@adatechnology/game-characters 0.2.7 → 0.2.8

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- {"version":3,"sources":["../src/index.ts","../src/data/body.json","../src/body/body-spec.ts","../src/corpses.ts","../../game-contracts/src/blast-shove.ts","../../game-contracts/src/impact.ts","../../game-contracts/src/body.ts","../../game-contracts/src/spec.ts","../../game-contracts/src/weapons.ts","../../game-contracts/src/ignition.ts","../../game-contracts/src/seal.ts","../../game-contracts/src/twist.ts","../../game-contracts/src/animation.ts","../../game-contracts/src/tool-animation.ts","../../game-contracts/src/registry.ts","../../game-contracts/src/bench.ts","../../game-contracts/src/environment.ts","../../game-contracts/src/categories.ts","../../game-contracts/src/origin.ts","../../game-contracts/src/footprint.ts","../src/presets/team-game.json","../src/body/regions.ts","../src/data/segments.json","../src/body/segment-tree.ts","../src/body/body-state.ts","../src/body/describe.ts","../src/body/object-state.ts","../src/body/rig.ts","../src/character.ts","../src/body/transform.ts","../src/damage/bleeding.ts","../src/damage/body-ops.ts","../src/presets/physical.json","../src/damage/defaults.ts","../src/damage/penetration.ts","../src/damage/rules/blow.ts","../src/damage/points.ts","../src/damage/rules/regions.ts","../src/damage/blast.ts","../src/damage/protection.ts","../src/damage/resolve-part.ts","../src/damage/rules/arsenal.ts","../src/damage/rules/elenco.ts","../src/damage/rules/kit.ts","../src/damage/pipeline.ts","../src/damage/damage-character.ts","../src/damage/line.ts","../src/registry.ts","../src/kit.ts","../src/data/gait.json","../src/gait/stride.ts","../src/gait/profile.ts","../src/gait/animate.ts","../src/gait/cascade.ts","../src/gait/moves.ts","../src/gait/lying.ts","../src/condition/timeline.ts","../src/data/appearance.json","../src/appearance/variance.ts","../src/appearance/palette.ts","../src/appearance/traits.ts","../src/pose-clips/pose-clip.ts","../src/presets/pose-clips.json","../src/pose-clips/registry.ts","../src/pose-clips/first-person-clip.ts"],"sourcesContent":["/**\n * @adatechnology/game-characters: living bodies without an engine. Proportions and rig, the 17-segment tree with the 6 crowd regions, the\n * registries of presets, and the damage model (protection, penetration, severity, dismemberment, death, bleeding) as a `DestructibleImpl`.\n * Knows nothing about any game: content packs (people, uniformed forces, undead) add presets. Engine units: joules, metres, seconds.\n */\nexport { createCharacters, applyPreset, resolveDamageRules, DEFAULT_CORPSES, PERSON_PRESET } from './kit'\nexport type { CharacterKit } from './kit'\nexport type { Character, ResolvedCharacterSpec } from './character'\nexport { GUIDE, TEAM_GAME, JOINT_IDS, createBodySpec } from './body/body-spec'\nexport type { BodySpec, JointId } from './body/body-spec'\nexport { createRig, GAME_BONES, JOINT_PARENTS } from './body/rig'\nexport type { CreateRigParams, Rig } from './body/rig'\nexport { SEGMENT_TREE, SEGMENT_IDS, SEGMENT_NUMBERS, segmentNode, segmentsBelow, isSegmentId } from './body/segment-tree'\nexport type { SegmentId, SegmentNode, SegmentNumbers, SegmentSide } from './body/segment-tree'\nexport { BODY_REGIONS, LIMB_REGIONS, REGION_HIT_POINTS, REGION_SEGMENTS, isBodyRegion } from './body/regions'\nexport type { LimbRegion } from './body/regions'\nexport { BODY_MATERIAL, describeBody } from './body/describe'\nexport { mergeById, applyPatches, removeIds } from './registry'\nexport * from './gait'\nexport { createConditionTimeline } from './condition/timeline'\nexport type { ConditionOptions, ConditionPhase, ConditionSample, ConditionTimeline } from './condition/timeline'\nexport { createCorpseLedger } from './corpses'\nexport type { CorpseEntry, CorpseLedger } from './corpses'\nexport * from './appearance'\nexport type { DamageCharacter } from './damage/damage-character'\nexport {\n ARSENAL_RULES,\n DAMAGE_PRESETS,\n DEFAULT_DAMAGE_RULES,\n ELENCO_RULES,\n PROTECTION_PRESETS,\n TEAM_GAME_CALIBERS,\n TEAM_GAME_CALIBER_KEYS,\n} from './damage/defaults'\nexport {\n PENETRATION_MODELS,\n PHYSICAL_PENETRATION,\n TEAM_GAME_PENETRATION,\n TORSO_RESISTANCE,\n energyKept,\n segmentResistance,\n teamGameCost,\n teamGameFalloff,\n} from './damage/penetration'\nexport { createRng, cutOf, penetrationForce, pointsFromEnergy, projectileOf, resolvePoints, spreadPoints } from './damage/points'\nexport { LAYERED_PROTECTION_CAP, layeredProtection, layersOn, protect } from './damage/protection'\nexport type { ProtectionOutcome } from './damage/protection'\nexport { penetrateLine } from './damage/line'\nexport type { LineHit, LineResult, LineShot, LineTarget, PenetrateLineParams } from './damage/line'\nexport { BLOOD_LITERS_PER_DROP, bleedRateAt } from './damage/bleeding'\nexport type { Bleeder } from './damage/bleeding'\nexport type {\n BallisticClass,\n BlastRules,\n BodyHit,\n CaliberEntry,\n DamageRules,\n DeathRule,\n HitReport,\n PenetrationModel,\n ProjectileInfo,\n ProtectionLayer,\n SegmentRuleId,\n SeverityRules,\n} from './damage/types'\nexport type {\n AgeGroup,\n BodyMultipliers,\n CharacterPack,\n CharacterPreset,\n CharacterSpec,\n CharactersOptions,\n CorpseOptions,\n DamageOptions,\n Detail,\n SegmentState,\n SegmentStatus,\n} from './types'\nexport * from './pose-clips'\n","{\n \"guide\": {\n \"heightMetres\": 1.8,\n \"shoulderWidthMetres\": 0.61,\n \"shoulderWidthWomanMetres\": 0.57,\n \"shoulderHeightMetres\": 1.475,\n \"headToHeight\": 0.1667\n },\n \"teamGame\": {\n \"source\": \"G 65336 J (shoulders +-0.24 m)\",\n \"joints\": {\n \"quadril\": [\n 0,\n 0.95,\n 0\n ],\n \"pescoco\": [\n 0,\n 1.52,\n 0\n ],\n \"ombroE\": [\n -0.24,\n 1.44,\n 0\n ],\n \"ombroD\": [\n 0.24,\n 1.44,\n 0\n ],\n \"cotoveloE\": [\n -0.27,\n 1.13,\n 0\n ],\n \"cotoveloD\": [\n 0.27,\n 1.13,\n 0\n ],\n \"coxaE\": [\n -0.1,\n 0.92,\n 0\n ],\n \"coxaD\": [\n 0.1,\n 0.92,\n 0\n ],\n \"joelhoE\": [\n -0.1,\n 0.5,\n 0\n ],\n \"joelhoD\": [\n 0.1,\n 0.5,\n 0\n ]\n },\n \"heightMetres\": 1.8\n },\n \"lodDistancesMetres\": [\n 18,\n 55\n ],\n \"triangleBudget\": {\n \"lod0\": 2500,\n \"lod1\": 800,\n \"lod2\": 250\n }\n}\n","import type { SegmentKind, Vec3 } from '@adatechnology/game-contracts'\n\nimport body from '../data/body.json'\n\n/** The 17 joints of a body: one per segment, the point the segment hangs from. */\nexport type JointId =\n | 'hip'\n | 'spine'\n | 'neck'\n | 'head'\n | 'jaw'\n | 'shoulderL'\n | 'shoulderR'\n | 'elbowL'\n | 'elbowR'\n | 'wristL'\n | 'wristR'\n | 'hipL'\n | 'hipR'\n | 'kneeL'\n | 'kneeR'\n | 'ankleL'\n | 'ankleR'\n\nexport const JOINT_IDS: readonly JointId[] = ['hip', 'spine', 'neck', 'head', 'jaw', 'shoulderL', 'shoulderR', 'elbowL', 'elbowR', 'wristL', 'wristR', 'hipL', 'hipR', 'kneeL', 'kneeR', 'ankleL', 'ankleR']\n\n/**\n * Proportions of a body: joint positions in metres for a body of `heightMetres`, standing, feet on y = 0, facing +z, left side on +x.\n * `segmentRadius` is the radius of the capsule a segment is hit through.\n */\nexport type BodySpec = {\n readonly id: string\n readonly heightMetres: number\n readonly joints: Readonly<Record<JointId, Vec3>>\n readonly segmentRadius: Readonly<Record<SegmentKind, number>>\n}\n\nconst SEGMENT_RADIUS: Readonly<Record<SegmentKind, number>> = {\n head: 0.1,\n jaw: 0.05,\n neck: 0.06,\n torso: 0.17,\n pelvis: 0.16,\n upperArm: 0.085,\n forearm: 0.065,\n hand: 0.05,\n thigh: 0.1,\n shin: 0.08,\n foot: 0.05,\n}\n\nconst { guide } = body\nconst shoulderX = guide.shoulderWidthMetres / 2\nconst shoulderY = guide.shoulderHeightMetres\n\n/** The Elenco style guide body (1.80 m, shoulders 0.61 m at 1.475 m, head about 1/6 of the height): the default. */\nexport const GUIDE: BodySpec = {\n id: 'guide',\n heightMetres: guide.heightMetres,\n joints: {\n hip: [0, 0.92, 0],\n spine: [0, 1.05, 0],\n neck: [0, 1.56, 0],\n head: [0, 1.64, 0],\n jaw: [0, 1.66, 0.06],\n shoulderL: [shoulderX, shoulderY, 0],\n shoulderR: [-shoulderX, shoulderY, 0],\n elbowL: [shoulderX, shoulderY - 0.31, 0],\n elbowR: [-shoulderX, shoulderY - 0.31, 0],\n wristL: [shoulderX, shoulderY - 0.61, 0],\n wristR: [-shoulderX, shoulderY - 0.61, 0],\n hipL: [0.105, 0.9, 0],\n hipR: [-0.105, 0.9, 0],\n kneeL: [0.105, 0.48, 0],\n kneeR: [-0.105, 0.48, 0],\n ankleL: [0.105, 0.1, 0],\n ankleR: [-0.105, 0.1, 0],\n },\n segmentRadius: SEGMENT_RADIUS,\n}\n\nconst J = body.teamGame.joints\nconst below = (point: readonly number[], drop: number): Vec3 => [point[0], point[1] - drop, point[2]]\n\n/**\n * The game's crowd body (G 65336 `J`, shoulders ±0.24 m), kept for the goldens of the instanced path. `J` has no spine, head, jaw, wrist or\n * ankle: spine and head sit on the hip and neck bones (bones 0 and 1 of the game), the wrist and ankle one forearm and one shin below.\n */\nexport const TEAM_GAME: BodySpec = {\n id: 'team-game',\n heightMetres: body.teamGame.heightMetres,\n joints: {\n hip: J.quadril as Vec3,\n spine: J.quadril as Vec3,\n neck: J.pescoco as Vec3,\n head: J.pescoco as Vec3,\n jaw: [0, J.pescoco[1] + 0.08, 0.06],\n shoulderL: J.ombroE as Vec3,\n shoulderR: J.ombroD as Vec3,\n elbowL: J.cotoveloE as Vec3,\n elbowR: J.cotoveloD as Vec3,\n wristL: below(J.cotoveloE, 0.3),\n wristR: below(J.cotoveloD, 0.3),\n hipL: J.coxaE as Vec3,\n hipR: J.coxaD as Vec3,\n kneeL: J.joelhoE as Vec3,\n kneeR: J.joelhoD as Vec3,\n ankleL: below(J.joelhoE, 0.42),\n ankleR: below(J.joelhoD, 0.42),\n },\n segmentRadius: SEGMENT_RADIUS,\n}\n\n/** A body spec from `base` (default `GUIDE`) with the given fields replaced; `joints` and `segmentRadius` merge key by key. */\nexport const createBodySpec = (patch: Partial<BodySpec> = {}, base: BodySpec = GUIDE): BodySpec => ({\n id: patch.id ?? base.id,\n heightMetres: patch.heightMetres ?? base.heightMetres,\n joints: { ...base.joints, ...patch.joints },\n segmentRadius: { ...base.segmentRadius, ...patch.segmentRadius },\n})\n","import type { CorpseOptions } from './types'\n\nexport type CorpseEntry<TData> = {\n /** Seconds since it fell. */\n age: number\n readonly data: TData\n}\n\nexport type CorpseLedger<TData> = {\n readonly entries: readonly CorpseEntry<TData>[]\n readonly count: number\n /** Adds a corpse; when the ledger is full the oldest one is replaced. Returns the replaced data, if any. */\n add(data: TData): TData | undefined\n /** Ages every corpse by `dt` seconds and removes the ones past their life (swap with the last, like the game). Returns the removed data. */\n update(dt: number): TData[]\n /** Takes one corpse away (eaten, searched and dragged off): the last one moves into its place, like the game's `CP`. Returns its data. */\n remove(index: number): TData | undefined\n clear(): void\n}\n\n/** The bodies left on the ground: capped (400) and gone after a lifetime (900 s); generic over what each one carries. */\nexport const createCorpseLedger = <TData>(options: CorpseOptions): CorpseLedger<TData> => {\n const entries: CorpseEntry<TData>[] = []\n return {\n entries,\n get count() {\n return entries.length\n },\n add(data) {\n if (entries.length < options.max) {\n entries.push({ age: 0, data })\n return undefined\n }\n let oldest = 0\n for (let index = 1; index < entries.length; index++) if ((entries[index] as CorpseEntry<TData>).age > (entries[oldest] as CorpseEntry<TData>).age) oldest = index\n const replaced = (entries[oldest] as CorpseEntry<TData>).data\n entries[oldest] = { age: 0, data }\n return replaced\n },\n update(dt) {\n const removed: TData[] = []\n for (let index = 0; index < entries.length; index++) {\n const entry = entries[index] as CorpseEntry<TData>\n entry.age += dt\n if (entry.age <= options.seconds) continue\n removed.push(entry.data)\n entries[index] = entries[entries.length - 1] as CorpseEntry<TData>\n entries.pop()\n index--\n }\n return removed\n },\n remove(index) {\n const entry = entries[index]\n if (!entry) return undefined\n entries[index] = entries[entries.length - 1] as CorpseEntry<TData>\n entries.pop()\n return entry.data\n },\n clear() {\n entries.length = 0\n },\n }\n}\n","import type { Vec3 } from './destruction'\n\n/**\n * The numbers of the shove a blast gives to a body that moves (a loose item, a piece of furniture, a person): all of them a game value, with a default that reads well in a room,\n * not a physical table. A host reads them once and lends them to the modules that move their own bodies (`ModuleHost.blastShove`).\n */\nexport interface BlastShoveOptions {\n /**\n * The share of the blast energy that reaches a body as motion: the speed at the centre is `sqrt(2 * energy * coupling / mass)`, before the falloff (default 0.02).\n */\n readonly coupling?: number\n /** Fastest a body is thrown, in m/s, at the centre of the blast (default 20). */\n readonly maxSpeed?: number\n /** How much of the push goes up: the direction is `(away, lift)` normalised from the horizontal outward direction (default 0.3). */\n readonly lift?: number\n /** Below this speed (m/s) nothing moves: a heavy thing far from a small blast stays where it is (default 0.3). */\n readonly minSpeed?: number\n /** Exponent of the falloff `(1 - distance / radius) ^ power`, the same as the damage of the destruction world (default 2). */\n readonly falloffPower?: number\n}\n\n/** The defaults of `BlastShoveOptions`. */\nexport const DEFAULT_BLAST_SHOVE: Readonly<Required<BlastShoveOptions>> = { coupling: 0.02, maxSpeed: 20, lift: 0.3, minSpeed: 0.3, falloffPower: 2 }\n\n/** A blast as the shove reads it: where, how much energy (J) and how far it reaches (m). `reach` (0..1) is the share that got through what stood in the way. */\nexport interface BlastSource {\n readonly point: Vec3\n readonly energy: number\n readonly radius: number\n readonly reach?: number\n}\n\n/** What a blast does to one body: how fast it leaves (m/s), the unit direction it leaves in, and how far from the centre it was. */\nexport interface BlastShove {\n readonly speed: number\n readonly direction: Vec3\n readonly distance: number\n /** The falloff applied, 0..1. */\n readonly falloff: number\n}\n\n/**\n * The shove a blast gives to a body of `mass` kg whose centre is at `position`: away from the centre, lifted a little, with the speed\n * `min(maxSpeed, sqrt(2 * energy * reach * coupling / mass)) * (1 - distance / radius) ^ 2`. Undefined when the body is outside the radius or the speed is under `minSpeed`.\n * The same rule moves the loose items and furniture of the test room and the people of the characters module, so a game that tunes the options tunes all of them.\n */\nexport function blastShove(blast: BlastSource, target: { readonly position: Vec3; readonly mass: number }, options: BlastShoveOptions = {}): BlastShove | undefined {\n const o = { ...DEFAULT_BLAST_SHOVE, ...options }\n const dx = target.position[0] - blast.point[0]\n const dy = target.position[1] - blast.point[1]\n const dz = target.position[2] - blast.point[2]\n const distance = Math.hypot(dx, dy, dz)\n if (!(blast.radius > 0) || distance > blast.radius) return undefined\n const falloff = (1 - distance / blast.radius) ** o.falloffPower\n const mass = Math.max(target.mass, 0.05)\n const speed = Math.min(o.maxSpeed, Math.sqrt((2 * blast.energy * (blast.reach ?? 1) * o.coupling) / mass)) * falloff\n if (!(speed >= o.minSpeed)) return undefined\n // straight above or below the centre there is no \"away\": the push goes up\n const direction: Vec3 = distance > 1e-4 ? [dx / distance, dy / distance + o.lift, dz / distance] : [0, 1, 0]\n const length = Math.hypot(direction[0], direction[1], direction[2])\n return { speed, direction: [direction[0] / length, direction[1] / length, direction[2] / length], distance, falloff }\n}\n","import type { DamageType, DestructibleSpec, DestructionEvent, Hit, JointSpec, ObjectState, ToolKind, Vec3 } from './destruction'\n\n/**\n * What a game module implements for an object whose behaviour it owns (a vehicle with its own panel deformation, a creature, a machine). The\n * world (`DestructionWorld.register`) hosts it next to its own objects: raycast, shoot, explode, hit, disassemble, extinguish, update, state,\n * reset and `on` all route to it.\n *\n * Space: the impl receives hits in WORLD space and returns events in WORLD space (it owns its transform; the transform given to `register` or\n * `setTransform` is only used by the world for raycasts and blast range). Every event must carry `object === id` and name parts listed by\n * `describe()`.\n */\nexport interface DestructibleImpl {\n readonly id: string\n readonly name?: string\n /** Parts, joints and structure in the impl's local space, for raycast, inspector and log. Called often: keep it cheap. */\n describe(): DestructibleSpec\n /** Apply one hit (see `IMPACT_CONTRACT` for the fields per type) and return the events it caused. */\n hit(hit: Hit): DestructionEvent[]\n /** Advance fire, melting, collapse and other timed behaviour. */\n update?(dt: number): DestructionEvent[]\n state(): ObjectState\n reset?(): void\n /** Same contract as `DestructionWorld.disassemble`: progress 0..1, or -1 when the tool cannot undo the joint. */\n disassemble?(jointId: string, tool: ToolKind, dt: number): number\n extinguish?(partId?: string): void\n /** Optional: an animation moved a part; `position` / `rotation` (Euler XYZ, radians) are object-local. Keep raycast and hit shapes in sync. */\n setPartPose?(partId: string, position: Vec3, rotation?: Vec3): void\n /** Plain JSON of the impl's own state, stored in `DestructionSnapshot.impls`. */\n serialize?(): unknown\n load?(data: unknown): void\n}\n\n/** The fields a weapon or hazard must put in a `Hit`, per damage type. THE impact contract. */\nexport interface ImpactContract {\n required: string[]\n optional: string[]\n note: string\n}\n\nexport const IMPACT_CONTRACT: Record<DamageType, ImpactContract> = {\n ballistic: { required: ['type', 'point', 'direction', 'energy', 'caliber'], optional: ['space', 'source'], note: 'bullets and pellets: joules and diameter in millimetres' },\n blunt: { required: ['type', 'point', 'energy'], optional: ['direction', 'radius', 'space', 'source'], note: 'contact radius in metres (default 3 cm)' },\n slash: { required: ['type', 'point', 'energy'], optional: ['direction', 'radius', 'space', 'source'], note: 'axes, knives, machetes' },\n explosive: { required: ['type', 'point', 'energy', 'radius'], optional: ['lethalRadius', 'space', 'source'], note: 'point is the centre of the blast, radius the range in metres' },\n fire: { required: ['type', 'point', 'temperature', 'radius'], optional: ['duration', 'space', 'source'], note: 'flame temperature in °C; duration in seconds (call every frame with `dt`)' },\n heat: { required: ['type', 'point', 'temperature', 'radius'], optional: ['duration', 'space', 'source'], note: 'heat without flame (cutting torch, hot plate)' },\n}\n\n/** Problems with a hit according to the impact contract (empty when it is valid). */\nexport const checkHit = (hit: Hit): string[] => {\n const c = IMPACT_CONTRACT[hit.type]\n if (!c) return [`unknown damage type \"${String(hit.type)}\"`]\n const out: string[] = []\n for (const f of c.required) {\n const v = (hit as unknown as Record<string, unknown>)[f]\n if (v === undefined || (Array.isArray(v) ? v.some((n) => !Number.isFinite(n)) : typeof v === 'number' && !Number.isFinite(v))) out.push(`${hit.type} hit needs \"${f}\"`)\n }\n return out\n}\n\nexport interface CheckOptions {\n /**\n * Ids of every material the impl may use (the contracts package does not know the materials of your world: pass the ids of\n * `world.materials`, or the built-in plus your own). When omitted, the material check is skipped.\n */\n materials?: Iterable<string>\n}\n\nconst finiteJson = (v: unknown, path: string, out: string[]) => {\n if (typeof v === 'number') {\n if (!Number.isFinite(v)) out.push(`${path} is not a finite number`)\n } else if (Array.isArray(v)) v.forEach((x, i) => finiteJson(x, `${path}[${i}]`, out))\n else if (v && typeof v === 'object') for (const [k, x] of Object.entries(v)) finiteJson(x, `${path}.${k}`, out)\n else if (typeof v === 'function' || typeof v === 'symbol' || typeof v === 'bigint') out.push(`${path} is not JSON`)\n}\n\n/**\n * Contract checker for the test room (it needs no world): `describe()` is valid, a 500 J ballistic hit at a part centre returns well-formed events of this impl, `state()`\n * matches `describe()`, hit points never go negative, `update(0.016)` returns an array and every event is JSON-serializable. It hits the impl\n * (and calls `reset()` afterwards when there is one).\n */\nexport const checkDestructible = (impl: DestructibleImpl, options: CheckOptions = {}): { ok: boolean; problems: string[] } => {\n const problems: string[] = []\n const known = options.materials ? new Set(options.materials) : null\n let spec: DestructibleSpec | undefined\n try {\n spec = impl.describe()\n } catch (e) {\n return { ok: false, problems: [`describe() threw: ${String(e)}`] }\n }\n if (!spec || !Array.isArray(spec.parts) || spec.parts.length === 0) return { ok: false, problems: ['describe() must return at least one part'] }\n const ids = new Set<string>()\n for (const p of spec.parts) {\n if (ids.has(p.id)) problems.push(`duplicate part id \"${p.id}\"`)\n ids.add(p.id)\n if (known && !known.has(p.material)) problems.push(`part \"${p.id}\" has unknown material \"${p.material}\"`)\n if (!p.shape || !['box', 'cylinder', 'sphere'].includes(p.shape.kind)) problems.push(`part \"${p.id}\" has no valid shape`)\n if (!Array.isArray(p.position) || p.position.length !== 3) problems.push(`part \"${p.id}\" has no position`)\n }\n const jointIds = new Set<string>()\n for (const j of (spec.joints ?? []) as JointSpec[]) {\n if (!ids.has(j.a) || !ids.has(j.b)) problems.push(`joint \"${j.id ?? `${j.a}~${j.b}`}\" references an unknown part`)\n const jid = j.id ?? `${j.a}~${j.b}`\n if (jointIds.has(jid)) problems.push(`duplicate joint id \"${jid}\"`)\n jointIds.add(jid)\n }\n const checkState = (label: string) => {\n let st: ObjectState\n try {\n st = impl.state()\n } catch (e) {\n problems.push(`state() threw ${label}: ${String(e)}`)\n return\n }\n const sids = st.parts.map((p) => p.id).sort().join(',')\n if (sids !== [...ids].sort().join(',')) problems.push(`state() part ids do not match describe() ${label}`)\n for (const p of st.parts) if (!(p.hp >= 0)) problems.push(`part \"${p.id}\" has negative or invalid hp ${label}`)\n }\n const checkEvents = (events: unknown, label: string) => {\n if (!Array.isArray(events)) {\n problems.push(`${label} must return an array`)\n return\n }\n const evs = events as DestructionEvent[]\n evs.forEach((e, i) => {\n if (e.object !== impl.id) problems.push(`${label} event ${i} (${e.type}) has object \"${String(e.object)}\", expected \"${impl.id}\"`)\n const part = (e as { part?: string }).part\n if (part !== undefined && !ids.has(part)) problems.push(`${label} event ${i} (${e.type}) names unknown part \"${part}\"`)\n })\n const bad: string[] = []\n finiteJson(evs, 'events', bad)\n problems.push(...bad.map((b) => `${label}: ${b}`))\n try {\n const s = JSON.stringify(evs)\n if (JSON.stringify(JSON.parse(s)) !== s) problems.push(`${label} events do not survive a JSON round trip`)\n } catch (e) {\n problems.push(`${label} events are not JSON-serializable: ${String(e)}`)\n }\n }\n checkState('before the hit')\n const target = spec.parts[0]\n try {\n const hit: Hit = { type: 'ballistic', point: [target.position[0], target.position[1], target.position[2]], direction: [0, 0, -1], energy: 500, caliber: 9 }\n checkEvents(impl.hit(hit), 'hit()')\n } catch (e) {\n problems.push(`hit() threw: ${String(e)}`)\n }\n checkState('after the hit')\n if (impl.update) {\n try {\n checkEvents(impl.update(0.016), 'update()')\n } catch (e) {\n problems.push(`update() threw: ${String(e)}`)\n }\n checkState('after update')\n }\n try {\n impl.reset?.()\n } catch (e) {\n problems.push(`reset() threw: ${String(e)}`)\n }\n return { ok: problems.length === 0, problems }\n}\n","/** The slots of a body an item can cover (the item slot vocabulary: game-items imports it from here). */\nexport type BodySlot = 'head' | 'eyes' | 'torso' | 'arms' | 'hands' | 'legs' | 'feet' | 'over'\n\n/** The 11 segments of the detailed body model (the Arsenal ids). */\nexport type SegmentKind = 'head' | 'jaw' | 'neck' | 'torso' | 'pelvis' | 'upperArm' | 'forearm' | 'hand' | 'thigh' | 'shin' | 'foot'\n\n/** The 6 regions of the crowd model (the game regions 0..5). */\nexport type BodyRegion = 'head' | 'torso' | 'armL' | 'armR' | 'legL' | 'legR'\n\n/** Bits of the `missing` mask of a body. The instanced body shader reads them, so the values are part of the contract. */\nexport const MISSING_BITS = {\n head: 1,\n armL: 2,\n armR: 4,\n legL: 8,\n legR: 16,\n armLBroken: 32,\n armRBroken: 64,\n legLBroken: 128,\n legRBroken: 256,\n jaw: 512,\n} as const\n","import type { DestructibleSpec, PartSpec } from './destruction'\n\nexport interface CheckSpecOptions {\n /** Known material ids. When given, every part's material must be one of them. */\n materials?: Iterable<string>\n}\n\nexport interface SpecReport {\n /** False when there is at least one problem (warnings do not count). */\n ok: boolean\n problems: string[]\n /** Things that are legal but probably wrong, e.g. structural parts that cannot reach an anchored part. */\n warnings: string[]\n}\n\nconst STRUCTURE_ROLES = ['foundation', 'column', 'beam', 'slab', 'wall', 'partition', 'roof', 'stair', 'none']\nconst BEARS = [true, false, 'a_on_b', 'b_on_a']\n\nconst finite = (n: unknown): n is number => typeof n === 'number' && Number.isFinite(n)\nconst positive = (n: unknown): boolean => finite(n) && n > 0\nconst vec3 = (v: unknown): boolean => Array.isArray(v) && v.length === 3 && v.every(finite)\nconst nonNegative = (n: unknown): boolean => n === undefined || (finite(n) && n >= 0)\n\nconst FACES = ['both', '+', '-']\nconst BONDS = ['running', 'stack']\n\n/** Layers, reinforcement, units and breach: known materials, finite positive sizes. */\nconst checkStagedFields = (p: PartSpec | undefined, label: string, materials: Set<string> | null, problems: string[]): void => {\n const known = (m: unknown, what: string): void => {\n if (materials && !materials.has(m as string)) problems.push(`${label} ${what} has unknown material \"${String(m)}\"`)\n }\n ;(p?.layers ?? []).forEach((l, i) => {\n known(l?.material, `layer ${i}`)\n if (!positive(l?.thickness)) problems.push(`${label} layer ${i} thickness must be finite and positive`)\n if (!FACES.includes(l?.faces)) problems.push(`${label} layer ${i} has an invalid faces \"${String(l?.faces)}\"`)\n })\n const r = p?.reinforcement\n if (r) {\n known(r.material, 'reinforcement')\n if (!positive(r.spacing) || !positive(r.diameter)) problems.push(`${label} reinforcement spacing and diameter must be finite and positive`)\n if (r.residualCapacity !== undefined && !(finite(r.residualCapacity) && r.residualCapacity >= 0 && r.residualCapacity <= 1)) problems.push(`${label} reinforcement residualCapacity must be between 0 and 1`)\n }\n const u = p?.units\n if (u) {\n known(u.mortar, 'units mortar')\n if (!vec3(u.size) || !u.size.every(positive)) problems.push(`${label} units size must be three finite positive numbers`)\n if (!BONDS.includes(u.bond)) problems.push(`${label} units has an invalid bond \"${String(u.bond)}\"`)\n }\n if (p?.breach && p.breach.area !== undefined && !positive(p.breach.area)) problems.push(`${label} breach area must be finite and positive`)\n}\n\n/**\n * Static checks on a `DestructibleSpec` (no world needed), for items that give a `spec` instead of an `impl`: unique part ids, known materials\n * (when `options.materials` is given), joints that reference existing, different parts, finite positive sizes, non-negative mass / hp / capacity,\n * valid structure roles and `bears` directions. A structural part with no path of joints to an anchored part is a warning, not a problem: it\n * is allowed, it just falls.\n */\nexport const checkSpec = (spec: DestructibleSpec, options: CheckSpecOptions = {}): SpecReport => {\n const problems: string[] = []\n const warnings: string[] = []\n const materials = options.materials ? new Set(options.materials) : null\n const parts = Array.isArray(spec?.parts) ? spec.parts : []\n if (!Array.isArray(spec?.parts) || parts.length === 0) problems.push('the spec needs at least one part')\n const ids = new Set<string>()\n for (const p of parts) {\n const id = String(p?.id ?? '')\n const label = `part \"${id}\"`\n if (id === '') problems.push('a part has no id')\n else if (ids.has(id)) problems.push(`duplicate part id \"${id}\"`)\n ids.add(id)\n if (materials && !materials.has(p?.material)) problems.push(`${label} has unknown material \"${String(p?.material)}\"`)\n else if (typeof p?.material !== 'string' || p.material === '') problems.push(`${label} needs a material`)\n const s = p?.shape\n if (s?.kind === 'box') {\n if (!Array.isArray(s.size) || s.size.length !== 3 || !s.size.every(positive)) problems.push(`${label} box size must be three finite positive numbers`)\n } else if (s?.kind === 'cylinder') {\n if (!positive(s.radius) || !positive(s.height)) problems.push(`${label} cylinder radius and height must be finite and positive`)\n } else if (s?.kind === 'sphere') {\n if (!positive(s.radius)) problems.push(`${label} sphere radius must be finite and positive`)\n } else problems.push(`${label} has an unknown shape`)\n if (!vec3(p?.position)) problems.push(`${label} needs a finite position [x, y, z]`)\n if (p?.rotation !== undefined && !vec3(p.rotation)) problems.push(`${label} has an invalid rotation`)\n for (const f of ['mass', 'hp', 'thickness'] as const) if (!nonNegative(p?.[f])) problems.push(`${label} ${f} must be a finite number >= 0`)\n if (p?.fill !== undefined && !(finite(p.fill) && p.fill >= 0 && p.fill <= 1)) problems.push(`${label} fill must be between 0 and 1`)\n if (p?.structure) {\n if (!STRUCTURE_ROLES.includes(p.structure.role)) problems.push(`${label} has an invalid structure role \"${String(p.structure.role)}\"`)\n if (!nonNegative(p.structure.capacity)) problems.push(`${label} structure capacity must be a finite number >= 0`)\n }\n if (p?.contains && !nonNegative(p.contains.liters)) problems.push(`${label} contains.liters must be a finite number >= 0`)\n checkStagedFields(p, label, materials, problems)\n }\n\n const jointIds = new Set<string>()\n const edges: Array<[string, string]> = []\n for (const j of spec?.joints ?? []) {\n const id = j.id ?? `${j.a}~${j.b}`\n const label = `joint \"${id}\"`\n if (jointIds.has(id)) problems.push(`duplicate joint id \"${id}\"`)\n jointIds.add(id)\n if (!ids.has(j.a)) problems.push(`${label} references unknown part \"${String(j.a)}\"`)\n if (!ids.has(j.b)) problems.push(`${label} references unknown part \"${String(j.b)}\"`)\n if (j.a === j.b) problems.push(`${label} joins part \"${String(j.a)}\" to itself`)\n if (j.bears !== undefined && !BEARS.includes(j.bears)) problems.push(`${label} has an invalid bears \"${String(j.bears)}\"`)\n if (!nonNegative(j.strength)) problems.push(`${label} strength must be a finite number >= 0`)\n if (!nonNegative(j.seconds)) problems.push(`${label} seconds must be a finite number >= 0`)\n if (j.bears !== false && ids.has(j.a) && ids.has(j.b) && j.a !== j.b) edges.push([j.a, j.b])\n }\n\n // structural parts must reach an anchored part over the joints (only when the spec lists its joints: otherwise they are inferred later)\n const structural = parts.filter((p) => p?.structure && p.structure.role !== 'none')\n if (structural.length && spec.joints) {\n const anchored = parts.filter((p) => p.anchored || p.structure?.role === 'foundation').map((p) => p.id)\n const adj = new Map<string, string[]>()\n for (const [a, b] of edges) {\n adj.set(a, [...(adj.get(a) ?? []), b])\n adj.set(b, [...(adj.get(b) ?? []), a])\n }\n const seen = new Set(anchored)\n const queue = [...anchored]\n while (queue.length) {\n for (const n of adj.get(queue.pop()!) ?? []) {\n if (seen.has(n)) continue\n seen.add(n)\n queue.push(n)\n }\n }\n const lost = structural.filter((p) => !seen.has(p.id)).map((p) => p.id)\n if (lost.length) warnings.push(`structural part(s) ${lost.map((i) => `\"${i}\"`).join(', ')} cannot reach an anchored part, so they will fall`)\n }\n return { ok: problems.length === 0, problems, warnings }\n}\n","import type { BallisticExtras, Hit, HitIgnition, Vec3 } from './destruction'\n\n/**\n * A ballistic shot (one per pellet) as a weapon module produces it. Plain data: any damage model can consume it (`shotToHit` makes the `Hit`).\n */\nexport interface Shot {\n origin: Vec3\n /** Unit vector. */\n direction: Vec3\n /** Muzzle energy in joules. */\n energy: number\n /** Bullet diameter in millimetres. */\n caliber: number\n /** snake_case calibre id, e.g. `9x19`. */\n caliberId: string\n /** Muzzle speed in m/s. */\n speed: number\n /** Projectile mass in grams (one pellet for a shotgun load). */\n mass?: number\n /** Energy at a distance in metres, with the calibre's drag. */\n energyAt(distance: number): number\n pellet: number\n /** snake_case weapon id. */\n weapon: string\n source?: string\n /** Kind of the round that was loaded (`fmj`, `hp`, `ap`, `buck`, `slug`, `incendiary`, `tracer`...). */\n ammo?: string\n /** Millimetres of steel, concrete, brick and wood the round goes through at the muzzle (the ammo table of the weapons module). `shotToHit` scales it by the energy left. */\n penetration?: Readonly<Record<string, number>>\n incendiary?: boolean\n tracer?: boolean\n /** Chances that the round lights flammable vapour or fuel. */\n ignition?: HitIgnition\n}\n\n/**\n * The fields of the round that a damage model takes besides the geometry: the penetration by material scaled by the energy that is left at `distance`\n * (linear in the energy: half the energy goes through half as much), the incendiary and tracer flags and the ignition chances. Pass it as the sixth\n * argument of `DestructionWorld.shoot` or spread it in a `Hit`.\n */\nexport const shotExtras = (shot: Shot, distance = 0): BallisticExtras => {\n const out: { -readonly [K in keyof BallisticExtras]: BallisticExtras[K] } = {}\n if (shot.penetration) {\n const k = shot.energy > 0 ? Math.min(1, Math.max(0, shot.energyAt(distance) / shot.energy)) : 1\n const scaled: Record<string, number> = {}\n for (const key of Object.keys(shot.penetration)) scaled[key] = shot.penetration[key]! * k\n out.penetration = scaled\n }\n if (shot.incendiary) out.incendiary = true\n if (shot.tracer) out.tracer = true\n if (shot.ignition) out.ignition = { spark: shot.ignition.spark, flame: shot.ignition.flame }\n return out\n}\n\n/** One use of a non-firearm (melee swing, flame tick, heat tick, throw, tool tick, extinguisher tick). */\nexport type Use =\n | { kind: 'melee'; damage: 'blunt' | 'slash'; energy: number; radius: number; reach: number; origin: Vec3; direction: Vec3 }\n | { kind: 'flame'; temperature: number; radius: number; range: number; cone: boolean; duration: number; origin: Vec3; direction: Vec3 }\n | { kind: 'heat'; temperature: number; radius: number; range: number; duration: number; origin: Vec3; direction: Vec3 }\n | {\n kind: 'throw'\n energy: number\n radius: number\n fuse: number\n velocity: Vec3\n origin: Vec3\n fire?: { temperature: number; radius: number; seconds: number }\n /** Explosive id (`m67`, `molotov`, `pg7v`...): the host looks the numbers up in the arsenal. Absent on a plain thrown object. */\n explosive?: string\n /** What sets it off: `timer` after `fuse` seconds, `impact` on the first hit once armed. */\n trigger?: 'timer' | 'impact'\n /** Metres the projectile must fly before an impact sets it off; closer, it hits without exploding (rocket launchers). */\n armDistance?: number\n /** Radius in metres of the wounding area (`radius` is the lethal one). */\n injuryRadius?: number\n /** Seconds the blast stuns whoever is inside the injury radius (flashbang). */\n stunSeconds?: number\n /** Seconds the thrower held it after pulling the pin: `fuse` is what was left of the full fuse when it left the hand. */\n cooked?: number\n /** Went off in the thrower's hand (held past the fuse): no velocity, `fuse` is 0 and the blast is at `origin`. */\n inHand?: boolean\n }\n /** An explosive set down where the trigger is pulled (mine, C4, charge): it waits for its trigger instead of flying. */\n | {\n kind: 'place'\n explosive: string\n /** `wire`: something trips it; `remote`: the player fires it; `timer`: after `fuse` seconds. */\n triggers: readonly ('timer' | 'wire' | 'remote')[]\n energy: number\n /** Lethal radius in metres. */\n radius: number\n injuryRadius: number\n /** Cone the blast goes through, in front of `direction` (mine); absent for a blast in every direction. */\n cone?: { halfAngleDeg: number; length: number }\n /** The wire a `wire` charge stretches from where it is set down: metres out, degrees from its facing (counter-clockwise from above) and metres above it. */\n tripwire?: { length: number; angleDeg: number; height: number }\n fuse?: number\n origin: Vec3\n direction: Vec3\n }\n /** The blast behind a rocket launcher: dangerous inside `radius` metres, in the cone around `direction` (pointing away from the target). */\n | { kind: 'backblast'; radius: number; halfAngleDeg: number; origin: Vec3; direction: Vec3 }\n | { kind: 'tool'; tool: string; reach: number; duration: number; origin: Vec3; direction: Vec3 }\n | { kind: 'extinguish'; range: number; coolC: number; duration: number; origin: Vec3; direction: Vec3 }\n | { kind: 'hand'; reach: number; origin: Vec3; direction: Vec3 }\n\n/**\n * The `Hit` a ballistic shot makes at `point` (world space): the energy is what is left of the shot at that distance from its origin\n * (`shot.energyAt`), the direction and calibre come from the shot. `normal` (the surface normal at the point, when the caller knows it) does not\n * change the hit; it is accepted so that callers can pass what their raycast returned and so that a stricter implementation could use it.\n */\nexport const shotToHit = (shot: Shot, point: Vec3, normal?: Vec3): Hit => {\n void normal\n const dx = point[0] - shot.origin[0]\n const dy = point[1] - shot.origin[1]\n const dz = point[2] - shot.origin[2]\n const distance = Math.hypot(dx, dy, dz)\n return {\n type: 'ballistic',\n point: [point[0], point[1], point[2]],\n direction: [shot.direction[0], shot.direction[1], shot.direction[2]],\n energy: shot.energyAt(distance),\n caliber: shot.caliber,\n ...(shot.mass === undefined ? {} : { mass: shot.mass }),\n ...shotExtras(shot, distance),\n source: shot.source ?? shot.weapon,\n }\n}\n\n/**\n * The `Hit` a non-firearm `Use` makes at `point` (world space), or `null` for uses that do not damage by themselves.\n *\n * - `melee` -> `blunt` / `slash` with the swing's `energy`, contact `radius` and `direction`;\n * - `flame` -> `fire` and `heat` -> `heat`, with `temperature`, `duration` and a contact radius of at most 0.3 m (one ray of the cone);\n * - `throw` -> the blast (`explosive`, `energy`, `radius`, centred on `point`, the place it detonates). A thrown item with no blast energy but\n * a `fire` patch (a molotov) gives that patch as a `fire` hit (`temperature`, `radius`, `seconds` as `duration`). No energy and no fire -> `null`;\n * - `tool`, `extinguish` and `hand` -> `null` (tools work on joints, the extinguisher cools, the hand only grabs).\n *\n * `normal` does not change the hit (same as `shotToHit`).\n */\nexport const useToHit = (use: Use, point: Vec3, normal?: Vec3): Hit | null => {\n void normal\n const p: Vec3 = [point[0], point[1], point[2]]\n switch (use.kind) {\n case 'melee':\n return { type: use.damage, point: p, direction: [use.direction[0], use.direction[1], use.direction[2]], energy: use.energy, radius: use.radius }\n case 'flame':\n case 'heat':\n return {\n type: use.kind === 'flame' ? 'fire' : 'heat',\n point: p,\n direction: [use.direction[0], use.direction[1], use.direction[2]],\n temperature: use.temperature,\n radius: Math.min(use.radius, 0.3),\n duration: use.duration,\n }\n case 'throw':\n if (use.energy > 0) return { type: 'explosive', point: p, energy: use.energy, radius: use.radius }\n if (use.fire) return { type: 'fire', point: p, temperature: use.fire.temperature, radius: use.fire.radius, duration: use.fire.seconds }\n return null\n default:\n return null\n }\n}\n","import type { Hit } from './destruction'\n\n/**\n * How a container of flammable fluid (a fuel tank, a jerrycan, a gas bottle) is set alight by what hits it. A normal bullet that goes through only\n * makes a leak; the leak lights when something supplies a flame: a spark of a hard round on metal, an incendiary or tracer round, a fire nearby\n * or a blast. These are the numbers of the target side; the numbers of the round (core, jacket, incendiary, tracer) are in the weapons module\n * (`rules.ignition` of `@adatechnology/game-weapons`) and reach the target in `Hit.ignition`. Every number is a default to be changed per game.\n */\nexport interface IgnitionRules {\n /**\n * How much of the spark and of the flame of a round reaches the vapour, by how full the container is: points `[filled, factor]`, `filled` 0..1\n * (litres over capacity), `factor` 0..1, linear between points. A full container holds a mixture too rich to burn (the vapour has no air) and\n * mostly leaks; a nearly empty one holds the vapour/air mixture of a flammable range and lights the easiest; a dry one has little vapour left.\n * Default: 0.6 empty, 1 at 10 percent, 0.6 at 35, 0.3 at 65, 0.15 at 90 and 0.12 full.\n */\n fillCurve: ReadonlyArray<readonly [number, number]>\n /** 0..1: how much of the fill factor also weighs on the flame of an incendiary or tracer (1: as much as on a spark; 0: not at all). Default 0.5. */\n flameFillInfluence: number\n /** Chance of the flame of a round that is flagged `incendiary` or `tracer` but carries no `ignition` numbers (a host that passes only the flags). */\n flameDefaults: { incendiary: number; tracer: number }\n /**\n * What a spark needs to strike: a factor 0..1 by material id of the struck part. A material that is not listed but is metal takes\n * `sparkMetalDefault`; a part that is not metal never sparks. Default: steel and iron 1, aluminium 0.25.\n */\n sparkTarget: Readonly<Record<string, number>>\n sparkMetalDefault: number\n /**\n * Factor 0..1 on the spark by fluid (default 1): diesel has a flash point of 52 degrees C and more, so a spark that lights petrol vapour does\n * not light it (a flame does). Default: diesel 0.15.\n */\n sparkFluid: Readonly<Record<string, number>>\n /** A leaking container of flammable fluid within `radius` metres of a burning part or a burning fuel stain lights at `chancePerSecond`. */\n fireNear: { radius: number; chancePerSecond: number }\n}\n\n/** Defaults of `IgnitionRules`. */\nexport const DEFAULT_IGNITION_RULES: IgnitionRules = {\n fillCurve: [\n [0, 0.6],\n [0.1, 1],\n [0.35, 0.6],\n [0.65, 0.3],\n [0.9, 0.15],\n [1, 0.12],\n ],\n flameFillInfluence: 0.5,\n flameDefaults: { incendiary: 0.7, tracer: 0.2 },\n sparkTarget: { steel: 1, iron: 1, aluminium: 0.25 },\n sparkMetalDefault: 0.5,\n sparkFluid: { diesel: 0.15 },\n fireNear: { radius: 1.5, chancePerSecond: 0.5 },\n}\n\n/** Merges a partial `IgnitionRules` over the defaults (an object is merged one level deep). */\nexport const resolveIgnitionRules = (rules?: Partial<IgnitionRules>): IgnitionRules => ({\n ...DEFAULT_IGNITION_RULES,\n ...rules,\n flameDefaults: { ...DEFAULT_IGNITION_RULES.flameDefaults, ...rules?.flameDefaults },\n sparkTarget: { ...DEFAULT_IGNITION_RULES.sparkTarget, ...rules?.sparkTarget },\n sparkFluid: { ...DEFAULT_IGNITION_RULES.sparkFluid, ...rules?.sparkFluid },\n fireNear: { ...DEFAULT_IGNITION_RULES.fireNear, ...rules?.fireNear },\n})\n\n/** Linear interpolation of the fill curve at `fill` (0..1); outside the points it keeps the first or the last. */\nexport const fillFactor = (fill: number, curve: IgnitionRules['fillCurve'] = DEFAULT_IGNITION_RULES.fillCurve): number => {\n if (curve.length === 0) return 1\n const f = Math.min(1, Math.max(0, fill))\n if (f <= curve[0]![0]) return curve[0]![1]\n for (let i = 1; i < curve.length; i++) {\n const [x1, y1] = curve[i]!\n const [x0, y0] = curve[i - 1]!\n if (f <= x1) return x1 === x0 ? y1 : y0 + ((y1 - y0) * (f - x0)) / (x1 - x0)\n }\n return curve[curve.length - 1]![1]\n}\n\n/** The factor of what a spark strikes: 0 when the struck part is not metal. */\nexport const sparkTargetFactor = (materialId: string, metal: boolean, rules: IgnitionRules = DEFAULT_IGNITION_RULES): number =>\n !metal ? 0 : rules.sparkTarget[materialId] ?? rules.sparkMetalDefault\n\n/**\n * Chance that one round that went through the wall of a container lights the fluid that leaks: the spark (only on metal) and the flame (any\n * wall), each weighed by the fill of the container; the two are independent. 0 when the round carries nothing (`Hit.ignition` absent and not\n * flagged `incendiary` or `tracer`): a plain bullet on a plain wall only leaks.\n */\nexport const ignitionChance = (hit: Pick<Hit, 'incendiary' | 'tracer' | 'ignition'>, target: { sparkTarget: number; fill: number; fluid?: string }, rules: IgnitionRules = DEFAULT_IGNITION_RULES): number => {\n const k = fillFactor(target.fill, rules.fillCurve)\n const spark = (hit.ignition?.spark ?? 0) * target.sparkTarget * (target.fluid === undefined ? 1 : rules.sparkFluid[target.fluid] ?? 1) * k\n const flameBase = hit.ignition?.flame ?? Math.max(hit.incendiary ? rules.flameDefaults.incendiary : 0, hit.tracer ? rules.flameDefaults.tracer : 0)\n const flame = flameBase * (1 - rules.flameFillInfluence * (1 - k))\n return 1 - (1 - Math.min(1, Math.max(0, spark))) * (1 - Math.min(1, Math.max(0, flame)))\n}\n","/**\n * The seal of a closed container (a food tin, a drink can, a jar, a bottle with a cap): what opens it and whether a breach spoils what is inside.\n * Plain data and one pure check, shared by the item rules (`resolveUse` of game-items) and any host that lets the player open and eat (the test room).