      scale: 0.8,
      zIndex: 1000
    });
  },
  hurt({ target }, fx) {
    fx.graphic(target, "hurt");
  },
  preview({ entity }, fx) {
    fx.preview(entity, { durationMs: 180 });
  }
});
```

Available presets:

```ts theme={null}
visual: createActionBattleVisual("classic") // sprite animation + flash + hit text
visual: createActionBattleVisual("fx")      // classic + CanvasEngine Fx hit spark
visual: createActionBattleVisual("none")    // no built-in visual feedback
```

The built-in CanvasEngine effect is registered as the component animation
`action-battle-hit-fx`. You can also call any component animation registered by
your own client modules with `fx.component(entity, id, params)`.

Action-battle visual composition runs through the general
[Client Visuals](/guide/client-visuals) mechanism for server-triggered combat
feedback. Use direct server visual APIs for isolated one-off effects, and use
`visual` here when you want action-battle to group combat presentation on the
client.

The legacy `animations` option still works for sprite animation names and
temporary graphics. New orchestration should go through `visual`, while
`animations` remains useful as the data source used by
`fx.graphic(entity, "attack")`, `fx.graphic(entity, "hurt")`, and
`fx.graphic(entity, "castSkill")`.

### Composable UI

The UI is client-owned. Keep the defaults, disable them with booleans, or
replace each component.

```ts theme={null}
import {
  ActionBattleUi,
  createActionBattleUi,
  provideActionBattle
} from "@rpgjs/action-battle/client";

export default provideActionBattle({
  ui: createActionBattleUi({
    actionBar: {
      enabled: true,
      component: ActionBattleUi.ActionBar,
      autoOpen: true,
      mode: "both"
    },
    targeting: {
      enabled: true,
      component: ActionBattleUi.TargetingOverlay,
      showGrid: true
    },
    attackPreview: {
      enabled: true,
      component: ActionBattleUi.AttackPreview
    },
    gui: [
      { id: "my-combat-panel", component: MyCombatPanel }
    ],
    spriteComponents: {
      front: [MySpriteOverlay],
      back: [MyShadow]
    }
  })
});
```

Shortcuts are accepted:

```ts theme={null}
ui: createActionBattleUi({ actionBar: false })
ui: createActionBattleUi({ targeting: false, attackPreview: false })
```

### Compatibility

The legacy `attack`, `systems.combat`, `systems.ai`, and `skills.getTargeting`
options are still supported. New code should prefer `combat`, `ai`, and
`skills.targeting` so each part of the action-battle module stays independently
replaceable.

### Attack profile model

Use `attack.profile` to describe the timing model of a player attack in one
typed object. A profile separates the attack into startup, active, and recovery
phases so combat systems can share the same vocabulary.

```ts theme={null}
provideActionBattle({
  attack: {
    profile: {
      id: "iron-sword",
      startupMs: 80,
      activeMs: 120,
      recoveryMs: 180,
      cooldownMs: 380,
      movementLock: true,
      directionLock: true,
      animationKey: "attack",
      hitPolicy: "oncePerTarget",
      reaction: {
        invincibilityMs: 250,
        hitstunMs: 150,
        staggerPower: 1
      },
      hitboxes: {
        right: { offsetX: 18, offsetY: -18, width: 42, height: 36 }
      }
    },
    lockDurationMs: 380
  }
});
```

The default profile mirrors the legacy attack lock: no startup, a short active
window, and recovery that totals `350ms`. The player attack runtime uses
`startupMs` before creating the hitbox, `activeMs` to keep the hitbox active,
and `totalDurationMs` for movement and direction locks.

| Field                      | Purpose                                                                                          |
| -------------------------- | ------------------------------------------------------------------------------------------------ |
| `id`                       | Stable name for this attack profile.                                                             |
| `startupMs`                | Wind-up time before the attack should become active.                                             |
| `activeMs`                 | Duration of the intended hit window.                                                             |
| `recoveryMs`               | Time after the active window before the action fully recovers.                                   |
| `cooldownMs`               | Minimum delay before the same profile should be reused.                                          |
| `movementLock`             | Whether the attack should lock movement.                                                         |
| `directionLock`            | Whether the attack should lock facing direction.                                                 |
| `animationKey`             | Animation key from `animations`, usually `attack`.                                               |
| `hitPolicy`                | `oncePerTarget` blocks duplicate hits during one attack; `allowRepeatHits` allows repeated hits. |
| `reaction.invincibilityMs` | Temporary invincibility after this hit connects.                                                 |
| `reaction.hitstunMs`       | Stun duration requested by this hit.                                                             |
| `reaction.staggerPower`    | Stagger value compared against enemy `poise`.                                                    |
| `hitboxes`                 | Optional hitbox overrides for this profile.                                                      |

Weapons can override the player attack profile from their database entry:

