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botfights/frontend/src/game/fight/config.ts
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// ═══════════════════════════════════════════════════════════════
// Gameplay constants — all tunable magic numbers in one place
// ═══════════════════════════════════════════════════════════════
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// --- Performance mode ---
const PERF_KEY = 'bf_perf_mode'
function detectLowEnd(): boolean {
if (typeof navigator === 'undefined') return false
const cores = navigator.hardwareConcurrency || 4
const mobile = navigator.maxTouchPoints > 0
return cores < 4 || mobile
}
function loadPerfPref(): boolean | null {
try {
const v = localStorage.getItem(PERF_KEY)
if (v === '1') return true
if (v === '0') return false
} catch {}
return null
}
let _perfMode = loadPerfPref() ?? detectLowEnd()
export function isPerfMode(): boolean { return _perfMode }
export function setPerfMode(on: boolean): void {
_perfMode = on
try { localStorage.setItem(PERF_KEY, on ? '1' : '0') } catch {}
}
/** Scale a particle count down in performance mode (40%) or reduced motion (20%) */
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export function perfParticles(count: number): number {
if (_reducedMotion) return Math.max(1, Math.round(count * 0.2))
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return _perfMode ? Math.max(1, Math.round(count * 0.4)) : count
}
// --- Reduced motion ---
const _reducedMotion = typeof window !== 'undefined'
? window.matchMedia('(prefers-reduced-motion: reduce)').matches
: false
export function isReducedMotion(): boolean { return _reducedMotion }
// --- Haptic feedback ---
export function haptic(ms: number = 50): void {
try { navigator?.vibrate?.(ms) } catch { /* no vibration support */ }
}
// --- Choreography selection probabilities ---
export const CREATOR_ULTIMATE_CHANCE = 0.5 // Creator ultimate chance (non-crit); 1.0 on crits
export const CREATOR_THEMED_MOVE_RATIO = 0.6 // Creator uses creator-themed moves 60% of the time
export const CRIT_THEMED_RATIO = 0.5 // On crits: 50% themed, 50% epic generic
export const CHOREOGRAPHY_THEMED_RATIO = 0.6 // Normal: 60% themed
export const CHOREOGRAPHY_GENERIC_CUTOFF = 0.85 // Normal: 25% generic (0.600.85), 15% wild (0.851.0)
// --- Tier-gated ultimate chances ---
export const TIER_ULTIMATE_CHANCES: Record<number, number> = {
2: 0.15,
3: 0.20,
4: 0.30,
5: 0.40,
}
// --- Morph system ---
export const CREATOR_MORPH_CRIT_CHANCE = 0.7 // Creator morphs on devastating crits 70%
export const CREATOR_MORPH_INTENSITY_THRESHOLD = 0.6 // Creator morphs when intensity > 0.6
export const BOT_MORPH_CRIT_CHANCE = 0.4 // Regular bots morph on devastating crits 40%
export const BOT_MORPH_INTENSITY_THRESHOLD = 0.7 // Regular bots morph when intensity > 0.7
// --- Creator cameo ---
export const CREATOR_CAMEO_CHANCE = 0.06 // 6% per round in non-creator fights
// --- Round exchange probabilities ---
export const DODGE_CHANCE = 0.12 // Defender dodges instead of being hit
export const COUNTER_ATTACK_CHANCE = 0.25 // Defender counters after getting hit
export const SCANLINE_GLITCH_CHANCE = 0.25 // Random scanline glitch during exchanges
export const COMEDY_SFX_CHANCE = 0.15 // Comedy sound on non-decisive hits
export const PHYSICAL_CONTACT_BASE = 0.35 // Base chance for brawl/clinch
export const PHYSICAL_CONTACT_INTENSITY_SCALE = 0.2 // Added per unit of intensity
export const PHYSICAL_CONTACT_EXCHANGE_BONUS = 0.15 // Added after first exchange
export const CROWD_REACTION_CHANCE = 0.4 // Crowd reacts to round results
export const CREATOR_VOICE_LINE_CHANCE = 0.6 // Creator gets a voice line
// --- Hyperdetail (grotesque close-up) ---
export const HYPERDETAIL_BASE_CHANCE = 0.05 // Base hyperdetail chance
export const HYPERDETAIL_INTENSITY_SCALE = 0.45 // Scales with intensity
// --- Scene layout ---
export const GROUND_Y_RATIO = 0.82 // Ground line as fraction of canvas height
export const HOME_A_RATIO = 0.28 // Fighter A home X position ratio
export const HOME_B_RATIO = 0.72 // Fighter B home X position ratio
export const REFERENCE_HEIGHT = 500 // Reference canvas height for scale factor
export const MOBILE_SCALE_CAP = 0.55 // Cap SF on small screens so fighters aren't too tiny
export const SPRITE_LOAD_TIMEOUT_MS = 5_000 // Max wait for sprite loading (mobile hang prevention)
// --- Fighter scaling ---
export const FIGHTER_BASE_SCALE = 1.8 // Base fighter sprite scale
export const FIGHTER_TIER_SCALE = 0.4 // Additional scale per tier level
export const JUDGE_SCALE = 1.3 // Judge sprite scale
export const HUMAN_COACH_SCALE = 1.2 // Human coach sprite scale
export const HUMAN_RUN_SCALE = 1.3 // Human run-across sprite scale
// --- Scene visual constants ---
export const AMBIENT_PARTICLE_COUNT = 18 // Floating dust/embers in air
export const SKY_GRADIENT_BANDS = 6 // Number of sky gradient bands
export const GROUND_DEPTH_LINES = 12 // Ground gradient fade lines
export const PERSPECTIVE_GRID_LINES = 24 // Floor grid convergence lines
export const PILLAR_WIDTH = 8 // Side pillar frame width
export const SPEECH_BUBBLE_MAX_CHARS = 200 // Max chars in speech bubble
export const SPEECH_BUBBLE_WRAP = 24 // Chars per line in speech bubble
export const SPEECH_BUBBLE_MAX_LINES = 8 // Max lines in speech bubble
export const SPEECH_BUBBLE_FONT_SIZE = 12 // Speech bubble font size
export const SPEECH_BUBBLE_DEFAULT_DURATION = 3 // Default speech bubble duration (seconds)
// --- Human appearance ---
export const HUMAN_SHOW_CHANCE = 0.15 // Chance per round for human appearance
export const HUMAN_COACH_CHANCE = 0.4 // Of appearances: coach (most common)
export const HUMAN_RUN_CHANCE = 0.7 // Of appearances: run across (cumulative cutoff)
// --- Haptic scaling ---
export const HAPTIC_MIN_SHAKE = 3 // Min shake intensity to trigger haptic
export const HAPTIC_SCALE = 8 // Haptic ms = intensity * scale (capped 100)