\n */\nexport interface SealSpec {\n /** Ids of the tools that open it (items or weapons: `can_opener`, `knife`); any one of them is enough. */\n readonly openWith?: readonly string[]\n /** It opens by hand (a pull tab, a ring pull, a screw cap): no tool needed. */\n readonly byHand?: boolean\n /** A hole through the container or a leak spoils what is inside: it can no longer be eaten or drunk. */\n readonly spoilsWhenBreached?: boolean\n}\n\n/** The state of one container: opened, holed through (a shot, a blade) or leaking. */\nexport interface SealState {\n readonly opened?: boolean\n readonly breached?: boolean\n readonly leaked?: boolean\n}\n\n/** Why a sealed container cannot be eaten or drunk now. */\nexport type SealBlock = 'sealed' | 'breached' | 'leaked'\n\n/** Whether it can be opened with the tools at hand, and with which one (undefined when it opens by hand). */\nexport const sealOpener = (seal: SealSpec, tools: Iterable<string>): { readonly ok: boolean; readonly tool?: string } => {\n if (seal.byHand || !seal.openWith || seal.openWith.length === 0) return { ok: true }\n const have = new Set(tools)\n const tool = seal.openWith.find((id) => have.has(id))\n return tool === undefined ? { ok: false } : { ok: true, tool }\n}\n\n/** What stops eating or drinking it now, or undefined when nothing does. A spoiled container (breached, leaked) is blocked even once open. */\nexport const sealBlock = (seal: SealSpec, state: SealState): SealBlock | undefined => {\n if (seal.spoilsWhenBreached && state.breached) return 'breached'\n if (seal.spoilsWhenBreached && state.leaked) return 'leaked'\n if (!state.opened) return 'sealed'\n return undefined\n}\n","/** How a hand turns something round in strokes (a screw cap, a tap handle, a knob): what `twistStroke` answers for one moment of the turning. */\nexport interface TwistStroke {\n /** Radians the wrist is turned from the middle of its stroke, positive the way the part turns. */\n readonly angle: number\n /** Radians the part has turned in all, from 0 to `strokes * reach`. */\n readonly turned: number\n /** How closed the fingers are, 0 open to 1 closed: closed on the part while it turns, open while the wrist turns back. */\n readonly grip: number\n /** 0..1, how far the hand rises off the part while the wrist turns back (1 is `TWIST_LIFT` metres). */\n readonly lift: number\n}\n\nexport interface TwistOptions {\n /** Strokes of the wrist. Default 3. */\n readonly strokes?: number\n /** Radians the part turns in one stroke (a wrist turns about a quarter round with its hold). Default 1.6. */\n readonly reach?: number\n}\n\n/** Metres a hand rises off the part between two strokes. */\nexport const TWIST_LIFT = 0.012\n/** Share of each stroke spent turning the part; the rest turns the wrist back open. */\nconst TURNING = 0.7\n\nconst smooth = (k: number): number => k * k * (3 - 2 * k)\n\n/**\n * The hand turning a part round at `share` (0..1) of the whole turning: in each stroke the wrist turns with the part, then lets go, rises a little and turns back.\n * Pure and the same for every host, so first and third person turn the same hand the same way.\n */\nexport const twistStroke = (share: number, options: TwistOptions = {}): TwistStroke => {\n const strokes = Math.max(1, Math.round(options.strokes ?? 3))\n const reach = options.reach ?? 1.6\n const along = Math.min(1, Math.max(0, share)) * strokes\n const index = Math.min(strokes - 1, Math.floor(along))\n const phase = along - index\n if (phase <= TURNING) {\n const k = smooth(phase / TURNING)\n return { angle: reach * (k - 0.5), turned: reach * (index + k), grip: 1, lift: 0 }\n }\n const k = (phase - TURNING) / (1 - TURNING)\n return { angle: reach * (0.5 - smooth(k)), turned: reach * (index + 1), grip: 0.35, lift: Math.sin(k * Math.PI) }\n}\n","import type { Vec3 } from './destruction'\n\n/** Pose of one part (or of the whole item) at a key: position offset in metres and Euler XYZ rotation in radians, both relative to the rest pose. */\nexport interface AnimationPose {\n position?: Vec3\n rotation?: Vec3\n}\n\nexport interface AnimationKey {\n /** Seconds from the start of the clip. */\n t: number\n /** Pose of the item's root. */\n position?: Vec3\n rotation?: Vec3\n /** Poses of named parts: the key is a destruction part id (a pistol `reload` moves `mag`; a car door `open` rotates `door_l`). */\n parts?: Record<string, AnimationPose>\n}\n\nexport interface AnimationEventSpec {\n /** Seconds from the start of the clip. */\n t: number\n /** snake_case type the host maps (`sound`, `eject_casing`, `door_latch`...). */\n type: string\n data?: Record<string, unknown>\n}\n\n/** A use animation a module brings with its item. Poses between keys are interpolated by the player (the test room does it linearly). */\nexport interface AnimationClipSpec {\n /** snake_case: `reload`, `open`, `drink`... Unique within the item. */\n id: string\n /** Seconds. */\n duration: number\n keys: AnimationKey[]\n events?: AnimationEventSpec[]\n}\n\n/** What an item exposes when it brings its own animations. */\nexport interface ItemAnimationContract {\n animations: AnimationClipSpec[]\n}\n\nconst finite3 = (v: unknown): boolean => Array.isArray(v) && v.length === 3 && v.every((n) => typeof n === 'number' && Number.isFinite(n))\n\n/**\n * Problems with a clip (empty when it is valid): a snake_case id, a positive finite duration, at least one key, key and event times inside\n * `[0, duration]` and not going backwards, finite vectors, every named part one of `partIds`, event types that are non-empty strings and\n * JSON-serializable event data.\n */\nexport const checkAnimation = (clip: AnimationClipSpec, partIds: Iterable<string>): { ok: boolean; problems: string[] } => {\n const problems: string[] = []\n const parts = new Set(partIds)\n const id = String(clip?.id ?? '')\n if (!/^[a-z][a-z0-9_]*$/.test(id)) problems.push(`clip id \"${id}\" must be snake_case`)\n const label = `clip \"${id}\"`\n if (!(typeof clip?.duration === 'number' && Number.isFinite(clip.duration) && clip.duration > 0)) problems.push(`${label} needs a positive finite duration`)\n const dur = typeof clip?.duration === 'number' && clip.duration > 0 ? clip.duration : Infinity\n if (!Array.isArray(clip?.keys) || clip.keys.length === 0) {\n problems.push(`${label} needs at least one key`)\n return { ok: false, problems }\n }\n let prev = -Infinity\n clip.keys.forEach((k, i) => {\n if (!(typeof k.t === 'number' && Number.isFinite(k.t)) || k.t < 0 || k.t > dur + 1e-9) problems.push(`${label} key ${i} has t=${String(k.t)} outside 0..${dur}`)\n else if (k.t < prev) problems.push(`${label} key ${i} goes back in time (${k.t} < ${prev})`)\n else prev = k.t\n for (const f of ['position', 'rotation'] as const) if (k[f] !== undefined && !finite3(k[f])) problems.push(`${label} key ${i} has an invalid ${f}`)\n for (const [pid, pose] of Object.entries(k.parts ?? {})) {\n if (!parts.has(pid)) problems.push(`${label} key ${i} moves unknown part \"${pid}\"`)\n for (const f of ['position', 'rotation'] as const) if (pose?.[f] !== undefined && !finite3(pose[f])) problems.push(`${label} key ${i} part \"${pid}\" has an invalid ${f}`)\n }\n })\n let prevEv = -Infinity\n ;(clip.events ?? []).forEach((e, i) => {\n if (!(typeof e.t === 'number' && Number.isFinite(e.t)) || e.t < 0 || e.t > dur + 1e-9) problems.push(`${label} event ${i} has t=${String(e.t)} outside 0..${dur}`)\n else if (e.t < prevEv) problems.push(`${label} event ${i} goes back in time`)\n else prevEv = e.t\n if (typeof e.type !== 'string' || e.type === '') problems.push(`${label} event ${i} needs a type`)\n try {\n JSON.stringify(e.data ?? {})\n } catch {\n problems.push(`${label} event ${i} data is not JSON`)\n }\n })\n return { ok: problems.length === 0, problems }\n}\n","import type { AnimationClipSpec, AnimationEventSpec, AnimationPose } from './animation'\nimport { checkAnimation } from './animation'\nimport type { HostEvent } from './module'\n\n/** Clips a tool can bring, one per move of its cycle. A tool brings the ones it has; a missing clip is simply not played. */\nexport const TOOL_CLIP = {\n DRAW: 'draw',\n SHOT: 'shot',\n MISFIRE: 'misfire',\n EMPTY: 'empty',\n CYCLE: 'cycle',\n RELOAD: 'reload',\n FEED: 'feed',\n FAULT: 'fault',\n CLEAR: 'clear',\n SAFETY_ON: 'safety_on',\n SAFETY_OFF: 'safety_off',\n MODE: 'mode',\n /** A throwable with the pin out, held until it is thrown. */\n COOK: 'cook',\n /** The stock folds, unfolds, slides in or out (variants `fold`, `unfold`, `collapse`, `extend`). */\n STOCK: 'stock',\n /** A light or a laser is switched (variants `on`, `off`). */\n TOGGLE: 'toggle',\n} as const\nexport type ToolClipId = (typeof TOOL_CLIP)[keyof typeof TOOL_CLIP]\n\n/** What a renderer does when a rule event arrives. `variant` picks `<clip>_<variant>` when the tool has it, else `<clip>`. */\nexport type ToolAnimationStep =\n | { readonly type: 'play'; readonly clip: ToolClipId; readonly variant?: string; readonly duration?: number; readonly repeat?: number }\n /** Move the clip that is playing to the marker (a clip event `stage` with `data.stage`) the rule just reached. */\n | { readonly type: 'sync'; readonly stage: string }\n /** The rule says the phase is over: the clip jumps to its end if it is still running. */\n | { readonly type: 'finish'; readonly clip: ToolClipId }\n\nconst stockVariant = (event: Extract<HostEvent, { type: 'stock' }>): string => {\n const isFolding = event.kind === undefined ? false : event.kind.includes('fold')\n if (event.state === 'collapsed') return isFolding ? 'fold' : 'collapse'\n return isFolding ? 'unfold' : 'extend'\n}\n\n/** The move a host event asks of the tool in hand, or null when it has no motion. */\nexport const toolAnimationStep = (event: HostEvent): ToolAnimationStep | null => {\n switch (event.type) {\n case 'tool':\n return { type: 'play', clip: TOOL_CLIP.DRAW, ...(event.duration === undefined ? {} : { duration: event.duration }) }\n case 'shot':\n return { type: 'play', clip: TOOL_CLIP.SHOT, repeat: Math.max(1, event.rounds ?? 1) }\n case 'misfire':\n return { type: 'play', clip: TOOL_CLIP.MISFIRE }\n case 'empty':\n return { type: 'play', clip: TOOL_CLIP.EMPTY }\n case 'mode':\n return { type: 'play', clip: TOOL_CLIP.MODE, variant: event.mode }\n case 'fault':\n return { type: 'play', clip: TOOL_CLIP.FAULT, variant: event.fault }\n case 'clear':\n if (event.phase === 'end') return { type: 'finish', clip: TOOL_CLIP.CLEAR }\n return { type: 'play', clip: TOOL_CLIP.CLEAR, variant: event.fault, ...(event.duration === undefined ? {} : { duration: event.duration }) }\n case 'safety':\n return { type: 'play', clip: event.on ? TOOL_CLIP.SAFETY_ON : TOOL_CLIP.SAFETY_OFF }\n case 'cycle':\n if (event.phase === 'end') return { type: 'finish', clip: TOOL_CLIP.CYCLE }\n return { type: 'play', clip: TOOL_CLIP.CYCLE, ...(event.duration === undefined ? {} : { duration: event.duration }) }\n case 'reload':\n if (event.phase === 'end') return { type: 'finish', clip: TOOL_CLIP.RELOAD }\n return { type: 'play', clip: TOOL_CLIP.RELOAD, ...(event.kind === undefined ? {} : { variant: event.kind }), ...(event.duration === undefined ? {} : { duration: event.duration }) }\n case 'stage':\n return { type: 'sync', stage: event.stage }\n case 'feed':\n return { type: 'play', clip: TOOL_CLIP.FEED }\n case 'cook':\n if (event.phase === 'start') return { type: 'play', clip: TOOL_CLIP.COOK, duration: event.fuse }\n return { type: 'finish', clip: TOOL_CLIP.COOK }\n case 'stock':\n return { type: 'play', clip: TOOL_CLIP.STOCK, variant: stockVariant(event), ...(event.duration === undefined ? {} : { duration: event.duration }) }\n case 'toggle':\n return { type: 'play', clip: TOOL_CLIP.TOGGLE, variant: event.on ? 'on' : 'off' }\n default:\n return null\n }\n}\n\n/** Where a renderer puts the poses: every part of the tool by id (the ids the clips move), and the whole tool. Poses are offsets from rest. */\nexport interface ToolRig {\n setPartPose(partId: string, pose: AnimationPose): void\n setRootPose?(pose: AnimationPose): void\n}\n\n/** Clips by id, with the variants as `<clip>_<variant>`. */\nexport type ToolClipSet = Readonly<Record<string, AnimationClipSpec>>\n\n/** A renderer's tool animator: feed it the host events and the frame time. */\nexport interface ToolAnimator {\n handle(event: HostEvent): void\n update(dt: number): void\n /** Ids of the clips playing now. */\n readonly playing: readonly string[]\n dispose(): void\n}\n\nexport const STAGE_EVENT = 'stage'\n\n/** The clip with its times (keys and events) scaled so that it lasts `duration` seconds. */\nexport const scaleClip = (clip: AnimationClipSpec, duration: number): AnimationClipSpec => {\n const factor = clip.duration > 0 ? duration / clip.duration : 1\n return {\n ...clip,\n duration,\n keys: clip.keys.map((key) => ({ ...key, t: key.t * factor })),\n ...(clip.events ? { events: clip.events.map((event) => ({ ...event, t: event.t * factor })) } : {}),\n }\n}\n\nconst ZERO: [number, number, number] = [0, 0, 0]\nconst mix = (from: readonly number[], to: readonly number[], fraction: number): [number, number, number] => [\n (from[0] ?? 0) + ((to[0] ?? 0) - (from[0] ?? 0)) * fraction,\n (from[1] ?? 0) + ((to[1] ?? 0) - (from[1] ?? 0)) * fraction,\n (from[2] ?? 0) + ((to[2] ?? 0) - (from[2] ?? 0)) * fraction,\n]\n\n/** Pose of the whole tool (`partId` undefined) or of one part at `time`, linear between keys; a key that does not name it means rest. */\nexport const sampleClip = (clip: AnimationClipSpec, partId: string | undefined, time: number): { position: [number, number, number]; rotation: [number, number, number] } => {\n const points = clip.keys.map((key) => {\n const pose = partId === undefined ? key : key.parts?.[partId]\n return { t: key.t, position: pose?.position ?? ZERO, rotation: pose?.rotation ?? ZERO }\n })\n const first = points[0]\n if (!first || first.t > 0) points.unshift({ t: 0, position: ZERO, rotation: ZERO })\n const last = points[points.length - 1]\n if (!last) return { position: ZERO, rotation: ZERO }\n if (time >= last.t) return { position: mix(last.position, last.position, 0), rotation: mix(last.rotation, last.rotation, 0) }\n const index = Math.max(0, points.findIndex((point, i) => time >= point.t && time < (points[i + 1]?.t ?? Infinity)))\n const from = points[index]\n const to = points[index + 1]\n if (!from || !to) return { position: ZERO, rotation: ZERO }\n const fraction = to.t > from.t ? (time - from.t) / (to.t - from.t) : 0\n return { position: mix(from.position, to.position, fraction), rotation: mix(from.rotation, to.rotation, fraction) }\n}\n\n/** Problems with a clip set (empty when valid): each key is the clip id (or `<clip>_<variant>`), every clip passes `checkAnimation`, and a `stage` event names its stage. */\nexport const checkToolClips = (clips: ToolClipSet, partIds: Iterable<string>): { ok: boolean; problems: string[] } => {\n const parts = [...partIds]\n const problems: string[] = []\n for (const [key, clip] of Object.entries(clips)) {\n if (clip.id !== key) problems.push(`clip \"${key}\" has the id \"${clip.id}\"`)\n if (!(clip.duration > 0)) problems.push(`clip \"${key}\" has no duration`)\n problems.push(...checkAnimation(clip, parts).problems)\n for (const event of clip.events ?? []) if (event.type === STAGE_EVENT && typeof event.data?.stage !== 'string') problems.push(`clip \"${key}\" has a stage event without data.stage`)\n }\n return { ok: problems.length === 0, problems }\n}\n\ninterface Instance {\n readonly name: string\n readonly clip: AnimationClipSpec\n time: number\n delay: number\n fired: number\n}\n\nexport interface ToolClipPlayerOptions {\n clips: ToolClipSet\n rig: ToolRig\n /** Called for each clip event as its time passes (`eject_casing`, `drop_magazine`, `stage`...). */\n onEvent?(event: AnimationEventSpec, clip: string): void\n /** Seconds between the rounds of a `repeat` (a burst): default 0.1. */\n repeatInterval?(): number\n}\n\n/** The default player of a tool's clips: runs the steps of `toolAnimationStep` against a rig, scaled to the duration the rule gives. */\nexport interface ToolClipPlayer {\n apply(step: ToolAnimationStep): void\n update(dt: number): void\n readonly playing: readonly string[]\n /** The clips being played with the time each has reached and the clip itself (scaled to the duration the rule gave), for a renderer that has to follow what the clip does now (the hands working a part). */\n readonly running: ReadonlyArray<{ readonly name: string; readonly time: number; readonly clip: AnimationClipSpec }>\n}\n\nexport const createToolClipPlayer = (options: ToolClipPlayerOptions): ToolClipPlayer => {\n const { clips, rig, onEvent } = options\n let instances: Instance[] = []\n\n const find = (clip: string, variant?: string): { name: string; clip: AnimationClipSpec } | undefined => {\n const name = variant !== undefined && clips[`${clip}_${variant}`] ? `${clip}_${variant}` : clip\n const found = clips[name]\n return found ? { name, clip: found } : undefined\n }\n\n const render = (instance: Instance): void => {\n const time = Math.min(instance.time, instance.clip.duration)\n const root = sampleClip(instance.clip, undefined, time)\n if (instance.clip.keys.some((key) => key.position || key.rotation)) rig.setRootPose?.(root)\n const touched = new Set(instance.clip.keys.flatMap((key) => Object.keys(key.parts ?? {})))\n for (const id of touched) rig.setPartPose(id, sampleClip(instance.clip, id, time))\n }\n\n const fireEvents = (instance: Instance, upTo: number): void => {\n const events = instance.clip.events ?? []\n while (instance.fired < events.length && (events[instance.fired]?.t ?? Infinity) <= upTo + 1e-9) {\n const event = events[instance.fired]\n instance.fired += 1\n if (event) onEvent?.(event, instance.name)\n }\n }\n\n return {\n apply(step) {\n if (step.type === 'sync') {\n for (const instance of instances) {\n const marker = (instance.clip.events ?? []).find((event) => event.type === STAGE_EVENT && event.data?.stage === step.stage)\n if (marker && instance.time < marker.t) instance.time = marker.t\n }\n return\n }\n if (step.type === 'finish') {\n for (const instance of instances) {\n if (instance.name !== step.clip && !instance.name.startsWith(`${step.clip}_`)) continue\n fireEvents(instance, instance.clip.duration)\n instance.time = instance.clip.duration\n }\n return\n }\n const found = find(step.clip, step.variant)\n if (!found) return\n const clip = step.duration && step.duration > 0 ? scaleClip(found.clip, step.duration) : found.clip\n const interval = options.repeatInterval?.() ?? 0.1\n instances = instances.filter((existing) => existing.name !== found.name || existing.delay > 0)\n for (let round = 0; round < (step.repeat ?? 1); round++) {\n instances.push({ name: found.name, clip, time: 0, delay: round * interval, fired: 0 })\n }\n },\n update(dt) {\n for (const instance of instances) {\n const carried = instance.delay > 0 ? dt - instance.delay : dt\n if (instance.delay > 0) {\n instance.delay = Math.max(0, instance.delay - dt)\n if (instance.delay > 0) continue\n }\n instance.time += carried\n fireEvents(instance, instance.time)\n render(instance)\n }\n instances = instances.filter((instance) => instance.delay > 0 || instance.time < instance.clip.duration)\n },\n get playing() {\n return instances.map((instance) => instance.name)\n },\n get running() {\n return instances.filter((instance) => instance.delay <= 0).map((instance) => ({ name: instance.name, time: instance.time, clip: instance.clip }))\n },\n }\n}\n","type PlainObject = Record<string, unknown>\ntype Entry = { readonly id: string }\n\n/** Keys that would reach the prototype of the result when a patch comes from parsed JSON. */\nconst UNSAFE_KEYS: ReadonlySet<string> = new Set(['__proto__', 'constructor', 'prototype'])\n\nconst isPlainObject = (value: unknown): value is PlainObject =>\n typeof value === 'object' && value !== null && !Array.isArray(value) && Object.getPrototypeOf(value) === Object.prototype\n\n/** Recursively optional; arrays and functions are replaced as a whole, objects are merged. */\nexport type DeepPartial<TValue> = TValue extends (...args: never[]) => unknown\n ? TValue\n : TValue extends readonly unknown[]\n ? TValue\n : TValue extends object\n ? { [TKey in keyof TValue]?: DeepPartial<TValue[TKey]> }\n : TValue\n\n/** Merges `patch` over `base`: plain objects merge field by field, arrays, functions and primitives replace. `undefined` in the patch is ignored. */\nexport const deepMerge = <TBase extends object>(base: TBase, patch: object | undefined): TBase => {\n if (!patch) return base\n const result: PlainObject = { ...(base as PlainObject) }\n for (const [key, value] of Object.entries(patch)) {\n if (value === undefined || UNSAFE_KEYS.has(key)) continue\n const current = result[key]\n result[key] = isPlainObject(current) && isPlainObject(value) ? deepMerge(current, value) : value\n }\n return result as TBase\n}\n\n/** The shipped entries with the ones from `extra` added or, when the id exists, replaced. */\nexport const mergeById = <TEntry extends Entry>(shipped: readonly TEntry[], extra: readonly TEntry[] | undefined): Map<string, TEntry> => {\n const entries = new Map<string, TEntry>()\n for (const entry of [...shipped, ...(extra ?? [])]) entries.set(entry.id, entry)\n return entries\n}\n\n/** Applies `patch` by id; a patch for an id that does not exist is ignored. */\nexport const applyPatches = <TEntry extends Entry>(entries: Map<string, TEntry>, patches: Readonly<Record<string, DeepPartial<TEntry> | Partial<TEntry>>> | undefined): void => {\n for (const [id, patch] of Object.entries(patches ?? {})) {\n const entry = entries.get(id)\n if (entry) entries.set(id, deepMerge(entry, patch))\n }\n}\n\nexport const removeIds = (entries: Map<string, unknown>, ids: readonly string[] | undefined): void => {\n for (const id of ids ?? []) entries.delete(id)\n}\n","import type { Vec3 } from './destruction'\n\n/**\n * The bench of a module: controls, layers and counters it declares as data. The host keeps the values, draws them in a generic way and hands\n * every change back through `ModuleHost.bench`. Nothing here is specific to a kind of module.\n */\nexport type ControlValue = number | boolean | string\n\nexport interface ChoiceOption {\n readonly id: string\n readonly name: string\n /** Heading the host lists the option under (`optgroup`, a grouped row of buttons). Options of a group must sit next to each other. */\n readonly group?: string\n}\n\ninterface ControlBase {\n /** snake_case, unique across the module's controls, layers and metrics. */\n readonly id: string\n /** Display name, already translated for the locale the host asked for. */\n readonly name: string\n readonly hint?: string\n readonly hidden?: boolean\n /**\n * The change (or the press, for an action) takes a noticeable time, a third of a second or more: the host shows its loading indicator while it works, with this text, or the control's name for `true`.\n * Only the host's own controls panel does it; a change made through `TestRoom.bench().set / act` runs at once.\n */\n readonly slow?: boolean | string\n}\n\nexport interface NumberControl extends ControlBase {\n readonly kind: 'number'\n readonly min: number\n readonly max: number\n readonly step?: number\n readonly unit?: string\n readonly default: number\n}\n\nexport interface BooleanControl extends ControlBase {\n readonly kind: 'boolean'\n readonly default: boolean\n}\n\nexport interface ChoiceControl extends ControlBase {\n readonly kind: 'choice'\n readonly options: readonly ChoiceOption[]\n readonly default: string\n}\n\n/** A button: no value, only the press. */\nexport interface ActionControl extends ControlBase {\n readonly kind: 'action'\n}\n\nexport type ModuleControl = NumberControl | BooleanControl | ChoiceControl | ActionControl\n\n/** Something of the module the viewer turns on or off (smoke, flash, casings). */\nexport interface ModuleLayer {\n readonly id: string\n readonly name: string\n /** On unless `false`. */\n readonly default?: boolean\n}\n\n/** Pulled: the room calls read only when it samples (~4 Hz, or on TestRoom.metrics()). */\nexport interface ModuleMetric {\n readonly id: string\n readonly name: string\n readonly unit?: string\n /** Budget: the host shows a bar and warns past it. */\n readonly max?: number\n readonly digits?: number\n read(): number | string\n}\n\nexport type BenchChange =\n | { readonly kind: 'control'; readonly id: string; readonly value: ControlValue }\n | { readonly kind: 'layer'; readonly id: string; readonly on: boolean }\n | { readonly kind: 'action'; readonly id: string }\n\nexport interface ControlPatch {\n readonly hidden?: boolean\n readonly disabled?: boolean\n readonly options?: readonly ChoiceOption[]\n readonly value?: ControlValue\n}\n\n/** What the host lends a module that declares a bench: the current values and the changes. */\nexport interface ModuleBench {\n value(id: string): ControlValue | undefined\n layer(id: string): boolean\n /** Right after attach returns, the host sends one change per control (not actions) and per layer, in declaration order. */\n onChange(listener: (change: BenchChange) => void): () => void\n /** `value` sets without emitting (no echo loops); `options` falls back to the first option if the value is no longer offered. */\n patch(id: string, patch: ControlPatch): void\n /** Move the host camera (a near / middle / far choice). */\n look(eye: Vec3, target: Vec3): void\n /** Shows a sheet on the host's panel, or takes it down with `null`. A host without a sheet area ignores it. */\n sheet?(sheet: BenchSheet | null): void\n}\n\n/**\n * A card of text the module puts on the host's panel (the sheet of an effect, of a weapon): what it is, its numbers, its steps, its colours and,\n * optionally, a strip of segments over time. Names and texts are already translated for the host's locale.\n */\nexport interface BenchSheet {\n readonly kicker?: string\n readonly title: string\n readonly body?: string\n readonly facts?: readonly { readonly label: string; readonly value: string }[]\n readonly steps?: readonly { readonly at: string; readonly text: string }[]\n readonly swatches?: readonly { readonly color: string; readonly name: string }[]\n readonly note?: string\n /** A strip of named segments (seconds), with tick marks and a playhead that follows the module metric `metric`. */\n readonly timeline?: {\n readonly segments: readonly { readonly name: string; readonly start: number; readonly end: number; readonly color: string }[]\n readonly ticks: readonly number[]\n readonly metric: string\n }\n}\n\nexport interface BenchReport {\n readonly ok: boolean\n readonly problems: readonly string[]\n}\n\nexport interface BenchDeclaration {\n readonly controls?: readonly ModuleControl[]\n readonly layers?: readonly ModuleLayer[]\n readonly metrics?: readonly ModuleMetric[]\n}\n\nconst SNAKE_CASE = /^[a-z][a-z0-9_]*$/\nconst finite = (n: unknown): n is number => typeof n === 'number' && Number.isFinite(n)\n\nfunction checkControl(control: ModuleControl, problems: string[]): void {\n const label = `control \"${control.id}\"`\n if (control.kind === 'number') {\n if (!finite(control.min) || !finite(control.max) || control.min >= control.max) problems.push(`${label} needs min < max`)\n if (control.step !== undefined && !(finite(control.step) && control.step > 0)) problems.push(`${label} needs a step > 0`)\n if (!finite(control.default) || control.default < control.min || control.default > control.max) problems.push(`${label} default ${String(control.default)} is outside ${control.min}..${control.max}`)\n return\n }\n if (control.kind !== 'choice') return\n if (control.options.length === 0) {\n problems.push(`${label} needs at least one option`)\n return\n }\n const seen = new Set<string>()\n const groups = new Set<string>()\n let previousGroup: string | undefined\n for (const option of control.options) {\n if (seen.has(option.id)) problems.push(`${label} repeats option \"${option.id}\"`)\n seen.add(option.id)\n if (option.group !== undefined && (typeof option.group !== 'string' || option.group === '')) problems.push(`${label} option \"${option.id}\" has an empty group`)\n else if (option.group !== undefined && option.group !== previousGroup && groups.has(option.group)) problems.push(`${label} group \"${option.group}\" is split: its options must be next to each other`)\n if (typeof option.group === 'string' && option.group !== '') groups.add(option.group)\n previousGroup = option.group\n }\n if (!seen.has(control.default)) problems.push(`${label} default \"${control.default}\" is not among its options`)\n}\n\n/** snake_case ids unique across controls, layers and metrics; min < max; step > 0; default in range; options non-empty, unique, default among them, each group in one run; metric max > 0. */\nexport function checkBench(declared: BenchDeclaration): BenchReport {\n const problems: string[] = []\n const ids = new Set<string>()\n const claim = (kind: string, id: string): void => {\n if (!SNAKE_CASE.test(id)) problems.push(`${kind} id \"${id}\" must be snake_case`)\n if (ids.has(id)) problems.push(`duplicate id \"${id}\" across controls, layers and metrics`)\n ids.add(id)\n }\n for (const control of declared.controls ?? []) {\n claim('control', control.id)\n checkControl(control, problems)\n }\n for (const layer of declared.layers ?? []) claim('layer', layer.id)\n for (const metric of declared.metrics ?? []) {\n claim('metric', metric.id)\n if (metric.max !== undefined && !(finite(metric.max) && metric.max > 0)) problems.push(`metric \"${metric.id}\" needs a max > 0`)\n }\n return { ok: problems.length === 0, problems }\n}\n","/** The weather, light and ground as the world is right now. Written by whoever drives the weather, read by whoever reacts to it. */\nexport interface EnvironmentState {\n /** Rain in mm/h; 0 is dry. */\n readonly rain: number\n /** Wind in m/s along x and z, and its strength (the length of that vector). */\n readonly windX: number\n readonly windZ: number\n readonly windSpeed: number\n /** Strongest gust in m/s. */\n readonly gust: number\n /** Render fog far distance in metres. */\n readonly fogFar: number\n /** How far one can see for gameplay, in metres (not the render fog). */\n readonly visibility: number\n /** 0 is full daylight, 1 is the darkest night. */\n readonly nightFactor: number\n readonly temperatureC: number\n /** Wet ground, 0..1: rises with rain and dries after it stops. */\n readonly wetness: number\n}\n\nexport type EnvironmentKey = keyof EnvironmentState\n\n/** A calm dry day (the normal world, before anything went wrong). */\nexport const DEFAULT_ENVIRONMENT: EnvironmentState = {\n rain: 0,\n windX: 0,\n windZ: 0,\n windSpeed: 0,\n gust: 0,\n fogFar: 220,\n visibility: 220,\n nightFactor: 0,\n temperatureC: 20,\n wetness: 0,\n}\n\n/** The host's environment (`ModuleHost.environment`): a store the weather module writes to and the others read. */\nexport interface EnvironmentBus {\n get(): EnvironmentState\n /** Merges `patch` into the state; listeners hear it only when a value really changed. */\n set(patch: Partial<EnvironmentState>): void\n /** Hears every change with the keys that changed. Returns the unsubscribe function. */\n on(listener: (state: EnvironmentState, changed: readonly EnvironmentKey[]) => void): () => void\n}\n\n/** A plain store that implements the bus; the test room and tests use it, a game may bring its own. */\nexport function createEnvironmentBus(initial: Partial<EnvironmentState> = {}): EnvironmentBus {\n let state: EnvironmentState = { ...DEFAULT_ENVIRONMENT, ...initial }\n const listeners = new Set<(state: EnvironmentState, changed: readonly EnvironmentKey[]) => void>()\n return {\n get: () => state,\n set(patch) {\n const changed = (Object.keys(patch) as EnvironmentKey[]).filter((key) => patch[key] !== undefined && patch[key] !== state[key])\n if (changed.length === 0) return\n const next = { ...state } as { -readonly [Key in EnvironmentKey]: number }\n for (const key of changed) next[key] = patch[key] as number\n state = next\n for (const listener of [...listeners]) listener(state, changed)\n },\n on(listener) {\n listeners.add(listener)\n return () => void listeners.delete(listener)\n },\n }\n}\n","import { applyPatches, deepMerge, mergeById, removeIds } from './registry'\nimport type { DeepPartial } from './registry'\n\n/** One category (kind) of items. Defaults and required contracts are inherited from the `extends` chain. */\nexport interface CategoryDef<TDefaults extends object = Record<string, unknown>> {\n readonly id: string\n /** Parent category id; the child inherits its defaults and its required contracts. */\n readonly extends?: string\n /** Field values every entry of this kind starts with; objects merge down the chain, arrays replace. */\n readonly defaults?: DeepPartial<TDefaults>\n /** Contract ids (`ContractChecker.id`) every entry of this kind, or of a descendant, must satisfy. */\n readonly requires?: readonly string[]\n /** An abstract category only groups: entries cannot declare it directly, only its descendants. */\n readonly abstract?: boolean\n}\n\n/** Where a checker is being run: the entry's kind and the chain of categories root first. */\nexport interface ContractContext {\n readonly kind: string\n readonly chain: readonly string[]\n}\n\n/** A named contract: returns the problems of an entry, each a short phrase like `missing leftover.despawnSeconds`. Empty means it holds. */\nexport interface ContractChecker<TEntry> {\n readonly id: string\n check(entry: TEntry, ctx: ContractContext): string[]\n}\n\nexport interface CategoryOptions {\n /** Categories added to the shipped ones; the same id replaces. */\n readonly extra?: readonly CategoryDef[]\n /** Partial changes by id, applied after `extra`. */\n readonly patches?: Readonly<Record<string, DeepPartial<CategoryDef> | Partial<CategoryDef>>>\n /** Ids taken out of the tree (their children are then reported by `check()`). */\n readonly remove?: readonly string[]\n}\n\nexport interface CategoryRegistry {\n get(id: string): CategoryDef | undefined\n has(id: string): boolean\n ids(): string[]\n /** Root first, ending at `id`. Throws on an unknown id, an unknown parent or a cycle. */\n chain(id: string): string[]\n /** `defaults` merged along the chain, root first, so the closest category wins. */\n defaults(id: string): Record<string, unknown>\n /** Union of `requires` along the chain, order kept, without duplicates. */\n requires(id: string): string[]\n /** True when `id` is `ancestorId` or descends from it. */\n isA(id: string, ancestorId: string): boolean\n /** Problems in the tree itself: duplicate ids, unknown `extends`, cycles. */\n check(): string[]\n}\n\nexport interface CategorizedOptions {\n /** Field of the entry that names its category. Default `kind`. */\n readonly kindField?: string\n /** Known gaps by entry id: problems starting with one of these texts go to `allowed`, so the list can shrink over time. */\n readonly allow?: Readonly<Record<string, readonly string[]>>\n}\n\nexport interface CategorizedReport {\n readonly ok: boolean\n readonly problems: string[]\n readonly allowed: string[]\n}\n\nexport const defineCategories = (defs: readonly CategoryDef[], options: CategoryOptions = {}): CategoryRegistry => {\n const problems: string[] = []\n const duplicates = (list: readonly CategoryDef[]): void => {\n const ids = new Set<string>()\n for (const def of list) {\n if (ids.has(def.id)) problems.push(`duplicate category \"${def.id}\"`)\n ids.add(def.id)\n }\n }\n duplicates(defs)\n duplicates(options.extra ?? [])\n\n const entries = mergeById(defs, options.extra)\n applyPatches(entries, options.patches)\n removeIds(entries, options.remove)\n\n const chain = (id: string): string[] => {\n const path: string[] = []\n let current: string | undefined = id\n while (current !== undefined) {\n const def = entries.get(current)\n if (!def) throw new Error(path.length === 0 ? `unknown category \"${current}\"` : `category \"${path[0]}\" has unknown parent \"${current}\"`)\n if (path.includes(current)) throw new Error(`category cycle: ${[...path, current].reverse().join(' -> ')}`)\n path.push(current)\n current = def.extends\n }\n return path.reverse()\n }\n\n const registry: CategoryRegistry = {\n get: (id) => entries.get(id),\n has: (id) => entries.has(id),\n ids: () => [...entries.keys()],\n chain,\n defaults: (id) => chain(id).reduce<Record<string, unknown>>((acc, ancestor) => deepMerge(acc, entries.get(ancestor)?.defaults), {}),\n requires: (id) => {\n const out: string[] = []\n for (const ancestor of chain(id)) for (const contract of entries.get(ancestor)?.requires ?? []) if (!out.includes(contract)) out.push(contract)\n return out\n },\n isA: (id, ancestorId) => {\n try {\n return chain(id).includes(ancestorId)\n } catch {\n return false\n }\n },\n check: () => {\n const found = [...problems]\n for (const [id, def] of entries) {\n if (def.extends !== undefined && !entries.has(def.extends)) found.push(`category \"${id}\" extends unknown \"${def.extends}\"`)\n else {\n try {\n chain(id)\n } catch (error) {\n const message = (error as Error).message\n // The same cycle is found from each of its members; the dedupe keeps one line per distinct message.\n if (message.startsWith('category cycle') && !found.includes(message)) found.push(message)\n }\n }\n }\n return found\n },\n }\n return registry\n}\n\n/** The entry with the defaults of its category underneath: the entry wins, objects merge, arrays replace. */\nexport const resolveEntry = <TEntry extends object>(registry: CategoryRegistry, entry: TEntry, kindField = 'kind'): TEntry =>\n deepMerge(registry.defaults(String((entry as Record<string, unknown>)[kindField])) as TEntry, entry)\n\n/** Checks that each entry has a known, concrete kind and satisfies every contract its chain requires. */\nexport const checkCategorized = <TEntry extends { readonly id: string }>(\n entries: readonly TEntry[],\n registry: CategoryRegistry,\n checkers: readonly ContractChecker<TEntry>[],\n options: CategorizedOptions = {},\n): CategorizedReport => {\n const kindField = options.kindField ?? 'kind'\n const byId = new Map(checkers.map((checker) => [checker.id, checker]))\n const problems: string[] = [...registry.check()]\n const allowed: string[] = []\n\n for (const entry of entries) {\n const kind = String((entry as Record<string, unknown>)[kindField])\n if (!registry.has(kind)) {\n problems.push(`\"${entry.id}\" has unknown kind \"${kind}\"`)\n continue\n }\n if (registry.get(kind)?.abstract) {\n problems.push(`\"${entry.id}\" has abstract kind \"${kind}\"`)\n continue\n }\n let path: string[]\n try {\n path = registry.chain(kind)\n } catch (error) {\n problems.push(`\"${entry.id}\" (${kind}): ${(error as Error).message}`)\n continue\n }\n const resolved = resolveEntry(registry, entry, kindField)\n for (const contract of registry.requires(kind)) {\n const owner = path.find((ancestor) => registry.get(ancestor)?.requires?.includes(contract)) ?? kind\n const checker = byId.get(contract)\n if (!checker) {\n problems.push(`kind \"${kind}\" requires contract \"${contract}\" but no checker is registered`)\n continue\n }\n const prefix = `\"${entry.id}\" (${kind}): `\n for (const problem of checker.check(resolved, { kind, chain: path })) {\n const text = `${prefix}${problem}, required by ${owner}`\n if ((options.allow?.[entry.id] ?? []).some((start) => problem.startsWith(start))) allowed.push(text)\n else problems.push(text)\n }\n }\n }\n return { ok: problems.length === 0, problems: [...new Set(problems)], allowed }\n}\n","/**\n * Where a drawn object comes from. Every builder of the kit that draws a piece (a car of the fleet, a house or a wall, a piece of furniture, a person, an\n * animal, a plant, an item, a weapon) marks the root it returns, and every renderer that draws for the room (effects, debris, liquids, the room itself)\n * marks its own roots, so a host can tell a piece of the kit from something drawn on the spot. Duck-typed on three.js objects (`userData`, `parent`,\n * `children`), so the contracts stay free of three.js.\n */\nexport const KIT_ORIGIN_KEY = 'kitOrigin'\n\n/** What drew an object: the package and the kind of piece (`vehicle`, `structure`, `furniture`, `person`... or `effect`, `room` for what is not a piece). */\nexport interface KitOrigin {\n readonly owner: string\n readonly kind: string\n /** The catalogue id of the piece, when it has one. */\n readonly id?: string\n /** Drawn as a simple stand-in shape because the kit has no model of the piece yet (an item with no team model): a model still to make. */\n readonly standIn?: boolean\n}\n\ninterface Node {\n userData?: Record<string, unknown>\n parent?: Node | null\n children?: readonly Node[]\n name?: string\n visible?: boolean\n isMesh?: boolean\n isPoints?: boolean\n isLine?: boolean\n isSprite?: boolean\n}\n\n/** Marks `object` as drawn by `origin.owner` and returns it. */\nexport function markKitOrigin<T>(object: T, origin: KitOrigin): T {\n const node = object as unknown as Node\n node.userData = node.userData ?? {}\n node.userData[KIT_ORIGIN_KEY] = { ...origin }\n return object\n}\n\n/** The origin of the object or of its nearest marked ancestor; null when nothing up the tree is marked. */\nexport function kitOriginOf(object: unknown): KitOrigin | null {\n for (let node = object as Node | null | undefined; node; node = node.parent) {\n const origin = node.userData?.[KIT_ORIGIN_KEY] as KitOrigin | undefined\n if (origin && typeof origin.owner === 'string') return origin\n }\n return null\n}\n\n/** A drawn thing that no builder of the kit marked: what was drawn on the spot. */\nexport interface UnmarkedDrawing {\n /** The names of the object and its named ancestors, outermost first. */\n readonly path: string\n readonly object: unknown\n}\n\n/** Every visible mesh, line, point cloud or sprite under `root` with no marked ancestor (`root` itself not counted as one). */\nexport function unmarkedDrawings(root: unknown): UnmarkedDrawing[] {\n const out: UnmarkedDrawing[] = []\n const pathOf = (node: Node): string => {\n const names: string[] = []\n for (let n: Node | null | undefined = node; n && n !== root; n = n.parent) if (n.name) names.push(n.name)\n return names.reverse().join(' > ') || '(no name)'\n }\n const walk = (node: Node, marked: boolean): void => {\n if (node.visible === false) return\n const here = marked || (node !== root && Boolean((node.userData?.[KIT_ORIGIN_KEY] as KitOrigin | undefined)?.owner))\n if (!here && (node.isMesh || node.isPoints || node.isLine || node.isSprite)) out.push({ path: pathOf(node), object: node })\n for (const child of node.children ?? []) walk(child, here)\n }\n walk(root as Node, false)\n return out\n}\n","/** A floor rectangle in an object's own space, metres (x across, z along). */\nexport interface Footprint {\n readonly minX: number\n readonly maxX: number\n readonly minZ: number\n readonly maxZ: number\n}\n\n/** What `footprintBlocker` reads of an object: its world matrix (three.js `Object3D`, duck-typed so the contracts stay free of three.js). */\nexport interface FootprintObject {\n readonly matrixWorld: { readonly elements: ArrayLike<number> }\n readonly parent?: unknown\n updateWorldMatrix?(updateParents: boolean, updateChildren: boolean): void\n}\n\n/**\n * The `ModuleHost.addBlocker` function of a solid object standing on the floor: the walking player stays out of `footprint`, a rectangle in the object's own space,\n * so the object blocks turned with it and follows it when it moves. An object out of the scene (no parent) blocks nothing.\n */\nexport function footprintBlocker(object: FootprintObject | (() => FootprintObject | null | undefined), footprint: Footprint | (() => Footprint | null | undefined)): (x: number, z: number, radius: number) => boolean {\n return (x, z, radius) => {\n const o = typeof object === 'function' ? object() : object\n const fp = typeof footprint === 'function' ? footprint() : footprint\n if (!o || !fp || !o.parent) return false\n o.updateWorldMatrix?.