```ts theme={null}
const Dagger = {
  id: "dagger",
  name: "Dagger",
  _type: "weapon" as const,
  atk: 8,
  knockbackForce: 20,
  attackProfile: {
    id: "dagger",
    startupMs: 40,
    activeMs: 70,
    recoveryMs: 110
  }
};
```

## Skill and weapon actions

Skills and weapons can define an `action` block for action-battle selection,
while their effect stays automatic by default.
`BattleAi` uses this block when it casts `attackSkill` or attacks with an
equipped weapon. Player action-bar skills and configured equipped weapons use
the same executor, so `onUse` receives the same context in both cases.

```ts theme={null}
const Fireball = {
  id: "fireball",
  name: "Fireball",
  _type: "skill" as const,
  spCost: 10,
  power: 40,
  hitRate: 0.95,
  action: {
    target: "enemy",
    range: 300,
    mode: "projectile",
    projectile: {
      type: "fireball",
      speed: 220,
      range: 300,
      spreadDegrees: 8
    }
  }
};
```

With no `onUse`, action-battle applies the standard RPGJS skill effect:
SP cost, hit rate, states, and damage formulas. For weapons, the default effect
is a physical hit using the equipped weapon stats and action-battle hit hooks.
`action.target` can be `"enemy"`, `"ally"`, `"self"`, or `"any"`; enemy
resolution uses the attacker's action-battle faction and `targets` selector.
Projectile direction uses the same generic projectile options as
`map.projectiles.emit()`, including `spreadDegrees` and `accuracy`.

Use `onUse(user, target, ctx)` only when the action needs custom logic:

```ts theme={null}
const PoisonArrow = {
  id: "poison-arrow",
  _type: "skill" as const,
  spCost: 12,
  power: 20,
  action: {
    target: "enemy",
    range: 320,
    mode: "projectile",
    projectile: {
      type: "arrow",
      speed: 260,
      range: 320
    }
  },
  onUse(user, target, ctx) {
    ctx.projectile({
      type: "arrow",
      speed: 260,
      range: 320,
      onImpact({ target }) {
        ctx.defaultEffect(target);
        target?.addState?.("poison");
      }
    });
  }
};
```

For full custom actions, skip `ctx.defaultEffect()`:

```ts theme={null}
const Heal = {
  id: "heal",
  _type: "skill" as const,
  spCost: 8,
  action: {
    target: "ally",
    range: 180,
    mode: "instant"
  },
  onUse(user, target, ctx) {
    ctx.heal(target, 35);
  }
};
```

Weapons use the same model:

```ts theme={null}
const Claw = {
  id: "claw",
  _type: "weapon" as const,
  action: {
    target: "enemy",
    range: 45,
    mode: "instant"
  },
  onUse(user, target, ctx) {
    ctx.defaultEffect(target);
  }
};
```

## Plugin-first extension points

Action battle is structured as replaceable systems. You can keep the default
Zelda-like sword attack and only replace the pieces your game needs.