(true, false)\n const e = o.matrixWorld.elements\n // the world point in the object's own floor axes: its x and z columns are at right angles, so a projection on each (over its squared length, for a scale) inverts the matrix\n const dx = x - (e[12] as number)\n const dz = z - (e[14] as number)\n const ax = (e[0] as number) ** 2 + (e[1] as number) ** 2 + (e[2] as number) ** 2\n const az = (e[8] as number) ** 2 + (e[9] as number) ** 2 + (e[10] as number) ** 2\n const lx = (dx * (e[0] as number) + dz * (e[2] as number)) / (ax || 1)\n const lz = (dx * (e[8] as number) + dz * (e[10] as number)) / (az || 1)\n return lx > fp.minX - radius && lx < fp.maxX + radius && lz > fp.minZ - radius && lz < fp.maxZ + radius\n }\n}\n","{\n \"id\": \"team-game\",\n \"segments\": {\n \"head\": 40,\n \"arm\": 60,\n \"leg\": 80\n },\n \"calibers\": {\n \"7_62x51\": {\n \"gameKey\": \"308\",\n \"name\": \"7,62×51 (.308)\",\n \"points\": 75,\n \"penetration\": 4,\n \"effectiveRangeMetres\": 600,\n \"noiseMetres\": 130,\n \"skullRange\": 1,\n \"class\": \"rifle\"\n },\n \"9x19\": {\n \"gameKey\": \"9x19\",\n \"name\": \"9×19 mm\",\n \"points\": 35,\n \"penetration\": 1.2,\n \"effectiveRangeMetres\": 35,\n \"noiseMetres\": 60,\n \"skullRange\": 1,\n \"class\": \"pistol\"\n },\n \"12ga_00buck\": {\n \"gameKey\": \"12ga\",\n \"name\": \"12 ga 00\",\n \"points\": 12,\n \"pellets\": 9,\n \"penetration\": 0.5,\n \"effectiveRangeMetres\": 15,\n \"noiseMetres\": 90,\n \"skullRange\": 8,\n \"class\": \"pistol\"\n },\n \"7_62x39\": {\n \"gameKey\": \"762x39\",\n \"name\": \"7,62×39 mm\",\n \"points\": 55,\n \"penetration\": 3,\n \"effectiveRangeMetres\": 250,\n \"noiseMetres\": 110,\n \"skullRange\": 1,\n \"class\": \"rifle\"\n }\n },\n \"regionCost\": {\n \"head\": 0.7,\n \"torso\": 1,\n \"bruteTorso\": 2,\n \"limb\": 0.5\n },\n \"damageKeptPerBody\": 0.75,\n \"falloff\": {\n \"fullAtRange\": 1,\n \"atTwiceRange\": 0.5\n },\n \"helmetAbsorbs\": \"pistol\",\n \"regions\": [\n \"head\",\n \"torso\",\n \"armL\",\n \"armR\",\n \"legL\",\n \"legR\"\n ]\n}\n","import type { BodyRegion } from '@adatechnology/game-contracts'\n\nimport teamGame from '../presets/team-game.json'\nimport type { SegmentId } from './segment-tree'\n\n/** The regions that keep their own hit points in the crowd model (the torso has none: torso hits go to vitality). */\nexport type LimbRegion = Exclude<BodyRegion, 'torso'>\n\nexport const LIMB_REGIONS: readonly LimbRegion[] = ['head', 'armL', 'armR', 'legL', 'legR']\n\n/** The game's region numbers (`SEG`): hit points of the head, of an arm and of a leg. */\nexport const REGION_HIT_POINTS: Readonly<Record<LimbRegion, number>> = {\n head: teamGame.segments.head,\n armL: teamGame.segments.arm,\n armR: teamGame.segments.arm,\n legL: teamGame.segments.leg,\n legR: teamGame.segments.leg,\n}\n\n/** The segments that make up each region, and the one that names it in events (the first). */\nexport const REGION_SEGMENTS: Readonly<Record<BodyRegion, readonly SegmentId[]>> = {\n head: ['head', 'jaw', 'neck'],\n torso: ['torso', 'pelvis'],\n armL: ['upperArmL', 'forearmL', 'handL'],\n armR: ['upperArmR', 'forearmR', 'handR'],\n legL: ['thighL', 'shinL', 'footL'],\n legR: ['thighR', 'shinR', 'footR'],\n}\n\nexport const BODY_REGIONS: readonly BodyRegion[] = ['head', 'torso', 'armL', 'armR', 'legL', 'legR']\n\nexport const isBodyRegion = (value: string): value is BodyRegion => (BODY_REGIONS as readonly string[]).includes(value)\n","{\n \"segments\": [\n {\n \"id\": \"head\",\n \"region\": \"head\",\n \"hitPoints\": 40,\n \"multiplier\": 3,\n \"bleed\": 40\n },\n {\n \"id\": \"jaw\",\n \"region\": \"head\",\n \"hitPoints\": 12,\n \"multiplier\": 2,\n \"bleed\": 8\n },\n {\n \"id\": \"neck\",\n \"region\": \"head\",\n \"hitPoints\": 25,\n \"multiplier\": 2,\n \"bleed\": 46\n },\n {\n \"id\": \"torso\",\n \"region\": \"torso\",\n \"hitPoints\": 150,\n \"multiplier\": 1,\n \"bleed\": 10\n },\n {\n \"id\": \"pelvis\",\n \"region\": \"torso\",\n \"hitPoints\": 90,\n \"multiplier\": 1,\n \"bleed\": 12\n },\n {\n \"id\": \"upperArm\",\n \"region\": \"arm\",\n \"hitPoints\": 45,\n \"multiplier\": 0.6,\n \"bleed\": 15\n },\n {\n \"id\": \"forearm\",\n \"region\": \"arm\",\n \"hitPoints\": 30,\n \"multiplier\": 0.6,\n \"bleed\": 8\n },\n {\n \"id\": \"hand\",\n \"region\": \"arm\",\n \"hitPoints\": 12,\n \"multiplier\": 0.6,\n \"bleed\": 3\n },\n {\n \"id\": \"thigh\",\n \"region\": \"leg\",\n \"hitPoints\": 55,\n \"multiplier\": 0.7,\n \"bleed\": 19\n },\n {\n \"id\": \"shin\",\n \"region\": \"leg\",\n \"hitPoints\": 40,\n \"multiplier\": 0.7,\n \"bleed\": 9\n },\n {\n \"id\": \"foot\",\n \"region\": \"leg\",\n \"hitPoints\": 15,\n \"multiplier\": 0.7,\n \"bleed\": 3\n }\n ],\n \"regions\": {\n \"head\": {\n \"hitPoints\": 40,\n \"segmentSum\": 77,\n \"scale\": 0.5195\n },\n \"arm\": {\n \"hitPoints\": 60,\n \"segmentSum\": 87,\n \"scale\": 0.6897\n },\n \"leg\": {\n \"hitPoints\": 80,\n \"segmentSum\": 110,\n \"scale\": 0.7273\n }\n },\n \"arsenalWeapons\": {\n \"pistola\": {\n \"n\": \"Pistola 9×19\",\n \"dmg\": 35,\n \"pel\": 1\n },\n \"fuzil\": {\n \"n\": \"Fuzil 7,62×39\",\n \"dmg\": 55,\n \"pel\": 1\n },\n \"escopeta\": {\n \"n\": \"Escopeta 12 ga\",\n \"dmg\": 12,\n \"pel\": 9\n },\n \"cinquenta\": {\n \"n\": \".50 BMG\",\n \"dmg\": 180,\n \"pel\": 1\n },\n \"granada\": {\n \"n\": \"Granada\",\n \"dmg\": 300,\n \"pel\": 0\n }\n },\n \"elenco\": {\n \"segments\": {\n \"head\": {\n \"hp\": 40,\n \"radius\": 0.07\n },\n \"torso\": {\n \"hp\": 120\n },\n \"pelvis\": {\n \"hp\": 90\n },\n \"upperArm\": {\n \"hp\": 60,\n \"radius\": 0.085\n },\n \"forearm\": {\n \"hp\": 45,\n \"radius\": 0.065\n },\n \"hand\": {\n \"hp\": 25,\n \"radius\": 0.05\n },\n \"thigh\": {\n \"hp\": 80,\n \"radius\": 0.1\n },\n \"shin\": {\n \"hp\": 55,\n \"radius\": 0.08\n }\n },\n \"below\": {\n \"upperArm\": [\n \"forearm\",\n \"hand\"\n ],\n \"forearm\": [\n \"hand\"\n ],\n \"thigh\": [\n \"shin\"\n ]\n },\n \"falls\": {\n \"upperArm\": \"o braço inteiro\",\n \"forearm\": \"o antebraço com a mão\",\n \"hand\": \"a mão\",\n \"thigh\": \"a perna inteira\",\n \"shin\": \"a canela com o pé\",\n \"head\": \"a cabeça\"\n },\n \"cutWeapons\": [\n {\n \"id\": \"faca\",\n \"n\": \"Faca\",\n \"dmg\": 22,\n \"cut\": 0.7\n },\n {\n \"id\": \"facao\",\n \"n\": \"Facão\",\n \"dmg\": 55,\n \"cut\": 1\n },\n {\n \"id\": \"machado\",\n \"n\": \"Machado\",\n \"dmg\": 85,\n \"cut\": 1\n },\n {\n \"id\": \"p9\",\n \"n\": \"Pistola 9 mm\",\n \"dmg\": 30,\n \"cut\": 0.15\n },\n {\n \"id\": \"e12\",\n \"n\": \"Espingarda 12\",\n \"dmg\": 95,\n \"cut\": 0.75\n },\n {\n \"id\": \"f762\",\n \"n\": \"Fuzil 7,62\",\n \"dmg\": 65,\n \"cut\": 0.45\n }\n ]\n },\n \"severity\": {\n \"severAtCut\": 0.5,\n \"severAtDamageFraction\": 0.9,\n \"destroyAtDamageMultiple\": 2,\n \"limpAtHpFraction\": 0.5,\n \"splitAtDamage\": 150,\n \"headKillDamage\": 20,\n \"jawChance\": 0.3,\n \"jawDamage\": 25,\n \"headBitDamage\": 60,\n \"headBitShotgunMetres\": 5\n },\n \"defaultCut\": {\n \"slash\": 0.85,\n \"blunt\": 0,\n \"explosive\": 1,\n \"ballistic\": {\n \"pistol\": 0.15,\n \"buckshot\": 0.75,\n \"rifle\": 0.45\n }\n },\n \"deathRule\": {\n \"default\": \"vitality-or-head\",\n \"options\": [\n \"vitality-or-head\",\n \"head-only\"\n ]\n }\n}\n","import type { BodyRegion, BodySlot, SegmentKind } from '@adatechnology/game-contracts'\n\nimport segments from '../data/segments.json'\nimport type { JointId } from './body-spec'\n\nexport type SegmentSide = 'L' | 'R'\ntype LimbKind = 'upperArm' | 'forearm' | 'hand' | 'thigh' | 'shin' | 'foot'\nexport type SegmentId = 'pelvis' | 'torso' | 'neck' | 'head' | 'jaw' | `${LimbKind}${SegmentSide}`\n\n/** One segment of the tree: the joint it hangs from, its parent, the crowd region it belongs to and the item slots that cover it. */\nexport type SegmentNode = {\n readonly id: SegmentId\n readonly kind: SegmentKind\n readonly side?: SegmentSide\n readonly joint: JointId\n readonly parent?: SegmentId\n readonly region: BodyRegion\n readonly slots: readonly BodySlot[]\n}\n\n/** Numbers of a segment kind (the Arsenal table, A4): hit points, damage multiplier and bleed rate. */\nexport type SegmentNumbers = { readonly hitPoints: number; readonly multiplier: number; readonly bleed: number }\n\nconst limb = (kind: LimbKind, side: SegmentSide, joint: JointId, parent: SegmentId | undefined, slots: readonly BodySlot[]): SegmentNode => {\n const isArm = kind === 'upperArm' || kind === 'forearm' || kind === 'hand'\n const region: BodyRegion = isArm ? (side === 'L' ? 'armL' : 'armR') : side === 'L' ? 'legL' : 'legR'\n return { id: `${kind}${side}`, kind, side, joint, region, slots, ...(parent ? { parent } : {}) }\n}\n\nconst sideOf = (side: SegmentSide): SegmentNode[] => [\n limb('upperArm', side, `shoulder${side}`, 'torso', ['arms']),\n limb('forearm', side, `elbow${side}`, `upperArm${side}`, ['arms']),\n limb('hand', side, `wrist${side}`, `forearm${side}`, ['hands']),\n limb('thigh', side, `hip${side}`, 'pelvis', ['legs']),\n limb('shin', side, `knee${side}`, `thigh${side}`, ['legs']),\n limb('foot', side, `ankle${side}`, `shin${side}`, ['feet']),\n]\n\n/** The 17 segments (11 kinds, limbs on both sides), parents before children. Neck and jaw have no item slot: a helmet does not cover them. */\nexport const SEGMENT_TREE: readonly SegmentNode[] = [\n { id: 'pelvis', kind: 'pelvis', joint: 'hip', region: 'torso', slots: ['torso'] },\n { id: 'torso', kind: 'torso', joint: 'spine', parent: 'pelvis', region: 'torso', slots: ['torso'] },\n { id: 'neck', kind: 'neck', joint: 'neck', parent: 'torso', region: 'head', slots: [] },\n { id: 'head', kind: 'head', joint: 'head', parent: 'neck', region: 'head', slots: ['head', 'eyes'] },\n { id: 'jaw', kind: 'jaw', joint: 'jaw', parent: 'head', region: 'head', slots: [] },\n ...sideOf('L'),\n ...sideOf('R'),\n]\n\nexport const SEGMENT_IDS: readonly SegmentId[] = SEGMENT_TREE.map((node) => node.id)\n\nconst NODES = new Map(SEGMENT_TREE.map((node) => [node.id, node]))\n\nexport const segmentNode = (id: SegmentId): SegmentNode => {\n const node = NODES.get(id)\n if (!node) throw new Error(`game-characters: unknown segment \"${id}\"`)\n return node\n}\n\nexport const isSegmentId = (value: string): value is SegmentId => NODES.has(value as SegmentId)\n\n/** Every segment that hangs below `id` (children, grandchildren...), in tree order: what falls with it when it is severed. */\nexport const segmentsBelow = (id: SegmentId): SegmentId[] => {\n const out: SegmentId[] = []\n const visit = (parent: SegmentId): void => {\n for (const node of SEGMENT_TREE) {\n if (node.parent !== parent) continue\n out.push(node.id)\n visit(node.id)\n }\n }\n visit(id)\n return out\n}\n\n/** The Arsenal numbers per segment kind (hit points, `MULT`, `BLEED`). */\nexport const SEGMENT_NUMBERS: Readonly<Record<SegmentKind, SegmentNumbers>> = Object.fromEntries(\n segments.segments.map((entry) => [entry.id, { hitPoints: entry.hitPoints, multiplier: entry.multiplier, bleed: entry.bleed }]),\n) as Record<SegmentKind, SegmentNumbers>\n","import { MISSING_BITS } from '@adatechnology/game-contracts'\nimport type { SegmentKind } from '@adatechnology/game-contracts'\n\nimport type { Detail, SegmentState } from '../types'\nimport { LIMB_REGIONS, REGION_HIT_POINTS, REGION_SEGMENTS } from './regions'\nimport type { LimbRegion } from './regions'\nimport { SEGMENT_TREE } from './segment-tree'\nimport type { SegmentId, SegmentSide } from './segment-tree'\n\n/** The mutable state of one body. Both detail levels live here: the 17 segments and the hit points of the 5 crowd regions. */\nexport type BodyState = {\n readonly segments: SegmentState[]\n readonly regions: Record<LimbRegion, number>\n vitality: number\n readonly maxVitality: number\n alive: boolean\n /** The game's `MISSING_BITS` mask. */\n missing: number\n /** Sides that limp, in the order they started. */\n readonly limping: SegmentSide[]\n crawl: boolean\n stunSeconds: number\n /** Loose pieces: each severed segment with what fell with it. */\n readonly pieces: SegmentId[][]\n /** Protection layers used up (a helmet that took its one shot). */\n readonly consumed: Set<string>\n detail: Detail\n}\n\nexport type CreateBodyStateParams = { readonly vitality: number; readonly detail: Detail; readonly crawling?: boolean; readonly hitPointsOf: (kind: SegmentKind) => number }\n\nexport const createBodyState = ({ vitality, detail, crawling, hitPointsOf }: CreateBodyStateParams): BodyState => ({\n segments: SEGMENT_TREE.map((node) => {\n const max = hitPointsOf(node.kind)\n return { id: node.id, kind: node.kind, region: node.region, hp: max, max, status: 'ok', attached: true, ...(node.side ? { side: node.side } : {}) }\n }),\n regions: { ...REGION_HIT_POINTS },\n vitality,\n maxVitality: vitality,\n alive: true,\n missing: 0,\n limping: [],\n crawl: crawling ?? false,\n stunSeconds: 0,\n pieces: [],\n consumed: new Set(),\n detail,\n})\n\nexport const segmentOf = (body: BodyState, id: SegmentId): SegmentState => {\n const segment = body.segments.find((candidate) => candidate.id === id)\n if (!segment) throw new Error(`game-characters: unknown segment \"${id}\"`)\n return segment\n}\n\nconst LIMB_MASK: readonly { readonly ids: readonly SegmentId[]; readonly lost: number; readonly broken: number }[] = [\n { ids: ['upperArmL', 'forearmL'], lost: MISSING_BITS.armL, broken: MISSING_BITS.armLBroken },\n { ids: ['upperArmR', 'forearmR'], lost: MISSING_BITS.armR, broken: MISSING_BITS.armRBroken },\n { ids: ['thighL', 'shinL'], lost: MISSING_BITS.legL, broken: MISSING_BITS.legLBroken },\n { ids: ['thighR', 'shinR'], lost: MISSING_BITS.legR, broken: MISSING_BITS.legRBroken },\n]\n\n/** The crowd mask the segments amount to: a lost head, jaw, arm or leg (upper or lower part), and a broken one still attached. */\nexport const missingFromSegments = (body: BodyState): number => {\n let mask = 0\n if (!segmentOf(body, 'head').attached) mask |= MISSING_BITS.head\n else if (!segmentOf(body, 'jaw').attached) mask |= MISSING_BITS.jaw\n for (const limb of LIMB_MASK) {\n const parts = limb.ids.map((id) => segmentOf(body, id))\n if (parts.some((part) => !part.attached)) mask |= limb.lost\n else if (parts.some((part) => part.status === 'broken')) mask |= limb.broken\n }\n return mask\n}\n\n/** Region hit points from the segments: the share of the region's segment hit points left, scaled to the region's own hit points. */\nexport const regionsFromSegments = (body: BodyState): void => {\n for (const region of LIMB_REGIONS) {\n const parts = REGION_SEGMENTS[region].map((id) => segmentOf(body, id))\n const left = parts.reduce((sum, part) => sum + (part.attached ? Math.max(0, part.hp) : 0), 0)\n const total = parts.reduce((sum, part) => sum + part.max, 0)\n body.regions[region] = (REGION_HIT_POINTS[region] * left) / total\n }\n body.missing |= missingFromSegments(body)\n}\n\n/** Segment hit points from the regions (the reverse is lossy: every segment of a region keeps the region's share). */\nexport const segmentsFromRegions = (body: BodyState): void => {\n for (const region of LIMB_REGIONS) {\n const share = Math.max(0, body.regions[region]) / REGION_HIT_POINTS[region]\n for (const id of REGION_SEGMENTS[region]) {\n const part = segmentOf(body, id)\n if (part.attached) part.hp = Math.min(part.hp, part.max * share)\n }\n }\n}\n","import type { DestructibleSpec, JointSpec, PartShape, PartSpec, SegmentKind, Vec3 } from '@adatechnology/game-contracts'\n\nimport type { BodySpec } from './body-spec'\nimport type { Rig } from './rig'\nimport { SEGMENT_TREE } from './segment-tree'\nimport type { SegmentNode } from './segment-tree'\n\n/** The material id the parts of a body carry (a destruction world without it skips its own material rules: the body is a `DestructibleImpl`). */\nexport const BODY_MATERIAL = 'flesh'\n\n/** Share of the body mass per segment kind (sums to 1 over the 17 segments). */\nconst MASS_SHARE: Readonly<Record<SegmentKind, number>> = {\n head: 0.07,\n jaw: 0.01,\n neck: 0.02,\n torso: 0.34,\n pelvis: 0.14,\n upperArm: 0.028,\n forearm: 0.016,\n hand: 0.006,\n thigh: 0.1,\n shin: 0.045,\n foot: 0.015,\n}\nconst ADULT_MASS_KG = 70\nconst LEAF_KINDS: ReadonlySet<SegmentKind> = new Set(['head', 'jaw', 'hand', 'foot'])\n\nconst firstChild = (node: SegmentNode): SegmentNode | undefined => SEGMENT_TREE.find((candidate) => candidate.parent === node.id)\n\n/** A cylinder from `from` to `to`: centred between them, its local +Y turned onto the segment (Euler XYZ). */\nconst cylinderBetween = (from: Vec3, to: Vec3, radius: number): { shape: PartShape; position: Vec3; rotation: Vec3 } => {\n const axis: Vec3 = [to[0] - from[0], to[1] - from[1], to[2] - from[2]]\n const length = Math.max(1e-3, Math.hypot(axis[0], axis[1], axis[2]))\n const [x, y, z] = [axis[0] / length, axis[1] / length, axis[2] / length]\n return {\n shape: { kind: 'cylinder', radius, height: length },\n position: [(from[0] + to[0]) / 2, (from[1] + to[1]) / 2, (from[2] + to[2]) / 2],\n rotation: [Math.atan2(z, y), 0, -Math.asin(Math.max(-1, Math.min(1, x)))],\n }\n}\n\nconst partOf = (node: SegmentNode, rig: Rig, body: BodySpec, massKg: number): PartSpec => {\n const joint = rig.joints[node.joint]\n const radius = body.segmentRadius[node.kind] * (rig.height / body.heightMetres)\n const mass = massKg * MASS_SHARE[node.kind]\n const child = firstChild(node)\n if (LEAF_KINDS.has(node.kind) || !child) {\n const lift = node.kind === 'head' ? radius : node.kind === 'jaw' ? 0 : -radius\n return { id: node.id, material: BODY_MATERIAL, shape: { kind: 'sphere', radius }, position: [joint[0], joint[1] + lift, joint[2]], mass, tags: ['body', node.kind] }\n }\n const placed = cylinderBetween(joint, rig.joints[child.joint], radius)\n return { id: node.id, material: BODY_MATERIAL, ...placed, mass, tags: ['body', node.kind] }\n}\n\nexport type DescribeBodyParams = { readonly rig: Rig; readonly body: BodySpec; readonly build: number; readonly name?: string }\n\n/** The body as destruction parts (one per segment, in the body's local space) and the joints between them. */\nexport const describeBody = ({ rig, body, build, name }: DescribeBodyParams): DestructibleSpec => {\n const massKg = ADULT_MASS_KG * (rig.height / body.heightMetres) ** 3 * build\n const parts = SEGMENT_TREE.map((node) => partOf(node, rig, body, massKg))\n const joints: JointSpec[] = SEGMENT_TREE.filter((node) => node.parent).map((node) => ({ id: `${node.parent}~${node.id}`, a: node.parent as string, b: node.id, kind: 'fused', tools: [] }))\n return { ...(name ? { name } : {}), parts, joints, tags: ['character'] }\n}\n","import type { DestructibleSpec, JointState, ObjectState, PartState, PartStatus, Quat, Vec3 } from '@adatechnology/game-contracts'\n\nimport type { SegmentStatus } from '../types'\nimport { missingFromSegments } from './body-state'\nimport type { BodyState } from './body-state'\n\nconst PART_STATUS: Readonly<Record<SegmentStatus, PartStatus>> = { ok: 'intact', wounded: 'damaged', broken: 'damaged', severed: 'collapsed', destroyed: 'broken' }\nconst BODY_TEMPERATURE_C = 37\n\nexport type ToObjectStateParams = {\n readonly id: string\n readonly name?: string\n readonly position: Vec3\n readonly rotation: Quat\n readonly body: BodyState\n readonly spec: DestructibleSpec\n}\n\n/** The body in the destruction contract: one part per segment, the joints between them, the pieces and the `body` summary. */\nexport const toObjectState = ({ id, name, position, rotation, body, spec }: ToObjectStateParams): ObjectState => {\n const groups: string[][] = [body.segments.filter((segment) => segment.attached).map((segment) => segment.id)]\n for (const piece of body.pieces) {\n const left = piece.filter((part) => body.segments.find((segment) => segment.id === part)?.status !== 'destroyed')\n if (left.length > 0) groups.push(left)\n }\n const groupOf = (part: string): number => groups.findIndex((group) => group.includes(part))\n const parts: PartState[] = body.segments.map((segment) => {\n const mass = spec.parts.find((part) => part.id === segment.id)?.mass ?? 0\n return {\n id: segment.id,\n material: 'flesh',\n status: PART_STATUS[segment.status],\n hp: Math.max(0, segment.hp),\n maxHp: segment.max,\n mass,\n temperature: BODY_TEMPERATURE_C,\n burning: false,\n fuel: 0,\n char: 0,\n melt: 0,\n dents: [],\n holes: [],\n cracks: [],\n group: groupOf(segment.id),\n }\n })\n const joints: JointState[] = (spec.joints ?? []).map((joint) => {\n const child = body.segments.find((segment) => segment.id === joint.b)\n const parent = body.segments.find((segment) => segment.id === joint.a)\n const open = child !== undefined && parent !== undefined && parent.attached !== child.attached\n return { id: joint.id ?? `${joint.a}~${joint.b}`, a: joint.a, b: joint.b, kind: joint.kind, hp: open ? 0 : 1, maxHp: 1, progress: 0, open, ...(open ? { openedBy: 'break' as const } : {}) }\n })\n return {\n id,\n ...(name ? { name } : {}),\n position: [...position],\n rotation: [...rotation],\n parts,\n joints,\n groups,\n destroyed: false,\n body: { alive: body.alive, vitality: body.vitality, missing: body.detail === 'segments' ? body.missing | missingFromSegments(body) : body.missing, limp: body.limping.length > 0, crawl: body.crawl },\n }\n}\n","import type { Vec3 } from '@adatechnology/game-contracts'\n\nimport { JOINT_IDS } from './body-spec'\nimport type { BodySpec, JointId } from './body-spec'\n\n/** The bones of the game's instanced body (G 65336): 0 torso and hip, 1 head, 2/3 arms, 4/5 thighs, 6 eyes, 7/8 forearms, 9/10 shins, 11 jaw. */\nexport const GAME_BONES = {\n torso: 0,\n head: 1,\n upperArmL: 2,\n upperArmR: 3,\n thighL: 4,\n thighR: 5,\n eyes: 6,\n forearmL: 7,\n forearmR: 8,\n shinL: 9,\n shinR: 10,\n jaw: 11,\n} as const\n\nexport const JOINT_PARENTS: Readonly<Record<JointId, JointId | undefined>> = {\n hip: undefined,\n spine: 'hip',\n neck: 'spine',\n head: 'neck',\n jaw: 'head',\n shoulderL: 'spine',\n shoulderR: 'spine',\n elbowL: 'shoulderL',\n elbowR: 'shoulderR',\n wristL: 'elbowL',\n wristR: 'elbowR',\n hipL: 'hip',\n hipR: 'hip',\n kneeL: 'hipL',\n kneeR: 'hipR',\n ankleL: 'kneeL',\n ankleR: 'kneeR',\n}\n\n/** The joints of one body, scaled to its height and build. */\nexport type Rig = {\n readonly joints: Readonly<Record<JointId, Vec3>>\n readonly parents: Readonly<Record<JointId, JointId | undefined>>\n readonly gameBones: typeof GAME_BONES\n /** Height in metres of this body. */\n readonly height: number\n}\n\nexport type CreateRigParams = { readonly body: BodySpec; readonly height: number; readonly build: number }\n\n/** Joints of `body` scaled to `height` metres (vertical and depth) and to `build` (width). */\nexport const createRig = ({ body, height, build }: CreateRigParams): Rig => {\n const scale = height / body.heightMetres\n const joints = Object.fromEntries(\n JOINT_IDS.map((id) => {\n const [x, y, z] = body.joints[id]\n return [id, [x * scale * build, y * scale, z * scale] as Vec3]\n }),\n ) as Record<JointId, Vec3>\n return { joints, parents: JOINT_PARENTS, gameBones: GAME_BONES, height }\n}\n","import type { DestructibleSpec, ObjectState, Quat, Vec3 } from '@adatechnology/game-contracts'\n\nimport type { BodySpec } from './body/body-spec'\nimport { createBodyState, regionsFromSegments, segmentsFromRegions } from './body/body-state'\nimport type { BodyState } from './body/body-state'\nimport { describeBody } from './body/describe'\nimport { toObjectState } from './body/object-state'\nimport type { LimbRegion } from './body/regions'\nimport { createRig } from './body/rig'\nimport type { Rig } from './body/rig'\nimport { SEGMENT_NUMBERS } from './body/segment-tree'\nimport type { BodyMultipliers, CharacterSpec, Detail, SegmentState } from './types'\n\n/** A spec with every default filled in. */\nexport type ResolvedCharacterSpec = CharacterSpec & {\n readonly id: string\n readonly height: number\n readonly build: number\n readonly vitality: number\n readonly multipliers: BodyMultipliers\n readonly limbFactor: number\n readonly bloodFactor: number\n readonly bodyCount: number\n readonly stunSeconds: number\n readonly protection: readonly string[]\n readonly detail: Detail\n}\n\nexport type Character = {\n readonly id: string\n readonly spec: ResolvedCharacterSpec\n readonly rig: Rig\n /** Live view of the 17 segments. */\n readonly segments: readonly SegmentState[]\n readonly detail: Detail\n /** Hit points of the 5 crowd regions (head, arms, legs). */\n regionHitPoints(): Readonly<Record<LimbRegion, number>>\n /** Swaps the detail level: segments to regions sums each region (lossless); regions to segments spreads the region's share (lossy). */\n setDetail(detail: Detail): void\n setTransform(position: Vec3, rotation?: Quat): void\n describe(): DestructibleSpec\n state(): ObjectState\n reset(): void\n}\n\nexport const DEFAULT_VITALITY = 100\nexport const DEFAULT_STUN_SECONDS = 0.45\nconst NO_MULTIPLIERS: BodyMultipliers = { head: 1, torso: 1, arms: 1, legs: 1 }\n\nexport const resolveSpec = (spec: CharacterSpec, body: BodySpec, counter: number): ResolvedCharacterSpec => ({\n ...spec,\n id: spec.id ?? `${spec.kind}_${counter}`,\n height: spec.height ?? body.heightMetres,\n build: spec.build ?? 1,\n vitality: spec.vitality ?? DEFAULT_VITALITY,\n multipliers: { ...NO_MULTIPLIERS, ...spec.multipliers },\n limbFactor: spec.limbFactor ?? 1,\n bloodFactor: spec.bloodFactor ?? 1,\n bodyCount: spec.bodyCount ?? 1,\n stunSeconds: spec.stunSeconds ?? DEFAULT_STUN_SECONDS,\n protection: spec.protection ?? [],\n detail: spec.detail ?? 'segments',\n})\n\nexport type CharacterCore = {\n readonly spec: ResolvedCharacterSpec\n readonly rig: Rig\n readonly body: BodyState\n position: Vec3\n rotation: Quat\n readonly describe: () => DestructibleSpec\n /** Back to the state at creation (full health, every segment attached). */\n readonly resetBody: () => void\n}\n\nexport type CreateCharacterCoreParams = { readonly spec: ResolvedCharacterSpec; readonly bodySpec: BodySpec; readonly hitPointsOf?: (kind: SegmentState['kind']) => number }\n\n/** The state every character shares: rig, body state, transform and the cached part list. */\nexport const createCharacterCore = ({ spec, bodySpec, hitPointsOf }: CreateCharacterCoreParams): CharacterCore => {\n const rig = createRig({ body: bodySpec, height: spec.height, build: spec.build })\n const parts = describeBody({ rig, body: bodySpec, build: spec.build, name: spec.kind })\n const fresh = (): BodyState => createBodyState({ vitality: spec.vitality, detail: spec.detail, crawling: spec.crawling ?? false, hitPointsOf: hitPointsOf ?? ((kind) => SEGMENT_NUMBERS[kind].hitPoints) })\n const body = fresh()\n return { spec, rig, body, position: [0, 0, 0], rotation: [0, 0, 0, 1], describe: () => parts, resetBody: () => void Object.assign(body, fresh()) }\n}\n\n/** The plain-data part of a character (state, detail and transform); the damage model is added on top of it. */\nexport const characterView = (core: CharacterCore): Character => ({\n id: core.spec.id,\n spec: core.spec,\n rig: core.rig,\n get segments() {\n return core.body.segments\n },\n get detail() {\n return core.body.detail\n },\n regionHitPoints: () => ({ ...core.body.regions }),\n setDetail(detail) {\n if (detail === core.body.detail) return\n if (detail === 'regions') regionsFromSegments(core.body)\n else segmentsFromRegions(core.body)\n core.body.detail = detail\n },\n setTransform(position, rotation) {\n core.position = [...position]\n if (rotation) core.rotation = [...rotation]\n },\n describe: core.describe,\n state: () => toObjectState({ id: core.spec.id, name: core.spec.kind, position: core.position, rotation: core.rotation, body: core.body, spec: core.describe() }),\n reset: core.resetBody,\n})\n","import type { Quat, Vec3 } from '@adatechnology/game-contracts'\n\n/** `v` rotated by the unit quaternion `q`. */\nexport const rotate = (q: Quat, v: Vec3): Vec3 => {\n const [x, y, z, w] = q\n const tx = 2 * (y * v[2] - z * v[1])\n const ty = 2 * (z * v[0] - x * v[2])\n const tz = 2 * (x * v[1] - y * v[0])\n return [v[0] + w * tx + (y * tz - z * ty), v[1] + w * ty + (z * tx - x * tz), v[2] + w * tz + (x * ty - y * tx)]\n}\n\nconst conjugate = (q: Quat): Quat => [-q[0], -q[1], -q[2], q[3]]\n\nexport type Transform = { readonly position: Vec3; readonly rotation: Quat }\n\nexport const toWorld = ({ position, rotation }: Transform, local: Vec3): Vec3 => {\n const turned = rotate(rotation, local)\n return [turned[0] + position[0], turned[1] + position[1], turned[2] + position[2]]\n}\n\nexport const toLocal = ({ position, rotation }: Transform, world: Vec3): Vec3 => rotate(conjugate(rotation), [world[0] - position[0], world[1] - position[1], world[2] - position[2]])\n\nexport const distance = (a: Vec3, b: Vec3): number => Math.hypot(a[0] - b[0], a[1] - b[1], a[2] - b[2])\n","import type { DestructionEvent, Vec3 } from '@adatechnology/game-contracts'\n\nimport type { SegmentId } from '../body/segment-tree'\n\n/** A bleeding wound: `rate` in drops per second (the Arsenal's unit) fading to 0 over `duration` seconds; `spurt` pulses like an artery. */\nexport type Bleeder = {\n readonly part: SegmentId\n readonly rate: number\n readonly duration: number\n readonly spurt: boolean\n age: number\n /** Whole seconds of this bleeder already reported as `leak` events. */\n reported: number\n}\n\n/** Volume of one drop (a 4 mm drop of the Arsenal's blood): `leak` events carry litres per second. */\nexport const BLOOD_LITERS_PER_DROP = 0.00027\n\nexport const bleedRateAt = (bleeder: Bleeder): number => (bleeder.age >= bleeder.duration ? 0 : bleeder.rate * (1 - bleeder.age / bleeder.duration))\n\nexport type StepBleedingParams = {\n readonly bleeders: Bleeder[]\n readonly dt: number\n readonly emit: (event: Omit<Extract<DestructionEvent, { type: 'leak' }>, 'object' | 'time'>) => void\n readonly pointOf: (id: SegmentId) => Vec3\n}\n\n/** Ages the bleeders; each one still running reports a `leak` with its current rate once per second of its life. */\nexport const stepBleeding = ({ bleeders, dt, emit, pointOf }: StepBleedingParams): void => {\n for (const bleeder of bleeders) {\n if (bleeder.age >= bleeder.duration) continue\n bleeder.age += dt\n const second = Math.floor(bleeder.age)\n if (second <= bleeder.reported) continue\n bleeder.reported = second\n const rate = bleedRateAt(bleeder)\n if (rate > 0) emit({ type: 'leak', part: bleeder.part, fluid: 'blood', point: pointOf(bleeder.part), direction: [0, -1, 0], rate: rate * BLOOD_LITERS_PER_DROP, pressurized: bleeder.spurt })\n }\n}\n","import type { DamageType, DestructionEvent, Vec3 } from '@adatechnology/game-contracts'\n\nimport type { BodyState } from '../body/body-state'\nimport { segmentOf } from '../body/body-state'\nimport { segmentNode, segmentsBelow } from '../body/segment-tree'\nimport type { SegmentId, SegmentSide } from '../body/segment-tree'\nimport type { ResolvedCharacterSpec } from '../character'\nimport type { SegmentState } from '../types'\nimport { BLOOD_LITERS_PER_DROP } from './bleeding'\nimport type { Bleeder } from './bleeding'\nimport type { DamageRules, DeathRule } from './types'\n\ntype BodyChange = Extract<DestructionEvent, { type: 'body' }>['change']\ntype KillCause = 'head' | 'vitality' | 'bleed' | 'explosion'\ntype EventDraft = DestructionEvent extends infer E ? (E extends DestructionEvent ? Omit<E, 'object' | 'time'> : never) : never\n\nexport type BleedParams = { readonly segment: SegmentState; readonly rate: number; readonly duration: number; readonly spurt: boolean; readonly point?: Vec3; readonly direction?: Vec3 }\n\n/** How severing treats what hangs below: the Arsenal only detaches it, the Elenco also zeroes it and marks it cut. */\nexport type SeverBelow = 'detach' | 'zero'\n\n/** Every change a damage rule can make to a body, each emitting its events. The rules (kit, arsenal, elenco, regions) only decide. */\nexport type BodyOps = {\n readonly body: BodyState\n readonly spec: ResolvedCharacterSpec\n readonly rules: DamageRules\n readonly random: () => number\n readonly events: DestructionEvent[]\n emit(event: EventDraft): void\n pointOf(id: SegmentId): Vec3\n change(change: BodyChange, part?: SegmentId, extra?: { cause?: KillCause; below?: string[] }): void\n damage(segment: SegmentState, amount: number, damageType: DamageType): void\n wound(segment: SegmentState): void\n breakBone(segment: SegmentState): void\n sever(segment: SegmentState, below?: SeverBelow): void\n destroy(segment: SegmentState): void\n kill(cause: KillCause): void\n limp(side: SegmentSide): void\n crawl(): void\n /** A heavy hit staggers the body for the spec's `stunSeconds`. */\n stun(): void\n bleed(params: BleedParams): void\n}\n\nexport type CreateBodyOpsParams = {\n readonly body: BodyState\n readonly spec: ResolvedCharacterSpec\n readonly rules: DamageRules\n readonly random: () => number\n readonly time: number\n readonly source?: string\n readonly pointOf: (id: SegmentId) => Vec3\n readonly bleeders: Bleeder[]\n}\n\nconst killAllowed = (rule: DeathRule, cause: KillCause): boolean => rule === 'vitality-or-head' || cause === 'head' || cause === 'explosion'\n\nexport const createBodyOps = ({ body, spec, rules, random, time, source, pointOf, bleeders }: CreateBodyOpsParams): BodyOps => {\n const events: DestructionEvent[] = []\n const emit = (event: EventDraft): void => void events.push({ ...event, object: spec.id, time, ...(source !== undefined ? { source } : {}) } as DestructionEvent)\n const change: BodyOps['change'] = (kind, part, extra) => emit({ type: 'body', change: kind, ...(part ? { part } : {}), ...extra })\n const detachBelow = (segment: SegmentState, below: SeverBelow): SegmentId[] => {\n const fallen = segmentsBelow(segment.id).filter((id) => segmentOf(body, id).attached)\n segment.attached = false\n for (const id of fallen) {\n const part = segmentOf(body, id)\n part.attached = false\n if (below === 'zero') Object.assign(part, { hp: 0, status: 'severed' })\n }\n return fallen\n }\n const ops: BodyOps = {\n body,\n spec,\n rules,\n random,\n events,\n emit,\n pointOf,\n change,\n damage: (segment, amount, damageType) => emit({ type: 'damage', part: segment.id, amount, hp: Math.max(0, segment.hp), damageType }),\n wound(segment) {\n if (segment.status === 'ok') segment.status = 'wounded'\n change('wound', segment.id)\n },\n breakBone(segment) {\n segment.status = 'broken'\n change('broken', segment.id)\n },\n sever(segment, below = 'detach') {\n if (!segment.attached) return\n const fallen = detachBelow(segment, below)\n segment.status = 'severed'\n body.pieces.push([segment.id, ...fallen])\n const parent = segmentNode(segment.id).parent\n change('severed', segment.id, { below: fallen })\n if (parent) emit({ type: 'detach', joint: `${parent}~${segment.id}`, parts: [parent, segment.id], by: 'break', groups: [[segment.id, ...fallen]] })\n },\n destroy(segment) {\n if (!segment.attached) return\n const fallen = detachBelow(segment, 'detach')\n segment.status = 'destroyed'\n if (fallen.length > 0) body.pieces.push(fallen)\n change('destroyed', segment.id, { below: fallen })\n emit({ type: 'fracture', part: segment.id, style: 'tear', fragments: [], point: pointOf(segment.id) })\n },\n kill(cause) {\n if (!body.alive || !killAllowed(rules.deathRule, cause)) return\n body.alive = false\n change('killed', undefined, { cause })\n },\n limp(side) {\n if (body.limping.includes(side)) return\n body.limping.push(side)\n change('limp')\n },\n crawl() {\n if (body.crawl) return\n body.crawl = true\n change('crawl')\n },\n stun() {\n body.stunSeconds = spec.stunSeconds\n change('stunned')\n },\n bleed({ segment, rate, duration, spurt, point, direction }) {\n const scaled = rate * spec.bloodFactor\n bleeders.push({ part: segment.id, rate: scaled, duration, spurt, age: 0, reported: 0 })\n emit({ type: 'leak', part: segment.id, fluid: 'blood', point: point ?? pointOf(segment.id), direction: direction ?? [0, -1, 0], rate: scaled * BLOOD_LITERS_PER_DROP, pressurized: spurt })\n },\n }\n return ops\n}\n","{\n \"id\": \"physical\",\n \"tissuePerCentimetre\": {\n \"flesh\": 0.25,\n \"bone\": 1\n },\n \"torsoPath\": {\n \"fleshCentimetres\": 22,\n \"boneCentimetres\": 2\n },\n \"regionFactor\": {\n \"head\": 0.7,\n \"limb\": 0.5,\n \"torso\": 1\n },\n \"bruteTorsoFactor\": 2,\n \"energyKept\": \"P / (P + R)\",\n \"points\": {\n \"coefficient\": 3.5,\n \"exponent\": 0.37\n },\n \"tolerance\": {\n \"bodies\": 0,\n \"energyKept\": 0.05\n },\n \"calibration\": [\n {\n \"caliber\": \"9x19\",\n \"force\": 7.67,\n \"bodies\": 2,\n \"energyKeptFirstBody\": 0.51,\n \"expectedBodies\": 2,\n \"bestiaryEnergyKept\": 0.5\n },\n {\n \"caliber\": \"5_56x45\",\n \"force\": 16.56,\n \"bodies\": 3,\n \"energyKeptFirstBody\": 0.69,\n \"expectedBodies\": 3,\n \"bestiaryEnergyKept\": 0.65\n },\n {\n \"caliber\": \"7_62x51\",\n \"force\": 26.67,\n \"bodies\": 4,\n \"energyKeptFirstBody\": 0.78,\n \"expectedBodies\": 4,\n \"bestiaryEnergyKept\": 0.75\n },\n {\n \"caliber\": \"7_62x39\",\n \"force\": 18.52,\n \"bodies\": 3,\n \"energyKeptFirstBody\": 0.71,\n \"expectedBodies\": 3\n },\n {\n \"caliber\": \"12ga_00buck\",\n \"force\": 4.35,\n \"bodies\": 1,\n \"energyKeptFirstBody\": 0.37,\n \"expectedBodies\": 1\n }\n ],\n \"torsoResistance\": 7.5\n}\n","import type { SegmentKind } from '@adatechnology/game-contracts'\n\nimport { SEGMENT_NUMBERS } from '../body/segment-tree'\nimport segments from '../data/segments.json'\nimport physical from '../presets/physical.json'\nimport teamGame from '../presets/team-game.json'\nimport type { BallisticClass, CaliberEntry, DamageRules, ProtectionLayer } from './types'\n\nconst { severity } = segments\n\n/** The kit's rules: Arsenal numbers per segment (A4), the design's severity, the game's head rule, death by vitality or head. */\nexport const DEFAULT_DAMAGE_RULES: DamageRules = {\n deathRule: 'vitality-or-head',\n segmentRule: 'kit',\n severity: { ...severity, stunAtPoints: 35, limbVitalityShare: 0.3, regionLimbVitalityShare: 0.5 },\n blast: { minimumPoints: 8, headDestroyPoints: 40, bigPoints: 120 },\n defaultCut: segments.defaultCut,\n points: physical.points,\n spread: 0,\n segments: SEGMENT_NUMBERS,\n burnPointsPerSecond: 3,\n}\n\n/** The Galeria 3D do Arsenal, replayed: its `damage`, `sever`, `explodeSeg`, `splitTorso`, `legLost` and `grenadeAt`. */\nexport const ARSENAL_RULES: DamageRules = { ...DEFAULT_DAMAGE_RULES, segmentRule: 'arsenal' }\n\nconst ELENCO_HIT_POINTS = segments.elenco.segments as Partial<Record<SegmentKind, { readonly hp: number }>>\n\n/** The Elenco, replayed: its own hit points, no multiplier, ±15 % per blow and its cut rule (`hit`, `sever`, `breakBone`); a torso at 0 kills (a human). */\nexport const ELENCO_RULES: DamageRules = {\n ...DEFAULT_DAMAGE_RULES,\n segmentRule: 'elenco',\n spread: 0.15,\n segments: Object.fromEntries(\n Object.entries(SEGMENT_NUMBERS).map(([kind, numbers]) => [kind, { ...numbers, multiplier: 1, hitPoints: ELENCO_HIT_POINTS[kind as SegmentKind]?.hp ?? numbers.hitPoints }]),\n ) as DamageRules['segments'],\n}\n\nexport const DAMAGE_PRESETS = { kit: DEFAULT_DAMAGE_RULES, arsenal: ARSENAL_RULES, elenco: ELENCO_RULES } as const\n\n/** The protection presets that reproduce the game's `ROUPAS` (tools/characters-catalog/decisions.json `protectionPresets`). */\nexport const PROTECTION_PRESETS: readonly ProtectionLayer[] = [\n { id: 'vest_police', slots: ['torso'], ballistic: { resistance: 14, blunt: 0.3, pass: 0.8 } },\n { id: 'vest_military', slots: ['torso'], ballistic: { resistance: 28, blunt: 0.5 } },\n { id: 'helmet_combat', slots: ['head'], ballistic: { resistance: 9, blunt: 0, pass: 1, consumable: true } },\n { id: 'turnout_gear', slots: ['torso', 'arms', 'legs'], fire: 0.25, limbs: 0.8 },\n]\n\nconst CLASS_OF: Readonly<Record<string, BallisticClass>> = { pistol: 'pistol', rifle: 'rifle' }\n\n/** The game's calibre table (`CALIBRES`) under the kit's calibre ids, for the `team-game` model. */\nexport const TEAM_GAME_CALIBERS: readonly CaliberEntry[] = Object.entries(teamGame.calibers).map(([id, entry]) => ({\n id,\n points: entry.points,\n penetration: entry.penetration,\n class: CLASS_OF[entry.class] ?? 'pistol',\n skullRange: entry.skullRange,\n pellets: 'pellets' in entry ? entry.pellets : 1,\n effectiveRangeMetres: entry.effectiveRangeMetres,\n}))\n\n/** The game's calibre keys (`9x19`, `12ga`, `762x39`, `308`) to the kit's calibre ids. */\nexport const TEAM_GAME_CALIBER_KEYS: Readonly<Record<string, string>> = Object.fromEntries(Object.entries(teamGame.calibers).map(([id, entry]) => [entry.gameKey, id]))\n\nexport const TEAM_GAME_RULES = { regionCost: teamGame.regionCost, damageKeptPerBody: teamGame.damageKeptPerBody, falloff: teamGame.falloff } as const\n\nexport const PHYSICAL_RULES = physical\n","import type { BodyRegion, SegmentKind } from '@adatechnology/game-contracts'\n\nimport { PHYSICAL_RULES, TEAM_GAME_RULES } from './defaults'\nimport type { PenetrationModel } from './types'\n\n/** P = √(E·m/A) against the resistance of the path; a protection layer stops a projectile whose force is not above its resistance. */\nexport const PHYSICAL_PENETRATION: PenetrationModel = {\n id: 'physical',\n stops: (layer, projectile) => projectile.force <= (layer.ballistic?.resistance ?? 0),\n piercesSkull: (projectile, headResistance) => projectile.force > headResistance,\n}\n\n/** The game's rule: pistol-class rounds are stopped by a vest or a helmet; the skull is pierced within the calibre's `cranio` range. */\nexport const TEAM_GAME_PENETRATION: PenetrationModel = {\n id: 'team-game',\n stops: (_layer, projectile) => projectile.class === 'pistol',\n piercesSkull: (projectile) => projectile.skullRange === 1 || projectile.distance <= projectile.skullRange,\n}\n\nexport const PENETRATION_MODELS = { physical: PHYSICAL_PENETRATION, 'team-game': TEAM_GAME_PENETRATION } as const\n\nconst { tissuePerCentimetre, torsoPath, regionFactor } = PHYSICAL_RULES\n\n/** Resistance of a torso path: flesh 22 cm × 0.25 + bone 2 cm × 1.0 = 7.5. */\nexport const TORSO_RESISTANCE = torsoPath.fleshCentimetres * tissuePerCentimetre.flesh + torsoPath.boneCentimetres * tissuePerCentimetre.bone\n\nconst HEAD_KINDS: ReadonlySet<SegmentKind> = new Set(['head', 'jaw', 'neck'])\nconst TORSO_KINDS: ReadonlySet<SegmentKind> = new Set(['torso', 'pelvis'])\n\nexport type ResistanceParams = { readonly kind: SegmentKind; readonly bodyCount: number; readonly protection: number }\n\n/** R of the path through a segment: torso 7.5 (× the body count of a brute), head 0.7×, limbs 0.5×, plus the protection worn over it. */\nexport const segmentResistance = ({ kind, bodyCount, protection }: ResistanceParams): number => {\n if (TORSO_KINDS.has(kind)) return TORSO_RESISTANCE * regionFactor.torso * bodyCount + protection\n if (HEAD_KINDS.has(kind)) return TORSO_RESISTANCE * regionFactor.head + protection\n return TORSO_RESISTANCE * regionFactor.limb + protection\n}\n\n/** Share of the energy a projectile of force `force` keeps after a path of resistance `resistance`: P/(P+R). */\nexport const energyKept = (force: number, resistance: number): number => (force > 0 ? force / (force + resistance) : 0)\n\n/** Penetration points a region costs in the game (`custo`): head 0.7, torso 1 (a brute 2), limb 0.5. */\nexport const teamGameCost = (region: BodyRegion, bodyCount: number): number => {\n const cost = TEAM_GAME_RULES.regionCost\n if (region === 'head') return cost.head\n if (region === 'torso') return bodyCount > 1 ? cost.bruteTorso : cost.torso\n return cost.limb\n}\n\n/** The game's falloff: full damage up to the effective range, then linear down to half at twice the range, never below half. */\nexport const teamGameFalloff = (distance: number, range: number): number => {\n const floor = TEAM_GAME_RULES.falloff.atTwiceRange\n return distance <= range * TEAM_GAME_RULES.falloff.fullAtRange ? 1 : Math.max(floor, 1 - ((distance - range) / range) * (1 - floor))\n}\n","import type { DamageType, SegmentKind, Vec3 } from '@adatechnology/game-contracts'\n\nimport { segmentNode } from '../../body/segment-tree'\nimport type { ResolvedCharacterSpec } from '../../character'\nimport type { SegmentState } from '../../types'\nimport type { BodyOps } from '../body-ops'\nimport type { PenetrationModel, ProjectileInfo } from '../types'\n\n/** One blow on one segment, after protection: what every segment rule receives. */\nexport type SegmentBlow = {\n readonly segment: SegmentState\n /** Points after protection, before the rule's multipliers and spread. */\n readonly points: number\n readonly cut: number\n readonly damageType: DamageType\n readonly projectile?: ProjectileInfo\n readonly explosive: boolean\n /** A blast strong enough to destroy what it takes to 0 (Arsenal `big`). */\n readonly big: boolean\n /** Where it landed (world): a bullet wound bleeds there; a blast share has none. */\n readonly point?: Vec3\n /** Extra factor on arms and legs (age × protection). */\n readonly limbFactor: number\n readonly model: PenetrationModel\n /** Resistance of the head path (the skull rule of the `physical` model). */\n readonly headResistance: number\n}\n\nexport type RuleResult = { readonly headshot: boolean }\n\nexport type SegmentRule = (ops: BodyOps, blow: SegmentBlow) => RuleResult\n\nexport const NO_HEADSHOT: RuleResult = { headshot: false }\nexport const HEADSHOT: RuleResult = { headshot: true }\n\nconst ARM_KINDS: ReadonlySet<SegmentKind> = new Set(['upperArm', 'forearm', 'hand'])\nconst LEG_KINDS: ReadonlySet<SegmentKind> = new Set(['thigh', 'shin', 'foot'])\n\nexport const isArm = (kind: SegmentKind): boolean => ARM_KINDS.has(kind)\nexport const isLeg = (kind: SegmentKind): boolean => LEG_KINDS.has(kind)\nexport const isLimb = (kind: SegmentKind): boolean => isArm(kind) || isLeg(kind)\n\n/** The body type's multiplier for the group the segment is in (head, torso, arms, legs). */\nexport const typeMultiplier = (spec: ResolvedCharacterSpec, kind: SegmentKind): number => {\n if (isArm(kind)) return spec.multipliers.arms\n if (isLeg(kind)) return spec.multipliers.legs\n if (kind === 'torso' || kind === 'pelvis') return spec.multipliers.torso\n return spec.multipliers.head\n}\n\n/** Points the segment takes: the blow × segment multiplier × body type × (on a limb) age and protection. */\nexport const segmentDamage = (ops: BodyOps, blow: SegmentBlow, points: number): number => {\n const { kind } = blow.segment\n return points * ops.rules.segments[kind].multiplier * typeMultiplier(ops.spec, kind) * (isLimb(kind) ? blow.limbFactor : 1)\n}\n\n/** The stump a lost segment leaves bleeds hard (×1.5 at the neck and head) for 45 s, spurting (Arsenal `stumpAt`). */\nexport const bleedStump = (ops: BodyOps, segment: SegmentState): void => {\n const bleed = ops.rules.segments[segment.kind].bleed\n const parent = segmentNode(segment.id).parent\n const stump = parent ? (ops.body.segments.find((candidate) => candidate.id === parent) ?? segment) : segment\n ops.bleed({ segment: stump, rate: bleed * (segment.kind === 'neck' || segment.kind === 'head' ? 1.5 : 1), duration: 45, spurt: true })\n}\n\n/** The piece that flies off bleeds 35 % of the rate for 15 s (Arsenal `sever`). */\nexport const bleedPiece = (ops: BodyOps, segment: SegmentState): void => ops.bleed({ segment, rate: ops.rules.segments[segment.kind].bleed * 0.35, duration: 15, spurt: true })\n\n/** A bullet wound bleeds 30 % of the segment's rate for 10 s, without spurting (Arsenal `damage` with a point). */\nexport const bleedWound = (ops: BodyOps, segment: SegmentState, point: Vec3): void =>\n ops.bleed({ segment, rate: ops.rules.segments[segment.kind].bleed * 0.3, duration: 10, spurt: false, point })\n\n/** Cut off at the joint, with its two bleeders. */\nexport const severWithBleeding = (ops: BodyOps, segment: SegmentState): void => {\n if (!segment.attached) return\n bleedStump(ops, segment)\n ops.sever(segment)\n bleedPiece(ops, segment)\n}\n\n/** Blown to pieces: only the stump bleeds. */\nexport const destroyWithBleeding = (ops: BodyOps, segment: SegmentState): void => {\n if (!segment.attached) return\n bleedStump(ops, segment)\n ops.destroy(segment)\n}\n","import type { DamageType } from '@adatechnology/game-contracts'\n\nimport type { BallisticClass, BodyHit, CaliberEntry, DamageRules, ProjectileInfo } from './types'\n\n/** Deterministic mulberry32 stream in [0, 1). */\nexport const createRng = (seed: number): (() => number) => {\n let state = seed >>> 0\n return () => {\n state = (state + 0x6d2b79f5) >>> 0\n let mixed = Math.imul(state ^ (state >>> 15), state | 1)\n mixed ^= mixed + Math.imul(mixed ^ (mixed >>> 7), mixed | 61)\n return ((mixed ^ (mixed >>> 14)) >>> 0) / 4294967296\n }\n}\n\n/** Damage points of a blow from its energy in joules: `coefficient · E^exponent` (9×19 → 35, 7.62×39 → 59, .308 → 71.7). */\nexport const pointsFromEnergy = (energy: number, rules: Pick<DamageRules, 'points'>): number => (energy > 0 ? rules.points.coefficient * energy ** rules.points.exponent : 0)\n\n/** The caller's points, else the calibre table's, else the energy formula. */\nexport const resolvePoints = (hit: BodyHit, caliber: CaliberEntry | undefined, rules: Pick<DamageRules, 'points'>): number => hit.points ?? caliber?.points ?? pointsFromEnergy(hit.energy ?? 0, rules)\n\n/** One draw of ±`spread` on the points (none when the spread is 0, so the stream is not touched). */\nexport const spreadPoints = (points: number, spread: number, random: () => number): number => (spread > 0 ? points * (1 - spread + random() * 2 * spread) : points)\n\nconst DEFAULT_PROJECTILE_GRAMS = 8\nconst RIFLE_JOULES = 1000\n\n/** P = √(E·m/A): E in joules, m in grams, A the cross-section in mm². */\nexport const penetrationForce = (energy: number, grams: number, diameterMm: number): number => {\n const area = (Math.PI * diameterMm ** 2) / 4\n return area > 0 && energy > 0 ? Math.sqrt((energy * grams) / area) : 0\n}\n\n/** What a ballistic hit is (force, class, skull range, pellets, distance), from the hit and the calibre table. */\nexport const projectileOf = (hit: BodyHit, caliber: CaliberEntry | undefined): ProjectileInfo => {\n const pellets = hit.pellets ?? caliber?.pellets ?? 1\n const energy = hit.energy ?? 0\n const fallback: BallisticClass = energy > RIFLE_JOULES ? 'rifle' : 'pistol'\n return {\n force: penetrationForce(energy, hit.mass ?? DEFAULT_PROJECTILE_GRAMS, hit.caliber ?? 9),\n class: caliber?.class ?? fallback,\n skullRange: caliber?.skullRange ?? 1,\n pellets,\n distance: hit.distance ?? 0,\n }\n}\n\n/** `hit.cut`, else the default of its damage type (a bullet by class: pistol 0.15, buckshot 0.75, rifle 0.45). */\nexport const cutOf = (hit: BodyHit, projectile: ProjectileInfo | undefined, rules: Pick<DamageRules, 'defaultCut'>): number => {\n if (hit.cut !== undefined) return hit.cut\n const type: DamageType = hit.type\n if (type === 'ballistic' && projectile) return rules.defaultCut.ballistic[projectile.pellets > 1 ? 'buckshot' : projectile.class]\n if (type === 'slash' || type === 'blunt' || type === 'explosive') return rules.defaultCut[type]\n return 0\n}\n","import { MISSING_BITS } from '@adatechnology/game-contracts'\nimport type { BodyRegion, DamageType } from '@adatechnology/game-contracts'\n\nimport { segmentOf } from '../../body/body-state'\nimport { REGION_HIT_POINTS, REGION_SEGMENTS } from '../../body/regions'\nimport type { LimbRegion } from '../../body/regions'\nimport type { BodyOps } from '../body-ops'\nimport { spreadPoints } from '../points'\nimport type { ProtectionOutcome } from '../protection'\nimport type { PenetrationModel, ProjectileInfo } from '../types'\nimport { HEADSHOT, NO_HEADSHOT } from './blow'\nimport type { RuleResult } from './blow'\n\n/** One blow on one crowd region. `points` are the blow's own (the game stuns on them); the torso applies the vest share itself. */\nexport type RegionBlow = {\n readonly region: BodyRegion\n readonly points: number\n readonly cut: number\n readonly damageType: DamageType\n readonly projectile?: ProjectileInfo\n readonly protection: ProtectionOutcome\n readonly model: PenetrationModel\n readonly headResistance: number\n}\n\nconst LIMB_BITS: Readonly<Record<Exclude<LimbRegion, 'head'>, { readonly severed: number; readonly broken: number }>> = {\n armL: { severed: MISSING_BITS.armL, broken: MISSING_BITS.armLBroken },\n armR: { severed: MISSING_BITS.armR, broken: MISSING_BITS.armRBroken },\n legL: { severed: MISSING_BITS.legL, broken: MISSING_BITS.legLBroken },\n legR: { severed: MISSING_BITS.legR, broken: MISSING_BITS.legRBroken },\n}\n\nconst rootOf = (ops: BodyOps, region: BodyRegion) => segmentOf(ops.body, REGION_SEGMENTS[region][0] as Parameters<typeof segmentOf>[1])\n\nconst hitHead = (ops: BodyOps, blow: RegionBlow, points: number): RuleResult => {\n const { body, rules } = ops\n const rule = rules.severity\n const multiplier = rules.segments.head.multiplier\n const { projectile } = blow\n const lethal = projectile ? blow.model.piercesSkull(projectile, blow.headResistance) && points >= rule.headKillDamage : points * multiplier >= body.regions.head\n if (lethal) {\n const shotgunClose = projectile !== undefined && projectile.pellets > 1 && projectile.distance < rule.headBitShotgunMetres\n if (points > rule.headBitDamage || shotgunClose) {\n body.missing |= MISSING_BITS.head\n ops.destroy(segmentOf(body, 'head'))\n }\n return HEADSHOT\n }\n body.vitality -= points * multiplier\n body.regions.head -= points\n ops.damage(segmentOf(body, 'head'), points * multiplier, blow.damageType)\n if (points > rule.jawDamage && ops.random() < rule.jawChance && (body.missing & MISSING_BITS.jaw) === 0) {\n body.missing |= MISSING_BITS.jaw\n ops.sever(segmentOf(body, 'jaw'))\n }\n return NO_HEADSHOT\n}\n\nconst hitLimb = (ops: BodyOps, blow: RegionBlow, region: Exclude<LimbRegion, 'head'>, points: number): void => {\n const { body, spec, rules } = ops\n const leg = region === 'legL' || region === 'legR'\n const factor = (leg ? spec.multipliers.legs : spec.multipliers.arms) * spec.limbFactor * blow.protection.limbs\n const amount = points * factor\n body.regions[region] -= amount\n body.vitality -= amount * rules.severity.regionLimbVitalityShare\n const root = rootOf(ops, region)\n ops.damage(root, amount, blow.damageType)\n const max = REGION_HIT_POINTS[region]\n if (leg && body.regions[region] <= max * rules.severity.limpAtHpFraction) ops.limp(region === 'legL' ? 'L' : 'R')\n if (body.regions[region] > 0) return\n const severs = blow.cut >= rules.severity.severAtCut || amount > max * rules.severity.severAtDamageFraction\n const bit = severs ? LIMB_BITS[region].severed : LIMB_BITS[region].broken\n const isNew = (body.missing & bit) === 0\n body.missing |= bit\n if (leg) ops.crawl()\n if (!isNew) return\n if (severs) ops.sever(root)\n else ops.breakBone(root)\n}\n\n/** The game's `zDamage` (G 67011–67045): the crowd model of 6 regions, the bitmask, the helmet, the vest, limp, crawl and the jaw. */\nexport const regionRule = (ops: BodyOps, blow: RegionBlow): RuleResult => {\n const { body, rules } = ops\n const points = spreadPoints(blow.points, rules.spread, ops.random)\n let result = NO_HEADSHOT\n if (blow.region === 'head') result = hitHead(ops, blow, points)\n else if (blow.region === 'torso') {\n const amount = points * ops.spec.multipliers.torso * blow.protection.ballistic\n body.vitality -= amount\n ops.damage(segmentOf(body, 'torso'), amount, blow.damageType)\n } else hitLimb(ops, blow, blow.region, points)\n if (result.headshot) ops.kill('head')\n else if (body.vitality <= 0) ops.kill('vitality')\n if (!body.alive || result.headshot || body.vitality <= 0) return result\n if (points >= rules.severity.stunAtPoints) ops.stun()\n return result\n}\n","import type { Vec3 } from '@adatechnology/game-contracts'\n\nimport { REGION_SEGMENTS, BODY_REGIONS } from '../body/regions'\nimport { segmentNode } from '../body/segment-tree'\nimport type { SegmentId } from '../body/segment-tree'\nimport { distance } from '../body/transform'\nimport type { BodyOps } from './body-ops'\nimport { HEADSHOT, NO_HEADSHOT, destroyWithBleeding } from './rules/blow'\nimport type { RuleResult, SegmentBlow, SegmentRule } from './rules/blow'\nimport { regionRule } from './rules/regions'\nimport type { RegionBlow } from './rules/regions'\n\nexport type BlastParams = {\n readonly ops: BodyOps\n /** Centre of the blast in the body's local space. */\n readonly center: Vec3\n readonly points: number\n readonly radius: number\n /** Inside this distance a segment takes the whole blast (lethal); from it to `radius` it takes at most `blast.injuryPoints`, falling off to nothing at `radius`. Without it: `points × (1 − distance/radius)`. */\n readonly lethalRadius?: number\n /** A joint position in local space. */\n readonly jointOf: (id: SegmentId) => Vec3\n}\n\n/** Points per segment at the edge of the lethal radius when the rules name none: a person there is left badly hurt, not dead. */\nconst INJURY_POINTS = 15\n\n/** The points of a blast on a segment `metres` from its centre: `points × (1 − distance/radius)`; with a `lethalRadius`, all of them inside it and, beyond it, the injury share that falls off to the edge. */\nconst pointsAt = (params: BlastParams, metres: number): number => {\n const { points, radius, lethalRadius, ops } = params\n if (lethalRadius === undefined || lethalRadius >= radius) return points * Math.max(0, 1 - metres / radius)\n if (metres <= lethalRadius) return points\n const injury = Math.min(points, ops.rules.blast.injuryPoints ?? INJURY_POINTS)\n return injury * Math.max(0, 1 - (metres - lethalRadius) / (radius - lethalRadius))\n}\n\n/** The share of a blast each target takes (`pointsAt`), kept above the minimum, strongest first (Arsenal `grenadeAt`). */\nconst shares = <TTarget>(params: BlastParams, targets: readonly TTarget[], pivot: (target: TTarget) => SegmentId): { target: TTarget; points: number }[] =>\n targets\n .map((target) => ({ target, points: pointsAt(params, distance(params.jointOf(pivot(target)), params.center)) }))\n .filter((share) => share.points > params.ops.rules.blast.minimumPoints)\n .sort((a, b) => b.points - a.points)\n\nexport type SegmentBlastParams = BlastParams & { readonly rule: SegmentRule; readonly blow: Omit<SegmentBlow, 'segment' | 'points' | 'big' | 'explosive' | 'point'> }\n\n/** A blast on the 17 segments: a strong share on the head blows it off; every other share goes through the segment rule as an explosive blow. */\nexport const segmentBlast = (params: SegmentBlastParams): RuleResult => {\n const { ops, rule, blow } = params\n const { blast, segments } = ops.rules\n let result = NO_HEADSHOT\n for (const { target, points } of shares(params, ops.body.segments.filter((segment) => segment.attached), (segment) => segment.id)) {\n if (!target.attached) continue\n if (target.kind === 'head' && points > blast.headDestroyPoints) {\n destroyWithBleeding(ops, target)\n ops.kill('explosion')\n result = HEADSHOT\n continue\n }\n rule(ops, { ...blow, segment: target, points: points / segments[target.kind].multiplier, big: points > blast.bigPoints, explosive: true })\n }\n return result\n}\n\nexport type RegionBlastParams = BlastParams & { readonly blow: Omit<RegionBlow, 'region' | 'points'> }\n\n/** A blast on the 6 crowd regions, each measured at the joint of the segment that names it. */\nexport const regionBlast = (params: RegionBlastParams): RuleResult => {\n let result = NO_HEADSHOT\n const pivot = (region: (typeof BODY_REGIONS)[number]): SegmentId => segmentNode(REGION_SEGMENTS[region][0] as SegmentId).id\n for (const { target, points } of shares(params, BODY_REGIONS, pivot)) {\n if (regionRule(params.ops, { ...params.blow, region: target, points }).headshot) result = HEADSHOT\n }\n return result\n}\n","import type { BodySlot } from '@adatechnology/game-contracts'\n\nimport type { PenetrationModel, ProjectileInfo, ProtectionLayer } from './types'\n\n/** The layered protection of T3: `1 − Π(1 − value·condition)`, at most `cap`. */\nexport const LAYERED_PROTECTION_CAP = 0.9\n\nexport type LayeredProtectionParams = {\n readonly layers: readonly ProtectionLayer[]\n readonly attack: 'bite' | 'scratch'\n /** 0..1 condition per layer id (worn, torn); 1 by default. */\n readonly conditions?: Readonly<Record<string, number>>\n}\n\nexport const layeredProtection = ({ layers, attack, conditions }: LayeredProtectionParams): number => {\n const through = layers.reduce((left, layer) => left * (1 - (layer[attack] ?? 0) * (conditions?.[layer.id] ?? 1)), 1)\n return Math.min(LAYERED_PROTECTION_CAP, 1 - through)\n}\n\n/** The layers worn that cover any of `slots` and are not used up. */\nexport const layersOn = (worn: readonly ProtectionLayer[], slots: readonly BodySlot[], consumed: ReadonlySet<string>): ProtectionLayer[] =>\n worn.filter((layer) => !consumed.has(layer.id) && layer.slots.some((slot) => slots.includes(slot)))\n\n/** What the layers over a segment do to one blow. */\nexport type ProtectionOutcome = {\n /** A consumable layer took the whole projectile (a helmet): no damage, and the layer is used up. */\n readonly absorbedBy?: string\n /** Share of the points that gets through the ballistic layers. */\n readonly ballistic: number\n /** Penetration resistance the layers add (the `physical` model). */\n readonly resistance: number\n /** Factor on limb damage (a turnout coat). */\n readonly limbs: number\n /** Factor on fire damage. */\n readonly fire: number\n}\n\nexport type ProtectParams = {\n readonly layers: readonly ProtectionLayer[]\n readonly projectile?: ProjectileInfo\n readonly model: PenetrationModel\n}\n\n/** A stopped projectile does the layer's `blunt` share; one that goes through, `pass` (default `blunt`). Non-projectiles ignore ballistic layers. */\nexport const protect = ({ layers, projectile, model }: ProtectParams): ProtectionOutcome => {\n let ballistic = 1\n let resistance = 0\n for (const layer of layers) {\n const armour = layer.ballistic\n if (!armour || !projectile) continue\n const stops = model.stops(layer, projectile)\n if (stops && armour.consumable) return { absorbedBy: layer.id, ballistic: 0, resistance: armour.resistance, limbs: 1, fire: 1 }\n ballistic *= stops ? armour.blunt : (armour.pass ?? armour.blunt)\n resistance += armour.resistance\n }\n const limbs = layers.reduce((factor, layer) => factor * (layer.limbs ?? 1), 1)\n const fire = layers.reduce((factor, layer) => factor * (layer.fire ?? 1), 1)\n return { ballistic, resistance, limbs, fire }\n}\n","import type { BodyRegion, DestructibleSpec, Vec3 } from '@adatechnology/game-contracts'\n\nimport type { BodyState } from '../body/body-state'\nimport { isBodyRegion, REGION_SEGMENTS } from '../body/regions'\nimport { isSegmentId } from '../body/segment-tree'\nimport type { SegmentId } from '../body/segment-tree'\nimport { distance } from '../body/transform'\n\nconst radiusOf = (part: DestructibleSpec['parts'][number]): number => (part.shape.kind === 'box' ? Math.min(...part.shape.size) / 2 : part.shape.radius)\n\n/**\n * The segment a hit lands on: `hit.part` when the caller resolved it (a segment id, or a region id for its first segment), else the attached\n * part whose surface is nearest to the local point.\n */\nexport const resolveSegment = (body: BodyState, spec: DestructibleSpec, part: string | undefined, localPoint: Vec3): SegmentId => {\n if (part !== undefined && isSegmentId(part)) return part\n if (part !== undefined && isBodyRegion(part)) return REGION_SEGMENTS[part][0] as SegmentId\n let best: SegmentId = 'torso'\n let bestGap = Infinity\n for (const candidate of spec.parts) {\n const segment = body.segments.find((entry) => entry.id === candidate.id)\n if (!segment?.attached) continue\n const gap = distance(candidate.position, localPoint) - radiusOf(candidate)\n if (gap < bestGap) [best, bestGap] = [segment.id, gap]\n }\n return best\n}\n\nexport const regionOfSegment = (body: BodyState, id: SegmentId): BodyRegion => body.segments.find((segment) => segment.id === id)?.region ?? 'torso'\n","import { segmentOf } from '../../body/body-state'\nimport type { SegmentState } from '../../types'\nimport type { BodyOps } from '../body-ops'\nimport { HEADSHOT, NO_HEADSHOT, bleedWound, destroyWithBleeding, segmentDamage, severWithBleeding } from './blow'\nimport type { SegmentBlow, SegmentRule } from './blow'\n\n/** A blow of at least this many points blows the head off (Arsenal `damage`: `dmg >= 30`). */\nconst HEAD_BLOW_POINTS = 30\nconst LIMB_VITALITY_SHARE = 0.3\n\nconst split = (ops: BodyOps): void => {\n const torso = segmentOf(ops.body, 'torso')\n if (!torso.attached) return\n severWithBleeding(ops, torso)\n ops.change('split', 'torso')\n ops.kill('vitality')\n}\n\nconst loseLimb = (ops: BodyOps, segment: SegmentState, blow: SegmentBlow): void => {\n if (blow.big || -segment.hp > segment.max) destroyWithBleeding(ops, segment)\n else severWithBleeding(ops, segment)\n const { body } = ops\n if (segment.kind === 'thigh' || segment.kind === 'shin') {\n if (body.alive) ops.crawl()\n } else if (segment.kind === 'foot' && body.alive && !body.crawl && body.limping.length === 0 && segment.side) ops.limp(segment.side)\n}\n\n/** The Galeria 3D do Arsenal's `damage`: every number and branch of the page, in its order. */\nexport const arsenalRule: SegmentRule = (ops, blow) => {\n const { segment } = blow\n if (!segment.attached) return NO_HEADSHOT\n const amount = segmentDamage(ops, blow, blow.points)\n if (blow.point) bleedWound(ops, segment, blow.point)\n segment.hp -= amount\n ops.damage(segment, amount, blow.damageType)\n let result = NO_HEADSHOT\n if (segment.kind === 'head') {\n if (blow.points >= HEAD_BLOW_POINTS || segment.hp <= 0) {\n destroyWithBleeding(ops, segment)\n ops.kill('head')\n result = HEADSHOT\n } else ops.wound(segment)\n } else if (segment.kind === 'jaw') {\n if (segment.hp <= 0) severWithBleeding(ops, segment)\n } else if (segment.kind === 'neck') {\n if (segment.hp <= 0) {\n severWithBleeding(ops, segment)\n ops.kill('head')\n }\n } else if (segment.kind === 'torso' || segment.kind === 'pelvis') {\n ops.body.vitality -= amount\n if (blow.points >= ops.rules.severity.splitAtDamage || segment.hp <= 0) split(ops)\n } else {\n ops.body.vitality -= amount * LIMB_VITALITY_SHARE\n if (segment.hp <= 0) loseLimb(ops, segment, blow)\n }\n if (ops.body.alive && ops.body.vitality <= 0) ops.kill('vitality')\n return result\n}\n","import type { SegmentKind } from '@adatechnology/game-contracts'\n\nimport { spreadPoints } from '../points'\nimport { HEADSHOT, NO_HEADSHOT, isLeg, segmentDamage } from './blow'\nimport type { SegmentRule } from './blow'\n\n/** A head at 0 is cut off by an edge of at least this `cut` or a blow of at least this many points (Elenco `hit`). */\nconst HEAD_SEVER_CUT = 0.7\nconst HEAD_SEVER_POINTS = 90\n/** The segments that hang from a joint of their own in the Elenco (`s.node`): they are cut or break at it. */\nconst JOINTED: ReadonlySet<SegmentKind> = new Set(['head', 'upperArm', 'forearm', 'hand', 'thigh', 'shin', 'foot'])\n\n/** The Elenco's `hit`, `sever` and `breakBone`: one ±15 % draw per blow, cut at the joint above, broken bones dangle or make the leg limp. */\nexport const elencoRule: SegmentRule = (ops, blow) => {\n const { segment } = blow\n const { body, rules } = ops\n if (!segment.attached || (!body.alive && segment.kind !== 'head')) return NO_HEADSHOT\n const amount = segmentDamage(ops, blow, spreadPoints(blow.points, rules.spread, ops.random))\n segment.hp = Math.max(0, segment.hp - amount)\n ops.damage(segment, amount, blow.damageType)\n if (segment.hp > 0) {\n ops.wound(segment)\n return NO_HEADSHOT\n }\n if (segment.kind === 'head') {\n if (blow.cut >= HEAD_SEVER_CUT || blow.points >= HEAD_SEVER_POINTS) ops.sever(segment, 'zero')\n else ops.breakBone(segment)\n ops.kill('head')\n return HEADSHOT\n }\n if (JOINTED.has(segment.kind)) {\n if (blow.cut >= rules.severity.severAtCut || amount >= segment.max * rules.severity.severAtDamageFraction) {\n ops.sever(segment, 'zero')\n if (isLeg(segment.kind)) ops.crawl()\n return NO_HEADSHOT\n }\n ops.breakBone(segment)\n if (isLeg(segment.kind) && segment.side) {\n ops.limp(segment.side)\n if (body.limping.length === 2) ops.crawl()\n }\n return NO_HEADSHOT\n }\n ops.breakBone(segment)\n if (segment.kind === 'torso') ops.kill('vitality')\n else if (segment.kind === 'pelvis') ops.crawl()\n else if (segment.kind === 'neck') ops.kill('head')\n return NO_HEADSHOT\n}\n","import { segmentOf } from '../../body/body-state'\nimport type { SegmentState } from '../../types'\nimport type { BodyOps } from '../body-ops'\nimport { spreadPoints } from '../points'\nimport { HEADSHOT, NO_HEADSHOT, bleedWound, destroyWithBleeding, isLeg, segmentDamage, severWithBleeding } from './blow'\nimport type { RuleResult, SegmentBlow, SegmentRule } from './blow'\n\ntype Outcome = 'destroyed' | 'severed' | 'broken'\n\n/** At 0: destroyed by a blast or a blow of twice the segment; severed by an edge (`cut` ≥ 0.5) or a blow above 90 % of it; else broken. */\nexport const severityOf = (ops: BodyOps, blow: SegmentBlow, amount: number, max: number): Outcome => {\n const rule = ops.rules.severity\n if (blow.explosive || amount >= max * rule.destroyAtDamageMultiple) return 'destroyed'\n if (blow.cut >= rule.severAtCut || amount > max * rule.severAtDamageFraction) return 'severed'\n return 'broken'\n}\n\nconst lose = (ops: BodyOps, segment: SegmentState, outcome: Outcome): void => {\n if (outcome === 'destroyed') destroyWithBleeding(ops, segment)\n else if (outcome === 'severed') severWithBleeding(ops, segment)\n else ops.breakBone(segment)\n}\n\n/** The game's head rule: a projectile kills when it pierces the skull with enough points, a blow when it takes the head's hit points. */\nconst hitHead = (ops: BodyOps, blow: SegmentBlow, points: number, amount: number, hpBefore: number): RuleResult => {\n const { segment, projectile } = blow\n const rule = ops.rules.severity\n const lethal = projectile ? blow.model.piercesSkull(projectile, blow.headResistance) && points >= rule.headKillDamage : amount >= hpBefore\n if (lethal) {\n const shotgunClose = projectile !== undefined && projectile.pellets > 1 && projectile.distance < rule.headBitShotgunMetres\n if (blow.explosive || points > rule.headBitDamage || shotgunClose) destroyWithBleeding(ops, segment)\n else ops.breakBone(segment)\n ops.kill('head')\n return HEADSHOT\n }\n ops.body.vitality -= amount\n ops.wound(segment)\n if (points > rule.jawDamage && ops.random() < rule.jawChance) severWithBleeding(ops, segmentOf(ops.body, 'jaw'))\n return NO_HEADSHOT\n}\n\nconst hitTorso = (ops: BodyOps, points: number, amount: number, segment: SegmentState): void => {\n ops.body.vitality -= amount\n if (points < ops.rules.severity.splitAtDamage && segment.hp > 0) return ops.wound(segment)\n const torso = segmentOf(ops.body, 'torso')\n if (!torso.attached) return\n severWithBleeding(ops, torso)\n ops.change('split', 'torso')\n if (ops.rules.deathRule === 'head-only') ops.crawl()\n else ops.kill('vitality')\n}\n\nconst hitLimb = (ops: BodyOps, blow: SegmentBlow, amount: number, hpBefore: number): void => {\n const { segment } = blow\n const rule = ops.rules.severity\n ops.body.vitality -= amount * rule.limbVitalityShare\n if (isLeg(segment.kind) && segment.side && segment.hp <= segment.max * rule.limpAtHpFraction) ops.limp(segment.side)\n if (segment.hp > 0 || hpBefore <= 0) return ops.wound(segment)\n const outcome = severityOf(ops, blow, amount, segment.max)\n lose(ops, segment, outcome)\n if (segment.kind === 'thigh' || segment.kind === 'shin') ops.crawl()\n}\n\n/** The kit's rule: Arsenal numbers, the design's severity, the game's head rule, the death rule of the kit. */\nexport const kitRule: SegmentRule = (ops, blow) => {\n const { segment } = blow\n if (!segment.attached) return NO_HEADSHOT\n const points = spreadPoints(blow.points, ops.rules.spread, ops.random)\n const amount = segmentDamage(ops, blow, points)\n if (blow.point && !blow.explosive) bleedWound(ops, segment, blow.point)\n const hpBefore = segment.hp\n segment.hp -= amount\n ops.damage(segment, amount, blow.damageType)\n let result = NO_HEADSHOT\n if (segment.kind === 'head') result = hitHead(ops, blow, points, amount, hpBefore)\n else if (segment.kind === 'torso' || segment.kind === 'pelvis') hitTorso(ops, points, amount, segment)\n else if (segment.kind === 'jaw' || segment.kind === 'neck') {\n if (segment.hp <= 0 && hpBefore > 0) {\n lose(ops, segment, severityOf(ops, blow, amount, segment.max))\n if (segment.kind === 'neck' && !segment.attached) ops.kill('head')\n } else ops.wound(segment)\n } else hitLimb(ops, blow, amount, hpBefore)\n if (ops.body.vitality <= 0) ops.kill('vitality')\n if (ops.body.alive && points >= ops.rules.severity.stunAtPoints) ops.stun()\n return result\n}\n","import type { DestructibleSpec, Vec3 } from '@adatechnology/game-contracts'\n\nimport { segmentOf } from '../body/body-state'\nimport { REGION_SEGMENTS } from '../body/regions'\nimport { segmentNode } from '../body/segment-tree'\nimport type { SegmentId } from '../body/segment-tree'\nimport { regionBlast, segmentBlast } from './blast'\nimport type { BodyOps } from './body-ops'\nimport type { DamageSetup } from './damage-character'\nimport { energyKept, segmentResistance } from './penetration'\nimport { cutOf, pointsFromEnergy, projectileOf, resolvePoints } from './points'\nimport { layersOn, protect } from './protection'\nimport type { ProtectionOutcome } from './protection'\nimport { resolveSegment, regionOfSegment } from './resolve-part'\nimport { arsenalRule } from './rules/arsenal'\nimport type { RuleResult, SegmentRule } from './rules/blow'\nimport { elencoRule } from './rules/elenco'\nimport { kitRule } from './rules/kit'\nimport { regionRule } from './rules/regions'\nimport type { BodyHit, HitReport, ProtectionLayer } from './types'\n\nconst SEGMENT_RULES: Readonly<Record<string, SegmentRule>> = { kit: kitRule, arsenal: arsenalRule, elenco: elencoRule }\nconst HEAD_RESISTANCE = segmentResistance({ kind: 'head', bodyCount: 1, protection: 0 })\nconst NO_PROTECTION: ProtectionOutcome = { ballistic: 1, resistance: 0, limbs: 1, fire: 1 }\nconst ABSORBED_SPARKS = 8\nconst METRES_PER_MM = 0.001\n\nexport type ApplyBlowParams = {\n readonly ops: BodyOps\n readonly hit: BodyHit\n readonly setup: DamageSetup\n readonly worn: readonly ProtectionLayer[]\n readonly localPoint: Vec3\n readonly jointOf: (id: SegmentId) => Vec3\n readonly describe: () => DestructibleSpec\n}\n\nconst report = (ops: BodyOps, fields: Partial<HitReport> & { points: number }, result: RuleResult = { headshot: false }): HitReport => ({\n through: false,\n exitEnergy: 0,\n ...fields,\n killed: !ops.body.alive,\n headshot: result.headshot,\n})\n\n/** Fire and heat: the exposure burns the torso (`burnPointsPerSecond` × seconds), less what the clothing keeps off. */\nconst burn = ({ ops, hit, setup, worn }: ApplyBlowParams): HitReport => {\n const torso = segmentOf(ops.body, 'torso')\n const fire = protect({ layers: layersOn(worn, segmentNode('torso').slots, ops.body.consumed), model: setup.model }).fire\n const points = setup.rules.burnPointsPerSecond * (hit.duration ?? 0) * fire\n ops.body.vitality -= points\n ops.damage(torso, points, hit.type)\n if (ops.body.vitality <= 0) ops.kill('vitality')\n return report(ops, { part: 'torso', points })\n}\n\nconst blast = ({ ops, hit, setup, localPoint, jointOf }: ApplyBlowParams): HitReport => {\n const points = hit.points ?? pointsFromEnergy(hit.energy ?? 0, setup.rules)\n const base = { ops, center: localPoint, points, radius: hit.radius ?? 1, ...(hit.lethalRadius !== undefined ? { lethalRadius: hit.lethalRadius } : {}), jointOf }\n const common = { cut: hit.cut ?? setup.rules.defaultCut.explosive, damageType: hit.type, model: setup.model, headResistance: HEAD_RESISTANCE }\n const rule = SEGMENT_RULES[setup.rules.segmentRule] ?? kitRule\n const result =\n ops.body.detail === 'regions'\n ? regionBlast({ ...base, blow: { ...common, protection: NO_PROTECTION } })\n : segmentBlast({ ...base, rule, blow: { ...common, limbFactor: ops.spec.limbFactor } })\n return report(ops, { points }, result)\n}\n\nconst DEFAULT_PATH_METRES = 0.2\n\n/** Length of the path through a part (its diameter), for the exit point of a projectile that goes through. */\nconst pathThrough = (spec: DestructibleSpec, id: SegmentId): number => {\n const shape = spec.parts.find((part) => part.id === id)?.shape\n return shape && shape.kind !== 'box' ? 2 * shape.radius : DEFAULT_PATH_METRES\n}\n\nconst exitOf = (hit: BodyHit, depth: number): Vec3 => {\n const [x, y, z] = hit.direction ?? [0, 0, -1]\n return [hit.point[0] + x * depth, hit.point[1] + y * depth, hit.point[2] + z * depth]\n}\n\n/** Bullets, blades and blunt blows: resolve the segment, the protection, the penetration, the points; then the detail's rule decides. */\nconst direct = ({ ops, hit, setup, worn, localPoint, describe }: ApplyBlowParams): HitReport => {\n const { body, spec, rules } = ops\n const caliber = hit.caliberId === undefined ? undefined : setup.calibers.get(hit.caliberId)\n const projectile = hit.type === 'ballistic' ? projectileOf(hit, caliber) : undefined\n const id = resolveSegment(body, describe(), hit.part, localPoint)\n const region = regionOfSegment(body, id)\n const slots = segmentNode(body.detail === 'regions' ? (REGION_SEGMENTS[region][0] as SegmentId) : id).slots\n const protection = protect({ layers: layersOn(worn, slots, body.consumed), model: setup.model, ...(projectile ? { projectile } : {}) })\n if (protection.absorbedBy) {\n body.consumed.add(protection.absorbedBy)\n ops.emit({ type: 'debris', part: id, kind: 'sparks', point: hit.point, normal: [0, 1, 0], count: ABSORBED_SPARKS, speed: 3 })\n return report(ops, { part: id, points: 0, absorbedBy: protection.absorbedBy })\n }\n const rawPoints = resolvePoints(hit, caliber, rules)\n const points = rawPoints * protection.ballistic\n const cut = cutOf(hit, projectile, rules)\n const segment = segmentOf(body, id)\n const resistance = segmentResistance({ kind: segment.kind, bodyCount: spec.bodyCount, protection: protection.resistance })\n const through = setup.model.id === 'physical' && projectile !== undefined && projectile.force > resistance\n const exitEnergy = through && projectile ? (hit.energy ?? 0) * energyKept(projectile.force, resistance) : 0\n if (projectile) {\n const depth = pathThrough(describe(), id)\n ops.emit({ type: 'hole', part: id, hole: { point: localPoint, normal: [0, 0, 1], diameter: (hit.caliber ?? 9) * METRES_PER_MM, through }, worldPoint: hit.point, ...(through ? { exitPoint: exitOf(hit, depth) } : {}) })\n }\n const common = { points, cut, damageType: hit.type, model: setup.model, headResistance: HEAD_RESISTANCE, ...(projectile ? { projectile } : {}) }\n const result =\n body.detail === 'regions'\n ? regionRule(ops, { ...common, points: rawPoints, region, protection })\n : (SEGMENT_RULES[rules.segmentRule] ?? kitRule)(ops, {\n ...common,\n segment,\n explosive: false,\n big: points > rules.blast.bigPoints,\n limbFactor: spec.limbFactor * protection.limbs,\n ...(hit.woundAtPoint === false ? {} : { point: hit.point }),\n })\n return report(ops, { part: id, points, through, exitEnergy }, result)\n}\n\nexport const applyBlow = (params: ApplyBlowParams): HitReport => {\n if (params.hit.type === 'fire' || params.hit.type === 'heat') return burn(params)\n if (params.hit.type === 'explosive') return blast(params)\n return direct(params)\n}\n","import type { DestructibleImpl, DestructionEvent, Hit, Vec3 } from '@adatechnology/game-contracts'\n\nimport type { BodyState } from '../body/body-state'\nimport { segmentNode } from '../body/segment-tree'\nimport type { SegmentId, SegmentSide } from '../body/segment-tree'\nimport { toLocal, toWorld } from '../body/transform'\nimport { characterView } from '../character'\nimport type { Character, CharacterCore } from '../character'\nimport { stepBleeding } from './bleeding'\nimport type { Bleeder } from './bleeding'\nimport { createBodyOps } from './body-ops'\nimport type { BodyOps } from './body-ops'\nimport { segmentResistance } from './penetration'\nimport { applyBlow } from './pipeline'\nimport { createRng } from './points'\nimport { layeredProtection, layersOn } from './protection'\nimport { resolveSegment } from './resolve-part'\nimport type { BodyHit, CaliberEntry, DamageRules, HitReport, PenetrationModel, ProtectionLayer } from './types'\n\n/** A character with the damage model: a `DestructibleImpl` a destruction world can host next to its own objects. */\nexport type DamageCharacter = Character &\n DestructibleImpl & {\n readonly alive: boolean\n /** The sides that limp, in the order they started. */\n readonly limping: readonly SegmentSide[]\n /** Seconds of stagger left from a heavy hit. */\n readonly stunSeconds: number\n /** What the last `hit` did (points, kill, headshot, through). */\n readonly lastHit?: HitReport\n /** The bleeding wounds, oldest first. */\n bleeders(): readonly Readonly<Bleeder>[]\n /** 0..1 protection of the layers over a segment against a bite or a scratch (the layered T3 formula, capped at 90 %). */\n protectionAgainst(attack: 'bite' | 'scratch', part: SegmentId): number\n /** Ids of the protection layers worn and not used up (a helmet that took its shot is gone). */\n intactProtection(): readonly string[]\n /** Penetration resistance R of the path through a part (a segment or a region id), with the protection worn over it. */\n resistanceOf(part: string): number\n hit(hit: Hit | BodyHit): DestructionEvent[]\n /** Ages bleeders (a `leak` per second each) and the stun. */\n update(dt: number): DestructionEvent[]\n serialize(): unknown\n load(data: unknown): void\n }\n\nexport type DamageSetup = {\n readonly rules: DamageRules\n readonly model: PenetrationModel\n readonly protection: ReadonlyMap<string, ProtectionLayer>\n readonly calibers: ReadonlyMap<string, CaliberEntry>\n}\n\ntype Saved = { body: Omit<BodyState, 'consumed'> & { consumed: string[] }; bleeders: Bleeder[]; hitCounter: number; clock: number }\n\nexport const createDamageCharacter = (core: CharacterCore, setup: DamageSetup): DamageCharacter => {\n const view = characterView(core)\n const worn = core.spec.protection.map((id) => setup.protection.get(id)).filter((layer): layer is ProtectionLayer => layer !== undefined)\n let bleeders: Bleeder[] = []\n let hitCounter = 0\n let clock = 0\n let lastHit: HitReport | undefined\n const transform = () => ({ position: core.position, rotation: core.rotation })\n const jointOf = (id: SegmentId): Vec3 => core.rig.joints[segmentNode(id).joint]\n const pointOf = (id: SegmentId): Vec3 => toWorld(transform(), jointOf(id))\n const opsFor = (random: () => number, source?: string): BodyOps =>\n createBodyOps({ body: core.body, spec: core.spec, rules: setup.rules, random, time: clock, pointOf, bleeders, ...(source !== undefined ? { source } : {}) })\n\n const character: DamageCharacter = {\n ...view,\n get segments() {\n return core.body.segments\n },\n get detail() {\n return core.body.detail\n },\n get alive() {\n return core.body.alive\n },\n get limping() {\n return [...core.body.limping]\n },\n get stunSeconds() {\n return core.body.stunSeconds\n },\n get lastHit() {\n return lastHit\n },\n name: core.spec.kind,\n hit(raw) {\n const hit = raw as BodyHit\n hitCounter += 1\n const random = core.spec.random ?? createRng((core.spec.seed ^ hitCounter) >>> 0)\n const ops = opsFor(random, hit.source)\n lastHit = applyBlow({ ops, hit, setup, worn, localPoint: toLocal(transform(), hit.point), jointOf, describe: core.describe })\n return ops.events\n },\n update(dt) {\n clock += dt\n core.body.stunSeconds = Math.max(0, core.body.stunSeconds - dt)\n const ops = opsFor(() => 0)\n stepBleeding({ bleeders, dt, emit: ops.emit, pointOf })\n return ops.events\n },\n bleeders: () => bleeders.map((bleeder) => ({ ...bleeder })),\n intactProtection: () => core.spec.protection.filter((id) => !core.body.consumed.has(id)),\n resistanceOf(part) {\n const id = resolveSegment(core.body, core.describe(), part, [0, 0, 0])\n const layers = layersOn(worn, segmentNode(id).slots, core.body.consumed)\n const protection = layers.reduce((sum, layer) => sum + (layer.ballistic?.resistance ?? 0), 0)\n return segmentResistance({ kind: segmentNode(id).kind, bodyCount: core.spec.bodyCount, protection })\n },\n protectionAgainst: (attack, part) => layeredProtection({ layers: layersOn(worn, segmentNode(part).slots, core.body.consumed), attack }),\n reset() {\n core.resetBody()\n bleeders = []\n hitCounter = 0\n lastHit = undefined\n },\n serialize(): Saved {\n const { consumed, ...rest } = core.body\n return { body: { ...structuredClone(rest), consumed: [...consumed] }, bleeders: structuredClone(bleeders), hitCounter, clock }\n },\n load(data) {\n const saved = data as Saved\n Object.assign(core.body, structuredClone(saved.body), { consumed: new Set(saved.body.consumed) })\n bleeders = structuredClone(saved.bleeders)\n hitCounter = saved.hitCounter\n clock = saved.clock\n },\n }\n return character\n}\n","import type { DestructionEvent, Vec3 } from '@adatechnology/game-contracts'\n\nimport { isBodyRegion } from '../body/regions'\nimport { isSegmentId, segmentNode } from '../body/segment-tree'\nimport type { DamageCharacter } from './damage-character'\nimport { TEAM_GAME_RULES } from './defaults'\nimport { energyKept, teamGameCost, teamGameFalloff } from './penetration'\nimport { penetrationForce } from './points'\nimport type { CaliberEntry } from './types'\n\n/** One body in the line of fire, `distance` metres from the muzzle. */\nexport type LineTarget = { readonly character: DamageCharacter; readonly part: string; readonly distance: number; readonly point?: Vec3 }\n\n/** What the line needs from a shot (a `Shot` of game-weapons fits). */\nexport type LineShot = {\n readonly energyAt: (distance: number) => number\n /** Projectile grams. */\n readonly mass: number\n /** Diameter in mm. */\n readonly caliber: number\n readonly caliberId?: string\n readonly source?: string\n}\n\nexport type LineHit = { readonly index: number; readonly points: number; readonly energy: number; readonly killed: boolean; readonly headshot: boolean; readonly events: DestructionEvent[] }\nexport type LineResult = { readonly hits: LineHit[]; /** 1-based index of the last body hit (0: none). */ readonly stoppedAt: number }\n\nexport type PenetrateLineParams = {\n readonly model: 'physical' | 'team-game'\n readonly shot: LineShot\n readonly targets: readonly LineTarget[]\n readonly calibers: ReadonlyMap<string, CaliberEntry>\n}\n\n/** After a kill the game restarts the ray 0.3 m past the body and measures the next distances from there (`shootRay`). */\nconst RESTART_METRES = 0.3\n\nconst regionOfPart = (part: string) => (isSegmentId(part) ? segmentNode(part).region : isBodyRegion(part) ? part : 'torso')\n\nconst lineHit = (index: number, target: LineTarget, fields: { points: number; energy: number; events: DestructionEvent[] }): LineHit => ({\n index,\n ...fields,\n killed: !target.character.alive,\n headshot: target.character.lastHit?.headshot ?? false,\n})\n\n/** The game's `shootRay`: penetration points spent per body (head 0.7, torso 1, a brute 2, limb 0.5), 75 % of the damage carried on. */\nconst teamGameLine = ({ shot, targets, calibers }: PenetrateLineParams): LineResult => {\n const caliber = shot.caliberId === undefined ? undefined : calibers.get(shot.caliberId)\n if (caliber?.penetration === undefined || caliber.points === undefined) throw new Error(`game-characters: the team-game line needs a calibre with points and penetration (\"${shot.caliberId}\")`)\n let penetration = caliber.penetration\n let points = caliber.points\n let origin = 0\n const hits: LineHit[] = []\n for (const [index, target] of targets.entries()) {\n if (!target.character.alive || target.distance - origin <= 0) continue\n const distance = target.distance - origin\n const dealt = points * teamGameFalloff(distance, caliber.effectiveRangeMetres ?? Infinity)\n const events = target.character.hit({ type: 'ballistic', point: target.point ?? [0, 0, 0], part: target.part, points: dealt, caliberId: caliber.id, distance, ...(shot.source ? { source: shot.source } : {}) })\n hits.push(lineHit(index, target, { points: dealt, energy: shot.energyAt(target.distance), events }))\n penetration -= teamGameCost(regionOfPart(target.part), target.character.spec.bodyCount)\n points *= TEAM_GAME_RULES.damageKeptPerBody\n if (penetration <= 0) break\n if (!target.character.alive) origin = target.distance + RESTART_METRES\n }\n return { hits, stoppedAt: hits.length === 0 ? 0 : (hits[hits.length - 1]?.index ?? -1) + 1 }\n}\n\n/** P7: the force P = √(E·m/A) hits a body while it is above 0, loses the body's resistance R and keeps P/(P+R) of the energy. */\nconst physicalLine = ({ shot, targets }: PenetrateLineParams): LineResult => {\n const first = targets[0]\n let force = first ? penetrationForce(shot.energyAt(first.distance), shot.mass, shot.caliber) : 0\n let kept = 1\n const hits: LineHit[] = []\n for (const [index, target] of targets.entries()) {\n if (force <= 0) break\n if (!target.character.alive) continue\n const energy = shot.energyAt(target.distance) * kept\n const events = target.character.hit({ type: 'ballistic', point: target.point ?? [0, 0, 0], part: target.part, energy, mass: shot.mass, caliber: shot.caliber, distance: target.distance, ...(shot.caliberId ? { caliberId: shot.caliberId } : {}) })\n hits.push(lineHit(index, target, { points: target.character.lastHit?.points ?? 0, energy, events }))\n const resistance = target.character.resistanceOf(target.part)\n kept *= energyKept(force, resistance)\n force -= resistance\n }\n return { hits, stoppedAt: hits.length === 0 ? 0 : (hits[hits.length - 1]?.index ?? -1) + 1 }\n}\n\n/** A shot through a line of bodies, nearest first. Each body takes the hit through its own damage model. */\nexport const penetrateLine = (params: PenetrateLineParams): LineResult => (params.model === 'team-game' ? teamGameLine(params) : physicalLine(params))\n","type Entry = { readonly id: string }\n\n/** The shipped entries with the ones from `extra` added or, when the id exists, replaced. */\nexport const mergeById = <TEntry extends Entry>(shipped: readonly TEntry[], extra: readonly TEntry[] | undefined): Map<string, TEntry> => {\n const entries = new Map<string, TEntry>()\n for (const entry of [...shipped, ...(extra ?? [])]) entries.set(entry.id, entry)\n return entries\n}\n\n/** Applies `patch` by id (a shallow merge); a patch for an id that does not exist is ignored. */\nexport const applyPatches = <TEntry extends Entry>(entries: Map<string, TEntry>, patches: Readonly<Record<string, Partial<TEntry>>> | undefined): void => {\n for (const [id, patch] of Object.entries(patches ?? {})) {\n const entry = entries.get(id)\n if (entry) entries.set(id, { ...entry, ...patch, id })\n }\n}\n\nexport const removeIds = (entries: Map<string, unknown>, ids: readonly string[] | undefined): void => {\n for (const id of ids ?? []) entries.delete(id)\n}\n","import { createBodySpec } from './body/body-spec'\nimport { createCorpseLedger } from './corpses'\nimport type { CorpseLedger } from './corpses'\nimport type { BodySpec } from './body/body-spec'\nimport { createCharacterCore, resolveSpec } from './character'\nimport { createDamageCharacter } from './damage/damage-character'\nimport type { DamageCharacter } from './damage/damage-character'\nimport { DAMAGE_PRESETS, PROTECTION_PRESETS, TEAM_GAME_CALIBERS } from './damage/defaults'\nimport { penetrateLine } from './damage/line'\nimport type { LineResult, LineShot, LineTarget } from './damage/line'\nimport { PENETRATION_MODELS } from './damage/penetration'\nimport type { CaliberEntry, DamageRules, PenetrationModel, ProtectionLayer } from './damage/types'\nimport { applyPatches, mergeById, removeIds } from './registry'\nimport type { CharacterPreset, CharacterSpec, CharactersOptions, CorpseOptions, DamageOptions } from './types'\n\nexport const DEFAULT_CORPSES: CorpseOptions = { max: 400, seconds: 900 }\n\n/** The base preset every spec can start from: an unnamed adult person. */\nexport const PERSON_PRESET: CharacterPreset = { id: 'person', kind: 'person', age: 'adult' }\n\nexport type CharacterKit = {\n readonly body: BodySpec\n readonly presets: ReadonlyMap<string, CharacterPreset>\n readonly corpses: CorpseOptions\n readonly damage: DamageRules\n readonly penetration: PenetrationModel\n readonly protection: ReadonlyMap<string, ProtectionLayer>\n readonly calibers: ReadonlyMap<string, CaliberEntry>\n /** A new character: the preset (`spec.preset`, else the one named `spec.kind`) under the spec. */\n create(spec: CharacterSpec): DamageCharacter\n /** The bodies left on the ground, capped and timed by the kit's `corpses` option. */\n createCorpses<TData>(): CorpseLedger<TData>\n /** A shot through a line of bodies with the kit's penetration model and calibre table. */\n penetrateLine(shot: LineShot, targets: readonly LineTarget[]): LineResult\n}\n\n/** Fills a spec from its preset: what the spec says wins; `multipliers` merge field by field. */\nexport const applyPreset = (spec: CharacterSpec, presets: ReadonlyMap<string, CharacterPreset>): CharacterSpec => {\n const preset = presets.get(spec.preset ?? spec.kind)\n if (!preset) return spec\n const { id: _presetId, ...defaults } = preset\n const multipliers = { ...defaults.multipliers, ...spec.multipliers }\n return { ...defaults, ...spec, multipliers }\n}\n\n/** The rules of a preset (`kit` by default) with the given fields replaced; `severity`, `blast` and `segments` merge key by key. */\nexport const resolveDamageRules = (options: DamageOptions = {}): DamageRules => {\n const { preset, severity, blast, segments, ...rest } = options\n const base = DAMAGE_PRESETS[preset ?? 'kit']\n return { ...base, ...rest, severity: { ...base.severity, ...severity }, blast: { ...base.blast, ...blast }, segments: { ...base.segments, ...segments } }\n}\n\nconst modelOf = (option: CharactersOptions['penetration']): PenetrationModel => (typeof option === 'object' ? option : PENETRATION_MODELS[option ?? 'physical'])\n\nexport const createCharacters = (options: CharactersOptions = {}): CharacterKit => {\n const body = createBodySpec(options.body)\n const packs = options.packs ?? []\n const presets = mergeById([PERSON_PRESET], packs.flatMap((pack) => pack.presets ?? []))\n applyPatches(presets, options.patch)\n removeIds(presets, options.remove)\n const damage = resolveDamageRules(options.damage)\n const penetration = modelOf(options.penetration)\n const protection = mergeById(PROTECTION_PRESETS, [...packs.flatMap((pack) => pack.protection ?? []), ...(options.protection ?? [])])\n const shippedCalibers = penetration.id === 'team-game' ? TEAM_GAME_CALIBERS : []\n const calibers = mergeById(shippedCalibers, [...packs.flatMap((pack) => pack.calibers ?? []), ...