```ts theme={null}
import { provideActionBattle } from "@rpgjs/action-battle/server";

export default provideActionBattle({
  combat: {
    attack: {
      lockMovement: true,
      lockDurationMs: 280,
      hitboxes: {
        right: { offsetX: 18, offsetY: -18, width: 42, height: 36 }
      }
    },
    damage({ attacker, target, skill }) {
      const raw = target.applyDamage(attacker, skill);
      return {
        damage: raw.damage,
        defeated: target.hp <= 0,
        raw
      };
    },
    hooks: {
      beforeHit(context) {
        return context;
      },
      afterHit(result) {
        console.log(`Damage: ${result.damage}`);
      }
    }
  },
  ai: {
    behaviors: {
      slime({ hpPercent }) {
        return {
          mode: hpPercent !== null && hpPercent < 0.25 ? "retreat" : "assault",
          attackCooldown: 900
        };
      }
    }
  }
});
```

The public extension contracts are exported from `@rpgjs/action-battle/server`:
`ActionBattleCombatSystem`, `ActionBattleAiBehavior`,
`ActionBattleHitHooks`, and `ActionBattleHitResult`.

For data-driven enemies, use `createActionEnemy()`:

```ts theme={null}
import { createActionEnemy, EnemyType } from "@rpgjs/action-battle/server";

const enemyPresets = {
  slime: {
    enemyType: EnemyType.Aggressive,
    behaviorKey: "slime",
    stats(event) {
      event.hp = 40;
    }
  }
};

createActionEnemy(this, "slime", enemyPresets);
```

When the action targets a normal event with no `BattleAi`, the server lets the
event handle `onAction` and does not create the combat hitbox. Enemy events
with `BattleAi` still trigger the A-RPG attack.

## Configure stats with the standard RPGJS API

The AI uses the event's existing data.

### Health and resources

```ts theme={null}
this.hp = 100;
this.param[MAXHP] = 100;
this.sp = 50;
this.param[MAXSP] = 50;
```

### Parameters

```ts theme={null}
import { ATK, PDEF, SDEF } from "@rpgjs/server";

this.param[ATK] = 20;
this.param[PDEF] = 10;
this.param[SDEF] = 8;
```

### Skills

```ts theme={null}
import { Fireball, Heal } from "./database/skills";

this.learnSkill(Fireball);
this.learnSkill(Heal);
```

### Items and equipment

```ts theme={null}
import { Sword, Shield, Potion } from "./database/items";

this.addItem(Potion, 3);
this.equip(Sword);
this.equip(Shield);
```

### Classes

```ts theme={null}
import { WarriorClass } from "./database/classes";

this.setClass(WarriorClass);
```

### States

```ts theme={null}
import { PoisonState } from "./database/states";

this.addState(PoisonState);
```

## AI configuration

All AI options are optional:

```ts theme={null}
new BattleAi(event, {
  enemyType: EnemyType.Aggressive,
  attackSkill: Fireball,
  attackCooldown: 1000,
  visionRange: 150,
  attackRange: 60,
  dodgeChance: 0.2,
  dodgeCooldown: 2000,
  fleeThreshold: 0.2,
  attackPatterns: [
    AttackPattern.Melee,
    AttackPattern.Combo,
    AttackPattern.DashAttack
  ],
  attackProfiles: {
    charged: {
      startupMs: 900,
      activeMs: 140,
      recoveryMs: 300,
      reaction: {
        hitstunMs: 240,
        staggerPower: 2
      }
    }
  },
  poise: 1,
  hitstunMs: 150,
  invincibilityMs: 250,
  patrolWaypoints: [
    { x: 100, y: 100 },
    { x: 300, y: 100 }
  ],
  groupBehavior: true,
  animations: {
    attack: {
      animationName: "walk",
      graphic: "goblin_attack",
      repeat: 1
    },
    hurt: {
      animationName: "walk",
      graphic: "goblin_hurt",
      repeat: 1
    },
    die: {
      animationName: "walk",
      graphic: "goblin_die",
      repeat: 1,
      delayMs: 700
    }
  },
  rewards: {
    exp: 50,
    gold: 25,
    items: [{ itemId: "health_potion", amount: 1, chance: 30 }],
    showNotification: true
  },
  onDefeated: ({ event, attacker }) => {
    const name = attacker?.name?.() ?? "Unknown";
    console.log(`${event.name} was defeated by ${name}!`);
  }
});
```

Per-enemy `animations` override the global `provideActionBattle()` animations.
Use a string for a simple animation name, an object to temporarily switch
graphics, or a resolver function for data-driven events. Return `null` or
`undefined` from a resolver to skip the animation.

`attackProfiles` lets enemies telegraph attacks with `startupMs`, keep hitboxes
active for `activeMs`, and apply hit reactions. `poise` controls interruption:
an incoming hit only stuns the enemy when its `reaction.staggerPower` is greater
than or equal to the enemy's `poise`.

`rewards` are awarded once to the player who lands the killing blow. On defeat,
Action Battle calls `event.remove({ reason: "defeated", transition })`. The
server only sends that removal context; client modules decide how to render it
with `sprite.onBeforeRemove`, for example by awaiting a death animation, playing
a sound, or showing a particle effect before the sprite disappears. The legacy
`onDefeated(event, attacker)` signature remains supported for two-argument
callbacks.

When combat spritesheets come from RPGJS Studio media fields, convert the media
ids with `createStudioActionBattleAnimations()`. Studio-generated combat
spritesheets are played with `setGraphicAnimation("attack", graphic, 1)` by
default:

```ts theme={null}
import { provideActionBattle } from "@rpgjs/action-battle/server";
import { createStudioActionBattleAnimations } from "@rpgjs/studio/server";

export default provideActionBattle({
  animations: createStudioActionBattleAnimations()
});
```

Without arguments, the helper reads the Studio project animations attached to
the player at runtime by `provideStudioGame()`. You can still pass a static
object when you want to override the media ids manually. Animation values may be
media ids or media objects returned by the Studio game API.

For Studio enemies, the runtime reads `enemy.animations` automatically when an
enemy is created from the Studio database. The supported Studio fields are
`attack`, `hurt`, `die`, and `castSpell`. `castSkill` is also accepted when you
configure action-battle directly.

## Composable AI behaviors

Action Battle has three AI layers. They all run on the server and end in the
same authoritative runtime for movement, attacks, skills, cooldowns, hit
reactions, and rewards.

* **Presets** are the fastest path for common enemies.
* **Simplified behaviors** are readable rule lists that return intentions.
* **Behavior trees** are the advanced API for bosses and custom enemy logic.

### Presets

Use a built-in preset and override only what changes:

```ts theme={null}
import { BattleAi, AttackPattern } from "@rpgjs/action-battle/server";

new BattleAi(event, {
  preset: "aggressive",
  attackRange: 56,
  attackPatterns: [AttackPattern.Melee, AttackPattern.DashAttack],
  rewards: { exp: 12, gold: 4 }
});
```

Built-in presets are `aggressive`, `defensive`, `ranged`, `tank`, and
`berserker`. A preset is only behavior configuration. Stats still come from the
event itself.

Register project presets through `provideActionBattle()`:

```ts theme={null}
import {
  AttackPattern,
  chase,
  flee,
  ifHpBelow,
  ifTargetInRange,
  provideActionBattle,
  useAttack
} from "@rpgjs/action-battle/server";

export default provideActionBattle({
  ai: {
    presets: {
      slime: {
        preset: "aggressive",
        attackCooldown: 900,
        attackPatterns: [AttackPattern.Melee],
        simpleBehavior: {
          when: [
            ifHpBelow(0.25, flee()),
            ifTargetInRange(useAttack(AttackPattern.Melee))
          ],
          otherwise: chase()
        }
      }
    }
  }
});
```

Then instantiate enemies from the preset:

```ts theme={null}
new BattleAi(event, { preset: "slime" });
```

Presets are composable. A project preset can extend a built-in preset or another
project preset with `preset: "name"`. Local options passed to `new BattleAi()`
override the preset values.

### Simplified behaviors

Use `simpleBehavior` when you want expressive rules without writing a full
behavior tree. Each rule checks a condition and returns an intent:

```ts theme={null}
import {
  AttackPattern,
  BattleAi,
  chase,
  flee,
  ifDistanceLessThan,
  ifHpBelow,
  ifTargetInRange,
  keepDistance,
  useAttack
} from "@rpgjs/action-battle/server";

new BattleAi(event, {
  preset: "ranged",
  simpleBehavior: {
    when: [
      ifHpBelow(0.3, flee()),
      ifDistanceLessThan(80, keepDistance(120)),
      ifTargetInRange(useAttack(AttackPattern.Zone), 115)
    ],
    otherwise: chase()
  }
});
```

Common condition helpers:

| Helper                                 | Meaning                                           |
| -------------------------------------- | ------------------------------------------------- |
| `ifHpBelow(ratio, intent)`             | Run an intent when enemy HP is below a ratio.     |
| `ifTargetVisible(intent)`              | Run an intent when the AI currently has a target. |
| `ifTargetInRange(intent, range?)`      | Run an intent when the target is within a range.  |
| `ifDistanceLessThan(distance, intent)` | Run an intent when the target is too close.       |

Common intention helpers:

| Helper                               | Runtime behavior                                                          |
| ------------------------------------ | ------------------------------------------------------------------------- |
| `chase()` / `moveToTarget()`         | Move toward the current target.                                           |
| `flee()` / `fleeFromTarget()`        | Flee from the current target.                                             |
| `keepDistance(distance, tolerance?)` | Retreat or approach until the target is near the desired distance.        |
| `useAttack(pattern?)`                | Use a configured attack pattern when cooldown and range allow it.         |
| `useSkill(skill)`                    | Cast a skill against the current target when cooldown and range allow it. |
| `faceTarget()`                       | Face the current target.                                                  |
| `patrol()`                           | Continue the configured patrol route.                                     |
| `idle()`                             | Stop movement for this AI tick.                                           |

### Behavior trees

Use `behaviorTree` when you need explicit tree control. A tree node returns
`success`, `failure`, or `running`, optionally with an intent or decision.

```ts theme={null}
import {
  AttackPattern,
  BattleAi,
  action,
  chase,
  condition,
  flee,
  hpBelow,
  selector,
  sequence,
  targetInRange,
  useAttack
} from "@rpgjs/action-battle/server";

new BattleAi(event, {
  preset: "tank",
  attackRange: 60,
  attackCooldown: 1200,
  poise: 2,
  behaviorTree: selector([
    sequence([
      condition(hpBelow(0.18)),
      action(flee())
    ]),
    sequence([
      condition(targetInRange(60)),
      action(useAttack(AttackPattern.Charged))
    ]),
    action(chase())
  ])
});
```

The built-in tree helpers are intentionally small:

| Helper                                  | Purpose                                                                      |
| --------------------------------------- | ---------------------------------------------------------------------------- |
| `selector([...])`                       | Try children in order and return the first non-failure result.               |
| `sequence([...])`                       | Run children in order and fail as soon as one child fails.                   |
| `condition(predicate)`                  | Convert a predicate into a tree node.                                        |
| `action(intent)`                        | Convert an intent into a tree action.                                        |
| `decision(fnOrObject)`                  | Return low-level AI decisions such as `mode`, cooldowns, or attack patterns. |
| `defineAiTree(input)`                   | Wrap a tree function or node.                                                |
| `defineAiBehavior({ when, otherwise })` | Compile simplified behavior rules to a tree.                                 |

### Dynamic behavior and memory

Intent functions receive the AI context and can use `memory` for per-enemy
state:

```ts theme={null}
import { BattleAi, useAttack } from "@rpgjs/action-battle/server";