(options.calibers ?? [])])\n const setup = { rules: damage, model: penetration, protection, calibers }\n let counter = 0\n return {\n body,\n presets,\n corpses: { ...DEFAULT_CORPSES, ...options.corpses },\n damage,\n penetration,\n protection,\n calibers,\n create(spec) {\n counter += 1\n const resolved = resolveSpec(applyPreset(spec, presets), body, counter)\n const core = createCharacterCore({ spec: resolved, bodySpec: body, hitPointsOf: (kind) => damage.segments[kind].hitPoints })\n return createDamageCharacter(core, setup)\n },\n createCorpses: () => createCorpseLedger({ ...DEFAULT_CORPSES, ...options.corpses }),\n penetrateLine: (shot, targets) => penetrateLine({ model: penetration.id === 'team-game' ? 'team-game' : 'physical', shot, targets, calibers }),\n }\n}\n","{\n \"cascade\": {\n \"hip\": 16,\n \"spine\": 11,\n \"shoulder\": 9,\n \"elbow\": 7,\n \"leg\": 14,\n \"knee\": 11,\n \"head\": 6\n },\n \"moves\": {\n \"idle\": {\n \"gait\": 0,\n \"freq\": 0,\n \"amp\": 0,\n \"knee\": 0,\n \"bob\": 0,\n \"lean\": 0,\n \"arm\": 0,\n \"elb\": 0.12,\n \"crouch\": 0,\n \"aim\": 0,\n \"turn\": 0,\n \"grip\": 0.35\n },\n \"walk\": {\n \"gait\": 1,\n \"freq\": 5.6,\n \"amp\": 0.42,\n \"knee\": 0.85,\n \"bob\": 0.035,\n \"lean\": 0.05,\n \"arm\": 0.42,\n \"elb\": 0.3,\n \"crouch\": 0,\n \"aim\": 0,\n \"turn\": 0,\n \"grip\": 0.4\n },\n \"run\": {\n \"gait\": 1,\n \"freq\": 9.2,\n \"amp\": 0.72,\n \"knee\": 1.5,\n \"bob\": 0.06,\n \"lean\": 0.3,\n \"arm\": 0.85,\n \"elb\": 1.35,\n \"crouch\": 0,\n \"aim\": 0,\n \"turn\": 0,\n \"grip\": 1.1\n },\n \"crouch\": {\n \"gait\": 1,\n \"freq\": 3.8,\n \"amp\": 0.3,\n \"knee\": 0.6,\n \"bob\": 0.02,\n \"lean\": 0.42,\n \"arm\": 0.15,\n \"elb\": 0.7,\n \"crouch\": 1,\n \"aim\": 0,\n \"turn\": 0,\n \"grip\": 0.8\n },\n \"aim\": {\n \"gait\": 0,\n \"freq\": 0,\n \"amp\": 0,\n \"knee\": 0,\n \"bob\": 0,\n \"lean\": 0.06,\n \"arm\": 0,\n \"elb\": 0.2,\n \"crouch\": 0.25,\n \"aim\": 1,\n \"turn\": 0,\n \"grip\": 1.2\n },\n \"turn\": {\n \"gait\": 0.5,\n \"freq\": 4.2,\n \"amp\": 0.14,\n \"knee\": 0.7,\n \"bob\": 0.012,\n \"lean\": 0.03,\n \"arm\": 0.12,\n \"elb\": 0.25,\n \"crouch\": 0,\n \"aim\": 0,\n \"turn\": 1,\n \"grip\": 0.4\n }\n },\n \"poses\": [\n {\n \"index\": 0,\n \"id\": \"walk\",\n \"name\": {\n \"pt-BR\": \"anda\"\n }\n },\n {\n \"index\": 1,\n \"id\": \"crawl\",\n \"name\": {\n \"pt-BR\": \"rasteja\"\n }\n },\n {\n \"index\": 2,\n \"id\": \"fallen\",\n \"name\": {\n \"pt-BR\": \"caído\"\n }\n },\n {\n \"index\": 3,\n \"id\": \"attack\",\n \"name\": {\n \"pt-BR\": \"ataca\"\n }\n },\n {\n \"index\": 4,\n \"id\": \"scream\",\n \"name\": {\n \"pt-BR\": \"grito\"\n }\n },\n {\n \"index\": 5,\n \"id\": \"crouch\",\n \"name\": {\n \"pt-BR\": \"agachado\"\n }\n },\n {\n \"index\": 6,\n \"id\": \"leap\",\n \"name\": {\n \"pt-BR\": \"salto\"\n }\n },\n {\n \"index\": 7,\n \"id\": \"eat\",\n \"name\": {\n \"pt-BR\": \"comendo\"\n }\n }\n ],\n \"walk\": {\n \"cadenceBase\": 0.5,\n \"cadencePerSpeed\": 0.3,\n \"stopBelowSpeed\": 0.05,\n \"maxSine\": 0.9,\n \"strideFactor\": 4,\n \"legLengthFactor\": 0.9\n }\n}\n","import gait from '../data/gait.json'\n\nconst WALK = gait.walk\n\n/** Cycles per second at `speed` m/s (the game's `walkCad`). */\nexport const walkCadence = (speed: number): number => WALK.cadenceBase + WALK.cadencePerSpeed * speed\n\n/** Hip swing in radians at `speed` m/s for a body `height` times the base height: the stride that makes the foot meet the ground (the game's `walkGait`). */\nexport const walkGait = (speed: number, height = 1): number =>\n speed < WALK.stopBelowSpeed ? 0 : 2 * Math.asin(Math.min(WALK.maxSine, speed / (WALK.strideFactor * WALK.legLengthFactor * height * walkCadence(speed))))\n\nexport type StrideParams = {\n readonly speed: number\n readonly height?: number\n /** Default true: cadence and swing come from the speed, so the feet do not slide. False keeps the profile's own numbers (the Bestiário preset). */\n readonly strideFromSpeed?: boolean\n}\n\nexport type Stride = {\n /** Cycles per second. */\n readonly frequency: number\n /** Thigh swing, radians. */\n readonly swing: number\n /** Knee bend, radians. */\n readonly kneeBend: number\n}\n\nconst SWING_SHARE = 0.5\nconst KNEE_PER_GAIT = 0.85\n\n/** The gait numbers for a speed: from the ground-matching stride, or `fallback` (the profile) when `strideFromSpeed` is false. */\nexport const strideFor = ({ speed, height = 1, strideFromSpeed = true }: StrideParams, fallback: Stride): Stride => {\n if (!strideFromSpeed) return fallback\n const amplitude = walkGait(speed, height)\n return { frequency: walkCadence(speed), swing: amplitude * SWING_SHARE, kneeBend: amplitude * KNEE_PER_GAIT }\n}\n","import gait from '../data/gait.json'\n\n/** How a body type walks: offsets over its rest pose (the Bestiário's `GAIT`). `f` cycles per second, `a` thigh swing, `k` knee bend, `arm` arm swing. */\nexport type GaitProfile = {\n readonly f: number\n readonly a?: number\n readonly k?: number\n readonly arm?: number\n readonly bob?: number\n readonly sway?: number\n readonly drag?: boolean\n readonly crawl?: boolean\n readonly idle?: boolean\n readonly eat?: boolean\n readonly leap?: boolean\n readonly listen?: boolean\n readonly stalk?: boolean\n readonly sniff?: boolean\n}\n\nexport type JointAngles = { readonly shoulder: number; readonly elbow: number }\nexport type LegAngles = { readonly hip: number; readonly knee: number; readonly lost?: boolean }\n\n/**\n * The pose the gait swings around. `arms[0]` is the right arm and `arms[1]` the left; `legs[0]` is the left leg and `legs[1]` the right\n * (the order the Bestiário builds them in). `hipY` is the rest height of the hips.\n */\nexport type RestPose = {\n readonly hipY: number\n readonly lean: number\n readonly headX: number\n readonly arms: readonly [JointAngles, JointAngles]\n readonly legs: readonly [LegAngles, LegAngles]\n}\n\n/** What a gait sets this frame; a field the gait does not write stays `undefined` and the joint keeps what it had. */\nexport type GaitSample = {\n hipY?: number\n upper: { x?: number; y?: number; z?: number }\n head: { x?: number; y?: number }\n arms: { shoulder?: number; elbow?: number }[]\n legs: { hip?: number; knee?: number }[]\n}\n\nexport const emptySample = (): GaitSample => ({ upper: {}, head: {}, arms: [{}, {}], legs: [{}, {}] })\n\nexport type CascadeJoint = keyof typeof gait.cascade\n\n/** Cascade rates per joint (1/s): each joint reaches its target with a delay, from the hips to the head (Bestiário 12.3). */\nexport const CASCADE: Readonly<Record<CascadeJoint, number>> = gait.cascade\n\n/** The 8 poses of the instanced body, in the order of the game's `iB.w`. */\nexport const INSTANCE_POSES = ['walk', 'crawl', 'fallen', 'attack', 'scream', 'crouch', 'leap', 'eat'] as const\nexport type InstancePose = (typeof INSTANCE_POSES)[number]\n\nconst MIN_HEIGHT = -2\nconst MAX_HEIGHT = 8\nconst HEIGHT_STEPS = 1000\nconst POSE_SLOTS = 16\n\n/** `iB.w` of the instanced body: the pose plus 16 times the ground height in millimetres (a pile of bodies, a jump). */\nexport const encodePoseHeight = (pose: InstancePose, height = 0): number =>\n INSTANCE_POSES.indexOf(pose) + POSE_SLOTS * Math.round((Math.min(MAX_HEIGHT, Math.max(MIN_HEIGHT, height)) - MIN_HEIGHT) * HEIGHT_STEPS)\n\nexport const decodePoseHeight = (encoded: number): { readonly pose: InstancePose; readonly height: number } => {\n const height = Math.floor(encoded / POSE_SLOTS) / HEIGHT_STEPS + MIN_HEIGHT\n return { pose: INSTANCE_POSES[encoded - Math.floor(encoded / POSE_SLOTS) * POSE_SLOTS] as InstancePose, height }\n}\n","import { emptySample } from './profile'\nimport type { GaitProfile, GaitSample, RestPose } from './profile'\nimport { strideFor } from './stride'\nimport type { StrideParams } from './stride'\n\nconst TWO_PI = Math.PI * 2\nconst LEAP_AIR_SHARE = 0.38\nconst LEAP_PHASE_DIVISOR = 6.3\nconst DEFAULT_PROFILE: GaitProfile = { f: 1.1, a: 0.28, k: 0.35, drag: true, arm: 0.08 }\n\nexport type AnimateProfileParams = {\n readonly profile?: GaitProfile\n readonly rest: RestPose\n /** Seconds. */\n readonly time: number\n /** Per-body phase offset, radians (the page's `rig.ph`). */\n readonly phase: number\n /** With `strideFromSpeed`, the speed and height that set cadence and swing. Without it the profile's own numbers are used. */\n readonly stride?: StrideParams\n}\n\n/** The leap, as a cycle: crouched, then airborne for 38% of it. */\nconst leap = ({ rest, time, phase, profile }: Required<Pick<AnimateProfileParams, 'rest' | 'time' | 'phase'>> & { profile: GaitProfile }): GaitSample => {\n const sample = emptySample()\n const cycle = (time * profile.f + phase / LEAP_PHASE_DIVISOR) % 1\n const air = cycle < LEAP_AIR_SHARE ? Math.sin((cycle / LEAP_AIR_SHARE) * Math.PI) : 0\n sample.hipY = rest.hipY + air * 0.95\n sample.upper.x = rest.lean - air * 0.45\n rest.legs.forEach((leg, index) => (sample.legs[index] = { hip: leg.hip * (1 - air * 0.7), knee: leg.knee * (1 - air * 0.75) }))\n rest.arms.forEach((arm, index) => (sample.arms[index] = { shoulder: arm.shoulder - air * 2.3, elbow: arm.elbow * (1 - air) }))\n return sample\n}\n\n/** Joint targets of one gait at `time` (the Bestiário's `animate0`), as numbers; the rig applies the ones that are set. */\nexport const animateProfile = ({ profile = DEFAULT_PROFILE, rest, time, phase, stride }: AnimateProfileParams): GaitSample => {\n const own = { frequency: profile.f, swing: profile.a ?? 0, kneeBend: profile.k ?? 0 }\n const { frequency, swing, kneeBend } = stride ? strideFor(stride, own) : own\n const angle = time * frequency * TWO_PI + phase\n const sine = Math.sin(angle)\n const cosine = Math.cos(angle)\n const sample = emptySample()\n if (profile.leap) return leap({ rest, time, phase, profile })\n if (profile.listen) {\n sample.head.y = Math.sin(time * 0.7 + phase) * 0.6\n rest.arms.forEach((arm, index) => (sample.arms[index] = { shoulder: arm.shoulder + Math.sin(time * 0.9 + index) * 0.08 }))\n return sample\n }\n if (profile.eat) {\n const wave = Math.sin(time * profile.f * TWO_PI + phase)\n sample.head.x = rest.headX + Math.max(0, wave) * 0.35\n sample.upper.x = rest.lean + Math.max(0, wave) * 0.08\n rest.arms.forEach((arm, index) => (sample.arms[index] = { elbow: arm.elbow + wave * 0.2 }))\n return sample\n }\n if (profile.crawl) {\n rest.arms.forEach((arm, index) => {\n const wave = index ? sine : -sine\n sample.arms[index] = { shoulder: arm.shoulder + wave * 0.35, elbow: arm.elbow - Math.max(0, wave) * 0.6 }\n })\n sample.upper.z = sine * 0.06\n return sample\n }\n if (profile.idle) {\n const scare = Math.max(0, Math.sin(time * 0.9 + phase))\n sample.upper.x = rest.lean - scare * 0.18\n sample.head.x = rest.headX - scare * 0.25\n rest.arms.forEach((arm, index) => (sample.arms[index] = { shoulder: arm.shoulder + scare * 0.25 }))\n return sample\n }\n rest.legs.forEach((leg, index) => {\n if (leg.lost) return\n const wave = index ? -sine : sine\n if (profile.drag && index === 1) return void (sample.legs[index] = { hip: leg.hip + wave * swing * 0.35, knee: leg.knee })\n sample.legs[index] = { hip: leg.hip + wave * swing, knee: leg.knee + Math.max(0, index ? cosine : -cosine) * kneeBend }\n })\n rest.arms.forEach((arm, index) => (sample.arms[index] = { shoulder: arm.shoulder + (index ? sine : -sine) * (profile.arm || 0.1) }))\n sample.hipY = rest.hipY - Math.abs(cosine) * (profile.bob || 0.02)\n sample.upper.y = sine * 0.06\n sample.upper.z = (profile.sway || 0) * sine + (profile.drag ? 0.04 : 0)\n if (profile.stalk) sample.upper.x = rest.lean + sine * 0.04\n if (profile.sniff) sample.head.y = Math.sin(time * 3.1 + phase) * 0.35\n return sample\n}\n","import { CASCADE } from './profile'\nimport type { CascadeJoint } from './profile'\n\n/** One joint moving toward its target: it covers `dt · rate` of the distance each step (never more than all of it). */\nexport const stepCascade = (current: number, target: number, dt: number, joint: CascadeJoint, rates: Readonly<Record<CascadeJoint, number>> = CASCADE): number =>\n current + (target - current) * Math.min(1, dt * rates[joint])\n\n/** Between two poses by joint name: a joint `from` does not name starts at the target (the Bestiário's `lerpPose`). */\nexport const lerpPose = <TPose extends Readonly<Record<string, number>>>(from: Partial<TPose>, to: TPose, amount: number): TPose => {\n const result: Record<string, number> = {}\n for (const name of Object.keys(to)) {\n const start = from[name]\n const end = to[name] as number\n result[name] = start === undefined ? end : (start as number) + (end - (start as number)) * amount\n }\n return result as TPose\n}\n","import gait from '../data/gait.json'\n\nexport type MoveId = keyof typeof gait.moves\nexport type MoveBlend = { gait: number; freq: number; amp: number; knee: number; bob: number; lean: number; arm: number; elb: number; crouch: number; aim: number; turn: number; grip: number }\n\n/** The human movement states the Elenco blends every frame. */\nexport const MOVES: Readonly<Record<MoveId, Readonly<MoveBlend>>> = gait.moves\n\nexport const MOVE_BLEND_RATE = 4\n\nexport const moveBlendOf = (move: MoveId): MoveBlend => ({ ...MOVES[move] })\n\n/** Moves `current` toward the target move: each number covers `dt · 4` of the distance (never past it). Mutates and returns `current`. */\nexport const blendMoves = (current: MoveBlend, target: MoveId | Readonly<MoveBlend>, dt: number): MoveBlend => {\n const goal = typeof target === 'string' ? MOVES[target] : target\n const amount = Math.min(1, dt * MOVE_BLEND_RATE)\n for (const key of Object.keys(goal) as (keyof MoveBlend)[]) current[key] += (goal[key] - current[key]) * amount\n return current\n}\n\nexport type HumanArm = { readonly side: 1 | -1; readonly hold?: boolean }\n\nexport type HumanPoseParams = {\n readonly moves: Readonly<MoveBlend>\n /** Seconds since the start. */\n readonly time: number\n /** The character's own phase offset. */\n readonly phase: number\n /** `phase + offset`: the walking cycle's angle, advanced by `dt · freq`. */\n readonly cycle: number\n /** The character's resting hunch plus the stage's. */\n readonly hunch: number\n /** The infection stage's arm raise (0 healthy .. 1 reanimated). */\n readonly armRaise: number\n /** Stage index: 3 and up adds a spine tremor, 4 is the reanimated body. */\n readonly stage: number\n /** The `prefers-reduced-motion` mode: no idle motion, no gait. */\n readonly reduced?: boolean\n readonly skirt?: boolean\n /** [right, left] as built: side and whether the hand holds an item. */\n readonly arms: readonly [HumanArm, HumanArm]\n /** [left, right] leg sides. */\n readonly legSides: readonly [1 | -1, 1 | -1]\n}\n\nexport type HumanPose = {\n readonly chestScaleY: number\n readonly hip: { readonly x: number; readonly y: number; readonly zRotation: number }\n readonly upper: { readonly x: number; readonly y: number; readonly z: number }\n readonly head: { readonly x: number; readonly y: number; readonly z: number }\n readonly legs: readonly { readonly hip: number; readonly knee: number; readonly hipZ: number }[]\n readonly arms: readonly { readonly shoulder: number; readonly shoulderZ: number; readonly elbow: number; readonly wrist: number; readonly grip: number }[]\n}\n\nconst REANIMATED_STAGE = 4\nconst TREMOR_STAGE = 3\n\n/** The blended walk of the Elenco for one frame (hips, spine, head, legs, arms), as joint targets. Pure: the caller keeps the phase and the blend. */\nexport const humanPose = (params: HumanPoseParams): HumanPose => {\n const { moves, time, phase, cycle, hunch, armRaise, stage, reduced = false, skirt = false } = params\n const zombie = stage === REANIMATED_STAGE\n const walking = reduced ? 0 : moves.gait\n const phased = phase + time\n const shift = reduced ? 0 : Math.sin(time * 0.45 + phase) * (1 - walking) * (1 - moves.aim)\n const upperX = hunch + moves.crouch * 0.15 + (stage >= TREMOR_STAGE && !reduced ? Math.sin(phased * 2.3) * 0.03 : 0)\n const upperY = walking * Math.sin(cycle - 0.35) * (0.08 + moves.arm * 0.12) - moves.aim * 0.35 + moves.turn * 0.25\n const upperZ = -shift * 0.025 + walking * Math.sin(cycle - 0.35) * 0.02 + (zombie ? 0.05 + Math.sin(cycle * 0.5) * 0.06 * walking : 0)\n const legs = params.legSides.map((side, index) => {\n const legCycle = cycle + (index ? Math.PI : 0)\n const amplitude = moves.amp * (zombie && index === 0 ? 0.45 : 1) * (skirt ? 0.75 : 1)\n return {\n hip: -walking * Math.sin(legCycle) * amplitude - moves.crouch * 0.95 + (zombie && !walking ? (index ? -0.1 : 0.08) : 0),\n knee:\n walking * (Math.max(0, Math.cos(legCycle)) * moves.knee * (zombie && index === 0 ? 0.3 : 1) + 0.06) +\n moves.crouch * 1.55 +\n (1 - walking) * (0.03 + Math.max(0, shift * (index ? 1 : -1)) * 0.18),\n hipZ: side * (0.02 + moves.aim * 0.1 + moves.crouch * 0.06),\n }\n })\n const arms = params.arms.map(({ side, hold = false }, index) => {\n const raise = armRaise * (hold && !zombie ? 0.2 : 1)\n const swing = cycle - 0.25\n const shoulderX =\n (hold ? -0.2 : 0) -\n raise * (zombie ? 1.12 : 1.3) -\n side * Math.sin(swing) * moves.arm * walking * (zombie ? 0.3 : 1) +\n (reduced || walking ? 0 : Math.sin(phased * 1.6 + side) * 0.04) +\n (zombie && !reduced ? Math.sin(phased * 3 + side * 2) * 0.08 : 0)\n const aimX = index === 0 ? -1.45 : -1.32\n return {\n shoulder: shoulderX * (1 - moves.aim) + aimX * moves.aim,\n shoulderZ: side * (0.07 + (zombie ? 0.1 : 0)) * (1 - moves.aim) - side * 0.32 * moves.aim,\n elbow: zombie ? -0.18 : -((moves.elb + (hold ? 0.25 : 0) + walking * Math.max(0, side * Math.sin(swing - 0.3)) * 0.3) * (1 - moves.aim) + (index === 0 ? 0.15 : 0.55) * moves.aim),\n wrist: reduced ? 0 : -walking * Math.sin(swing - 0.6) * 0.15 * side * (1 - moves.aim),\n grip: (hold ? 1.25 : moves.grip) * (zombie ? 0.5 : 1),\n }\n })\n const headY = (reduced ? 0 : Math.sin(phased * 0.5) * 0.25 * (1 - walking) * (1 - moves.aim) * (zombie ? 0.3 : 1)) - upperY * 0.75 * (1 - moves.turn) + moves.turn * 0.45 + moves.aim * 0.3\n return {\n chestScaleY: 1 + (reduced ? 0 : Math.sin(phased * (1.6 + moves.freq * 0.12)) * (0.012 + moves.freq * 0.0012)),\n hip: { x: shift * 0.025 + walking * Math.sin(cycle) * 0.018, y: -walking * moves.bob * Math.abs(Math.sin(cycle)) - moves.crouch * 0.26, zRotation: shift * 0.02 - walking * Math.sin(cycle) * 0.022 },\n upper: { x: upperX, y: upperY, z: upperZ },\n head: { x: -hunch * 0.6 - moves.crouch * 0.12 + (zombie ? 0.15 : 0) + walking * Math.sin(cycle * 2 - 0.6) * 0.02, y: headY, z: (zombie ? 0.22 : 0) - upperZ * 0.6 },\n legs,\n arms,\n }\n}\n\n/** A leg that cannot carry weight (limp): the swing shrinks to 30%, the knee straightens, the spine leans toward the good leg. */\nexport const LIMP = { swing: 0.3, knee: 0.05, lean: 0.07 } as const\n","/** Prone crawl on the arms (the Elenco's leg-less body): joint targets at `time`; `figTilt` is the body's tilt target, which the caller approaches at `dt · 4`. */\nexport type CrawlPose = {\n readonly figTilt: number\n readonly hipY: number\n readonly hipZRotation: number\n readonly upper: { readonly x: number; readonly y: number }\n readonly headX: number\n readonly arms: readonly { readonly shoulder: number; readonly shoulderZ: number; readonly elbow: number }[]\n readonly legs: readonly { readonly hip: number; readonly knee: number }[]\n}\n\nexport const CRAWL_TILT_RATE = 4\nexport const DEAD_TILT_RATE = 3\n\nexport const crawlPose = (time: number, phase: number, sides: readonly [1 | -1, 1 | -1]): CrawlPose => {\n const cycle = time * 2.2 + phase\n const wave = Math.sin(cycle)\n return {\n figTilt: 1.38,\n hipY: 0.2 + Math.abs(wave) * 0.02,\n hipZRotation: wave * 0.05,\n upper: { x: 0, y: wave * 0.12 },\n headX: -0.95,\n arms: sides.map((side) => ({ shoulder: -2.55 + side * wave * 0.45, shoulderZ: side * 0.25, elbow: -0.35 - Math.max(0, -side * wave) * 0.6 })),\n legs: [\n { hip: 0.1, knee: 0 },\n { hip: 0.12 + wave * 0.08, knee: 0.25 },\n ],\n }\n}\n\nexport type DeadPose = {\n readonly figTilt: number\n readonly hipY: number\n readonly headY: number\n readonly arms: readonly { readonly shoulder: number; readonly shoulderZ: number; readonly elbow: number }[]\n readonly legs: readonly { readonly hip: number; readonly hipZ: number; readonly knee: number }[]\n}\n\n/** A body on the ground (the Elenco's death pose); the caller approaches `figTilt` at `dt · 3`. */\nexport const deadPose = (armSides: readonly [1 | -1, 1 | -1]): DeadPose => ({\n figTilt: -1.45,\n hipY: 0.22,\n headY: 0.5,\n arms: armSides.map((side) => ({ shoulder: -0.2, shoulderZ: side * 1.1, elbow: -0.3 })),\n legs: [-0.15, 0.15].map((hipZ) => ({ hip: 0, hipZ, knee: 0.1 })),\n})\n","export type ConditionPhase = {\n readonly id: string\n /** When the phase starts, in the timeline's units (hours, or seconds on an accelerated clock). The first phase starts at 0. */\n readonly startsAt: number\n /** Numbers the phase drives (skin tint, hunch, arm raise, ...), by name. */\n readonly effects?: Readonly<Record<string, number>>\n}\n\nexport type ConditionOptions = {\n readonly phases: readonly ConditionPhase[]\n /** Timeline units per real second: 1 on a clock already in seconds (the accelerated preset), 1/3600 for hours. Default 1. */\n readonly unitsPerSecond?: number\n /** Interpolate effects toward the next phase instead of stepping. Default false. */\n readonly blend?: boolean\n}\n\nexport type ConditionSample = {\n readonly index: number\n readonly phase: ConditionPhase\n /** 0..1 inside the current phase (1 on the last one). */\n readonly progress: number\n readonly effects: Readonly<Record<string, number>>\n readonly isFinal: boolean\n}\n\nexport type ConditionTimeline = {\n readonly elapsed: number\n /** Advances the clock by `seconds` of real time. */\n advance(seconds: number): ConditionSample\n /** Jumps the clock to `units` of the timeline. */\n seek(units: number): ConditionSample\n sample(): ConditionSample\n reset(): void\n}\n\nconst phaseIndexAt = (phases: readonly ConditionPhase[], units: number): number => {\n let found = 0\n phases.forEach((phase, index) => {\n if (units >= phase.startsAt) found = index\n })\n return found\n}\n\nconst mixEffects = (from: ConditionPhase['effects'], to: ConditionPhase['effects'], amount: number): Record<string, number> => {\n const result: Record<string, number> = {}\n for (const name of new Set([...Object.keys(from ?? {}), ...Object.keys(to ?? {})])) {\n const start = from?.[name] ?? 0\n result[name] = start + ((to?.[name] ?? 0) - start) * amount\n }\n return result\n}\n\n/** A condition that moves through ordered phases over time (an infection: well, fever, delirium, reanimated). Generic: phases and effects are data. */\nexport const createConditionTimeline = (options: ConditionOptions): ConditionTimeline => {\n const { phases, unitsPerSecond = 1, blend = false } = options\n if (phases.length === 0) throw new Error('createConditionTimeline: at least one phase is required')\n let units = 0\n const sample = (): ConditionSample => {\n const index = phaseIndexAt(phases, units)\n const phase = phases[index] as ConditionPhase\n const next = phases[index + 1]\n const progress = next ? Math.min(1, (units - phase.startsAt) / (next.startsAt - phase.startsAt)) : 1\n const effects = blend && next ? mixEffects(phase.effects, next.effects, progress) : { ...phase.effects }\n return { index, phase, progress, effects, isFinal: !next }\n }\n return {\n get elapsed() {\n return units\n },\n advance(seconds) {\n units += seconds * unitsPerSecond\n return sample()\n },\n seek(target) {\n units = Math.max(0, target)\n return sample()\n },\n sample,\n reset() {\n units = 0\n },\n }\n}\n","{\n \"variance\": {\n \"height\": {\n \"gaussianSpread\": 0.09,\n \"min\": 0.9,\n \"max\": 1.1\n },\n \"buildBands\": [\n {\n \"below\": 0.3,\n \"base\": 0.85,\n \"range\": 0.1\n },\n {\n \"below\": 0.8,\n \"base\": 0.95,\n \"range\": 0.13\n },\n {\n \"base\": 1.08,\n \"range\": 0.17\n }\n ],\n \"buildSpeed\": {\n \"lean\": 1.05,\n \"heavy\": 0.9\n },\n \"buildHealth\": {\n \"lean\": 0.9,\n \"heavy\": 1.15\n },\n \"speedJitter\": {\n \"base\": 0.92,\n \"range\": 0.16\n },\n \"wanderJitter\": {\n \"base\": 0.8,\n \"range\": 0.4\n },\n \"runnerAgeClamp\": 1,\n \"variantCount\": {\n \"walker\": 4,\n \"runner\": 3,\n \"crawler\": 2,\n \"brute\": 2\n },\n \"variantSeedBase\": 7000\n },\n \"civilianColors\": [\n \"6D5A4A\",\n \"4D5D6B\",\n \"7A3B33\",\n \"5B6B4A\",\n \"8A7A5A\",\n \"3E4A5C\",\n \"6A4A6A\",\n \"9A8A70\",\n \"40403A\"\n ],\n \"corpses\": {\n \"max\": 400,\n \"lifeSeconds\": 900\n }\n}\n","import appearance from '../data/appearance.json'\n\nconst { variance } = appearance\n\nexport type BuildClass = 'lean' | 'average' | 'heavy'\n\n/** What `zSpawn` draws for a body: height, width, how it builds up and the speed jitters. Every field comes from the stream, in the game's order. */\nexport type BodyVariance = {\n readonly height: number\n readonly build: number\n readonly buildClass: BuildClass\n /** Multiplies the chase speed: the build factor times a 0.92 .. 1.08 jitter. */\n readonly speedFactor: number\n /** Multiplies the wander speed: 0.8 .. 1.2. */\n readonly wanderFactor: number\n /** Multiplies the health: 0.9 lean, 1.15 heavy. */\n readonly healthFactor: number\n}\n\nexport type VarianceScale = { readonly height?: number; readonly build?: number }\n\nconst clamp = (value: number, low: number, high: number): number => Math.min(high, Math.max(low, value))\n\n/**\n * One body's variance from `random`, drawing exactly what the game's `zSpawn` draws after the type, age and outfit picks:\n * three draws for the height (a gaussian), one for the build band plus one inside it, one for the speed and one for the wander speed.\n * `scale` is the type's own scale (a brute's 1.42) and `build` its width factor.\n */\nexport const drawBodyVariance = (random: () => number, scale: VarianceScale = {}): BodyVariance => {\n const spread = (random() + random() + random() - 1.5) * variance.height.gaussianSpread\n const height = clamp(1 + spread, variance.height.min, variance.height.max) * (scale.height ?? 1)\n const band = random()\n const bands = variance.buildBands as readonly { below?: number; base: number; range: number }[]\n const found = bands.find((candidate) => candidate.below !== undefined && band < candidate.below) ?? (bands[bands.length - 1] as { base: number; range: number })\n const { base, range } = found\n const build = (base + random() * range) * (scale.build ?? 1)\n const buildClass: BuildClass = band < 0.3 ? 'lean' : band >= 0.8 ? 'heavy' : 'average'\n const speedBuild = buildClass === 'lean' ? variance.buildSpeed.lean : buildClass === 'heavy' ? variance.buildSpeed.heavy : 1\n const healthBuild = buildClass === 'lean' ? variance.buildHealth.lean : buildClass === 'heavy' ? variance.buildHealth.heavy : 1\n return {\n height,\n build,\n buildClass,\n speedFactor: speedBuild * (variance.speedJitter.base + random() * variance.speedJitter.range),\n wanderFactor: variance.wanderJitter.base + random() * variance.wanderJitter.range,\n healthFactor: healthBuild,\n }\n}\n\n/** Variants baked per type (the game's `nv`): 4 walkers, 3 runners, 2 crawlers and brutes, 1 for the rest. */\nexport const variantCountFor = (typeId: string): number => (variance.variantCount as Readonly<Record<string, number>>)[typeId] ?? 1\n\n/** The seed of variant `variant` of the type at `typeIndex` (the game's ZVAR rule: `7000 + c·101 + v·13`). */\nexport const variantSeed = (typeIndex: number, variant: number): number => variance.variantSeedBase + typeIndex * 101 + variant * 13\n\n/** The decay each variant is baked at: 1, 2, 1, 2. */\nexport const variantDecay = (variant: number): number => (variant % 2 === 0 ? 1 : 2)\n","/** The colour and style pools of the Bestiário v17 builder, in the order its random stream picks from them. */\nexport const SKIN_TONES = [0xf1c9a5, 0xe0ac80, 0xc68c62, 0xa8714a, 0x8a5a3a, 0x5e3b26] as const\nexport const TOP_COLORS = [0x4a6f96, 0x8e3b3b, 0x5d4a3a, 0x4f7a43, 0x6b6f78, 0x3f5f3a, 0x5a4a6e, 0x8a6a3a, 0xb8b2a2, 0x2c2c30, 0x9a4a2a, 0x2f5d63, 0xc9a94a, 0x7a2e4a, 0xd8d4c8, 0x3a4a6a] as const\nexport const PANTS_COLORS = [0x2c3340, 0x1f2228, 0x4a4030, 0x5a5f66, 0x3a4a6a, 0x6a5a40, 0x2a3a2a] as const\nexport const SLEEVES = ['short', 'short', 'long', 'tank'] as const\nexport const HAIR_STYLES_FEMALE = ['long', 'long', 'bun', 'short', 'afro', 'bald'] as const\nexport const HAIR_STYLES_MALE = ['short', 'short', 'buzz', 'bald', 'afro', 'long'] as const\nexport const CAP_COLORS = [0x8e3b3b, 0x2c2c30, 0x3a4a6a, 0xc9a94a] as const\nexport const BAG_COLORS = [0x3a4a3a, 0x5a2a24, 0x2c3340] as const\nexport const HAIR_COLORS = [0x1a1410, 0x2a1e16, 0x3b2c20, 0x6a4a2a, 0xb08a50, 0x7a2a1a] as const\nexport const SHOE_COLORS = [0x1d1f22, 0x3a2a1a, 0xb8b4a8, 0x4a1a1a] as const\n/** Uniform bodies (the crowd's baked variants): skin by decay, shirt by type index. */\nexport const DECAY_SKIN = [0xcdbba8, 0x94a084, 0x7b744a, 0x8c7c5e] as const\nexport const UNIFORM_SHIRTS = [0x4a6f96, 0x8e3b3b, 0x5d4a3a, 0x4f7a43, 0x6b6f78, 0x3f5f3a, 0x5a4a6e, 0x8a6a3a] as const\nexport const UNIFORM_PANTS = 0x2c3340\nexport const UNIFORM_SHOES = 0x1d1f22\nexport const SKIN_DECAY_BLEND = [0.45, 0.65, 0.8, 0.88] as const\nexport const GRAY = 0x4a4a46\nexport const RED = 0x7a120c\nexport const BLOOD_COLORS = [0x9e1b12, 0x6e1410, 0x4a2a18, 0x1c1612] as const\nexport const OLD_HAIR = 0x8a8780\n","import { createRng } from '../damage/points'\n\nimport {\n BAG_COLORS,\n CAP_COLORS,\n DECAY_SKIN,\n HAIR_COLORS,\n HAIR_STYLES_FEMALE,\n HAIR_STYLES_MALE,\n OLD_HAIR,\n PANTS_COLORS,\n SHOE_COLORS,\n SKIN_TONES,\n SLEEVES,\n TOP_COLORS,\n UNIFORM_PANTS,\n UNIFORM_SHIRTS,\n UNIFORM_SHOES,\n} from './palette'\n\nexport type HairStyle = (typeof HAIR_STYLES_FEMALE)[number] | (typeof HAIR_STYLES_MALE)[number]\n\nexport type OutfitLook = { readonly cloth?: number; readonly pants?: number; readonly hat?: string }\n\nexport type AppearanceParams = {\n readonly seed: number\n /** The look of an outfit (police, military ...): its colours replace the draws, so the stream does not spend them. */\n readonly outfit?: OutfitLook\n /** A baked crowd variant: no random look, fixed skin, shirt by `typeIndex`, short hair. */\n readonly uniform?: boolean\n readonly typeIndex?: number\n readonly clothIndex?: number\n /** Forces the sex; unset draws it (42% female). */\n readonly female?: boolean\n /** False for bodies that are never female (a brute): the draw is skipped. */\n readonly allowFemale?: boolean\n readonly tone?: number\n readonly hairStyle?: HairStyle\n readonly hairColor?: number\n /** The type's own look: wet bodies have long hair, charred ones are bald. */\n readonly wet?: boolean\n readonly charred?: boolean\n /** A living person: no bag, no tear. */\n readonly human?: boolean\n /** 0 fresh-dead, 1 normal, 2 old (grey hair). */\n readonly life?: number\n}\n\nexport type AppearanceTraits = {\n readonly female: boolean\n readonly tone: number\n readonly topColor: number\n readonly pantsColor: number\n readonly sleeve: string\n readonly hair: string\n readonly headWidth: number\n readonly headHeight: number\n readonly jaw: number\n readonly nose: number\n readonly beard: boolean\n readonly glasses: boolean\n readonly cap: boolean\n readonly capColor: number\n readonly bag: boolean\n readonly bagColor: number\n readonly torn: boolean\n readonly apron: boolean\n readonly hairColor: number\n readonly shoeColor: number\n}\n\nexport type DrawnAppearance = {\n readonly traits: AppearanceTraits\n /** The stream, positioned after the look: the body builder keeps drawing from it (the hair of a decrepit body). */\n readonly random: () => number\n}\n\n/** The seed of the blood stream (the same drips on every level of detail). */\nexport const BLOOD_SEED_OFFSET = 99\n\nexport const createBloodStream = (seed: number): (() => number) => createRng(seed + BLOOD_SEED_OFFSET)\n\nconst FEMALE_SHARE = 0.42\nconst BEARD_SHARE = 0.25\nconst GLASSES_SHARE = 0.12\nconst CAP_SHARE = 0.12\nconst BAG_SHARE = 0.15\nconst TORN_SHARE = 0.35\nconst APRON_SHARE = 0.05\n\n/**\n * A person's look from a seed, drawing in exactly the order the Bestiário v17 builder draws from its `VR` stream, including the draws a\n * short-circuit skips (no beard roll for a woman, no cap roll under a hat). Returns the stream so the builder can continue from it.\n */\nexport const drawAppearance = (params: AppearanceParams): DrawnAppearance => {\n const { seed, outfit = {}, uniform = false, typeIndex = 0, human = false, life = 1 } = params\n const random = createRng(seed)\n const pick = <T>(options: readonly T[]): T => options[Math.floor(random() * options.length)] as T\n const female = !uniform && (params.allowFemale ?? true) && (params.female ?? random() < FEMALE_SHARE)\n const tone = params.tone ?? (uniform ? (DECAY_SKIN[0] as number) : pick(SKIN_TONES))\n const topColor = outfit.cloth ?? (uniform ? (UNIFORM_SHIRTS[(params.clothIndex ?? typeIndex) % UNIFORM_SHIRTS.length] as number) : pick(TOP_COLORS))\n const pantsColor = outfit.pants ?? (uniform ? UNIFORM_PANTS : pick(PANTS_COLORS))\n const look = uniform ? uniformLook() : drawLook({ random, pick, female, outfit, human, params })\n const hairColor = params.hairColor ?? (life === 2 ? OLD_HAIR : pick(HAIR_COLORS))\n const shoeColor = uniform ? UNIFORM_SHOES : pick(SHOE_COLORS)\n return { traits: { female, tone, topColor, pantsColor, ...look, hairColor, shoeColor }, random }\n}\n\ntype Look = Omit<AppearanceTraits, 'female' | 'tone' | 'topColor' | 'pantsColor' | 'hairColor' | 'shoeColor'>\n\nconst uniformLook = (): Look => ({\n sleeve: 'short',\n hair: 'short',\n headWidth: 1,\n headHeight: 1,\n jaw: 1,\n nose: 1,\n beard: false,\n glasses: false,\n cap: false,\n capColor: 0,\n bag: false,\n bagColor: 0,\n torn: false,\n apron: false,\n})\n\ntype DrawLookParams = {\n readonly random: () => number\n readonly pick: <T>(options: readonly T[]) => T\n readonly female: boolean\n readonly outfit: OutfitLook\n readonly human: boolean\n readonly params: AppearanceParams\n}\n\nconst drawLook = ({ random, pick, female, outfit, human, params }: DrawLookParams): Look => {\n const sleeve = outfit.cloth ? 'long' : pick(SLEEVES)\n const hair = params.hairStyle ?? (params.wet ? 'long' : params.charred ? 'bald' : pick(female ? HAIR_STYLES_FEMALE : HAIR_STYLES_MALE))\n const headWidth = 1 + (random() - 0.5) * 0.16\n const headHeight = 1 + (random() - 0.5) * 0.14\n const jaw = 1 + (random() - 0.5) * 0.3\n const nose = 1 + (random() - 0.5) * 0.5\n const beard = !female && random() < BEARD_SHARE\n const glasses = random() < GLASSES_SHARE\n const cap = !outfit.hat && random() < CAP_SHARE\n const capColor = pick(CAP_COLORS)\n const bag = random() < BAG_SHARE && !human\n const bagColor = pick(BAG_COLORS)\n const torn = random() < TORN_SHARE && !human\n const apron = random() < APRON_SHARE\n return { sleeve, hair, headWidth, headHeight, jaw, nose, beard, glasses, cap, capColor, bag, bagColor, torn, apron }\n}\n","import { lerpPose } from '../gait/cascade'\n\n/** One key of a clip: the time in seconds and the joint targets by name (the names of the rich body's `setPose`; a clip may add channels of its own, such as `x` or `run`). */\nexport type PoseKey = { t: number; pose: Record<string, number> }\n\n/** What a clip says happens at a time: `impact` (\"the blow lands now\"), `phase` (a label for the screen), or any type a game defines. */\nexport type PoseClipEvent = { t: number; type: string; data?: Record<string, unknown> }\n\n/** Which joints a clip drives: `upper` leaves the legs to the gait, `lower` leaves the trunk, head and arms, `full` sets everything. */\nexport type PoseClipChannels = 'full' | 'upper' | 'lower'\n\nexport type PoseClip = {\n id: string\n duration: number\n loop?: boolean\n keys: PoseKey[]\n events?: PoseClipEvent[]\n channels?: PoseClipChannels\n /** Where the clip was ported from (file and variable), for the diff against the team page. */\n source?: Record<string, unknown>\n}\n\n/**\n * The Bestiário's `sample(K, t)`: finds the segment of two keys, clamps the fraction to [0, 1], eases it with smoothstep `k·k·(3 − 2k)` and\n * blends the two poses by joint name (`lerpPose`). Before the first key it holds the first segment's start, after the last it holds the end.\n */\nexport const samplePoseClip = (clip: Pick<PoseClip, 'keys'>, time: number): Record<string, number> => {\n const keys = clip.keys\n if (keys.length === 0) return {}\n if (keys.length === 1) return { ...keys[0]!.pose }\n let index = 0\n while (index < keys.length - 2 && time > keys[index + 1]!.t) index++\n const a = keys[index]!\n const b = keys[index + 1]!\n const k = Math.min(1, Math.max(0, (time - a.t) / (b.t - a.t)))\n const eased = k * k * (3 - 2 * k)\n return lerpPose(a.pose, b.pose, eased)\n}\n\n/** The events a clip fires while the clock goes from `from` (excluded) to `to` (included), in time order. */\nexport const clipEventsBetween = (clip: Pick<PoseClip, 'events'>, from: number, to: number): PoseClipEvent[] =>\n (clip.events ?? []).filter((event) => event.t > from && event.t <= to).sort((x, y) => x.t - y.t)\n\n/** The names of the joints a channel set drives, from the names `PoseTargets` of the rich animator knows. */\nexport const POSE_CHANNEL_JOINTS: Readonly<Record<PoseClipChannels, readonly string[] | undefined>> = {\n full: undefined,\n upper: ['lean', 'twist', 'side', 'headX', 'headY', 'headZ', 'armR', 'armL', 'elbR', 'elbL', 'armRz', 'armLz'],\n lower: ['drop', 'legL', 'legR', 'kneeL', 'kneeR'],\n}\n\n/** Keeps from a sampled pose only the joints of the channel set (`full` keeps everything, including extra channels such as `x`). */\nexport const filterPoseChannels = (pose: Record<string, number>, channels: PoseClipChannels = 'full'): Record<string, number> => {\n const allowed = POSE_CHANNEL_JOINTS[channels]\n if (!allowed) return pose\n const out: Record<string, number> = {}\n for (const name of allowed) if (pose[name] !== undefined) out[name] = pose[name] as number\n return out\n}\n\n/** Joints that swap with their opposite when a clip is mirrored, and the channels that change sign (side, twist and the sideways turns). */\nconst MIRROR_PAIRS: ReadonlyArray<readonly [string, string]> = [['armR', 'armL'], ['elbR', 'elbL'], ['armRz', 'armLz'], ['legR', 'legL'], ['kneeR', 'kneeL']]\nconst MIRROR_NEGATED: ReadonlySet<string> = new Set(['side', 'twist', 'headY', 'headZ'])\n\n/** The clip as seen in a mirror: left and right swap and the sideways channels change sign; the times, the events and the duration stay, so the impact falls at the same second. */\nexport const mirrorPoseClip = (clip: PoseClip, id: string): PoseClip => ({\n ...clip,\n id,\n keys: clip.keys.map((key) => {\n const pose: Record<string, number> = {}\n for (const [name, value] of Object.entries(key.pose)) pose[name] = MIRROR_NEGATED.has(name) ? -value : value\n for (const [a, b] of MIRROR_PAIRS) {\n const va = key.pose[a]\n const vb = key.pose[b]\n const sign = a === 'armRz' ? -1 : 1 // the sideways swing of an arm opens to the other side\n if (vb !== undefined) pose[a] = sign * vb\n else delete pose[a]\n if (va !== undefined) pose[b] = sign * va\n else delete pose[b]\n }\n return { t: key.t, pose }\n }),\n ...(clip.events ? { events: clip.events.map((event) => ({ ...event })) } : {}),\n})\n","{\n \"clips\": [\n {\n \"id\": \"grabbed_bitten_human\",\n \"source\": {\n \"file\": \"site/pages/zumbis-personagens/bestiario.html\",\n \"scene\": \"ataque (Agarrão e mordida)\",\n \"variable\": \"HK\"\n },\n \"duration\": 8,\n \"loop\": false,\n \"channels\": \"full\",\n \"keys\": [\n {\n \"t\": 0,\n \"pose\": {\n \"lean\": 0,\n \"headY\": 0,\n \"armL\": -0.1,\n \"armR\": 0.05,\n \"elbL\": -0.2,\n \"elbR\": -0.2,\n \"drop\": 0,\n \"kneeL\": 0.05,\n \"kneeR\": 0.05,\n \"legL\": -0.05,\n \"legR\": 0.05,\n \"headX\": 0\n }\n },\n {\n \"t\": 1.5,\n \"pose\": {\n \"lean\": -0.1,\n \"headY\": -0.6,\n \"armL\": -0.1,\n \"armR\": 0.05,\n \"elbL\": -0.2,\n \"elbR\": -0.2,\n \"drop\": 0,\n \"kneeL\": 0.05,\n \"kneeR\": 0.05,\n \"legL\": -0.05,\n \"legR\": 0.05,\n \"headX\": -0.1\n }\n },\n {\n \"t\": 2.1,\n \"pose\": {\n \"lean\": -0.3,\n \"headY\": -0.2,\n \"armL\": -1.3,\n \"armR\": -1.2,\n \"elbL\": -1.4,\n \"elbR\": -1.5,\n \"drop\": -0.04,\n \"kneeL\": 0.25,\n \"kneeR\": 0.2,\n \"legL\": -0.3,\n \"legR\": 0.25,\n \"headX\": -0.25\n }\n },\n {\n \"t\": 3.6,\n \"pose\": {\n \"lean\": -0.35,\n \"headY\": 0.3,\n \"armL\": -1.5,\n \"armR\": -1.0,\n \"elbL\": -0.6,\n \"elbR\": -1.8,\n \"drop\": -0.05,\n \"kneeL\": 0.3,\n \"kneeR\": 0.2,\n \"legL\": -0.4,\n \"legR\": 0.35,\n \"headX\": -0.2\n }\n },\n {\n \"t\": 4.3,\n \"pose\": {\n \"lean\": -0.2,\n \"headY\": 0.7,\n \"headZ\": -0.5,\n \"armL\": -0.6,\n \"armR\": -1.9,\n \"elbL\": -0.4,\n \"elbR\": -1.2,\n \"drop\": -0.06,\n \"kneeL\": 0.3,\n \"kneeR\": 0.3,\n \"legL\": -0.3,\n \"legR\": 0.3,\n \"headX\": -0.3\n }\n },\n {\n \"t\": 5.6,\n \"pose\": {\n \"lean\": 0.55,\n \"headY\": 0.4,\n \"headZ\": -0.3,\n \"armL\": -0.3,\n \"armR\": -0.5,\n \"elbL\": -0.6,\n \"elbR\": -0.8,\n \"drop\": -0.5,\n \"kneeL\": 1.9,\n \"kneeR\": 1.7,\n \"legL\": -1.1,\n \"legR\": -0.9,\n \"headX\": 0.3\n }\n },\n {\n \"t\": 8,\n \"pose\": {\n \"lean\": 0.6,\n \"headY\": 0.4,\n \"headZ\": -0.3,\n \"armL\": -0.25,\n \"armR\": -0.45,\n \"elbL\": -0.6,\n \"elbR\": -0.8,\n \"drop\": -0.52,\n \"kneeL\": 1.95,\n \"kneeR\": 1.75,\n \"legL\": -1.1,\n \"legR\": -0.95,\n \"headX\": 0.4\n }\n }\n ],\n \"events\": [\n {\n \"t\": 0,\n \"type\": \"phase\",\n \"data\": {\n \"label\": \"pose_clip.grab_bite.phase.approach\"\n }\n },\n {\n \"t\": 1.7,\n \"type\": \"phase\",\n \"data\": {\n \"label\": \"pose_clip.grab_bite.phase.pounce\"\n }\n },\n {\n \"t\": 2.1,\n \"type\": \"phase\",\n \"data\": {\n \"label\": \"pose_clip.grab_bite.phase.grab\"\n }\n },\n {\n \"t\": 4.3,\n \"type\": \"phase\",\n \"data\": {\n \"label\": \"pose_clip.grab_bite.phase.bite\"\n }\n },\n {\n \"t\": 5.6,\n \"type\": \"phase\",\n \"data\": {\n \"label\": \"pose_clip.grab_bite.phase.fall\"\n }\n },\n {\n \"t\": 4.4,\n \"type\": \"impact\",\n \"data\": {\n \"kind\": \"bite\",\n \"source\": \"bite.visible=T>4.4 in the scene's step()\"\n }\n }\n ]\n },\n {\n \"id\": \"grab_bite_zombie\",\n \"source\": {\n \"file\": \"site/pages/zumbis-personagens/bestiario.html\",\n \"scene\": \"ataque (Agarrão e mordida)\",\n \"variable\": \"ZK\"\n },\n \"duration\": 8,\n \"loop\": false,\n \"channels\": \"full\",\n \"keys\": [\n {\n \"t\": 0,\n \"pose\": {\n \"x\": -6,\n \"lean\": 0.75,\n \"armL\": -1.35,\n \"armR\": -1.05,\n \"elbL\": -0.08,\n \"elbR\": -0.12,\n \"headX\": -0.55,\n \"drop\": -0.1,\n \"run\": 1\n }\n },\n {\n \"t\": 1.7,\n \"pose\": {\n \"x\": -0.9,\n \"lean\": 0.75,\n \"armL\": -1.35,\n \"armR\": -1.05,\n \"elbL\": -0.08,\n \"elbR\": -0.12,\n \"headX\": -0.55,\n \"drop\": -0.1,\n \"run\": 1\n }\n },\n {\n \"t\": 2.1,\n \"pose\": {\n \"x\": -0.32,\n \"lean\": 0.45,\n \"armL\": -1.65,\n \"armR\": -1.6,\n \"elbL\": -0.25,\n \"elbR\": -0.3,\n \"headX\": -0.3,\n \"drop\": -0.08,\n \"legL\": -0.6,\n \"legR\": 0.4,\n \"kneeL\": 0.5,\n \"kneeR\": 0.6,\n \"run\": 0\n }\n },\n {\n \"t\": 3.6,\n \"pose\": {\n \"x\": -0.2,\n \"lean\": 0.35,\n \"armL\": -1.5,\n \"armR\": -1.45,\n \"elbL\": -1.1,\n \"elbR\": -1.2,\n \"headX\": -0.2,\n \"drop\": -0.06,\n \"legL\": -0.4,\n \"legR\": 0.3,\n \"kneeL\": 0.4,\n \"kneeR\": 0.4,\n \"run\": 0\n }\n },\n {\n \"t\": 4.3,\n \"pose\": {\n \"x\": -0.1,\n \"lean\": 0.5,\n \"armL\": -1.4,\n \"armR\": -1.3,\n \"elbL\": -1.5,\n \"elbR\": -1.5,\n \"headX\": 0.35,\n \"headY\": 0.35,\n \"drop\": -0.08,\n \"legL\": -0.35,\n \"legR\": 0.3,\n \"kneeL\": 0.4,\n \"kneeR\": 0.4,\n \"run\": 0\n }\n },\n {\n \"t\": 5.6,\n \"pose\": {\n \"x\": 0,\n \"lean\": 0.95,\n \"armL\": -1.2,\n \"armR\": -1.0,\n \"elbL\": -1.4,\n \"elbR\": -1.3,\n \"headX\": 0.5,\n \"headY\": 0.3,\n \"drop\": -0.45,\n \"legL\": -1.2,\n \"legR\": -0.8,\n \"kneeL\": 1.8,\n \"kneeR\": 1.5,\n \"run\": 0\n }\n },\n {\n \"t\": 8,\n \"pose\": {\n \"x\": 0,\n \"lean\": 1.0,\n \"armL\": -1.15,\n \"armR\": -0.95,\n \"elbL\": -1.4,\n \"elbR\": -1.3,\n \"headX\": 0.55,\n \"headY\": 0.3,\n \"drop\": -0.47,\n \"legL\": -1.2,\n \"legR\": -0.8,\n \"kneeL\": 1.85,\n \"kneeR\": 1.5,\n \"run\": 0\n }\n }\n ],\n \"events\": [\n {\n \"t\": 0,\n \"type\": \"phase\",\n \"data\": {\n \"label\": \"pose_clip.grab_bite.phase.approach\"\n }\n },\n {\n \"t\": 1.7,\n \"type\": \"phase\",\n \"data\": {\n \"label\": \"pose_clip.grab_bite.phase.pounce\"\n }\n },\n {\n \"t\": 2.1,\n \"type\": \"phase\",\n \"data\": {\n \"label\": \"pose_clip.grab_bite.phase.grab\"\n }\n },\n {\n \"t\": 4.3,\n \"type\": \"phase\",\n \"data\": {\n \"label\": \"pose_clip.grab_bite.phase.bite\"\n }\n },\n {\n \"t\": 5.6,\n \"type\": \"phase\",\n \"data\": {\n \"label\": \"pose_clip.grab_bite.phase.fall\"\n }\n }\n ]\n }\n ],\n \"locales\": {\n \"pt-BR\": {\n \"pose_clip.grab_bite.phase.approach\": \"1. Aproximação\",\n \"pose_clip.grab_bite.phase.pounce\": \"2. O bote\",\n \"pose_clip.grab_bite.phase.grab\": \"3. Agarrão: 3 s para se soltar\",\n \"pose_clip.grab_bite.phase.bite\": \"4. Mordida: infecção 100%\",\n \"pose_clip.grab_bite.phase.fall\": \"5. Queda\"\n },\n \"en\": {\n \"pose_clip.grab_bite.phase.approach\": \"1. Approach\",\n \"pose_clip.grab_bite.phase.pounce\": \"2. The pounce\",\n \"pose_clip.grab_bite.phase.grab\": \"3. Grab: 3 s to break free\",\n \"pose_clip.grab_bite.phase.bite\": \"4. Bite: 100% infection\",\n \"pose_clip.grab_bite.phase.fall\": \"5. The fall\"\n }\n }\n}","import data from '../presets/pose-clips.json'\n\nimport type { PoseClip } from './pose-clip'\n\nexport type PoseClipRegistry = {\n /** Adds a clip, or replaces the one with the same id. Returns the registry. */\n register(clip: PoseClip): PoseClipRegistry\n get(id: string): PoseClip | undefined\n list(): PoseClip[]\n remove(id: string): boolean\n}\n\n/** A registry of clips by id: games add or replace clips without touching the core. */\nexport const createPoseClipRegistry = (initial: readonly PoseClip[] = []): PoseClipRegistry => {\n const clips = new Map<string, PoseClip>()\n const registry: PoseClipRegistry = {\n register(clip) {\n clips.set(clip.id, clip)\n return registry\n },\n get: (id) => clips.get(id),\n list: () => [...clips.values()],\n remove: (id) => clips.delete(id),\n }\n for (const clip of initial) registry.register(clip)\n return registry\n}\n\n/** The clips ported from the Bestiário \"grab and bite\" scene (human and zombie). Phase labels are locale keys, see `POSE_CLIP_LOCALES`. */\nexport const POSE_CLIPS: readonly PoseClip[] = data.clips as PoseClip[]\n\n/** Texts of the phase labels by locale (`pt-BR` is the team's text). */\nexport const POSE_CLIP_LOCALES: Readonly<Record<string, Readonly<Record<string, string>>>> = data.locales\n","import type { PoseClipEvent } from './pose-clip'\n\ntype Triple = [number, number, number]\n\n/**\n * A hand or a foot in the camera's space (x to the right, y up, the view looks down -z), in metres and radians. `p` is the middle of the palm (the ankle for a foot) and `r` the Euler angles\n * (order XYZ) of its frame: x from the wrist to the knuckles (from the heel to the toes), y the back of the hand (the top of the foot), z the rest of the right-handed frame; a left hand is the\n * mirror image of a right one, so the same numbers describe the same grip.\n */\nexport type FirstPersonPoseKey = {\n p: Triple\n r: Triple\n /** How closed the fingers are, 0 open to 1 closed; left out, the fingers keep what the stance has. */\n grip?: number\n /** How much of the clip replaces what the hand is doing otherwise (holding a weapon, the stance), 0 none to 1 all. Default 1. */\n w?: number\n}\n\n/** One key: at `t` seconds the right hand (`R`), the left hand (`L`, or `'mirror'` for the mirror image of the right) and the right foot (`F`) are where the entries say. A side without an entry here is not driven by this key. */\nexport type FirstPersonKey = { t: number; R?: FirstPersonPoseKey; L?: FirstPersonPoseKey | 'mirror'; F?: FirstPersonPoseKey }\n\n/** A first-person animation of the hands and the foot: the counterpart of a third-person `PoseClip`, with the same events. */\nexport type FirstPersonClip = {\n id: string\n duration: number\n keys: FirstPersonKey[]\n events?: PoseClipEvent[]\n /** Where the clip was ported from, or who authored it. */\n source?: Record<string, unknown>\n}\n\n/** What a channel does at a time. `mirror` says the numbers are the right hand's and the left hand is their mirror image. */\nexport type FirstPersonSampleChannel = { p: Triple; r: Triple; grip: number | undefined; w: number; mirror: boolean }\nexport type FirstPersonSample = { R?: FirstPersonSampleChannel; L?: FirstPersonSampleChannel; F?: FirstPersonSampleChannel }\n\nconst ease = (k: number): number => k * k * (3 - 2 * k)\nconst mix = (a: number, b: number, k: number): number => a + (b - a) * k\nconst mixTriple = (a: Triple, b: Triple, k: number): Triple => [mix(a[0], b[0], k), mix(a[1], b[1], k), mix(a[2], b[2], k)]\n\ntype Track = { t: number; key: FirstPersonPoseKey; mirror: boolean }\n\nconst trackOf = (clip: Pick<FirstPersonClip, 'keys'>, side: 'R' | 'L' | 'F'): Track[] => {\n const out: Track[] = []\n for (const key of clip.keys) {\n if (side === 'L') {\n if (key.L === 'mirror') {\n if (key.R) out.push({ t: key.t, key: key.R, mirror: true })\n } else if (key.L) out.push({ t: key.t, key: key.L, mirror: false })\n } else {\n const entry = key[side]\n if (entry) out.push({ t: key.t, key: entry, mirror: false })\n }\n }\n return out.sort((a, b) => a.t - b.t)\n}\n\nconst sampleTrack = (track: Track[], time: number): FirstPersonSampleChannel | undefined => {\n if (track.length === 0) return undefined\n const first = track[0]!\n const last = track[track.length - 1]!\n const of = (entry: Track): FirstPersonSampleChannel => ({ p: [...entry.key.p], r: [...entry.key.r], grip: entry.key.grip, w: entry.key.w ?? 1, mirror: entry.mirror })\n if (time <= first.t) return of(first)\n if (time >= last.t) return of(last)\n let index = 0\n while (index < track.length - 2 && time > track[index + 1]!.t) index++\n const a = track[index]!\n const b = track[index + 1]!\n const k = ease(Math.min(1, Math.max(0, (time - a.t) / (b.t - a.t))))\n const ga = a.key.grip\n const gb = b.key.grip\n return {\n p: mixTriple(a.key.p, b.key.p, k),\n r: mixTriple(a.key.r, b.key.r, k),\n grip: ga === undefined ? gb : gb === undefined ? ga : mix(ga, gb, k),\n w: mix(a.key.w ?? 1, b.key.w ?? 1, k),\n mirror: a.mirror,\n }\n}\n\n/** Where each driven channel is at `time`: between two keys of a channel the numbers are blended with the smoothstep of `samplePoseClip`; before its first key and after its last it holds them. */\nexport const sampleFirstPersonClip = (clip: Pick<FirstPersonClip, 'keys'>, time: number): FirstPersonSample => {\n const out: FirstPersonSample = {}\n for (const side of ['R', 'L', 'F'] as const) {\n const sample = sampleTrack(trackOf(clip, side), time)\n if (sample) out[side] = sample\n }\n return 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+ {"version":3,"sources":["../src/index.ts","../src/data/body.json","../src/body/body-spec.ts","../src/corpses.ts","../../game-contracts/src/blast-shove.ts","../../game-contracts/src/impact-cost.ts","../../game-contracts/src/impact.ts","../../game-contracts/src/body.ts","../../game-contracts/src/spec.ts","../../game-contracts/src/weapons.ts","../../game-contracts/src/ignition.ts","../../game-contracts/src/seal.ts","../../game-contracts/src/twist.ts","../../game-contracts/src/animation.ts","../../game-contracts/src/tool-animation.ts","../../game-contracts/src/frame.ts","../../game-contracts/src/warn.ts","../../game-contracts/src/registry.ts","../../game-contracts/src/bench.ts","../../game-contracts/src/environment.ts","../../game-contracts/src/categories.ts","../../game-contracts/src/origin.ts","../../game-contracts/src/footprint.ts","../../game-contracts/src/foley.ts","../../game-contracts/src/index.ts","../src/presets/team-game.json","../src/body/regions.ts","../src/data/segments.json","../src/body/segment-tree.ts","../src/body/body-state.ts","../src/body/describe.ts","../src/body/object-state.ts","../src/body/rig.ts","../src/character.ts","../src/body/transform.ts","../src/damage/bleeding.ts","../src/damage/body-ops.ts","../src/presets/physical.json","../src/damage/defaults.ts","../src/damage/penetration.ts","../src/damage/rules/blow.ts","../src/damage/points.ts","../src/damage/rules/regions.ts","../src/damage/blast.ts","../src/damage/protection.ts","../src/damage/resolve-part.ts","../src/damage/rules/arsenal.ts","../src/damage/rules/elenco.ts","../src/damage/rules/kit.ts","../src/damage/pipeline.ts","../src/damage/damage-character.ts","../src/damage/line.ts","../src/registry.ts","../src/kit.ts","../src/data/gait.json","../src/gait/stride.ts","../src/gait/profile.ts","../src/gait/animate.ts","../src/gait/cascade.ts","../src/gait/moves.ts","../src/gait/lying.ts","../src/condition/timeline.ts","../src/data/appearance.json","../src/appearance/variance.ts","../src/appearance/palette.ts","../src/appearance/traits.ts","../src/pose-clips/pose-clip.ts","../src/presets/pose-clips.json","../src/pose-clips/registry.ts","../src/pose-clips/first-person-clip.ts"],"sourcesContent":["/**\n * @adatechnology/game-characters: living bodies without an engine. Proportions and rig, the 17-segment tree with the 6 crowd regions, the\n * registries of presets, and the damage model (protection, penetration, severity, dismemberment, death, bleeding) as a `DestructibleImpl`.\n * Knows nothing about any game: content packs (people, uniformed forces, undead) add presets. Engine units: joules, metres, seconds.\n */\nexport { createCharacters, applyPreset, resolveDamageRules, DEFAULT_CORPSES, PERSON_PRESET } from './kit'\nexport type { CharacterKit } from './kit'\nexport type { Character, ResolvedCharacterSpec } from './character'\nexport { GUIDE, TEAM_GAME, JOINT_IDS, createBodySpec } from './body/body-spec'\nexport type { BodySpec, JointId } from './body/body-spec'\nexport { createRig, GAME_BONES, JOINT_PARENTS } from './body/rig'\nexport type { CreateRigParams, Rig } from './body/rig'\nexport { SEGMENT_TREE, SEGMENT_IDS, SEGMENT_NUMBERS, segmentNode, segmentsBelow, isSegmentId } from './body/segment-tree'\nexport type { SegmentId, SegmentNode, SegmentNumbers, SegmentSide } from './body/segment-tree'\nexport { BODY_REGIONS, LIMB_REGIONS, REGION_HIT_POINTS, REGION_SEGMENTS, isBodyRegion } from './body/regions'\nexport type { LimbRegion } from './body/regions'\nexport { BODY_MATERIAL, describeBody } from './body/describe'\nexport { mergeById, applyPatches, removeIds } from './registry'\nexport * from './gait'\nexport { createConditionTimeline } from './condition/timeline'\nexport type { ConditionOptions, ConditionPhase, ConditionSample, ConditionTimeline } from './condition/timeline'\nexport { createCorpseLedger } from './corpses'\nexport type { CorpseEntry, CorpseLedger } from './corpses'\nexport * from './appearance'\nexport type { DamageCharacter } from './damage/damage-character'\nexport {\n ARSENAL_RULES,\n DAMAGE_PRESETS,\n DEFAULT_DAMAGE_RULES,\n ELENCO_RULES,\n PROTECTION_PRESETS,\n TEAM_GAME_CALIBERS,\n TEAM_GAME_CALIBER_KEYS,\n} from './damage/defaults'\nexport {\n PENETRATION_MODELS,\n PHYSICAL_PENETRATION,\n TEAM_GAME_PENETRATION,\n TORSO_RESISTANCE,\n energyKept,\n segmentResistance,\n teamGameCost,\n teamGameFalloff,\n} from './damage/penetration'\nexport { createRng, cutOf, penetrationForce, pointsFromEnergy, projectileOf, resolvePoints, spreadPoints } from './damage/points'\nexport { LAYERED_PROTECTION_CAP, layeredProtection, layersOn, protect } from './damage/protection'\nexport type { ProtectionOutcome } from './damage/protection'\nexport { penetrateLine } from './damage/line'\nexport type { LineHit, LineResult, LineShot, LineTarget, PenetrateLineParams } from './damage/line'\nexport { BLOOD_LITERS_PER_DROP, bleedRateAt } from './damage/bleeding'\nexport type { Bleeder } from './damage/bleeding'\nexport type {\n BallisticClass,\n BlastRules,\n BodyHit,\n CaliberEntry,\n DamageRules,\n DeathRule,\n HitReport,\n PenetrationModel,\n ProjectileInfo,\n ProtectionLayer,\n SegmentRuleId,\n SeverityRules,\n} from './damage/types'\nexport type {\n AgeGroup,\n BodyMultipliers,\n CharacterPack,\n CharacterPreset,\n CharacterSpec,\n CharactersOptions,\n CorpseOptions,\n DamageOptions,\n Detail,\n SegmentState,\n SegmentStatus,\n} from './types'\nexport * from './pose-clips'\n","{\n \"guide\": {\n \"heightMetres\": 1.8,\n \"shoulderWidthMetres\": 0.61,\n \"shoulderWidthWomanMetres\": 0.57,\n \"shoulderHeightMetres\": 1.475,\n \"headToHeight\": 0.1667\n },\n \"teamGame\": {\n \"source\": \"G 65336 J (shoulders +-0.24 m)\",\n \"joints\": {\n \"quadril\": [\n 0,\n 0.95,\n 0\n ],\n \"pescoco\": [\n 0,\n 1.52,\n 0\n ],\n \"ombroE\": [\n -0.24,\n 1.44,\n 0\n ],\n \"ombroD\": [\n 0.24,\n 1.44,\n 0\n ],\n \"cotoveloE\": [\n -0.27,\n 1.13,\n 0\n ],\n \"cotoveloD\": [\n 0.27,\n 1.13,\n 0\n ],\n \"coxaE\": [\n -0.1,\n 0.92,\n 0\n ],\n \"coxaD\": [\n 0.1,\n 0.92,\n 0\n ],\n \"joelhoE\": [\n -0.1,\n 0.5,\n 0\n ],\n \"joelhoD\": [\n 0.1,\n 0.5,\n 0\n ]\n },\n \"heightMetres\": 1.8\n },\n \"lodDistancesMetres\": [\n 18,\n 55\n ],\n \"triangleBudget\": {\n \"lod0\": 2500,\n \"lod1\": 800,\n \"lod2\": 250\n }\n}\n","import type { SegmentKind, Vec3 } from '@adatechnology/game-contracts'\n\nimport body from '../data/body.json'\n\n/** The 17 joints of a body: one per segment, the point the segment hangs from. */\nexport type JointId =\n | 'hip'\n | 'spine'\n | 'neck'\n | 'head'\n | 'jaw'\n | 'shoulderL'\n | 'shoulderR'\n | 'elbowL'\n | 'elbowR'\n | 'wristL'\n | 'wristR'\n | 'hipL'\n | 'hipR'\n | 'kneeL'\n | 'kneeR'\n | 'ankleL'\n | 'ankleR'\n\nexport const JOINT_IDS: readonly JointId[] = ['hip', 'spine', 'neck', 'head', 'jaw', 'shoulderL', 'shoulderR', 'elbowL', 'elbowR', 'wristL', 'wristR', 'hipL', 'hipR', 'kneeL', 'kneeR', 'ankleL', 'ankleR']\n\n/**\n * Proportions of a body: joint positions in metres for a body of `heightMetres`, standing, feet on y = 0, facing +z, left side on +x.\n * `segmentRadius` is the radius of the capsule a segment is hit through.\n */\nexport type BodySpec = {\n readonly id: string\n readonly heightMetres: number\n readonly joints: Readonly<Record<JointId, Vec3>>\n readonly segmentRadius: Readonly<Record<SegmentKind, number>>\n}\n\nconst SEGMENT_RADIUS: Readonly<Record<SegmentKind, number>> = {\n head: 0.1,\n jaw: 0.05,\n neck: 0.06,\n torso: 0.17,\n pelvis: 0.16,\n upperArm: 0.085,\n forearm: 0.065,\n hand: 0.05,\n thigh: 0.1,\n shin: 0.08,\n foot: 0.05,\n}\n\nconst { guide } = body\nconst shoulderX = guide.shoulderWidthMetres / 2\nconst shoulderY = guide.shoulderHeightMetres\n\n/** The Elenco style guide body (1.80 m, shoulders 0.61 m at 1.475 m, head about 1/6 of the height): the default. */\nexport const GUIDE: BodySpec = {\n id: 'guide',\n heightMetres: guide.heightMetres,\n joints: {\n hip: [0, 0.92, 0],\n spine: [0, 1.05, 0],\n neck: [0, 1.56, 0],\n head: [0, 1.64, 0],\n jaw: [0, 1.66, 0.06],\n shoulderL: [shoulderX, shoulderY, 0],\n shoulderR: [-shoulderX, shoulderY, 0],\n elbowL: [shoulderX, shoulderY - 0.31, 0],\n elbowR: [-shoulderX, shoulderY - 0.31, 0],\n wristL: [shoulderX, shoulderY - 0.61, 0],\n wristR: [-shoulderX, shoulderY - 0.61, 0],\n hipL: [0.105, 0.9, 0],\n hipR: [-0.105, 0.9, 0],\n kneeL: [0.105, 0.48, 0],\n kneeR: [-0.105, 0.48, 0],\n ankleL: [0.105, 0.1, 0],\n ankleR: [-0.105, 0.1, 0],\n },\n segmentRadius: SEGMENT_RADIUS,\n}\n\nconst J = body.teamGame.joints\nconst below = (point: readonly number[], drop: number): Vec3 => [point[0], point[1] - drop, point[2]]\n\n/**\n * The game's crowd body (G 65336 `J`, shoulders ±0.24 m), kept for the goldens of the instanced path. `J` has no spine, head, jaw, wrist or\n * ankle: spine and head sit on the hip and neck bones (bones 0 and 1 of the game), the wrist and ankle one forearm and one shin below.\n */\nexport const TEAM_GAME: BodySpec = {\n id: 'team-game',\n heightMetres: body.teamGame.heightMetres,\n joints: {\n hip: J.quadril as Vec3,\n spine: J.quadril as Vec3,\n neck: J.pescoco as Vec3,\n head: J.pescoco as Vec3,\n jaw: [0, J.pescoco[1] + 0.08, 0.06],\n shoulderL: J.ombroE as Vec3,\n shoulderR: J.ombroD as Vec3,\n elbowL: J.cotoveloE as Vec3,\n elbowR: J.cotoveloD as Vec3,\n wristL: below(J.cotoveloE, 0.3),\n wristR: below(J.cotoveloD, 0.3),\n hipL: J.coxaE as Vec3,\n hipR: J.coxaD as Vec3,\n kneeL: J.joelhoE as Vec3,\n kneeR: J.joelhoD as Vec3,\n ankleL: below(J.joelhoE, 0.42),\n ankleR: below(J.joelhoD, 0.42),\n },\n segmentRadius: SEGMENT_RADIUS,\n}\n\n/** A body spec from `base` (default `GUIDE`) with the given fields replaced; `joints` and `segmentRadius` merge key by key. */\nexport const createBodySpec = (patch: Partial<BodySpec> = {}, base: BodySpec = GUIDE): BodySpec => ({\n id: patch.id ?? base.id,\n heightMetres: patch.heightMetres ?? base.heightMetres,\n joints: { ...base.joints, ...patch.joints },\n segmentRadius: { ...base.segmentRadius, ...patch.segmentRadius },\n})\n","import type { CorpseOptions } from './types'\n\nexport type CorpseEntry<TData> = {\n /** Seconds since it fell. */\n age: number\n readonly data: TData\n}\n\nexport type CorpseLedger<TData> = {\n readonly entries: readonly CorpseEntry<TData>[]\n readonly count: number\n /** Adds a corpse; when the ledger is full the oldest one is replaced. Returns the replaced data, if any. */\n add(data: TData): TData | undefined\n /** Ages every corpse by `dt` seconds and removes the ones past their life (swap with the last, like the game). Returns the removed data. */\n update(dt: number): TData[]\n /** Takes one corpse away (eaten, searched and dragged off): the last one moves into its place, like the game's `CP`. Returns its data. */\n remove(index: number): TData | undefined\n clear(): void\n}\n\n/** The bodies left on the ground: capped (400) and gone after a lifetime (900 s); generic over what each one carries. */\nexport const createCorpseLedger = <TData>(options: CorpseOptions): CorpseLedger<TData> => {\n const entries: CorpseEntry<TData>[] = []\n return {\n entries,\n get count() {\n return entries.length\n },\n add(data) {\n if (entries.length < options.max) {\n entries.push({ age: 0, data })\n return undefined\n }\n let oldest = 0\n for (let index = 1; index < entries.length; index++) if ((entries[index] as CorpseEntry<TData>).age > (entries[oldest] as CorpseEntry<TData>).age) oldest = index\n const replaced = (entries[oldest] as CorpseEntry<TData>).data\n entries[oldest] = { age: 0, data }\n return replaced\n },\n update(dt) {\n const removed: TData[] = []\n for (let index = 0; index < entries.length; index++) {\n const entry = entries[index] as CorpseEntry<TData>\n entry.age += dt\n if (entry.age <= options.seconds) continue\n removed.push(entry.data)\n entries[index] = entries[entries.length - 1] as CorpseEntry<TData>\n entries.pop()\n index--\n }\n return removed\n },\n remove(index) {\n const entry = entries[index]\n if (!entry) return undefined\n entries[index] = entries[entries.length - 1] as CorpseEntry<TData>\n entries.pop()\n return entry.data\n },\n clear() {\n entries.length = 0\n },\n }\n}\n","import type { Vec3 } from './destruction'\n\n/**\n * The numbers of the shove a blast gives to a body that moves (a loose item, a piece of furniture, a person): all of them a game value, with a default that reads well in a room,\n * not a physical table. A host reads them once and lends them to the modules that move their own bodies (`ModuleHost.blastShove`).\n */\nexport interface BlastShoveOptions {\n /**\n * The share of the blast energy that reaches a body as motion: the speed at the centre is `sqrt(2 * energy * coupling / mass)`, before the falloff (default 0.02).\n */\n readonly coupling?: number\n /** Fastest a body is thrown, in m/s, at the centre of the blast (default 20). */\n readonly maxSpeed?: number\n /** How much of the push goes up: the direction is `(away, lift)` normalised from the horizontal outward direction (default 0.3). */\n readonly lift?: number\n /** Below this speed (m/s) nothing moves: a heavy thing far from a small blast stays where it is (default 0.3). */\n readonly minSpeed?: number\n /** Exponent of the falloff `(1 - distance / radius) ^ power`, the same as the damage of the destruction world (default 2). */\n readonly falloffPower?: number\n}\n\n/** The defaults of `BlastShoveOptions`. */\nexport const DEFAULT_BLAST_SHOVE: Readonly<Required<BlastShoveOptions>> = { coupling: 0.02, maxSpeed: 20, lift: 0.3, minSpeed: 0.3, falloffPower: 2 }\n\n/** A blast as the shove reads it: where, how much energy (J) and how far it reaches (m). `reach` (0..1) is the share that got through what stood in the way. */\nexport interface BlastSource {\n readonly point: Vec3\n readonly energy: number\n readonly radius: number\n readonly reach?: number\n}\n\n/** What a blast does to one body: how fast it leaves (m/s), the unit direction it leaves in, and how far from the centre it was. */\nexport interface BlastShove {\n readonly speed: number\n readonly direction: Vec3\n readonly distance: number\n /** The falloff applied, 0..1. */\n readonly falloff: number\n}\n\n/**\n * The shove a blast gives to a body of `mass` kg whose centre is at `position`: away from the centre, lifted a little, with the speed\n * `min(maxSpeed, sqrt(2 * energy * reach * coupling / mass)) * (1 - distance / radius) ^ 2`. Undefined when the body is outside the radius or the speed is under `minSpeed`.\n * The same rule moves the loose items and furniture of the test room and the people of the characters module, so a game that tunes the options tunes all of them.\n */\nexport function blastShove(blast: BlastSource, target: { readonly position: Vec3; readonly mass: number }, options: BlastShoveOptions = {}): BlastShove | undefined {\n const o = { ...DEFAULT_BLAST_SHOVE, ...options }\n const dx = target.position[0] - blast.point[0]\n const dy = target.position[1] - blast.point[1]\n const dz = target.position[2] - blast.point[2]\n const distance = Math.hypot(dx, dy, dz)\n if (!(blast.radius > 0) || distance > blast.radius) return undefined\n const falloff = (1 - distance / blast.radius) ** o.falloffPower\n const mass = Math.max(target.mass, 0.05)\n const speed = Math.min(o.maxSpeed, Math.sqrt((2 * blast.energy * (blast.reach ?? 1) * o.coupling) / mass)) * falloff\n if (!(speed >= o.minSpeed)) return undefined\n // straight above or below the centre there is no \"away\": the push goes up\n const direction: Vec3 = distance > 1e-4 ? [dx / distance, dy / distance + o.lift, dz / distance] : [0, 1, 0]\n const length = Math.hypot(direction[0], direction[1], direction[2])\n return { speed, direction: [direction[0] / length, direction[1] / length, direction[2] / length], distance, falloff }\n}\n","export interface CostOptions {\n /** Reads of `state()` and of `describe()` to time. Default 10 000. */\n reads?: number\n /** Ceiling, in milliseconds, for all the reads of one method. Default 50 (5 microseconds per read). */\n ceilingMs?: number\n /** Ceiling of heap growth, in bytes, over all the reads of one method (only where `process.memoryUsage` exists). Default 1 MiB. */\n allocationBytes?: number\n}\n\nconst DEFAULT_COST_READS = 10_000\nconst DEFAULT_COST_CEILING_MS = 50\nconst DEFAULT_COST_ALLOCATION_BYTES = 1024 * 1024\n\nconst heapUsedBytes = (): number | undefined => {\n const nodeProcess = (globalThis as { process?: { memoryUsage?: () => { heapUsed: number } } }).process\n return nodeProcess?.memoryUsage?.().heapUsed\n}\n\ntype CheckReadCostParams = { readonly name: string; readonly read: () => unknown; readonly options: CostOptions; readonly problems: string[] }\n\nexport const checkReadCost = ({ name, read, options, problems }: CheckReadCostParams): void => {\n const reads = options.reads ?? DEFAULT_COST_READS\n const ceilingMs = options.ceilingMs ?? DEFAULT_COST_CEILING_MS\n const allocationBytes = options.allocationBytes ?? DEFAULT_COST_ALLOCATION_BYTES\n if (read() !== read()) problems.push(`${name}() returns a new object on each read: cache it between changes (cost contract)`)\n // a first pass lets the engine compile and optimise the loop: that code and its feedback are heap too, and would read as the method allocating\n for (let i = 0; i < reads; i++) read()\n const heapBefore = heapUsedBytes()\n const started = performance.now()\n for (let i = 0; i < reads; i++) read()\n const elapsedMs = performance.now() - started\n const heapAfter = heapUsedBytes()\n if (elapsedMs > ceilingMs) problems.push(`${name}() took ${elapsedMs.toFixed(1)} ms for ${reads} reads, over the ${ceilingMs} ms ceiling (cost contract)`)\n if (heapBefore !== undefined && heapAfter !== undefined && heapAfter - heapBefore > allocationBytes)\n problems.push(`${name}() grew the heap by ${heapAfter - heapBefore} bytes over ${reads} reads, over the ${allocationBytes} byte ceiling (cost contract)`)\n}\n","import { checkReadCost } from './impact-cost'\nimport type { CostOptions } from './impact-cost'\nimport type { DamageType, DestructibleSpec, DestructionEvent, Hit, JointSpec, ObjectState, ToolKind, Vec3 } from './destruction'\n\n/**\n * What a game module implements for an object whose behaviour it owns (a vehicle with its own panel deformation, a creature, a machine). The\n * world (`DestructionWorld.register`) hosts it next to its own objects: raycast, shoot, explode, hit, disassemble, extinguish, update, state,\n * reset and `on` all route to it.\n *\n * Space: the impl receives hits in WORLD space and returns events in WORLD space (it owns its transform; the transform given to `register` or\n * `setTransform` is only used by the world for raycasts and blast range). Every event must carry `object === id` and name parts listed by\n * `describe()`.\n */\n/** World-space ray for `DestructibleImpl.surfaceRay`. */\nexport interface SurfaceRay {\n readonly origin: Vec3\n readonly direction: Vec3\n readonly maxDistance: number\n ignored?(part: string): boolean\n}\n\nexport interface SurfaceRayHit {\n readonly part: string\n readonly point: Vec3\n readonly normal: Vec3\n readonly distance: number\n /** Thickness the ray crosses in this part, metres. */\n readonly pathLen: number\n}\n\nexport interface DestructibleImpl {\n readonly id: string\n readonly name?: string\n /**\n * Parts, joints and structure in the impl's local space, for raycast, inspector and log.\n * COST CONTRACT (D8): called per frame by the renderer, so it is O(1), allocation-free and cached between changes: the same object comes\n * back until a hit, tool, fire or pose change alters it. `checkDestructible(impl, { cost: true })` measures it.\n */\n describe(): DestructibleSpec\n /** Apply one hit (see `IMPACT_CONTRACT` for the fields per type) and return the events it caused. */\n hit(hit: Hit): DestructionEvent[]\n /**\n * The real surface a ray meets, for an impl whose drawn shape is not its boxes (a car body): the boxes of `describe()` only say where to look, and a shot that crosses\n * them without touching the drawn surface goes on. `ignored` answers for the parts the round already went through. Null when the ray meets nothing.\n */\n surfaceRay?(ray: SurfaceRay): SurfaceRayHit | null\n /** Advance fire, melting, collapse and other timed behaviour. */\n update?(dt: number): DestructionEvent[]\n /**\n * COST CONTRACT (D8): the host reads it per part per frame, so it is O(1), allocation-free and cached between changes (see `describe()`).\n * The cached object is shared with every reader: treat it as read-only, copy before changing it.\n */\n state(): Readonly<ObjectState>\n reset?(): void\n /** The world took the object out (`DestructionWorld.remove`): the impl lets go of what it joined (shared queues, listeners). */\n dispose?(): void\n /** Same contract as `DestructionWorld.disassemble`: progress 0..1, or -1 when the tool cannot undo the joint. */\n disassemble?(jointId: string, tool: ToolKind, dt: number): number\n extinguish?(partId?: string): void\n /** Optional: an animation moved a part; `position` / `rotation` (Euler XYZ, radians) are object-local. Keep raycast and hit shapes in sync. */\n setPartPose?(partId: string, position: Vec3, rotation?: Vec3): void\n /** Plain JSON of the impl's own state, stored in `DestructionSnapshot.impls`. */\n serialize?(): unknown\n load?(data: unknown): void\n}\n\n/** The fields a weapon or hazard must put in a `Hit`, per damage type. THE impact contract. */\nexport interface ImpactContract {\n required: string[]\n optional: string[]\n note: string\n}\n\nexport const IMPACT_CONTRACT: Record<DamageType, ImpactContract> = {\n ballistic: { required: ['type', 'point', 'direction', 'energy', 'caliber'], optional: ['space', 'source'], note: 'bullets and pellets: joules and diameter in millimetres' },\n blunt: { required: ['type', 'point', 'energy'], optional: ['direction', 'radius', 'space', 'source'], note: 'contact radius in metres (default 3 cm)' },\n slash: { required: ['type', 'point', 'energy'], optional: ['direction', 'radius', 'space', 'source'], note: 'axes, knives, machetes' },\n explosive: { required: ['type', 'point', 'energy', 'radius'], optional: ['lethalRadius', 'space', 'source'], note: 'point is the centre of the blast, radius the range in metres' },\n fire: { required: ['type', 'point', 'temperature', 'radius'], optional: ['duration', 'space', 'source'], note: 'flame temperature in °C; duration in seconds (call every frame with `dt`)' },\n heat: { required: ['type', 'point', 'temperature', 'radius'], optional: ['duration', 'space', 'source'], note: 'heat without flame (cutting torch, hot plate)' },\n}\n\n/** Problems with a hit according to the impact contract (empty when it is valid). */\nexport const checkHit = (hit: Hit): string[] => {\n const c = IMPACT_CONTRACT[hit.type]\n if (!c) return [`unknown damage type \"${String(hit.type)}\"`]\n const out: string[] = []\n for (const f of c.required) {\n const v = (hit as unknown as Record<string, unknown>)[f]\n if (v === undefined || (Array.isArray(v) ? v.some((n) => !Number.isFinite(n)) : typeof v === 'number' && !Number.isFinite(v))) out.push(`${hit.type} hit needs \"${f}\"`)\n }\n return out\n}\n\nexport interface CheckOptions {\n /**\n * Ids of every material the impl may use (the contracts package does not know the materials of your world: pass the ids of\n * `world.materials`, or the built-in plus your own). When omitted, the material check is skipped.\n */\n materials?: Iterable<string>\n /** Opt-in cost measurement (D8): `true` for the defaults, or the limits to use. */\n cost?: boolean | CostOptions\n}\n\nconst finiteJson = (v: unknown, path: string, out: string[]) => {\n if (typeof v === 'number') {\n if (!Number.isFinite(v)) out.push(`${path} is not a finite number`)\n } else if (Array.isArray(v)) v.forEach((x, i) => finiteJson(x, `${path}[${i}]`, out))\n else if (v && typeof v === 'object') for (const [k, x] of Object.entries(v)) finiteJson(x, `${path}.${k}`, out)\n else if (typeof v === 'function' || typeof v === 'symbol' || typeof v === 'bigint') out.push(`${path} is not JSON`)\n}\n\n/**\n * Contract checker for the test room (it needs no world): `describe()` is valid, a 500 J ballistic hit at a part centre returns well-formed events of this impl, `state()`\n * matches `describe()`, hit points never go negative, `update(0.016)` returns an array and every event is JSON-serializable. It hits the impl\n * (and calls `reset()` afterwards when there is one). With `options.cost` it also times `state()` and `describe()` (the cost contract of D8).\n */\nexport const checkDestructible = (impl: DestructibleImpl, options: CheckOptions = {}): { ok: boolean; problems: string[] } => {\n const problems: string[] = []\n const known = options.materials ? new Set(options.materials) : null\n let spec: DestructibleSpec | undefined\n try {\n spec = impl.describe()\n } catch (e) {\n return { ok: false, problems: [`describe() threw: ${String(e)}`] }\n }\n if (!spec || !Array.isArray(spec.parts) || spec.parts.length === 0) return { ok: false, problems: ['describe() must return at least one part'] }\n const ids = new Set<string>()\n for (const p of spec.parts) {\n if (ids.has(p.id)) problems.push(`duplicate part id \"${p.id}\"`)\n ids.add(p.id)\n if (known && !known.has(p.material)) problems.push(`part \"${p.id}\" has unknown material \"${p.material}\"`)\n if (!p.shape || !['box', 'cylinder', 'sphere'].includes(p.shape.kind)) problems.push(`part \"${p.id}\" has no valid shape`)\n if (!Array.isArray(p.position) || p.position.length !== 3) problems.push(`part \"${p.id}\" has no position`)\n }\n const jointIds = new Set<string>()\n for (const j of (spec.joints ?? []) as JointSpec[]) {\n if (!ids.has(j.a) || !ids.has(j.b)) problems.push(`joint \"${j.id ?? `${j.a}~${j.b}`}\" references an unknown part`)\n const jid = j.id ?? `${j.a}~${j.b}`\n if (jointIds.has(jid)) problems.push(`duplicate joint id \"${jid}\"`)\n jointIds.add(jid)\n }\n const checkState = (label: string) => {\n let st: ObjectState\n try {\n st = impl.state()\n } catch (e) {\n problems.push(`state() threw ${label}: ${String(e)}`)\n return\n }\n const sids = st.parts.map((p) => p.id).sort().join(',')\n if (sids !== [...ids].sort().join(',')) problems.push(`state() part ids do not match describe() ${label}`)\n for (const p of st.parts) if (!(p.hp >= 0)) problems.push(`part \"${p.id}\" has negative or invalid hp ${label}`)\n }\n const checkEvents = (events: unknown, label: string) => {\n if (!Array.isArray(events)) {\n problems.push(`${label} must return an array`)\n return\n }\n const evs = events as DestructionEvent[]\n evs.forEach((e, i) => {\n if (e.object !== impl.id) problems.push(`${label} event ${i} (${e.type}) has object \"${String(e.object)}\", expected \"${impl.id}\"`)\n const part = (e as { part?: string }).part\n if (part !== undefined && !ids.has(part)) problems.push(`${label} event ${i} (${e.type}) names unknown part \"${part}\"`)\n })\n const bad: string[] = []\n finiteJson(evs, 'events', bad)\n problems.push(...bad.map((b) => `${label}: ${b}`))\n try {\n const s = JSON.stringify(evs)\n if (JSON.stringify(JSON.parse(s)) !== s) problems.push(`${label} events do not survive a JSON round trip`)\n } catch (e) {\n problems.push(`${label} events are not JSON-serializable: ${String(e)}`)\n }\n }\n checkState('before the hit')\n const target = spec.parts[0]\n try {\n const hit: Hit = { type: 'ballistic', point: [target.position[0], target.position[1], target.position[2]], direction: [0, 0, -1], energy: 500, caliber: 9 }\n checkEvents(impl.hit(hit), 'hit()')\n } catch (e) {\n problems.push(`hit() threw: ${String(e)}`)\n }\n checkState('after the hit')\n if (impl.update) {\n try {\n checkEvents(impl.update(0.016), 'update()')\n } catch (e) {\n problems.push(`update() threw: ${String(e)}`)\n }\n checkState('after update')\n }\n try {\n impl.reset?.()\n } catch (e) {\n problems.push(`reset() threw: ${String(e)}`)\n }\n if (options.cost) {\n const cost = options.cost === true ? {} : options.cost\n try {\n checkReadCost({ name: 'state', read: () => impl.state(), options: cost, problems })\n checkReadCost({ name: 'describe', read: () => impl.describe(), options: cost, problems })\n } catch (e) {\n problems.push(`cost measurement threw: ${String(e)}`)\n }\n }\n return { ok: problems.length === 0, problems }\n}\n","/** The slots of a body an item can cover (the item slot vocabulary: game-items imports it from here). */\nexport type BodySlot = 'head' | 'eyes' | 'torso' | 'arms' | 'hands' | 'legs' | 'feet' | 'over'\n\n/** The 11 segments of the detailed body model (the Arsenal ids). */\nexport type SegmentKind = 'head' | 'jaw' | 'neck' | 'torso' | 'pelvis' | 'upperArm' | 'forearm' | 'hand' | 'thigh' | 'shin' | 'foot'\n\n/** The 6 regions of the crowd model (the game regions 0..5). */\nexport type BodyRegion = 'head' | 'torso' | 'armL' | 'armR' | 'legL' | 'legR'\n\n/** Bits of the `missing` mask of a body. The instanced body shader reads them, so the values are part of the contract. */\nexport const MISSING_BITS = {\n head: 1,\n armL: 2,\n armR: 4,\n legL: 8,\n legR: 16,\n armLBroken: 32,\n armRBroken: 64,\n legLBroken: 128,\n legRBroken: 256,\n jaw: 512,\n} as const\n","import type { DestructibleSpec, PartSpec } from './destruction'\n\nexport interface CheckSpecOptions {\n /** Known material ids. When given, every part's material must be one of them. */\n materials?: Iterable<string>\n}\n\nexport interface SpecReport {\n /** False when there is at least one problem (warnings do not count). */\n ok: boolean\n problems: string[]\n /** Things that are legal but probably wrong, e.g. structural parts that cannot reach an anchored part. */\n warnings: string[]\n}\n\nconst STRUCTURE_ROLES = ['foundation', 'column', 'beam', 'slab', 'wall', 'partition', 'roof', 'stair', 'none']\nconst BEARS = [true, false, 'a_on_b', 'b_on_a']\n\nconst finite = (n: unknown): n is number => typeof n === 'number' && Number.isFinite(n)\nconst positive = (n: unknown): boolean => finite(n) && n > 0\nconst vec3 = (v: unknown): boolean => Array.isArray(v) && v.length === 3 && v.every(finite)\nconst nonNegative = (n: unknown): boolean => n === undefined || (finite(n) && n >= 0)\n\nconst FACES = ['both', '+', '-']\nconst BONDS = ['running', 'stack']\n\n/** Layers, reinforcement, units and breach: known materials, finite positive sizes. */\nconst checkStagedFields = (p: PartSpec | undefined, label: string, materials: Set<string> | null, problems: string[]): void => {\n const known = (m: unknown, what: string): void => {\n if (materials && !materials.has(m as string)) problems.push(`${label} ${what} has unknown material \"${String(m)}\"`)\n }\n ;(p?.layers ?? []).forEach((l, i) => {\n known(l?.material, `layer ${i}`)\n if (!positive(l?.thickness)) problems.push(`${label} layer ${i} thickness must be finite and positive`)\n if (!FACES.includes(l?.faces)) problems.push(`${label} layer ${i} has an invalid faces \"${String(l?.faces)}\"`)\n })\n const r = p?.reinforcement\n if (r) {\n known(r.material, 'reinforcement')\n if (!positive(r.spacing) || !positive(r.diameter)) problems.push(`${label} reinforcement spacing and diameter must be finite and positive`)\n if (r.residualCapacity !== undefined && !(finite(r.residualCapacity) && r.residualCapacity >= 0 && r.residualCapacity <= 1)) problems.push(`${label} reinforcement residualCapacity must be between 0 and 1`)\n }\n const u = p?.units\n if (u) {\n known(u.mortar, 'units mortar')\n if (!vec3(u.size) || !u.size.every(positive)) problems.push(`${label} units size must be three finite positive numbers`)\n if (!BONDS.includes(u.bond)) problems.push(`${label} units has an invalid bond \"${String(u.bond)}\"`)\n }\n if (p?.breach && p.breach.area !== undefined && !positive(p.breach.area)) problems.push(`${label} breach area must be finite and positive`)\n}\n\n/**\n * Static checks on a `DestructibleSpec` (no world needed), for items that give a `spec` instead of an `impl`: unique part ids, known materials\n * (when `options.materials` is given), joints that reference existing, different parts, finite positive sizes, non-negative mass / hp / capacity,\n * valid structure roles and `bears` directions. A structural part with no path of joints to an anchored part is a warning, not a problem: it\n * is allowed, it just falls.\n */\nexport const checkSpec = (spec: DestructibleSpec, options: CheckSpecOptions = {}): SpecReport => {\n const problems: string[] = []\n const warnings: string[] = []\n const materials = options.materials ? new Set(options.materials) : null\n const parts = Array.isArray(spec?.parts) ? spec.parts : []\n if (!Array.isArray(spec?.parts) || parts.length === 0) problems.push('the spec needs at least one part')\n const ids = new Set<string>()\n for (const p of parts) {\n const id = String(p?.id ?? '')\n const label = `part \"${id}\"`\n if (id === '') problems.push('a part has no id')\n else if (ids.has(id)) problems.push(`duplicate part id \"${id}\"`)\n ids.add(id)\n if (materials && !materials.has(p?.material)) problems.push(`${label} has unknown material \"${String(p?.material)}\"`)\n else if (typeof p?.material !== 'string' || p.material === '') problems.push(`${label} needs a material`)\n const s = p?.shape\n if (s?.kind === 'box') {\n if (!Array.isArray(s.size) || s.size.length !== 3 || !s.size.every(positive)) problems.push(`${label} box size must be three finite positive numbers`)\n } else if (s?.kind === 'cylinder') {\n if (!positive(s.radius) || !positive(s.height)) problems.push(`${label} cylinder radius and height must be finite and positive`)\n } else if (s?.kind === 'sphere') {\n if (!positive(s.radius)) problems.push(`${label} sphere radius must be finite and positive`)\n } else problems.push(`${label} has an unknown shape`)\n if (!vec3(p?.position)) problems.push(`${label} needs a finite position [x, y, z]`)\n if (p?.rotation !== undefined && !vec3(p.rotation)) problems.push(`${label} has an invalid rotation`)\n for (const f of ['mass', 'hp', 'thickness'] as const) if (!nonNegative(p?.[f])) problems.push(`${label} ${f} must be a finite number >= 0`)\n if (p?.fill !== undefined && !(finite(p.fill) && p.fill >= 0 && p.fill <= 1)) problems.push(`${label} fill must be between 0 and 1`)\n if (p?.structure) {\n if (!STRUCTURE_ROLES.includes(p.structure.role)) problems.push(`${label} has an invalid structure role \"${String(p.structure.role)}\"`)\n if (!nonNegative(p.structure.capacity)) problems.push(`${label} structure capacity must be a finite number >= 0`)\n }\n if (p?.contains && !nonNegative(p.contains.liters)) problems.push(`${label} contains.liters must be a finite number >= 0`)\n checkStagedFields(p, label, materials, problems)\n }\n\n const jointIds = new Set<string>()\n const edges: Array<[string, string]> = []\n for (const j of spec?.joints ?? []) {\n const id = j.id ?? `${j.a}~${j.b}`\n const label = `joint \"${id}\"`\n if (jointIds.has(id)) problems.push(`duplicate joint id \"${id}\"`)\n jointIds.add(id)\n if (!ids.has(j.a)) problems.push(`${label} references unknown part \"${String(j.a)}\"`)\n if (!ids.has(j.b)) problems.push(`${label} references unknown part \"${String(j.b)}\"`)\n if (j.a === j.b) problems.push(`${label} joins part \"${String(j.a)}\" to itself`)\n if (j.bears !== undefined && !BEARS.includes(j.bears)) problems.push(`${label} has an invalid bears \"${String(j.bears)}\"`)\n if (!nonNegative(j.strength)) problems.push(`${label} strength must be a finite number >= 0`)\n if (!nonNegative(j.seconds)) problems.push(`${label} seconds must be a finite number >= 0`)\n if (j.bears !== false && ids.has(j.a) && ids.has(j.b) && j.a !== j.b) edges.push([j.a, j.b])\n }\n\n // structural parts must reach an anchored part over the joints (only when the spec lists its joints: otherwise they are inferred later)\n const structural = parts.filter((p) => p?.structure && p.structure.role !== 'none')\n if (structural.length && spec.joints) {\n const anchored = parts.filter((p) => p.anchored || p.structure?.role === 'foundation').map((p) => p.id)\n const adj = new Map<string, string[]>()\n for (const [a, b] of edges) {\n adj.set(a, [...(adj.get(a) ?? []), b])\n adj.set(b, [...(adj.get(b) ?? []), a])\n }\n const seen = new Set(anchored)\n const queue = [...anchored]\n while (queue.length) {\n for (const n of adj.get(queue.pop()!) ?? []) {\n if (seen.has(n)) continue\n seen.add(n)\n queue.push(n)\n }\n }\n const lost = structural.filter((p) => !seen.has(p.id)).map((p) => p.id)\n if (lost.length) warnings.push(`structural part(s) ${lost.map((i) => `\"${i}\"`).join(', ')} cannot reach an anchored part, so they will fall`)\n }\n return { ok: problems.length === 0, problems, warnings }\n}\n","import type { BallisticExtras, Hit, HitIgnition, Vec3 } from './destruction'\n\n/**\n * A ballistic shot (one per pellet) as a weapon module produces it. Plain data: any damage model can consume it (`shotToHit` makes the `Hit`).\n */\nexport interface Shot {\n origin: Vec3\n /** Unit vector. */\n direction: Vec3\n /** Muzzle energy in joules. */\n energy: number\n /** Bullet diameter in millimetres. */\n caliber: number\n /** snake_case calibre id, e.g. `9x19`. */\n caliberId: string\n /** Muzzle speed in m/s. */\n speed: number\n /** Projectile mass in grams (one pellet for a shotgun load). */\n mass?: number\n /** Energy at a distance in metres, with the calibre's drag. */\n energyAt(distance: number): number\n pellet: number\n /** snake_case weapon id. */\n weapon: string\n source?: string\n /** Kind of the round that was loaded (`fmj`, `hp`, `ap`, `buck`, `slug`, `incendiary`, `tracer`...). */\n ammo?: string\n /** Millimetres of steel, concrete, brick and wood the round goes through at the muzzle (the ammo table of the weapons module). `shotToHit` scales it by the energy left. */\n penetration?: Readonly<Record<string, number>>\n incendiary?: boolean\n tracer?: boolean\n /** Chances that the round lights flammable vapour or fuel. */\n ignition?: HitIgnition\n}\n\n/**\n * The fields of the round that a damage model takes besides the geometry: the penetration by material scaled by the energy that is left at `distance`\n * (linear in the energy: half the energy goes through half as much), the incendiary and tracer flags and the ignition chances. Pass it as the sixth\n * argument of `DestructionWorld.shoot` or spread it in a `Hit`.\n */\nexport const shotExtras = (shot: Shot, distance = 0): BallisticExtras => {\n const out: { -readonly [K in keyof BallisticExtras]: BallisticExtras[K] } = {}\n if (shot.penetration) {\n const k = shot.energy > 0 ? Math.min(1, Math.max(0, shot.energyAt(distance) / shot.energy)) : 1\n const scaled: Record<string, number> = {}\n for (const key of Object.keys(shot.penetration)) scaled[key] = shot.penetration[key]! * k\n out.penetration = scaled\n }\n if (shot.incendiary) out.incendiary = true\n if (shot.tracer) out.tracer = true\n if (shot.ignition) out.ignition = { spark: shot.ignition.spark, flame: shot.ignition.flame }\n return out\n}\n\n/** One use of a non-firearm (melee swing, flame tick, heat tick, throw, tool tick, extinguisher tick). */\nexport type Use =\n | { kind: 'melee'; damage: 'blunt' | 'slash'; energy: number; radius: number; reach: number; origin: Vec3; direction: Vec3 }\n | { kind: 'flame'; temperature: number; radius: number; range: number; cone: boolean; duration: number; origin: Vec3; direction: Vec3 }\n | { kind: 'heat'; temperature: number; radius: number; range: number; duration: number; origin: Vec3; direction: Vec3 }\n | {\n kind: 'throw'\n energy: number\n radius: number\n fuse: number\n velocity: Vec3\n origin: Vec3\n fire?: { temperature: number; radius: number; seconds: number }\n /** Explosive id (`m67`, `molotov`, `pg7v`...): the host looks the numbers up in the arsenal. Absent on a plain thrown object. */\n explosive?: string\n /** What sets it off: `timer` after `fuse` seconds, `impact` on the first hit once armed. */\n trigger?: 'timer' | 'impact'\n /** Metres the projectile must fly before an impact sets it off; closer, it hits without exploding (rocket launchers). */\n armDistance?: number\n /** Radius in metres of the wounding area (`radius` is the lethal one). */\n injuryRadius?: number\n /** Seconds the blast stuns whoever is inside the injury radius (flashbang). */\n stunSeconds?: number\n /** Seconds the thrower held it after pulling the pin: `fuse` is what was left of the full fuse when it left the hand. */\n cooked?: number\n /** Went off in the thrower's hand (held past the fuse): no velocity, `fuse` is 0 and the blast is at `origin`. */\n inHand?: boolean\n }\n /** An explosive set down where the trigger is pulled (mine, C4, charge): it waits for its trigger instead of flying. */\n | {\n kind: 'place'\n explosive: string\n /** `wire`: something trips it; `remote`: the player fires it; `timer`: after `fuse` seconds. */\n triggers: readonly ('timer' | 'wire' | 'remote')[]\n energy: number\n /** Lethal radius in metres. */\n radius: number\n injuryRadius: number\n /** Cone the blast goes through, in front of `direction` (mine); absent for a blast in every direction. */\n cone?: { halfAngleDeg: number; length: number }\n /** The wire a `wire` charge stretches from where it is set down: metres out, degrees from its facing (counter-clockwise from above) and metres above it. */\n tripwire?: { length: number; angleDeg: number; height: number }\n fuse?: number\n origin: Vec3\n direction: Vec3\n }\n /** The blast behind a rocket launcher: dangerous inside `radius` metres, in the cone around `direction` (pointing away from the target). */\n | { kind: 'backblast'; radius: number; halfAngleDeg: number; origin: Vec3; direction: Vec3 }\n | { kind: 'tool'; tool: string; reach: number; duration: number; origin: Vec3; direction: Vec3 }\n | { kind: 'extinguish'; range: number; coolC: number; duration: number; origin: Vec3; direction: Vec3 }\n | { kind: 'hand'; reach: number; origin: Vec3; direction: Vec3 }\n\n/**\n * The `Hit` a ballistic shot makes at `point` (world space): the energy is what is left of the shot at that distance from its origin\n * (`shot.energyAt`), the direction and calibre come from the shot. `normal` (the surface normal at the point, when the caller knows it) does not\n * change the hit; it is accepted so that callers can pass what their raycast returned and so that a stricter implementation could use it.