new BattleAi(event, {
  simpleBehavior: {
    otherwise: ({ memory }) => {
      memory.comboStep = (memory.comboStep ?? 0) + 1;
      return useAttack(memory.comboStep % 3 === 0 ? "charged" : "melee");
    }
  }
});
```

The context includes:

| Field                          | Description                                           |
| ------------------------------ | ----------------------------------------------------- |
| `event` / `self.event`         | The controlled `RpgEvent`.                            |
| `target`                       | The current `RpgPlayer` target, or `null`.            |
| `targetInfo`                   | Target distance, visibility, and attack-range status. |
| `state` / `self.state`         | Current `AiState`.                                    |
| `enemyType` / `self.enemyType` | Current `EnemyType`.                                  |
| `hpPercent` / `self.hpPercent` | Current HP ratio, or `null` if max HP is unavailable. |
| `memory`                       | Mutable per-AI storage for custom behavior state.     |

### Sample project

`samples/sample-dev` contains three AI demo enemies on `center-map`:

* `Preset Rusher` uses a named preset.
* `Simple Kiter` uses `simpleBehavior` and distance control.
* `Tree Elite` uses a direct `behaviorTree`.

## Enemy types

Enemy types affect behavior, not stats:

| Type       | Attack Speed | Dodge  | Behavior         |
| ---------- | ------------ | ------ | ---------------- |
| Aggressive | Fast         | Low    | Rushes player    |
| Defensive  | Slow         | High   | Counter-attacks  |
| Ranged     | Medium       | Medium | Keeps distance   |
| Tank       | Slow         | None   | Stands ground    |
| Berserker  | Variable     | Low    | Faster when hurt |

## Attack patterns

| Pattern    | Description                    |
| ---------- | ------------------------------ |
| Melee      | Single attack                  |
| Combo      | 2-3 rapid attacks              |
| Charged    | Wind-up, stronger attack       |
| Zone       | 360° area attack               |
| DashAttack | Rush toward target then attack |

## Use skills for attacks

```ts theme={null}
import { Skill } from "@rpgjs/database";

@Skill({
  name: "Slash",
  spCost: 5,
  power: 25,
  hitRate: 0.95
})
export class Slash {}

onInit() {
  this.hp = 100;
  this.sp = 50;
  this.learnSkill(Slash);

  new BattleAi(this, {
    attackSkill: Slash
  });
}
```

## Examples

### Basic enemy

```ts theme={null}
import { type EventDefinition, ATK, MAXHP } from "@rpgjs/server";

function Goblin(): EventDefinition {
  return {
    name: "Goblin",
    onInit() {
      this.setGraphic("goblin");
      this.hp = 50;
      this.param[MAXHP] = 50;
      this.param[ATK] = 10;

      new BattleAi(this);
    }
  };
}
```

### Mage with skills

```ts theme={null}
import { ATK, MAXHP, MAXSP, type EventDefinition } from "@rpgjs/server";

function DarkMage(): EventDefinition {
  return {
    name: "Dark Mage",
    onInit() {
      this.setGraphic("mage");
      this.hp = 60;
      this.sp = 100;
      this.param[MAXHP] = 60;
      this.param[MAXSP] = 100;
      this.param[ATK] = 25;

      this.learnSkill(Fireball);

      new BattleAi(this, {
        enemyType: EnemyType.Ranged,
        attackSkill: Fireball,
        visionRange: 200
      });
    }
  };
}
```

### Patrol guard

```ts theme={null}
import { ATK, MAXHP, type EventDefinition } from "@rpgjs/server";

function PatrolGuard(): EventDefinition {
  return {
    name: "Guard",
    onInit() {
      this.setGraphic("guard");
      this.hp = 80;
      this.param[MAXHP] = 80;
      this.param[ATK] = 15;

      new BattleAi(this, {
        enemyType: EnemyType.Defensive,
        patrolWaypoints: [
          { x: 100, y: 150 },
          { x: 300, y: 150 },
          { x: 300, y: 350 },
          { x: 100, y: 350 }
        ]
      });
    }
  };
}
```

## Player combat

The module handles player attacks via the `action` input:

```ts theme={null}
// Player presses action key -> attack animation + hitbox
// Hitbox detects enemy -> applyPlayerHitToEvent(player, event)
// Damage uses RPGJS formula: target.applyDamage(attacker)
```

## Knockback system

Knockback force is driven by the equipped weapon's `knockbackForce` property:

```ts theme={null}
const Warhammer = {
  id: "warhammer",
  name: "War Hammer",
  atk: 30,
  knockbackForce: 100,
  _type: "weapon" as const
};
```