\n */\nexport const shotToHit = (shot: Shot, point: Vec3, normal?: Vec3): Hit => {\n void normal\n const dx = point[0] - shot.origin[0]\n const dy = point[1] - shot.origin[1]\n const dz = point[2] - shot.origin[2]\n const distance = Math.hypot(dx, dy, dz)\n return {\n type: 'ballistic',\n point: [point[0], point[1], point[2]],\n direction: [shot.direction[0], shot.direction[1], shot.direction[2]],\n energy: shot.energyAt(distance),\n caliber: shot.caliber,\n ...(shot.mass === undefined ? {} : { mass: shot.mass }),\n ...shotExtras(shot, distance),\n source: shot.source ?? shot.weapon,\n }\n}\n\n/**\n * The `Hit` a non-firearm `Use` makes at `point` (world space), or `null` for uses that do not damage by themselves.\n *\n * - `melee` -> `blunt` / `slash` with the swing's `energy`, contact `radius` and `direction`;\n * - `flame` -> `fire` and `heat` -> `heat`, with `temperature`, `duration` and a contact radius of at most 0.3 m (one ray of the cone);\n * - `throw` -> the blast (`explosive`, `energy`, `radius`, centred on `point`, the place it detonates). A thrown item with no blast energy but\n * a `fire` patch (a molotov) gives that patch as a `fire` hit (`temperature`, `radius`, `seconds` as `duration`). No energy and no fire -> `null`;\n * - `tool`, `extinguish` and `hand` -> `null` (tools work on joints, the extinguisher cools, the hand only grabs).\n *\n * `normal` does not change the hit (same as `shotToHit`).\n */\nexport const useToHit = (use: Use, point: Vec3, normal?: Vec3): Hit | null => {\n void normal\n const p: Vec3 = [point[0], point[1], point[2]]\n switch (use.kind) {\n case 'melee':\n return { type: use.damage, point: p, direction: [use.direction[0], use.direction[1], use.direction[2]], energy: use.energy, radius: use.radius }\n case 'flame':\n case 'heat':\n return {\n type: use.kind === 'flame' ? 'fire' : 'heat',\n point: p,\n direction: [use.direction[0], use.direction[1], use.direction[2]],\n temperature: use.temperature,\n radius: Math.min(use.radius, 0.3),\n duration: use.duration,\n }\n case 'throw':\n if (use.energy > 0) return { type: 'explosive', point: p, energy: use.energy, radius: use.radius }\n if (use.fire) return { type: 'fire', point: p, temperature: use.fire.temperature, radius: use.fire.radius, duration: use.fire.seconds }\n return null\n default:\n return null\n }\n}\n","import type { Hit } from './destruction'\n\n/**\n * How a container of flammable fluid (a fuel tank, a jerrycan, a gas bottle) is set alight by what hits it. A normal bullet that goes through only\n * makes a leak; the leak lights when something supplies a flame: a spark of a hard round on metal, an incendiary or tracer round, a fire nearby\n * or a blast. These are the numbers of the target side; the numbers of the round (core, jacket, incendiary, tracer) are in the weapons module\n * (`rules.ignition` of `@adatechnology/game-weapons`) and reach the target in `Hit.ignition`. Every number is a default to be changed per game.\n */\nexport interface IgnitionRules {\n /**\n * How much of the spark and of the flame of a round reaches the vapour, by how full the container is: points `[filled, factor]`, `filled` 0..1\n * (litres over capacity), `factor` 0..1, linear between points. A full container holds a mixture too rich to burn (the vapour has no air) and\n * mostly leaks; a nearly empty one holds the vapour/air mixture of a flammable range and lights the easiest; a dry one has little vapour left.\n * Default: 0.6 empty, 1 at 10 percent, 0.6 at 35, 0.3 at 65, 0.15 at 90 and 0.12 full.\n */\n fillCurve: ReadonlyArray<readonly [number, number]>\n /** 0..1: how much of the fill factor also weighs on the flame of an incendiary or tracer (1: as much as on a spark; 0: not at all). Default 0.5. */\n flameFillInfluence: number\n /** Chance of the flame of a round that is flagged `incendiary` or `tracer` but carries no `ignition` numbers (a host that passes only the flags). */\n flameDefaults: { incendiary: number; tracer: number }\n /**\n * What a spark needs to strike: a factor 0..1 by material id of the struck part. A material that is not listed but is metal takes\n * `sparkMetalDefault`; a part that is not metal never sparks. Default: steel and iron 1, aluminium 0.25.\n */\n sparkTarget: Readonly<Record<string, number>>\n sparkMetalDefault: number\n /**\n * Factor 0..1 on the spark by fluid (default 1): diesel has a flash point of 52 degrees C and more, so a spark that lights petrol vapour does\n * not light it (a flame does). Default: diesel 0.15.\n */\n sparkFluid: Readonly<Record<string, number>>\n /** A leaking container of flammable fluid within `radius` metres of a burning part or a burning fuel stain lights at `chancePerSecond`. */\n fireNear: { radius: number; chancePerSecond: number }\n}\n\n/** Defaults of `IgnitionRules`. */\nexport const DEFAULT_IGNITION_RULES: IgnitionRules = {\n fillCurve: [\n [0, 0.6],\n [0.1, 1],\n [0.35, 0.6],\n [0.65, 0.3],\n [0.9, 0.15],\n [1, 0.12],\n ],\n flameFillInfluence: 0.5,\n flameDefaults: { incendiary: 0.7, tracer: 0.2 },\n sparkTarget: { steel: 1, iron: 1, aluminium: 0.25 },\n sparkMetalDefault: 0.5,\n sparkFluid: { diesel: 0.15 },\n fireNear: { radius: 1.5, chancePerSecond: 0.5 },\n}\n\n/** Merges a partial `IgnitionRules` over the defaults (an object is merged one level deep). */\nexport const resolveIgnitionRules = (rules?: Partial<IgnitionRules>): IgnitionRules => ({\n ...DEFAULT_IGNITION_RULES,\n ...rules,\n flameDefaults: { ...DEFAULT_IGNITION_RULES.flameDefaults, ...rules?.flameDefaults },\n sparkTarget: { ...DEFAULT_IGNITION_RULES.sparkTarget, ...rules?.sparkTarget },\n sparkFluid: { ...DEFAULT_IGNITION_RULES.sparkFluid, ...rules?.sparkFluid },\n fireNear: { ...DEFAULT_IGNITION_RULES.fireNear, ...rules?.fireNear },\n})\n\n/** Linear interpolation of the fill curve at `fill` (0..1); outside the points it keeps the first or the last. */\nexport const fillFactor = (fill: number, curve: IgnitionRules['fillCurve'] = DEFAULT_IGNITION_RULES.fillCurve): number => {\n if (curve.length === 0) return 1\n const f = Math.min(1, Math.max(0, fill))\n if (f <= curve[0]![0]) return curve[0]![1]\n for (let i = 1; i < curve.length; i++) {\n const [x1, y1] = curve[i]!\n const [x0, y0] = curve[i - 1]!\n if (f <= x1) return x1 === x0 ? y1 : y0 + ((y1 - y0) * (f - x0)) / (x1 - x0)\n }\n return curve[curve.length - 1]![1]\n}\n\n/** The factor of what a spark strikes: 0 when the struck part is not metal. */\nexport const sparkTargetFactor = (materialId: string, metal: boolean, rules: IgnitionRules = DEFAULT_IGNITION_RULES): number =>\n !metal ? 0 : rules.sparkTarget[materialId] ?? rules.sparkMetalDefault\n\n/**\n * Chance that one round that went through the wall of a container lights the fluid that leaks: the spark (only on metal) and the flame (any\n * wall), each weighed by the fill of the container; the two are independent. 0 when the round carries nothing (`Hit.ignition` absent and not\n * flagged `incendiary` or `tracer`): a plain bullet on a plain wall only leaks.\n */\nexport const ignitionChance = (hit: Pick<Hit, 'incendiary' | 'tracer' | 'ignition'>, target: { sparkTarget: number; fill: number; fluid?: string }, rules: IgnitionRules = DEFAULT_IGNITION_RULES): number => {\n const k = fillFactor(target.fill, rules.fillCurve)\n const spark = (hit.ignition?.spark ?? 0) * target.sparkTarget * (target.fluid === undefined ? 1 : rules.sparkFluid[target.fluid] ?? 1) * k\n const flameBase = hit.ignition?.flame ?? Math.max(hit.incendiary ? rules.flameDefaults.incendiary : 0, hit.tracer ? rules.flameDefaults.tracer : 0)\n const flame = flameBase * (1 - rules.flameFillInfluence * (1 - k))\n return 1 - (1 - Math.min(1, Math.max(0, spark))) * (1 - Math.min(1, Math.max(0, flame)))\n}\n","/**\n * The seal of a closed container (a food tin, a drink can, a jar, a bottle with a cap): what opens it and whether a breach spoils what is inside.\n * Plain data and one pure check, shared by the item rules (`resolveUse` of game-items) and any host that lets the player open and eat (the test room).\n */\nexport interface SealSpec {\n /** Ids of the tools that open it (items or weapons: `can_opener`, `knife`); any one of them is enough. */\n readonly openWith?: readonly string[]\n /** It opens by hand (a pull tab, a ring pull, a screw cap): no tool needed. */\n readonly byHand?: boolean\n /** A hole through the container or a leak spoils what is inside: it can no longer be eaten or drunk. */\n readonly spoilsWhenBreached?: boolean\n}\n\n/** The state of one container: opened, holed through (a shot, a blade) or leaking. */\nexport interface SealState {\n readonly opened?: boolean\n readonly breached?: boolean\n readonly leaked?: boolean\n}\n\n/** Why a sealed container cannot be eaten or drunk now. */\nexport type SealBlock = 'sealed' | 'breached' | 'leaked'\n\n/** Whether it can be opened with the tools at hand, and with which one (undefined when it opens by hand). */\nexport const sealOpener = (seal: SealSpec, tools: Iterable<string>): { readonly ok: boolean; readonly tool?: string } => {\n if (seal.byHand || !seal.openWith || seal.openWith.length === 0) return { ok: true }\n const have = new Set(tools)\n const tool = seal.openWith.find((id) => have.has(id))\n return tool === undefined ? { ok: false } : { ok: true, tool }\n}\n\n/** What stops eating or drinking it now, or undefined when nothing does. A spoiled container (breached, leaked) is blocked even once open. */\nexport const sealBlock = (seal: SealSpec, state: SealState): SealBlock | undefined => {\n if (seal.spoilsWhenBreached && state.breached) return 'breached'\n if (seal.spoilsWhenBreached && state.leaked) return 'leaked'\n if (!state.opened) return 'sealed'\n return undefined\n}\n","/** How a hand turns something round in strokes (a screw cap, a tap handle, a knob): what `twistStroke` answers for one moment of the turning. */\nexport interface TwistStroke {\n /** Radians the wrist is turned from the middle of its stroke, positive the way the part turns. */\n readonly angle: number\n /** Radians the part has turned in all, from 0 to `strokes * reach`. */\n readonly turned: number\n /** How closed the fingers are, 0 open to 1 closed: closed on the part while it turns, open while the wrist turns back. */\n readonly grip: number\n /** 0..1, how far the hand rises off the part while the wrist turns back (1 is `TWIST_LIFT` metres). */\n readonly lift: number\n}\n\nexport interface TwistOptions {\n /** Strokes of the wrist. Default 3. */\n readonly strokes?: number\n /** Radians the part turns in one stroke (a wrist turns about a quarter round with its hold). Default 1.6. */\n readonly reach?: number\n}\n\n/** Metres a hand rises off the part between two strokes. */\nexport const TWIST_LIFT = 0.012\n/** Share of each stroke spent turning the part; the rest turns the wrist back open. */\nconst TURNING = 0.7\n\nconst smooth = (k: number): number => k * k * (3 - 2 * k)\n\n/**\n * The hand turning a part round at `share` (0..1) of the whole turning: in each stroke the wrist turns with the part, then lets go, rises a little and turns back.\n * Pure and the same for every host, so first and third person turn the same hand the same way.\n */\nexport const twistStroke = (share: number, options: TwistOptions = {}): TwistStroke => {\n const strokes = Math.max(1, Math.round(options.strokes ?? 3))\n const reach = options.reach ?? 1.6\n const along = Math.min(1, Math.max(0, share)) * strokes\n const index = Math.min(strokes - 1, Math.floor(along))\n const phase = along - index\n if (phase <= TURNING) {\n const k = smooth(phase / TURNING)\n return { angle: reach * (k - 0.5), turned: reach * (index + k), grip: 1, lift: 0 }\n }\n const k = (phase - TURNING) / (1 - TURNING)\n return { angle: reach * (0.5 - smooth(k)), turned: reach * (index + 1), grip: 0.35, lift: Math.sin(k * Math.PI) }\n}\n","import type { Vec3 } from './destruction'\n\n/** Pose of one part (or of the whole item) at a key: position offset in metres and Euler XYZ rotation in radians, both relative to the rest pose. */\nexport interface AnimationPose {\n position?: Vec3\n rotation?: Vec3\n}\n\nexport interface AnimationKey {\n /** Seconds from the start of the clip. */\n t: number\n /** Pose of the item's root. */\n position?: Vec3\n rotation?: Vec3\n /** Poses of named parts: the key is a destruction part id (a pistol `reload` moves `mag`; a car door `open` rotates `door_l`). */\n parts?: Record<string, AnimationPose>\n}\n\nexport interface AnimationEventSpec {\n /** Seconds from the start of the clip. */\n t: number\n /** snake_case type the host maps (`sound`, `eject_casing`, `door_latch`...). */\n type: string\n data?: Record<string, unknown>\n}\n\n/** A use animation a module brings with its item. Poses between keys are interpolated by the player (the test room does it linearly). */\nexport interface AnimationClipSpec {\n /** snake_case: `reload`, `open`, `drink`... Unique within the item. */\n id: string\n /** Seconds. */\n duration: number\n keys: AnimationKey[]\n events?: AnimationEventSpec[]\n}\n\n/** What an item exposes when it brings its own animations. */\nexport interface ItemAnimationContract {\n animations: AnimationClipSpec[]\n}\n\nconst finite3 = (v: unknown): boolean => Array.isArray(v) && v.length === 3 && v.every((n) => typeof n === 'number' && Number.isFinite(n))\n\n/**\n * Problems with a clip (empty when it is valid): a snake_case id, a positive finite duration, at least one key, key and event times inside\n * `[0, duration]` and not going backwards, finite vectors, every named part one of `partIds`, event types that are non-empty strings and\n * JSON-serializable event data.\n */\nexport const checkAnimation = (clip: AnimationClipSpec, partIds: Iterable<string>): { ok: boolean; problems: string[] } => {\n const problems: string[] = []\n const parts = new Set(partIds)\n const id = String(clip?.id ?? '')\n if (!/^[a-z][a-z0-9_]*$/.test(id)) problems.push(`clip id \"${id}\" must be snake_case`)\n const label = `clip \"${id}\"`\n if (!(typeof clip?.duration === 'number' && Number.isFinite(clip.duration) && clip.duration > 0)) problems.push(`${label} needs a positive finite duration`)\n const dur = typeof clip?.duration === 'number' && clip.duration > 0 ? clip.duration : Infinity\n if (!Array.isArray(clip?.keys) || clip.keys.length === 0) {\n problems.push(`${label} needs at least one key`)\n return { ok: false, problems }\n }\n let prev = -Infinity\n clip.keys.forEach((k, i) => {\n if (!(typeof k.t === 'number' && Number.isFinite(k.t)) || k.t < 0 || k.t > dur + 1e-9) problems.push(`${label} key ${i} has t=${String(k.t)} outside 0..${dur}`)\n else if (k.t < prev) problems.push(`${label} key ${i} goes back in time (${k.t} < ${prev})`)\n else prev = k.t\n for (const f of ['position', 'rotation'] as const) if (k[f] !== undefined && !finite3(k[f])) problems.push(`${label} key ${i} has an invalid ${f}`)\n for (const [pid, pose] of Object.entries(k.parts ?? {})) {\n if (!parts.has(pid)) problems.push(`${label} key ${i} moves unknown part \"${pid}\"`)\n for (const f of ['position', 'rotation'] as const) if (pose?.[f] !== undefined && !finite3(pose[f])) problems.push(`${label} key ${i} part \"${pid}\" has an invalid ${f}`)\n }\n })\n let prevEv = -Infinity\n ;(clip.events ?? []).forEach((e, i) => {\n if (!(typeof e.t === 'number' && Number.isFinite(e.t)) || e.t < 0 || e.t > dur + 1e-9) problems.push(`${label} event ${i} has t=${String(e.t)} outside 0..${dur}`)\n else if (e.t < prevEv) problems.push(`${label} event ${i} goes back in time`)\n else prevEv = e.t\n if (typeof e.type !== 'string' || e.type === '') problems.push(`${label} event ${i} needs a type`)\n try {\n JSON.stringify(e.data ?? {})\n } catch {\n problems.push(`${label} event ${i} data is not JSON`)\n }\n })\n return { ok: problems.length === 0, problems }\n}\n","import type { AnimationClipSpec, AnimationEventSpec, AnimationPose } from './animation'\nimport { checkAnimation } from './animation'\nimport type { HostEvent } from './module'\n\n/** Clips a tool can bring, one per move of its cycle. A tool brings the ones it has; a missing clip is simply not played. */\nexport const TOOL_CLIP = {\n DRAW: 'draw',\n SHOT: 'shot',\n MISFIRE: 'misfire',\n EMPTY: 'empty',\n CYCLE: 'cycle',\n RELOAD: 'reload',\n FEED: 'feed',\n FAULT: 'fault',\n CLEAR: 'clear',\n SAFETY_ON: 'safety_on',\n SAFETY_OFF: 'safety_off',\n MODE: 'mode',\n /** A throwable with the pin out, held until it is thrown. */\n COOK: 'cook',\n /** The stock folds, unfolds, slides in or out (variants `fold`, `unfold`, `collapse`, `extend`). */\n STOCK: 'stock',\n /** A light or a laser is switched (variants `on`, `off`). */\n TOGGLE: 'toggle',\n} as const\nexport type ToolClipId = (typeof TOOL_CLIP)[keyof typeof TOOL_CLIP]\n\n/** What a renderer does when a rule event arrives. `variant` picks `<clip>_<variant>` when the tool has it, else `<clip>`. */\nexport type ToolAnimationStep =\n | { readonly type: 'play'; readonly clip: ToolClipId; readonly variant?: string; readonly duration?: number; readonly repeat?: number }\n /** Move the clip that is playing to the marker (a clip event `stage` with `data.stage`) the rule just reached. */\n | { readonly type: 'sync'; readonly stage: string }\n /** The rule says the phase is over: the clip jumps to its end if it is still running. */\n | { readonly type: 'finish'; readonly clip: ToolClipId }\n\nconst stockVariant = (event: Extract<HostEvent, { type: 'stock' }>): string => {\n const isFolding = event.kind === undefined ? false : event.kind.includes('fold')\n if (event.state === 'collapsed') return isFolding ? 'fold' : 'collapse'\n return isFolding ? 'unfold' : 'extend'\n}\n\n/** The move a host event asks of the tool in hand, or null when it has no motion. */\nexport const toolAnimationStep = (event: HostEvent): ToolAnimationStep | null => {\n switch (event.type) {\n case 'tool':\n return { type: 'play', clip: TOOL_CLIP.DRAW, ...(event.duration === undefined ? {} : { duration: event.duration }) }\n case 'shot':\n return { type: 'play', clip: TOOL_CLIP.SHOT, repeat: Math.max(1, event.rounds ?? 1) }\n case 'misfire':\n return { type: 'play', clip: TOOL_CLIP.MISFIRE }\n case 'empty':\n return { type: 'play', clip: TOOL_CLIP.EMPTY }\n case 'mode':\n return { type: 'play', clip: TOOL_CLIP.MODE, variant: event.mode }\n case 'fault':\n return { type: 'play', clip: TOOL_CLIP.FAULT, variant: event.fault }\n case 'clear':\n if (event.phase === 'end') return { type: 'finish', clip: TOOL_CLIP.CLEAR }\n return { type: 'play', clip: TOOL_CLIP.CLEAR, variant: event.fault, ...(event.duration === undefined ? {} : { duration: event.duration }) }\n case 'safety':\n return { type: 'play', clip: event.on ? TOOL_CLIP.SAFETY_ON : TOOL_CLIP.SAFETY_OFF }\n case 'cycle':\n if (event.phase === 'end') return { type: 'finish', clip: TOOL_CLIP.CYCLE }\n return { type: 'play', clip: TOOL_CLIP.CYCLE, ...(event.duration === undefined ? {} : { duration: event.duration }) }\n case 'reload':\n if (event.phase === 'end') return { type: 'finish', clip: TOOL_CLIP.RELOAD }\n return { type: 'play', clip: TOOL_CLIP.RELOAD, ...(event.kind === undefined ? {} : { variant: event.kind }), ...(event.duration === undefined ? {} : { duration: event.duration }) }\n case 'stage':\n return { type: 'sync', stage: event.stage }\n case 'feed':\n return { type: 'play', clip: TOOL_CLIP.FEED }\n case 'cook':\n if (event.phase === 'start') return { type: 'play', clip: TOOL_CLIP.COOK, duration: event.fuse }\n return { type: 'finish', clip: TOOL_CLIP.COOK }\n case 'stock':\n return { type: 'play', clip: TOOL_CLIP.STOCK, variant: stockVariant(event), ...(event.duration === undefined ? {} : { duration: event.duration }) }\n case 'toggle':\n return { type: 'play', clip: TOOL_CLIP.TOGGLE, variant: event.on ? 'on' : 'off' }\n default:\n return null\n }\n}\n\n/** Where a renderer puts the poses: every part of the tool by id (the ids the clips move), and the whole tool. Poses are offsets from rest. */\nexport interface ToolRig {\n setPartPose(partId: string, pose: AnimationPose): void\n setRootPose?(pose: AnimationPose): void\n}\n\n/** Clips by id, with the variants as `<clip>_<variant>`. */\nexport type ToolClipSet = Readonly<Record<string, AnimationClipSpec>>\n\n/** A renderer's tool animator: feed it the host events and the frame time. */\nexport interface ToolAnimator {\n handle(event: HostEvent): void\n update(dt: number): void\n /** Ids of the clips playing now. */\n readonly playing: readonly string[]\n dispose(): void\n}\n\nexport const STAGE_EVENT = 'stage'\n\n/** The clip with its times (keys and events) scaled so that it lasts `duration` seconds. */\nexport const scaleClip = (clip: AnimationClipSpec, duration: number): AnimationClipSpec => {\n const factor = clip.duration > 0 ? duration / clip.duration : 1\n return {\n ...clip,\n duration,\n keys: clip.keys.map((key) => ({ ...key, t: key.t * factor })),\n ...(clip.events ? { events: clip.events.map((event) => ({ ...event, t: event.t * factor })) } : {}),\n }\n}\n\nconst ZERO: [number, number, number] = [0, 0, 0]\nconst mix = (from: readonly number[], to: readonly number[], fraction: number): [number, number, number] => [\n (from[0] ?? 0) + ((to[0] ?? 0) - (from[0] ?? 0)) * fraction,\n (from[1] ?? 0) + ((to[1] ?? 0) - (from[1] ?? 0)) * fraction,\n (from[2] ?? 0) + ((to[2] ?? 0) - (from[2] ?? 0)) * fraction,\n]\n\n/** Pose of the whole tool (`partId` undefined) or of one part at `time`, linear between keys; a key that does not name it means rest. */\nexport const sampleClip = (clip: AnimationClipSpec, partId: string | undefined, time: number): { position: [number, number, number]; rotation: [number, number, number] } => {\n const points = clip.keys.map((key) => {\n const pose = partId === undefined ? key : key.parts?.[partId]\n return { t: key.t, position: pose?.position ?? ZERO, rotation: pose?.rotation ?? ZERO }\n })\n const first = points[0]\n if (!first || first.t > 0) points.unshift({ t: 0, position: ZERO, rotation: ZERO })\n const last = points[points.length - 1]\n if (!last) return { position: ZERO, rotation: ZERO }\n if (time >= last.t) return { position: mix(last.position, last.position, 0), rotation: mix(last.rotation, last.rotation, 0) }\n const index = Math.max(0, points.findIndex((point, i) => time >= point.t && time < (points[i + 1]?.t ?? Infinity)))\n const from = points[index]\n const to = points[index + 1]\n if (!from || !to) return { position: ZERO, rotation: ZERO }\n const fraction = to.t > from.t ? (time - from.t) / (to.t - from.t) : 0\n return { position: mix(from.position, to.position, fraction), rotation: mix(from.rotation, to.rotation, fraction) }\n}\n\n/** Problems with a clip set (empty when valid): each key is the clip id (or `<clip>_<variant>`), every clip passes `checkAnimation`, and a `stage` event names its stage. */\nexport const checkToolClips = (clips: ToolClipSet, partIds: Iterable<string>): { ok: boolean; problems: string[] } => {\n const parts = [...partIds]\n const problems: string[] = []\n for (const [key, clip] of Object.entries(clips)) {\n if (clip.id !== key) problems.push(`clip \"${key}\" has the id \"${clip.id}\"`)\n if (!(clip.duration > 0)) problems.push(`clip \"${key}\" has no duration`)\n problems.push(...checkAnimation(clip, parts).problems)\n for (const event of clip.events ?? []) if (event.type === STAGE_EVENT && typeof event.data?.stage !== 'string') problems.push(`clip \"${key}\" has a stage event without data.stage`)\n }\n return { ok: problems.length === 0, problems }\n}\n\ninterface Instance {\n readonly name: string\n readonly clip: AnimationClipSpec\n time: number\n delay: number\n fired: number\n}\n\nexport interface ToolClipPlayerOptions {\n clips: ToolClipSet\n rig: ToolRig\n /** Called for each clip event as its time passes (`eject_casing`, `drop_magazine`, `stage`...). */\n onEvent?(event: AnimationEventSpec, clip: string): void\n /** Seconds between the rounds of a `repeat` (a burst): default 0.1. */\n repeatInterval?(): number\n}\n\n/** The default player of a tool's clips: runs the steps of `toolAnimationStep` against a rig, scaled to the duration the rule gives. */\nexport interface ToolClipPlayer {\n apply(step: ToolAnimationStep): void\n update(dt: number): void\n readonly playing: readonly string[]\n /** The clips being played with the time each has reached and the clip itself (scaled to the duration the rule gave), for a renderer that has to follow what the clip does now (the hands working a part). */\n readonly running: ReadonlyArray<{ readonly name: string; readonly time: number; readonly clip: AnimationClipSpec }>\n}\n\nexport const createToolClipPlayer = (options: ToolClipPlayerOptions): ToolClipPlayer => {\n const { clips, rig, onEvent } = options\n let instances: Instance[] = []\n\n const find = (clip: string, variant?: string): { name: string; clip: AnimationClipSpec } | undefined => {\n const name = variant !== undefined && clips[`${clip}_${variant}`] ? `${clip}_${variant}` : clip\n const found = clips[name]\n return found ? { name, clip: found } : undefined\n }\n\n const render = (instance: Instance): void => {\n const time = Math.min(instance.time, instance.clip.duration)\n const root = sampleClip(instance.clip, undefined, time)\n if (instance.clip.keys.some((key) => key.position || key.rotation)) rig.setRootPose?.(root)\n const touched = new Set(instance.clip.keys.flatMap((key) => Object.keys(key.parts ?? {})))\n for (const id of touched) rig.setPartPose(id, sampleClip(instance.clip, id, time))\n }\n\n const fireEvents = (instance: Instance, upTo: number): void => {\n const events = instance.clip.events ?? []\n while (instance.fired < events.length && (events[instance.fired]?.t ?? Infinity) <= upTo + 1e-9) {\n const event = events[instance.fired]\n instance.fired += 1\n if (event) onEvent?.(event, instance.name)\n }\n }\n\n return {\n apply(step) {\n if (step.type === 'sync') {\n for (const instance of instances) {\n const marker = (instance.clip.events ?? []).find((event) => event.type === STAGE_EVENT && event.data?.stage === step.stage)\n if (marker && instance.time < marker.t) instance.time = marker.t\n }\n return\n }\n if (step.type === 'finish') {\n for (const instance of instances) {\n if (instance.name !== step.clip && !instance.name.startsWith(`${step.clip}_`)) continue\n fireEvents(instance, instance.clip.duration)\n instance.time = instance.clip.duration\n }\n return\n }\n const found = find(step.clip, step.variant)\n if (!found) return\n const clip = step.duration && step.duration > 0 ? scaleClip(found.clip, step.duration) : found.clip\n const interval = options.repeatInterval?.() ?? 0.1\n instances = instances.filter((existing) => existing.name !== found.name || existing.delay > 0)\n for (let round = 0; round < (step.repeat ?? 1); round++) {\n instances.push({ name: found.name, clip, time: 0, delay: round * interval, fired: 0 })\n }\n },\n update(dt) {\n for (const instance of instances) {\n const carried = instance.delay > 0 ? dt - instance.delay : dt\n if (instance.delay > 0) {\n instance.delay = Math.max(0, instance.delay - dt)\n if (instance.delay > 0) continue\n }\n instance.time += carried\n fireEvents(instance, instance.time)\n render(instance)\n }\n instances = instances.filter((instance) => instance.delay > 0 || instance.time < instance.clip.duration)\n },\n get playing() {\n return instances.map((instance) => instance.name)\n },\n get running() {\n return instances.filter((instance) => instance.delay <= 0).map((instance) => ({ name: instance.name, time: instance.time, clip: instance.clip }))\n },\n }\n}\n","export const FRAME_PHASES = ['input', 'fixedSimulate', 'lateSimulate', 'present', 'render', 'idle'] as const\nexport type FramePhase = (typeof FRAME_PHASES)[number]\n\n/**\n * Presentation work a system leaves for later frames, run in small units within a shared time budget.\n * Never simulation: nothing that consumes a seeded generator or decides an outcome may wait in a queue.\n */\nexport interface DeferredQueue {\n /** Stable name for stats and logs (see `DEFERRED_QUEUE_ID`). */\n readonly id: string\n /**\n * Units waiting. 0 means idle; the budget skips the queue without calling `run`. `frame` is the budget's frame counter: a queue may\n * report 0 for the rest of a frame (the crease queue does in the frame a panel was torn). Same value for repeated calls in one frame.\n */\n pending(frame?: number): number\n /**\n * Runs units in order until `clock() >= deadline`. Contract: when `pending() > 0` it runs **at least one** unit, even with a deadline\n * already past; it never runs a unit after it saw the deadline pass. Returns how many units it ran.\n */\n run(deadline: number, clock: () => number): number\n /** Runs everything now (synchronous step, clear, dispose). */\n flush(): void\n /**\n * Called by `budget.register`: from now on the owner stops draining on its own (no MessageChannel, no drain inside `update`).\n * Never called by a getter; a queue nobody registered keeps today's internal draining.\n */\n attach?(): void\n /** Called by the unregister function and by `budget.dispose`: the owner goes back to its internal draining. */\n detach?(): void\n}\n\n/** Where a module registers a deferred queue with the host's budget. */\nexport interface DeferredQueueOptions {\n /** Higher runs first. See DEFERRED_PRIORITY. */\n readonly priority: number\n /** `present` runs before the render (the work must show this frame); `idle` runs after it. Default `idle`. */\n readonly phase?: 'present' | 'idle'\n /** Starvation guard: the queue runs at least one unit every this many frames, even with the budget spent. Default 4. */\n readonly minEveryFrames?: number\n /** Milliseconds of every frame kept for this queue before the others share the rest (when it has work). Default 0. */\n readonly reserveMs?: number\n}\n\n/** The ids of the kit's queues: what `DeferredQueue.id` says and what `DEFERRED_PRIORITY` is keyed by. */\nexport const DEFERRED_QUEUE_ID = {\n DESTRUCTION_EVENTS: 'destruction.events',\n BREACH_PAINT: 'floorplan.breach-paint',\n AUDIO_VOICES: 'audio.voices',\n VEHICLE_CREASE: 'vehicles.crease',\n} as const\n\n/** Default priorities and reserves of the kit's queues; a host may override any of them. */\nexport const DEFERRED_PRIORITY = {\n [DEFERRED_QUEUE_ID.DESTRUCTION_EVENTS]: { priority: 300, phase: 'present' },\n [DEFERRED_QUEUE_ID.BREACH_PAINT]: { priority: 250, phase: 'present' },\n [DEFERRED_QUEUE_ID.AUDIO_VOICES]: { priority: 200, phase: 'idle', reserveMs: 1 },\n [DEFERRED_QUEUE_ID.VEHICLE_CREASE]: { priority: 100, phase: 'idle' },\n} as const satisfies Readonly<Record<string, DeferredQueueOptions>>\n\nexport interface DeferredQueueReport {\n readonly ok: boolean\n readonly problems: readonly string[]\n}\n\n/**\n * Checks the `DeferredQueue` contract. `fill` leaves the queue with at least two units waiting (the same call is made on a fresh queue).\n * It cannot prove the queue only carries presentation work: that is a rule of review.\n */\nexport function checkDeferredQueue(queue: DeferredQueue, fill: () => void): DeferredQueueReport {\n const problems: string[] = []\n fill()\n const waiting = queue.pending(1)\n if (waiting < 2) problems.push(`fill() must leave at least 2 units waiting (pending is ${waiting})`)\n if (queue.pending(1) !== waiting) problems.push('pending(frame) changed between two calls in the same frame')\n const ran = queue.run(0, () => 1)\n if (ran !== 1) problems.push(`run with a deadline already past must run exactly one unit (ran ${ran})`)\n if (waiting >= 2 && queue.pending(2) !== waiting - 1) problems.push(`one unit ran but pending went from ${waiting} to ${queue.pending(2)}`)\n try {\n queue.attach?.()\n queue.attach?.()\n queue.detach?.()\n queue.detach?.()\n } catch (error) {\n problems.push(`attach/detach must be idempotent: ${error instanceof Error ? error.message : String(error)}`)\n }\n queue.flush()\n if (queue.pending(3) !== 0) problems.push(`flush must leave nothing pending (pending is ${queue.pending(3)})`)\n if (queue.run(0, () => 1) !== 0) problems.push('run on an empty queue must run no unit')\n return { ok: problems.length === 0, problems }\n}\n","const WARNED_KEY = Symbol.for('@adatechnology/game-contracts.warned')\n\ntype WarnedHolder = { [WARNED_KEY]?: Set<string> }\n\nconst warnedKeys = (): Set<string> => {\n const holder = globalThis as WarnedHolder\n return (holder[WARNED_KEY] ??= new Set<string>())\n}\n\ndeclare const process: { readonly env: { readonly NODE_ENV?: string } }\n\n// The literal `process.env.NODE_ENV` is what bundlers replace; where there is no `process` the reference throws and counts as development.\nconst isProduction = (): boolean => {\n try {\n return process.env.NODE_ENV === 'production'\n } catch {\n return false\n }\n}\n\nconst isQuiet = (): boolean => (globalThis as { __GAME_KIT_QUIET__?: unknown }).__GAME_KIT_QUIET__ === true\n\n/**\n * Warns on the console the first time `key` is seen, and only outside production and when `globalThis.__GAME_KIT_QUIET__` is not `true`: for a silent fallback that keeps working (an adapter that made its own effects\n * world or audio engine because the host lent none). The seen keys live on `globalThis`, so several bundles of the kit on one page warn once together.\n */\nexport const warnOnce = (key: string, message: string): void => {\n if (isQuiet() || isProduction()) return\n const seen = warnedKeys()\n if (seen.has(key)) return\n seen.add(key)\n console.warn(`[game-kit] ${message}`)\n}\n\n/** Forgets what `warnOnce` has seen (tests that count warnings). */\nexport const resetWarnOnce = (): void => warnedKeys().clear()\n","import { warnOnce } from './warn'\n\ntype PlainObject = Record<string, unknown>\ntype Entry = { readonly id: string }\n\n/** Keys that would reach the prototype of the result when a patch comes from parsed JSON. */\nconst UNSAFE_KEYS: ReadonlySet<string> = new Set(['__proto__', 'constructor', 'prototype'])\n\nconst isPlainObject = (value: unknown): value is PlainObject =>\n typeof value === 'object' && value !== null && !Array.isArray(value) && Object.getPrototypeOf(value) === Object.prototype\n\n/** Recursively optional; arrays and functions are replaced as a whole, objects are merged. */\nexport type DeepPartial<TValue> = TValue extends (...args: never[]) => unknown\n ? TValue\n : TValue extends readonly unknown[]\n ? TValue\n : TValue extends object\n ? { [TKey in keyof TValue]?: DeepPartial<TValue[TKey]> }\n : TValue\n\n/** Merges `patch` over `base`: plain objects merge field by field, arrays, functions and primitives replace. `undefined` in the patch is ignored. */\nexport const deepMerge = <TBase extends object>(base: TBase, patch: object | undefined): TBase => {\n if (!patch) return base\n const result: PlainObject = { ...(base as PlainObject) }\n for (const [key, value] of Object.entries(patch)) {\n if (value === undefined || UNSAFE_KEYS.has(key)) continue\n const current = result[key]\n result[key] = isPlainObject(current) && isPlainObject(value) ? deepMerge(current, value) : value\n }\n return result as TBase\n}\n\n/** The shipped entries with the ones from `extra` added or, when the id exists, replaced. */\nexport const mergeById = <TEntry extends Entry>(shipped: readonly TEntry[], extra: readonly TEntry[] | undefined): Map<string, TEntry> => {\n const entries = new Map<string, TEntry>()\n for (const entry of [...shipped, ...(extra ?? [])]) entries.set(entry.id, entry)\n return entries\n}\n\n/** Applies `patch` by id; a patch for an id that does not exist is ignored (and warned about once, in development). */\nexport const applyPatches = <TEntry extends Entry>(entries: Map<string, TEntry>, patches: Readonly<Record<string, DeepPartial<TEntry> | Partial<TEntry>>> | undefined): void => {\n for (const [id, patch] of Object.entries(patches ?? {})) {\n const entry = entries.get(id)\n if (entry) entries.set(id, deepMerge(entry, patch))\n else warnOnce(`registry.patch.${id}`, `patch for \"${id}\" ignored: no entry has that id`)\n }\n}\n\n/** Takes the ids out; an id that does not exist is ignored (and warned about once, in development). */\nexport const removeIds = (entries: Map<string, unknown>, ids: readonly string[] | undefined): void => {\n for (const id of ids ?? []) {\n if (!entries.delete(id)) warnOnce(`registry.remove.${id}`, `remove of \"${id}\" ignored: no entry has that id`)\n }\n}\n","import type { Vec3 } from './destruction'\n\n/**\n * The bench of a module: controls, layers and counters it declares as data. The host keeps the values, draws them in a generic way and hands\n * every change back through `ModuleHost.bench`. Nothing here is specific to a kind of module.\n */\nexport type ControlValue = number | boolean | string\n\nexport interface ChoiceOption {\n readonly id: string\n readonly name: string\n /** Heading the host lists the option under (`optgroup`, a grouped row of buttons). Options of a group must sit next to each other. */\n readonly group?: string\n}\n\ninterface ControlBase {\n /** snake_case, unique across the module's controls, layers and metrics. */\n readonly id: string\n /** Display name, already translated for the locale the host asked for. */\n readonly name: string\n readonly hint?: string\n readonly hidden?: boolean\n /**\n * The change (or the press, for an action) takes a noticeable time, a third of a second or more: the host shows its loading indicator while it works, with this text, or the control's name for `true`.\n * Only the host's own controls panel does it; a change made through `TestRoom.bench().set / act` runs at once.\n */\n readonly slow?: boolean | string\n}\n\nexport interface NumberControl extends ControlBase {\n readonly kind: 'number'\n readonly min: number\n readonly max: number\n readonly step?: number\n readonly unit?: string\n readonly default: number\n}\n\nexport interface BooleanControl extends ControlBase {\n readonly kind: 'boolean'\n readonly default: boolean\n}\n\nexport interface ChoiceControl extends ControlBase {\n readonly kind: 'choice'\n readonly options: readonly ChoiceOption[]\n readonly default: string\n}\n\n/** A button: no value, only the press. */\nexport interface ActionControl extends ControlBase {\n readonly kind: 'action'\n}\n\nexport type ModuleControl = NumberControl | BooleanControl | ChoiceControl | ActionControl\n\n/** Something of the module the viewer turns on or off (smoke, flash, casings). */\nexport interface ModuleLayer {\n readonly id: string\n readonly name: string\n /** On unless `false`. */\n readonly default?: boolean\n}\n\n/** Pulled: the room calls read only when it samples (~4 Hz, or on TestRoom.metrics()). */\nexport interface ModuleMetric {\n readonly id: string\n readonly name: string\n readonly unit?: string\n /** Budget: the host shows a bar and warns past it. */\n readonly max?: number\n readonly digits?: number\n read(): number | string\n}\n\nexport type BenchChange =\n | { readonly kind: 'control'; readonly id: string; readonly value: ControlValue }\n | { readonly kind: 'layer'; readonly id: string; readonly on: boolean }\n | { readonly kind: 'action'; readonly id: string }\n\nexport interface ControlPatch {\n readonly hidden?: boolean\n readonly disabled?: boolean\n readonly options?: readonly ChoiceOption[]\n readonly value?: ControlValue\n}\n\n/** What the host lends a module that declares a bench: the current values and the changes. */\nexport interface ModuleBench {\n value(id: string): ControlValue | undefined\n layer(id: string): boolean\n /** Right after attach returns, the host sends one change per control (not actions) and per layer, in declaration order. */\n onChange(listener: (change: BenchChange) => void): () => void\n /** `value` sets without emitting (no echo loops); `options` falls back to the first option if the value is no longer offered. */\n patch(id: string, patch: ControlPatch): void\n /** Move the host camera (a near / middle / far choice). */\n look(eye: Vec3, target: Vec3): void\n /** Shows a sheet on the host's panel, or takes it down with `null`. A host without a sheet area ignores it. */\n sheet?(sheet: BenchSheet | null): void\n}\n\n/**\n * A card of text the module puts on the host's panel (the sheet of an effect, of a weapon): what it is, its numbers, its steps, its colours and,\n * optionally, a strip of segments over time. Names and texts are already translated for the host's locale.\n */\nexport interface BenchSheet {\n readonly kicker?: string\n readonly title: string\n readonly body?: string\n readonly facts?: readonly { readonly label: string; readonly value: string }[]\n readonly steps?: readonly { readonly at: string; readonly text: string }[]\n readonly swatches?: readonly { readonly color: string; readonly name: string }[]\n readonly note?: string\n /** A strip of named segments (seconds), with tick marks and a playhead that follows the module metric `metric`. */\n readonly timeline?: {\n readonly segments: readonly { readonly name: string; readonly start: number; readonly end: number; readonly color: string }[]\n readonly ticks: readonly number[]\n readonly metric: string\n }\n}\n\nexport interface BenchReport {\n readonly ok: boolean\n readonly problems: readonly string[]\n}\n\nexport interface BenchDeclaration {\n readonly controls?: readonly ModuleControl[]\n readonly layers?: readonly ModuleLayer[]\n readonly metrics?: readonly ModuleMetric[]\n}\n\nconst SNAKE_CASE = /^[a-z][a-z0-9_]*$/\nconst finite = (n: unknown): n is number => typeof n === 'number' && Number.isFinite(n)\n\nfunction checkControl(control: ModuleControl, problems: string[]): void {\n const label = `control \"${control.id}\"`\n if (control.kind === 'number') {\n if (!finite(control.min) || !finite(control.max) || control.min >= control.max) problems.push(`${label} needs min < max`)\n if (control.step !== undefined && !(finite(control.step) && control.step > 0)) problems.push(`${label} needs a step > 0`)\n if (!finite(control.default) || control.default < control.min || control.default > control.max) problems.push(`${label} default ${String(control.default)} is outside ${control.min}..${control.max}`)\n return\n }\n if (control.kind !== 'choice') return\n if (control.options.length === 0) {\n problems.push(`${label} needs at least one option`)\n return\n }\n const seen = new Set<string>()\n const groups = new Set<string>()\n let previousGroup: string | undefined\n for (const option of control.options) {\n if (seen.has(option.id)) problems.push(`${label} repeats option \"${option.id}\"`)\n seen.add(option.id)\n if (option.group !== undefined && (typeof option.group !== 'string' || option.group === '')) problems.push(`${label} option \"${option.id}\" has an empty group`)\n else if (option.group !== undefined && option.group !== previousGroup && groups.has(option.group)) problems.push(`${label} group \"${option.group}\" is split: its options must be next to each other`)\n if (typeof option.group === 'string' && option.group !== '') groups.add(option.group)\n previousGroup = option.group\n }\n if (!seen.has(control.default)) problems.push(`${label} default \"${control.default}\" is not among its options`)\n}\n\n/** snake_case ids unique across controls, layers and metrics; min < max; step > 0; default in range; options non-empty, unique, default among them, each group in one run; metric max > 0. */\nexport function checkBench(declared: BenchDeclaration): BenchReport {\n const problems: string[] = []\n const ids = new Set<string>()\n const claim = (kind: string, id: string): void => {\n if (!SNAKE_CASE.test(id)) problems.push(`${kind} id \"${id}\" must be snake_case`)\n if (ids.has(id)) problems.push(`duplicate id \"${id}\" across controls, layers and metrics`)\n ids.add(id)\n }\n for (const control of declared.controls ?? []) {\n claim('control', control.id)\n checkControl(control, problems)\n }\n for (const layer of declared.layers ?? []) claim('layer', layer.id)\n for (const metric of declared.metrics ?? []) {\n claim('metric', metric.id)\n if (metric.max !== undefined && !(finite(metric.max) && metric.max > 0)) problems.push(`metric \"${metric.id}\" needs a max > 0`)\n }\n return { ok: problems.length === 0, problems }\n}\n","/** The weather, light and ground as the world is right now. Written by whoever drives the weather, read by whoever reacts to it. */\nexport interface EnvironmentState {\n /** Rain in mm/h; 0 is dry. */\n readonly rain: number\n /** Wind in m/s along x and z, and its strength (the length of that vector). */\n readonly windX: number\n readonly windZ: number\n readonly windSpeed: number\n /** Strongest gust in m/s. */\n readonly gust: number\n /** Render fog far distance in metres. */\n readonly fogFar: number\n /** How far one can see for gameplay, in metres (not the render fog). */\n readonly visibility: number\n /** 0 is full daylight, 1 is the darkest night. */\n readonly nightFactor: number\n readonly temperatureC: number\n /** Wet ground, 0..1: rises with rain and dries after it stops. */\n readonly wetness: number\n}\n\nexport type EnvironmentKey = keyof EnvironmentState\n\n/** A calm dry day (the normal world, before anything went wrong). */\nexport const DEFAULT_ENVIRONMENT: EnvironmentState = {\n rain: 0,\n windX: 0,\n windZ: 0,\n windSpeed: 0,\n gust: 0,\n fogFar: 220,\n visibility: 220,\n nightFactor: 0,\n temperatureC: 20,\n wetness: 0,\n}\n\n/** The host's environment (`ModuleHost.environment`): a store the weather module writes to and the others read. */\nexport interface EnvironmentBus {\n get(): EnvironmentState\n /** Merges `patch` into the state; listeners hear it only when a value really changed. */\n set(patch: Partial<EnvironmentState>): void\n /** Hears every change with the keys that changed. Returns the unsubscribe function. */\n on(listener: (state: EnvironmentState, changed: readonly EnvironmentKey[]) => void): () => void\n}\n\n/** A plain store that implements the bus; the test room and tests use it, a game may bring its own. */\nexport function createEnvironmentBus(initial: Partial<EnvironmentState> = {}): EnvironmentBus {\n let state: EnvironmentState = { ...DEFAULT_ENVIRONMENT, ...initial }\n const listeners = new Set<(state: EnvironmentState, changed: readonly EnvironmentKey[]) => void>()\n return {\n get: () => state,\n set(patch) {\n const changed = (Object.keys(patch) as EnvironmentKey[]).filter((key) => patch[key] !== undefined && patch[key] !== state[key])\n if (changed.length === 0) return\n const next = { ...state } as { -readonly [Key in EnvironmentKey]: number }\n for (const key of changed) next[key] = patch[key] as number\n state = next\n for (const listener of [...listeners]) listener(state, changed)\n },\n on(listener) {\n listeners.add(listener)\n return () => void listeners.delete(listener)\n },\n }\n}\n","import { applyPatches, deepMerge, mergeById, removeIds } from './registry'\nimport type { DeepPartial } from './registry'\n\n/** One category (kind) of items. Defaults and required contracts are inherited from the `extends` chain. */\nexport interface CategoryDef<TDefaults extends object = Record<string, unknown>> {\n readonly id: string\n /** Parent category id; the child inherits its defaults and its required contracts. */\n readonly extends?: string\n /** Field values every entry of this kind starts with; objects merge down the chain, arrays replace. */\n readonly defaults?: DeepPartial<TDefaults>\n /** Contract ids (`ContractChecker.id`) every entry of this kind, or of a descendant, must satisfy. */\n readonly requires?: readonly string[]\n /** An abstract category only groups: entries cannot declare it directly, only its descendants. */\n readonly abstract?: boolean\n}\n\n/** Where a checker is being run: the entry's kind and the chain of categories root first. */\nexport interface ContractContext {\n readonly kind: string\n readonly chain: readonly string[]\n}\n\n/** A named contract: returns the problems of an entry, each a short phrase like `missing leftover.despawnSeconds`. Empty means it holds. */\nexport interface ContractChecker<TEntry> {\n readonly id: string\n check(entry: TEntry, ctx: ContractContext): string[]\n}\n\nexport interface CategoryOptions {\n /** Categories added to the shipped ones; the same id replaces. */\n readonly extra?: readonly CategoryDef[]\n /** Partial changes by id, applied after `extra`. */\n readonly patches?: Readonly<Record<string, DeepPartial<CategoryDef> | Partial<CategoryDef>>>\n /** Ids taken out of the tree (their children are then reported by `check()`). */\n readonly remove?: readonly string[]\n}\n\nexport interface CategoryRegistry {\n get(id: string): CategoryDef | undefined\n has(id: string): boolean\n ids(): string[]\n /** Root first, ending at `id`. Throws on an unknown id, an unknown parent or a cycle. */\n chain(id: string): string[]\n /** `defaults` merged along the chain, root first, so the closest category wins. */\n defaults(id: string): Record<string, unknown>\n /** Union of `requires` along the chain, order kept, without duplicates. */\n requires(id: string): string[]\n /** True when `id` is `ancestorId` or descends from it. */\n isA(id: string, ancestorId: string): boolean\n /** Problems in the tree itself: duplicate ids, unknown `extends`, cycles. */\n check(): string[]\n}\n\nexport interface CategorizedOptions {\n /** Field of the entry that names its category. Default `kind`. */\n readonly kindField?: string\n /** Known gaps by entry id: problems starting with one of these texts go to `allowed`, so the list can shrink over time. */\n readonly allow?: Readonly<Record<string, readonly string[]>>\n}\n\nexport interface CategorizedReport {\n readonly ok: boolean\n readonly problems: string[]\n readonly allowed: string[]\n}\n\nexport const defineCategories = (defs: readonly CategoryDef[], options: CategoryOptions = {}): CategoryRegistry => {\n const problems: string[] = []\n const duplicates = (list: readonly CategoryDef[]): void => {\n const ids = new Set<string>()\n for (const def of list) {\n if (ids.has(def.id)) problems.push(`duplicate category \"${def.id}\"`)\n ids.add(def.id)\n }\n }\n duplicates(defs)\n duplicates(options.extra ?? [])\n\n const entries = mergeById(defs, options.extra)\n applyPatches(entries, options.patches)\n removeIds(entries, options.remove)\n\n const chain = (id: string): string[] => {\n const path: string[] = []\n let current: string | undefined = id\n while (current !== undefined) {\n const def = entries.get(current)\n if (!def) throw new Error(path.length === 0 ? `unknown category \"${current}\"` : `category \"${path[0]}\" has unknown parent \"${current}\"`)\n if (path.includes(current)) throw new Error(`category cycle: ${[...path, current].reverse().join(' -> ')}`)\n path.push(current)\n current = def.extends\n }\n return path.reverse()\n }\n\n const registry: CategoryRegistry = {\n get: (id) => entries.get(id),\n has: (id) => entries.has(id),\n ids: () => [...entries.keys()],\n chain,\n defaults: (id) => chain(id).reduce<Record<string, unknown>>((acc, ancestor) => deepMerge(acc, entries.get(ancestor)?.defaults), {}),\n requires: (id) => {\n const out: string[] = []\n for (const ancestor of chain(id)) for (const contract of entries.get(ancestor)?.requires ?? []) if (!out.includes(contract)) out.push(contract)\n return out\n },\n isA: (id, ancestorId) => {\n try {\n return chain(id).includes(ancestorId)\n } catch {\n return false\n }\n },\n check: () => {\n const found = [...problems]\n for (const [id, def] of entries) {\n if (def.extends !== undefined && !entries.has(def.extends)) found.push(`category \"${id}\" extends unknown \"${def.extends}\"`)\n else {\n try {\n chain(id)\n } catch (error) {\n const message = (error as Error).message\n // The same cycle is found from each of its members; the dedupe keeps one line per distinct message.\n if (message.startsWith('category cycle') && !found.includes(message)) found.push(message)\n }\n }\n }\n return found\n },\n }\n return registry\n}\n\n/** The entry with the defaults of its category underneath: the entry wins, objects merge, arrays replace. */\nexport const resolveEntry = <TEntry extends object>(registry: CategoryRegistry, entry: TEntry, kindField = 'kind'): TEntry =>\n deepMerge(registry.defaults(String((entry as Record<string, unknown>)[kindField])) as TEntry, entry)\n\n/** Checks that each entry has a known, concrete kind and satisfies every contract its chain requires. */\nexport const checkCategorized = <TEntry extends { readonly id: string }>(\n entries: readonly TEntry[],\n registry: CategoryRegistry,\n checkers: readonly ContractChecker<TEntry>[],\n options: CategorizedOptions = {},\n): CategorizedReport => {\n const kindField = options.kindField ?? 'kind'\n const byId = new Map(checkers.map((checker) => [checker.id, checker]))\n const problems: string[] = [...registry.check()]\n const allowed: string[] = []\n\n for (const entry of entries) {\n const kind = String((entry as Record<string, unknown>)[kindField])\n if (!registry.has(kind)) {\n problems.push(`\"${entry.id}\" has unknown kind \"${kind}\"`)\n continue\n }\n if (registry.get(kind)?.abstract) {\n problems.push(`\"${entry.id}\" has abstract kind \"${kind}\"`)\n continue\n }\n let path: string[]\n try {\n path = registry.chain(kind)\n } catch (error) {\n problems.push(`\"${entry.id}\" (${kind}): ${(error as Error).message}`)\n continue\n }\n const resolved = resolveEntry(registry, entry, kindField)\n for (const contract of registry.requires(kind)) {\n const owner = path.find((ancestor) => registry.get(ancestor)?.requires?.includes(contract)) ?? kind\n const checker = byId.get(contract)\n if (!checker) {\n problems.push(`kind \"${kind}\" requires contract \"${contract}\" but no checker is registered`)\n continue\n }\n const prefix = `\"${entry.id}\" (${kind}): `\n for (const problem of checker.check(resolved, { kind, chain: path })) {\n const text = `${prefix}${problem}, required by ${owner}`\n if ((options.allow?.[entry.id] ?? []).some((start) => problem.startsWith(start))) allowed.push(text)\n else problems.push(text)\n }\n }\n }\n return { ok: problems.length === 0, problems: [...new Set(problems)], allowed }\n}\n","/**\n * Where a drawn object comes from. Every builder of the kit that draws a piece (a car of the fleet, a house or a wall, a piece of furniture, a person, an\n * animal, a plant, an item, a weapon) marks the root it returns, and every renderer that draws for the room (effects, debris, liquids, the room itself)\n * marks its own roots, so a host can tell a piece of the kit from something drawn on the spot. Duck-typed on three.js objects (`userData`, `parent`,\n * `children`), so the contracts stay free of three.js.\n */\nexport const KIT_ORIGIN_KEY = 'kitOrigin'\n\n/** What drew an object: the package and the kind of piece (`vehicle`, `structure`, `furniture`, `person`... or `effect`, `room` for what is not a piece). */\nexport interface KitOrigin {\n readonly owner: string\n readonly kind: string\n /** The catalogue id of the piece, when it has one. */\n readonly id?: string\n /** Drawn as a simple stand-in shape because the kit has no model of the piece yet (an item with no team model): a model still to make. */\n readonly standIn?: boolean\n}\n\ninterface Node {\n userData?: Record<string, unknown>\n parent?: Node | null\n children?: readonly Node[]\n name?: string\n visible?: boolean\n isMesh?: boolean\n isPoints?: boolean\n isLine?: boolean\n isSprite?: boolean\n}\n\n/** Marks `object` as drawn by `origin.owner` and returns it. */\nexport function markKitOrigin<T>(object: T, origin: KitOrigin): T {\n const node = object as unknown as Node\n node.userData = node.userData ?? {}\n node.userData[KIT_ORIGIN_KEY] = { ...origin }\n return object\n}\n\n/** The origin of the object or of its nearest marked ancestor; null when nothing up the tree is marked. */\nexport function kitOriginOf(object: unknown): KitOrigin | null {\n for (let node = object as Node | null | undefined; node; node = node.parent) {\n const origin = node.userData?.[KIT_ORIGIN_KEY] as KitOrigin | undefined\n if (origin && typeof origin.owner === 'string') return origin\n }\n return null\n}\n\n/** A drawn thing that no builder of the kit marked: what was drawn on the spot. */\nexport interface UnmarkedDrawing {\n /** The names of the object and its named ancestors, outermost first. */\n readonly path: string\n readonly object: unknown\n}\n\n/** Every visible mesh, line, point cloud or sprite under `root` with no marked ancestor (`root` itself not counted as one). */\nexport function unmarkedDrawings(root: unknown): UnmarkedDrawing[] {\n const out: UnmarkedDrawing[] = []\n const pathOf = (node: Node): string => {\n const names: string[] = []\n for (let n: Node | null | undefined = node; n && n !== root; n = n.parent) if (n.name) names.push(n.name)\n return names.reverse().join(' > ') || '(no name)'\n }\n const walk = (node: Node, marked: boolean): void => {\n if (node.visible === false) return\n const here = marked || (node !== root && Boolean((node.userData?.[KIT_ORIGIN_KEY] as KitOrigin | undefined)?.owner))\n if (!here && (node.isMesh || node.isPoints || node.isLine || node.isSprite)) out.push({ path: pathOf(node), object: node })\n for (const child of node.children ?? []) walk(child, here)\n }\n walk(root as Node, false)\n return out\n}\n","/** A floor rectangle in an object's own space, metres (x across, z along). */\nexport interface Footprint {\n readonly minX: number\n readonly maxX: number\n readonly minZ: number\n readonly maxZ: number\n}\n\n/** What `footprintBlocker` reads of an object: its world matrix (three.js `Object3D`, duck-typed so the contracts stay free of three.js). */\nexport interface FootprintObject {\n readonly matrixWorld: { readonly elements: ArrayLike<number> }\n readonly parent?: unknown\n updateWorldMatrix?(updateParents: boolean, updateChildren: boolean): void\n}\n\n/**\n * The `ModuleHost.addBlocker` function of a solid object standing on the floor: the walking player stays out of `footprint`, a rectangle in the object's own space,\n * so the object blocks turned with it and follows it when it moves. An object out of the scene (no parent) blocks nothing.\n */\nexport function footprintBlocker(object: FootprintObject | (() => FootprintObject | null | undefined), footprint: Footprint | (() => Footprint | null | undefined)): (x: number, z: number, radius: number) => boolean {\n return (x, z, radius) => {\n const o = typeof object === 'function' ? object() : object\n const fp = typeof footprint === 'function' ? footprint() : footprint\n if (!o || !fp || !o.parent) return false\n o.updateWorldMatrix?.(true, false)\n const e = o.matrixWorld.elements\n // the world point in the object's own floor axes: its x and z columns are at right angles, so a projection on each (over its squared length, for a scale) inverts the matrix\n const dx = x - (e[12] as number)\n const dz = z - (e[14] as number)\n const ax = (e[0] as number) ** 2 + (e[1] as number) ** 2 + (e[2] as number) ** 2\n const az = (e[8] as number) ** 2 + (e[9] as number) ** 2 + (e[10] as number) ** 2\n const lx = (dx * (e[0] as number) + dz * (e[2] as number)) / (ax || 1)\n const lz = (dx * (e[8] as number) + dz * (e[10] as number)) / (az || 1)\n return lx > fp.minX - radius && lx < fp.maxX + radius && lz > fp.minZ - radius && lz < fp.maxZ + radius\n }\n}\n","/**\n * The sounds of a body (footsteps, jumps, landings, blows, hurt), as ids every package agrees on: the rule that knows what the body did\n * (`game-player`, a host's own player) names the sound, and the bank that knows how it sounds (`game-audio`'s `BODY_FOLEY_BANK`) answers it.\n * A game swaps the sound of an id (a sample instead of the synthesis) without touching the rule.\n */\n\n/** What the feet touch, by how it sounds (not by what it is made of: a wooden floor and a plywood board both sound `wood`). */\nexport const SURFACE_IDS = ['concrete', 'asphalt', 'wood', 'tile', 'dirt', 'grass', 'gravel', 'sand', 'metal', 'water', 'glass', 'carpet'] as const\nexport type SurfaceId = (typeof SURFACE_IDS)[number]\n\n/** The surface a body stands on when nobody says (the test room's floor is a concrete slab). */\nexport const DEFAULT_SURFACE: SurfaceId = 'concrete'\n\n/** How the feet move: a run hits harder and shorter; a crouched step is the walk, quieter. */\nexport const GAIT_IDS = ['walk', 'run'] as const\nexport type GaitId = (typeof GAIT_IDS)[number]\n\n/** How hard a landing is: `light` for a jump on the spot or a step down (up to about 5 m/s), `heavy` for a drop of more than a metre and a half. */\nexport const LANDING_IDS = ['light', 'heavy'] as const\nexport type LandingId = (typeof LANDING_IDS)[number]\n\n/** The fall speed (m/s) from which a landing is `heavy`. */\nexport const HEAVY_LANDING_SPEED = 5.5\n\nexport type FootstepSoundId = `footstep_${SurfaceId}_${GaitId}`\nexport type LandSoundId = `land_${SurfaceId}_${LandingId}`\n\n/**\n * How a blow is struck, by the body part or the tool that does it. `blade` stabs or slashes, `blunt` is a club, a bat, a pipe or a hammer, `chop` an\n * axe or a machete driven down.\n */\nexport const BLOW_IDS = ['punch', 'kick', 'shove', 'blade', 'blunt', 'chop'] as const\nexport type BlowId = (typeof BLOW_IDS)[number]\n\n/** What the blow meets: a body (flesh and bone, the head apart), something else (the material answers with its own impact), or nothing. */\nexport type BlowTarget = 'body' | 'head' | 'object' | 'air'\n\n/** The sounds of the body that are not a footstep or a landing. */\nexport const BODY_SOUND_IDS = [\n 'jump',\n 'cloth_rustle',\n 'body_fall',\n 'fall_damage',\n 'player_hurt',\n 'player_breath_run',\n 'player_death',\n 'bite',\n 'grab',\n 'punch_swing',\n 'punch_hit_body',\n 'punch_hit_face',\n 'punch_hit_object',\n 'kick_swing',\n 'kick_hit',\n 'kick_hit_object',\n 'shove_two_hands',\n 'knife_swing',\n 'knife_stab',\n 'knife_slash',\n 'knife_hit_object',\n 'blunt_swing',\n 'blunt_hit',\n 'blunt_hit_object',\n 'axe_swing',\n 'axe_chop',\n 'axe_hit_object',\n] as const\nexport type BodySoundId = (typeof BODY_SOUND_IDS)[number]\n\n/** Every sound of a body: what a host plays for the player, a survivor or a zombie. */\nexport type BodyFoleyId = FootstepSoundId | LandSoundId | BodySoundId\n\nexport const footstepSoundId = (surface: SurfaceId, gait: GaitId): FootstepSoundId => `footstep_${surface}_${gait}`\nexport const landSoundId = (surface: SurfaceId, fallSpeed: number): LandSoundId => `land_${surface}_${fallSpeed >= HEAVY_LANDING_SPEED ? 'heavy' : 'light'}`\n\n/** Every footstep and landing id, in the order of the surfaces. */\nexport const FOOTSTEP_SOUND_IDS: readonly FootstepSoundId[] = SURFACE_IDS.flatMap((surface) => GAIT_IDS.map((gait) => footstepSoundId(surface, gait)))\nexport const LAND_SOUND_IDS: readonly LandSoundId[] = SURFACE_IDS.flatMap((surface) => LANDING_IDS.map((landing): LandSoundId => `land_${surface}_${landing}`))\nexport const BODY_FOLEY_IDS: readonly BodyFoleyId[] = [...FOOTSTEP_SOUND_IDS, ...LAND_SOUND_IDS, ...BODY_SOUND_IDS]\n\nconst SWING: Readonly<Record<BlowId, BodySoundId | null>> = {\n punch: 'punch_swing',\n kick: 'kick_swing',\n // two hands pushed out do not whistle: the shove is one sound, at the contact\n shove: null,\n blade: 'knife_swing',\n blunt: 'blunt_swing',\n chop: 'axe_swing',\n}\n\n/**\n * Seconds from the start of a swing's sound to its loudest point (the limb or the tool at full speed, just before the contact). A host that knows when the\n * blow lands starts the swing this long before; one that does not plays the swing now and the hit this long after.\n */\nexport const SWING_LEAD_SECONDS: Readonly<Record<BlowId, number>> = { punch: 0.07, kick: 0.09, shove: 0, blade: 0.05, blunt: 0.1, chop: 0.11 }\n\n/** The swing through the air, played as the blow starts (`null`: the blow has none). */\nexport const swingSoundId = (blow: BlowId): BodySoundId | null => SWING[blow]\n\nconst HIT: Readonly<Record<BlowId, Readonly<Record<Exclude<BlowTarget, 'air'>, BodySoundId>>>> = {\n punch: { body: 'punch_hit_body', head: 'punch_hit_face', object: 'punch_hit_object' },\n kick: { body: 'kick_hit', head: 'kick_hit', object: 'kick_hit_object' },\n shove: { body: 'shove_two_hands', head: 'shove_two_hands', object: 'shove_two_hands' },\n blade: { body: 'knife_stab', head: 'knife_stab', object: 'knife_hit_object' },\n blunt: { body: 'blunt_hit', head: 'blunt_hit', object: 'blunt_hit_object' },\n chop: { body: 'axe_chop', head: 'axe_chop', object: 'axe_hit_object' },\n}\n\n/**\n * The body's side of a blow that lands: the knuckles, the shoe, the blade or the club meeting what it hit. On an object the material's own impact\n * plays too (the wood, the metal); this is the part that says it was a punch and not a shot.\n */\nexport const hitSoundId = (blow: BlowId, target: Exclude<BlowTarget, 'air'>): BodySoundId => HIT[blow][target]\n\n/**\n * The surface a material sounds like underfoot, by the material ids of `game-destruction` and `game-terrain` (unknown ids: `fallback`). Data, so\n * a game with its own materials passes its own table to `surfaceOfMaterial`.\n */\nexport const MATERIAL_SURFACES: Readonly<Record<string, SurfaceId>> = {\n concrete: 'concrete',\n mortar: 'concrete',\n stone: 'concrete',\n brick: 'concrete',\n plaster: 'concrete',\n asphalt: 'asphalt',\n wood_soft: 'wood',\n wood_hard: 'wood',\n green_wood: 'wood',\n plywood: 'wood',\n mdf: 'wood',\n ceramic: 'tile',\n plastic: 'tile',\n soil: 'dirt',\n wax: 'dirt',\n flesh_fruit: 'dirt',\n turf: 'grass',\n foliage: 'grass',\n cactus: 'grass',\n gravel: 'gravel',\n sand: 'sand',\n steel: 'metal',\n cast_iron: 'metal',\n aluminium: 'metal',\n copper: 'metal',\n water: 'water',\n glass: 'glass',\n tempered_glass: 'glass',\n fabric: 'carpet',\n foam: 'carpet',\n leather: 'carpet',\n rubber: 'carpet',\n paper: 'carpet',\n}\n\nexport const isSurfaceId = (value: unknown): value is SurfaceId => typeof value === 'string' && (SURFACE_IDS as readonly string[]).includes(value)\n\n/** The surface of a material id; a surface id passes through. */\nexport function surfaceOfMaterial(material: string | undefined, table: Readonly<Record<string, SurfaceId>> = MATERIAL_SURFACES, fallback: SurfaceId = DEFAULT_SURFACE): SurfaceId {\n if (material === undefined) return fallback\n if (isSurfaceId(material)) return material\n return table[material] ?? fallback\n}\n","/**\n * @adatechnology/game-contracts: the contracts every game module (vehicles, furniture, plants, houses, weapons) depends on, and nothing else.\n * Types plus tiny pure checkers, no runtime dependencies. The default destruction world, the renderers and the test room are optional.\n */\nexport type {\n ChainDelay,\n Crack,\n DamageStage,\n DamageType,\n DebrisKind,\n Dent,\n DestructibleSpec,\n BlastOptions,\n BlastReport,\n ConfinementOptions,\n ExplosionChain,\n FragmentHitOptions,\n ShelterOptions,\n DestructionEvent,\n DestructionEventType,\n FluidKind,\n Fragment,\n FragmentMark,\n FractureStyle,\n BallisticExtras,\n Hit,\n HitIgnition,\n HitResult,\n Hole,\n JointKind,\n JointSpec,\n JointState,\n MaterialId,\n ObjectState,\n PartShape,\n PartSpec,\n PartBreach,\n PartState,\n PartStatus,\n PartUnits,\n Quat,\n RayHit,\n Reinforcement,\n TensionRebar,\n TunedMassDamper,\n WindExposure,\n WindState,\n PileSpec,\n SoilLayer,\n SoilProfile,\n SoilState,\n StructureRole,\n SurfaceLayer,\n ToolKind,\n Vec3,\n} from './destruction'\nexport type { BusyOptions, BusySink, BusyTask } from './busy'\nexport { blastShove, DEFAULT_BLAST_SHOVE } from './blast-shove'\nexport type { BlastShove, BlastShoveOptions, BlastSource } from './blast-shove'\nexport { IMPACT_CONTRACT, checkDestructible, checkHit } from './impact'\nexport type { CheckOptions, DestructibleImpl, ImpactContract, SurfaceRay, SurfaceRayHit } from './impact'\nexport type { CostOptions } from './impact-cost'\nexport { MISSING_BITS } from './body'\nexport type { BodyRegion, BodySlot, SegmentKind } from './body'\nexport { checkSpec } from './spec'\nexport type { CheckSpecOptions, SpecReport } from './spec'\nexport { shotToHit, shotExtras, useToHit } from './weapons'\nexport { DEFAULT_IGNITION_RULES, fillFactor, ignitionChance, resolveIgnitionRules, sparkTargetFactor } from './ignition'\nexport type { IgnitionRules } from './ignition'\nexport type { Shot, Use } from './weapons'\nexport type { ContainerSpec, ItemUseDef, LiquidId } from './fluids'\nexport { sealBlock, sealOpener } from './seal'\nexport type { SealBlock, SealSpec, SealState } from './seal'\nexport type { HandPose, HandTargetSource, HandTargets } from './hands'\nexport { TWIST_LIFT, twistStroke } from './twist'\nexport type { TwistOptions, TwistStroke } from './twist'\nexport type { EffectHandle, EffectRequest, EffectSink, Enclosure, EnclosureBox } from './effects'\nexport type { WarmUpProbes } from './warm-up'\nexport { checkAnimation } from './animation'\nexport type { AnimationClipSpec, AnimationEventSpec, AnimationKey, AnimationPose, ItemAnimationContract } from './animation'\nexport { STAGE_EVENT, TOOL_CLIP, checkToolClips, createToolClipPlayer, sampleClip, scaleClip, toolAnimationStep } from './tool-animation'\nexport type { ToolAnimationStep, ToolAnimator, ToolClipId, ToolClipPlayer, ToolClipPlayerOptions, ToolClipSet, ToolRig } from './tool-animation'\nexport { DEFERRED_PRIORITY, DEFERRED_QUEUE_ID, FRAME_PHASES, checkDeferredQueue } from './frame'\nexport type { DeferredQueue, DeferredQueueOptions, DeferredQueueReport, FramePhase } from './frame'\nexport type { FrameOptions, AreaPlacement, GroundLayout, GroundZone, HostEvent, HostGraphics, HostTool, HostToolAttachment, ModuleArea, ModuleHost, ModuleItemFluid, ModuleItemSeal, ModuleScenario, PlayerState, ItemSeat, TestableItem, TestableModule, Thumbnail, ToolCommand, ToolCommandResult, HostReach } from './module'\nexport { applyPatches, deepMerge, mergeById, removeIds } from './registry'\nexport type { DeepPartial } from './registry'\nimport { resetWarnOnce as resetWarnOnceForTests } from './warn'\n\nexport { warnOnce } from './warn'\n/** @deprecated Import it from `@adatechnology/game-contracts/testing`. */\nexport const resetWarnOnce = resetWarnOnceForTests\nexport { checkBench } from './bench'\nexport type {\n ActionControl,\n BenchChange,\n BenchDeclaration,\n BenchReport,\n BenchSheet,\n BooleanControl,\n ChoiceControl,\n ChoiceOption,\n ControlPatch,\n ControlValue,\n ModuleBench,\n ModuleControl,\n ModuleLayer,\n ModuleMetric,\n NumberControl,\n} from './bench'\nexport type { AudioListener, AudioSink, LoopHandle, SoundHandle, SoundRequest } from './audio'\nexport { DEFAULT_ENVIRONMENT, createEnvironmentBus } from './environment'\nexport type { EnvironmentBus, EnvironmentKey, EnvironmentState } from './environment'\nexport { checkCategorized, defineCategories, resolveEntry } from './categories'\nexport type { CategorizedOptions, CategorizedReport, CategoryDef, CategoryOptions, CategoryRegistry, ContractChecker, ContractContext } from './categories'\nexport { KIT_ORIGIN_KEY, kitOriginOf, markKitOrigin, unmarkedDrawings } from './origin'\nexport type { KitOrigin, UnmarkedDrawing } from './origin'\nexport { footprintBlocker } from './footprint'\nexport type { Footprint, FootprintObject } from './footprint'\nexport {\n BLOW_IDS,\n BODY_FOLEY_IDS,\n BODY_SOUND_IDS,\n DEFAULT_SURFACE,\n FOOTSTEP_SOUND_IDS,\n GAIT_IDS,\n HEAVY_LANDING_SPEED,\n LANDING_IDS,\n LAND_SOUND_IDS,\n MATERIAL_SURFACES,\n SURFACE_IDS,\n SWING_LEAD_SECONDS,\n footstepSoundId,\n hitSoundId,\n isSurfaceId,\n landSoundId,\n surfaceOfMaterial,\n swingSoundId,\n} from './foley'\nexport type { BlowId, BlowTarget, BodyFoleyId, BodySoundId, FootstepSoundId, GaitId, LandSoundId, LandingId, SurfaceId } from './foley'\n","{\n \"id\": \"team-game\",\n \"segments\": {\n \"head\": 40,\n \"arm\": 60,\n \"leg\": 80\n },\n \"calibers\": {\n \"7_62x51\": {\n \"gameKey\": \"308\",\n \"name\": \"7,62×51 (.308)\",\n \"points\": 75,\n \"penetration\": 4,\n \"effectiveRangeMetres\": 600,\n \"noiseMetres\": 130,\n \"skullRange\": 1,\n \"class\": \"rifle\"\n },\n \"9x19\": {\n \"gameKey\": \"9x19\",\n \"name\": \"9×19 mm\",\n \"points\": 35,\n \"penetration\": 1.2,\n \"effectiveRangeMetres\": 35,\n \"noiseMetres\": 60,\n \"skullRange\": 1,\n \"class\": \"pistol\"\n },\n \"12ga_00buck\": {\n \"gameKey\": \"12ga\",\n \"name\": \"12 ga 00\",\n \"points\": 12,\n \"pellets\": 9,\n \"penetration\": 0.5,\n \"effectiveRangeMetres\": 15,\n \"noiseMetres\": 90,\n \"skullRange\": 8,\n \"class\": \"pistol\"\n },\n \"7_62x39\": {\n \"gameKey\": \"762x39\",\n \"name\": \"7,62×39 mm\",\n \"points\": 55,\n \"penetration\": 3,\n \"effectiveRangeMetres\": 250,\n \"noiseMetres\": 110,\n \"skullRange\": 1,\n \"class\": \"rifle\"\n }\n },\n \"regionCost\": {\n \"head\": 0.7,\n \"torso\": 1,\n \"bruteTorso\": 2,\n \"limb\": 0.5\n },\n \"damageKeptPerBody\": 0.75,\n \"falloff\": {\n \"fullAtRange\": 1,\n \"atTwiceRange\": 0.5\n },\n \"helmetAbsorbs\": \"pistol\",\n \"regions\": [\n \"head\",\n \"torso\",\n \"armL\",\n \"armR\",\n \"legL\",\n \"legR\"\n ]\n}\n","import type { BodyRegion } from '@adatechnology/game-contracts'\n\nimport teamGame from '../presets/team-game.json'\nimport type { SegmentId } from './segment-tree'\n\n/** The regions that keep their own hit points in the crowd model (the torso has none: torso hits go to vitality). */\nexport type LimbRegion = Exclude<BodyRegion, 'torso'>\n\nexport const LIMB_REGIONS: readonly LimbRegion[] = ['head', 'armL', 'armR', 'legL', 'legR']\n\n/** The game's region numbers (`SEG`): hit points of the head, of an arm and of a leg. */\nexport const REGION_HIT_POINTS: Readonly<Record<LimbRegion, number>> = {\n head: teamGame.segments.head,\n armL: teamGame.segments.arm,\n armR: teamGame.segments.arm,\n legL: teamGame.segments.leg,\n legR: teamGame.segments.leg,\n}\n\n/** The segments that make up each region, and the one that names it in events (the first). */\nexport const REGION_SEGMENTS: Readonly<Record<BodyRegion, readonly SegmentId[]>> = {\n head: ['head', 'jaw', 'neck'],\n torso: ['torso', 'pelvis'],\n armL: ['upperArmL', 'forearmL', 'handL'],\n armR: ['upperArmR', 'forearmR', 'handR'],\n legL: ['thighL', 'shinL', 'footL'],\n legR: ['thighR', 'shinR', 'footR'],\n}\n\nexport const BODY_REGIONS: readonly BodyRegion[] = ['head', 'torso', 'armL', 'armR', 'legL', 'legR']\n\nexport const isBodyRegion = (value: string): value is BodyRegion => (BODY_REGIONS as readonly string[]).includes(value)\n","{\n \"segments\": [\n {\n \"id\": \"head\",\n \"region\": \"head\",\n \"hitPoints\": 40,\n \"multiplier\": 3,\n \"bleed\": 40\n },\n {\n \"id\": \"jaw\",\n \"region\": \"head\",\n \"hitPoints\": 12,\n \"multiplier\": 2,\n \"bleed\": 8\n },\n {\n \"id\": \"neck\",\n \"region\": \"head\",\n \"hitPoints\": 25,\n \"multiplier\": 2,\n \"bleed\": 46\n },\n {\n \"id\": \"torso\",\n \"region\": \"torso\",\n \"hitPoints\": 150,\n \"multiplier\": 1,\n \"bleed\": 10\n },\n {\n \"id\": \"pelvis\",\n \"region\": \"torso\",\n \"hitPoints\": 90,\n \"multiplier\": 1,\n \"bleed\": 12\n },\n {\n \"id\": \"upperArm\",\n \"region\": \"arm\",\n \"hitPoints\": 45,\n \"multiplier\": 0.6,\n \"bleed\": 15\n },\n {\n \"id\": \"forearm\",\n \"region\": \"arm\",\n \"hitPoints\": 30,\n \"multiplier\": 0.6,\n \"bleed\": 8\n },\n {\n \"id\": \"hand\",\n \"region\": \"arm\",\n \"hitPoints\": 12,\n \"multiplier\": 0.6,\n \"bleed\": 3\n },\n {\n \"id\": \"thigh\",\n \"region\": \"leg\",\n \"hitPoints\": 55,\n \"multiplier\": 0.7,\n \"bleed\": 19\n },\n {\n \"id\": \"shin\",\n \"region\": \"leg\",\n \"hitPoints\": 40,\n \"multiplier\": 0.7,\n \"bleed\": 9\n },\n {\n \"id\": \"foot\",\n \"region\": \"leg\",\n \"hitPoints\": 15,\n \"multiplier\": 0.7,\n \"bleed\": 3\n }\n ],\n \"regions\": {\n \"head\": {\n \"hitPoints\": 40,\n \"segmentSum\": 77,\n \"scale\": 0.5195\n },\n \"arm\": {\n \"hitPoints\": 60,\n \"segmentSum\": 87,\n \"scale\": 0.6897\n },\n \"leg\": {\n \"hitPoints\": 80,\n \"segmentSum\": 110,\n \"scale\": 0.7273\n }\n },\n \"arsenalWeapons\": {\n \"pistola\": {\n \"n\": \"Pistola 9×19\",\n \"dmg\": 35,\n \"pel\": 1\n },\n \"fuzil\": {\n \"n\": \"Fuzil 7,62×39\",\n \"dmg\": 55,\n \"pel\": 1\n },\n \"escopeta\": {\n \"n\": \"Escopeta 12 ga\",\n \"dmg\": 12,\n \"pel\": 9\n },\n \"cinquenta\": {\n \"n\": \".50 BMG\",\n \"dmg\": 180,\n \"pel\": 1\n },\n \"granada\": {\n \"n\": \"Granada\",\n \"dmg\": 300,\n \"pel\": 0\n }\n },\n \"elenco\": {\n \"segments\": {\n \"head\": {\n \"hp\": 40,\n \"radius\": 0.07\n },\n \"torso\": {\n \"hp\": 120\n },\n \"pelvis\": {\n \"hp\": 90\n },\n \"upperArm\": {\n \"hp\": 60,\n \"radius\": 0.085\n },\n \"forearm\": {\n \"hp\": 45,\n \"radius\": 0.065\n },\n \"hand\": {\n \"hp\": 25,\n \"radius\": 0.05\n },\n \"thigh\": {\n \"hp\": 80,\n \"radius\": 0.1\n },\n \"shin\": {\n \"hp\": 55,\n \"radius\": 0.08\n }\n },\n \"below\": {\n \"upperArm\": [\n \"forearm\",\n \"hand\"\n ],\n \"forearm\": [\n \"hand\"\n ],\n \"thigh\": [\n \"shin\"\n ]\n },\n \"falls\": {\n \"upperArm\": \"o braço inteiro\",\n \"forearm\": \"o antebraço com a mão\",\n \"hand\": \"a mão\",\n \"thigh\": \"a perna inteira\",\n \"shin\": \"a canela com o pé\",\n \"head\": \"a cabeça\"\n },\n \"cutWeapons\": [\n {\n \"id\": \"faca\",\n \"n\": \"Faca\",\n \"dmg\": 22,\n \"cut\": 0.7\n },\n {\n \"id\": \"facao\",\n \"n\": \"Facão\",\n \"dmg\": 55,\n \"cut\": 1\n },\n {\n \"id\": \"machado\",\n \"n\": \"Machado\",\n \"dmg\": 85,\n \"cut\": 1\n },\n {\n \"id\": \"p9\",\n \"n\": \"Pistola 9 mm\",\n \"dmg\": 30,\n \"cut\": 0.15\n },\n {\n \"id\": \"e12\",\n \"n\": \"Espingarda 12\",\n \"dmg\": 95,\n \"cut\": 0.75\n },\n {\n \"id\": \"f762\",\n \"n\": \"Fuzil 7,62\",\n \"dmg\": 65,\n \"cut\": 0.45\n }\n ]\n },\n \"severity\": {\n \"severAtCut\": 0.5,\n \"severAtDamageFraction\": 0.9,\n \"destroyAtDamageMultiple\": 2,\n \"limpAtHpFraction\": 0.5,\n \"splitAtDamage\": 150,\n \"headKillDamage\": 20,\n \"jawChance\": 0.3,\n \"jawDamage\": 25,\n \"headBitDamage\": 60,\n \"headBitShotgunMetres\": 5\n },\n \"defaultCut\": {\n \"slash\": 0.85,\n \"blunt\": 0,\n \"explosive\": 1,\n \"ballistic\": {\n \"pistol\": 0.15,\n \"buckshot\": 0.75,\n \"rifle\": 0.45\n }\n },\n \"deathRule\": {\n \"default\": \"vitality-or-head\",\n \"options\": [\n \"vitality-or-head\",\n \"head-only\"\n ]\n }\n}\n","import type { BodyRegion, BodySlot, SegmentKind } from '@adatechnology/game-contracts'\n\nimport segments from '../data/segments.json'\nimport type { JointId } from './body-spec'\n\nexport type SegmentSide = 'L' | 'R'\ntype LimbKind = 'upperArm' | 'forearm' | 'hand' | 'thigh' | 'shin' | 'foot'\nexport type SegmentId = 'pelvis' | 'torso' | 'neck' | 'head' | 'jaw' | `${LimbKind}${SegmentSide}`\n\n/** One segment of the tree: the joint it hangs from, its parent, the crowd region it belongs to and the item slots that cover it. */\nexport type SegmentNode = {\n readonly id: SegmentId\n readonly kind: SegmentKind\n readonly side?: SegmentSide\n readonly joint: JointId\n readonly parent?: SegmentId\n readonly region: BodyRegion\n readonly slots: readonly BodySlot[]\n}\n\n/** Numbers of a segment kind (the Arsenal table, A4): hit points, damage multiplier and bleed rate. */\nexport type SegmentNumbers = { readonly hitPoints: number; readonly multiplier: number; readonly bleed: number }\n\nconst limb = (kind: LimbKind, side: SegmentSide, joint: JointId, parent: SegmentId | undefined, slots: readonly BodySlot[]): SegmentNode => {\n const isArm = kind === 'upperArm' || kind === 'forearm' || kind === 'hand'\n const region: BodyRegion = isArm ? (side === 'L' ? 'armL' : 'armR') : side === 'L' ? 'legL' : 'legR'\n return { id: `${kind}${side}`, kind, side, joint, region, slots, ...(parent ? { parent } : {}) }\n}\n\nconst sideOf = (side: SegmentSide): SegmentNode[] => [\n limb('upperArm', side, `shoulder${side}`, 'torso', ['arms']),\n limb('forearm', side, `elbow${side}`, `upperArm${side}`, ['arms']),\n limb('hand', side, `wrist${side}`, `forearm${side}`, ['hands']),\n limb('thigh', side, `hip${side}`, 'pelvis', ['legs']),\n limb('shin', side, `knee${side}`, `thigh${side}`, ['legs']),\n limb('foot', side, `ankle${side}`, `shin${side}`, ['feet']),\n]\n\n/** The 17 segments (11 kinds, limbs on both sides), parents before children. Neck and jaw have no item slot: a helmet does not cover them. */\nexport const SEGMENT_TREE: readonly SegmentNode[] = [\n { id: 'pelvis', kind: 'pelvis', joint: 'hip', region: 'torso', slots: ['torso'] },\n { id: 'torso', kind: 'torso', joint: 'spine', parent: 'pelvis', region: 'torso', slots: ['torso'] },\n { id: 'neck', kind: 'neck', joint: 'neck', parent: 'torso', region: 'head', slots: [] },\n { id: 'head', kind: 'head', joint: 'head', parent: 'neck', region: 'head', slots: ['head', 'eyes'] },\n { id: 'jaw', kind: 'jaw', joint: 'jaw', parent: 'head', region: 'head', slots: [] },\n ...sideOf('L'),\n ...sideOf('R'),\n]\n\nexport const SEGMENT_IDS: readonly SegmentId[] = SEGMENT_TREE.map((node) => node.id)\n\nconst NODES = new Map(SEGMENT_TREE.map((node) => [node.id, node]))\n\nexport const segmentNode = (id: SegmentId): SegmentNode => {\n const node = NODES.get(id)\n if (!node) throw new Error(`game-characters: unknown segment \"${id}\"`)\n return node\n}\n\nexport const isSegmentId = (value: string): value is SegmentId => NODES.has(value as SegmentId)\n\n/** Every segment that hangs below `id` (children, grandchildren...), in tree order: what falls with it when it is severed. */\nexport const segmentsBelow = (id: SegmentId): SegmentId[] => {\n const out: SegmentId[] = []\n const visit = (parent: SegmentId): void => {\n for (const node of SEGMENT_TREE) {\n if (node.parent !== parent) continue\n out.push(node.id)\n visit(node.id)\n }\n }\n visit(id)\n return out\n}\n\n/** The Arsenal numbers per segment kind (hit points, `MULT`, `BLEED`). */\nexport const SEGMENT_NUMBERS: Readonly<Record<SegmentKind, SegmentNumbers>> = Object.fromEntries(\n segments.segments.map((entry) => [entry.id, { hitPoints: entry.hitPoints, multiplier: entry.multiplier, bleed: entry.bleed }]),\n) as Record<SegmentKind, SegmentNumbers>\n","import { MISSING_BITS } from '@adatechnology/game-contracts'\nimport type { SegmentKind } from '@adatechnology/game-contracts'\n\nimport type { Detail, SegmentState } from '../types'\nimport { LIMB_REGIONS, REGION_HIT_POINTS, REGION_SEGMENTS } from './regions'\nimport type { LimbRegion } from './regions'\nimport { SEGMENT_TREE } from './segment-tree'\nimport type { SegmentId, SegmentSide } from './segment-tree'\n\n/** The mutable state of one body. Both detail levels live here: the 17 segments and the hit points of the 5 crowd regions. */\nexport type BodyState = {\n readonly segments: SegmentState[]\n readonly regions: Record<LimbRegion, number>\n vitality: number\n readonly maxVitality: number\n alive: boolean\n /** The game's `MISSING_BITS` mask. */\n missing: number\n /** Sides that limp, in the order they started. */\n readonly limping: SegmentSide[]\n crawl: boolean\n stunSeconds: number\n /** Loose pieces: each severed segment with what fell with it. */\n readonly pieces: SegmentId[][]\n /** Protection layers used up (a helmet that took its one shot). */\n readonly consumed: Set<string>\n detail: Detail\n}\n\nexport type CreateBodyStateParams = { readonly vitality: number; readonly detail: Detail; readonly crawling?: boolean; readonly hitPointsOf: (kind: SegmentKind) => number }\n\nexport const createBodyState = ({ vitality, detail, crawling, hitPointsOf }: CreateBodyStateParams): BodyState => ({\n segments: SEGMENT_TREE.map((node) => {\n const max = hitPointsOf(node.kind)\n return { id: node.id, kind: node.kind, region: node.region, hp: max, max, status: 'ok', attached: true, ...(node.side ? { side: node.side } : {}) }\n }),\n regions: { ...REGION_HIT_POINTS },\n vitality,\n maxVitality: vitality,\n alive: true,\n missing: 0,\n limping: [],\n crawl: crawling ?? false,\n stunSeconds: 0,\n pieces: [],\n consumed: new Set(),\n detail,\n})\n\nexport const segmentOf = (body: BodyState, id: SegmentId): SegmentState => {\n const segment = body.segments.find((candidate) => candidate.id === id)\n if (!segment) throw new Error(`game-characters: unknown segment \"${id}\"`)\n return segment\n}\n\nconst LIMB_MASK: readonly { readonly ids: readonly SegmentId[]; readonly lost: number; readonly broken: number }[] = [\n { ids: ['upperArmL', 'forearmL'], lost: MISSING_BITS.armL, broken: MISSING_BITS.armLBroken },\n { ids: ['upperArmR', 'forearmR'], lost: MISSING_BITS.armR, broken: MISSING_BITS.armRBroken },\n { ids: ['thighL', 'shinL'], lost: MISSING_BITS.legL, broken: MISSING_BITS.legLBroken },\n { ids: ['thighR', 'shinR'], lost: MISSING_BITS.legR, broken: MISSING_BITS.legRBroken },\n]\n\n/** The crowd mask the segments amount to: a lost head, jaw, arm or leg (upper or lower part), and a broken one still attached. */\nexport const missingFromSegments = (body: BodyState): number => {\n let mask = 0\n if (!segmentOf(body, 'head').attached) mask |= MISSING_BITS.head\n else if (!segmentOf(body, 'jaw').attached) mask |= MISSING_BITS.jaw\n for (const limb of LIMB_MASK) {\n const parts = limb.ids.map((id) => segmentOf(body, id))\n if (parts.some((part) => !part.attached)) mask |= limb.lost\n else if (parts.some((part) => part.status === 'broken')) mask |= limb.broken\n }\n return mask\n}\n\n/** Region hit points from the segments: the share of the region's segment hit points left, scaled to the region's own hit points. */\nexport const regionsFromSegments = (body: BodyState): void => {\n for (const region of LIMB_REGIONS) {\n const parts = REGION_SEGMENTS[region].map((id) => segmentOf(body, id))\n const left = parts.reduce((sum, part) => sum + (part.attached ? Math.max(0, part.hp) : 0), 0)\n const total = parts.reduce((sum, part) => sum + part.max, 0)\n body.regions[region] = (REGION_HIT_POINTS[region] * left) / total\n }\n body.missing |= missingFromSegments(body)\n}\n\n/** Segment hit points from the regions (the reverse is lossy: every segment of a region keeps the region's share). */\nexport const segmentsFromRegions = (body: BodyState): void => {\n for (const region of LIMB_REGIONS) {\n const share = Math.max(0, body.regions[region]) / REGION_HIT_POINTS[region]\n for (const id of REGION_SEGMENTS[region]) {\n const part = segmentOf(body, id)\n if (part.attached) part.hp = Math.min(part.hp, part.max * share)\n }\n }\n}\n","import type { DestructibleSpec, JointSpec, PartShape, PartSpec, SegmentKind, Vec3 } from '@adatechnology/game-contracts'\n\nimport type { BodySpec } from './body-spec'\nimport type { Rig } from './rig'\nimport { SEGMENT_TREE } from './segment-tree'\nimport type { SegmentNode } from './segment-tree'\n\n/** The material id the parts of a body carry (a destruction world without it skips its own material rules: the body is a `DestructibleImpl`). */\nexport const BODY_MATERIAL = 'flesh'\n\n/** Share of the body mass per segment kind (sums to 1 over the 17 segments). */\nconst MASS_SHARE: Readonly<Record<SegmentKind, number>> = {\n head: 0.07,\n jaw: 0.01,\n neck: 0.02,\n torso: 0.34,\n pelvis: 0.14,\n upperArm: 0.028,\n forearm: 0.016,\n hand: 0.006,\n thigh: 0.1,\n shin: 0.045,\n foot: 0.015,\n}\nconst ADULT_MASS_KG = 70\nconst LEAF_KINDS: ReadonlySet<SegmentKind> = new Set(['head', 'jaw', 'hand', 'foot'])\n\nconst firstChild = (node: SegmentNode): SegmentNode | undefined => SEGMENT_TREE.find((candidate) => candidate.parent === node.id)\n\n/** A cylinder from `from` to `to`: centred between them, its local +Y turned onto the segment (Euler XYZ). */\nconst cylinderBetween = (from: Vec3, to: Vec3, radius: number): { shape: PartShape; position: Vec3; rotation: Vec3 } => {\n const axis: Vec3 = [to[0] - from[0], to[1] - from[1], to[2] - from[2]]\n const length = Math.max(1e-3, Math.hypot(axis[0], axis[1], axis[2]))\n const [x, y, z] = [axis[0] / length, axis[1] / length, axis[2] / length]\n return {\n shape: { kind: 'cylinder', radius, height: length },\n position: [(from[0] + to[0]) / 2, (from[1] + to[1]) / 2, (from[2] + to[2]) / 2],\n rotation: [Math.atan2(z, y), 0, -Math.asin(Math.max(-1, Math.min(1, x)))],\n }\n}\n\nconst partOf = (node: SegmentNode, rig: Rig, body: BodySpec, massKg: number): PartSpec => {\n const joint = rig.joints[node.joint]\n const radius = body.segmentRadius[node.kind] * (rig.height / body.heightMetres)\n const mass = massKg * MASS_SHARE[node.kind]\n const child = firstChild(node)\n if (LEAF_KINDS.has(node.kind) || !child) {\n const lift = node.kind === 'head' ? radius : node.kind === 'jaw' ? 0 : -radius\n return { id: node.id, material: BODY_MATERIAL, shape: { kind: 'sphere', radius }, position: [joint[0], joint[1] + lift, joint[2]], mass, tags: ['body', node.kind] }\n }\n const placed = cylinderBetween(joint, rig.joints[child.joint], radius)\n return { id: node.id, material: BODY_MATERIAL, ...placed, mass, tags: ['body', node.kind] }\n}\n\nexport type DescribeBodyParams = { readonly rig: Rig; readonly body: BodySpec; readonly build: number; readonly name?: string }\n\n/** The body as destruction parts (one per segment, in the body's local space) and the joints between them. */\nexport const describeBody = ({ rig, body, build, name }: DescribeBodyParams): DestructibleSpec => {\n const massKg = ADULT_MASS_KG * (rig.height / body.heightMetres) ** 3 * build\n const parts = SEGMENT_TREE.map((node) => partOf(node, rig, body, massKg))\n const joints: JointSpec[] = SEGMENT_TREE.filter((node) => node.parent).map((node) => ({ id: `${node.parent}~${node.id}`, a: node.parent as string, b: node.id, kind: 'fused', tools: [] }))\n return { ...(name ? { name } : {}), parts, joints, tags: ['character'] }\n}\n","import type { DestructibleSpec, JointState, ObjectState, PartState, PartStatus, Quat, Vec3 } from '@adatechnology/game-contracts'\n\nimport type { SegmentStatus } from '../types'\nimport { missingFromSegments } from './body-state'\nimport type { BodyState } from './body-state'\n\nconst PART_STATUS: Readonly<Record<SegmentStatus, PartStatus>> = { ok: 'intact', wounded: 'damaged', broken: 'damaged', severed: 'collapsed', destroyed: 'broken' }\nconst BODY_TEMPERATURE_C = 37\n\nexport type ToObjectStateParams = {\n readonly id: string\n readonly name?: string\n readonly position: Vec3\n readonly rotation: Quat\n readonly body: BodyState\n readonly spec: DestructibleSpec\n}\n\n/** The body in the destruction contract: one part per segment, the joints between them, the pieces and the `body` summary. */\nexport const toObjectState = ({ id, name, position, rotation, body, spec }: ToObjectStateParams): ObjectState => {\n const groups: string[][] = [body.segments.filter((segment) => segment.attached).map((segment) => segment.id)]\n for (const piece of body.pieces) {\n const left = piece.filter((part) => body.segments.find((segment) => segment.id === part)?.status !== 'destroyed')\n if (left.length > 0) groups.push(left)\n }\n const groupOf = (part: string): number => groups.findIndex((group) => group.includes(part))\n const parts: PartState[] = body.segments.map((segment) => {\n const mass = spec.parts.find((part) => part.id === segment.id)?.mass ?? 0\n return {\n id: segment.id,\n material: 'flesh',\n status: PART_STATUS[segment.status],\n hp: Math.max(0, segment.hp),\n maxHp: segment.max,\n mass,\n temperature: BODY_TEMPERATURE_C,\n burning: false,\n fuel: 0,\n char: 0,\n melt: 0,\n dents: [],\n holes: [],\n cracks: [],\n group: groupOf(segment.id),\n }\n })\n const joints: JointState[] = (spec.joints ?? []).map((joint) => {\n const child = body.segments.find((segment) => segment.id === joint.b)\n const parent = body.segments.find((segment) => segment.id === joint.a)\n const open = child !== undefined && parent !== undefined && parent.attached !== child.attached\n return { id: joint.id ?? `${joint.a}~${joint.b}`, a: joint.a, b: joint.b, kind: joint.kind, hp: open ? 0 : 1, maxHp: 1, progress: 0, open, ...(open ? { openedBy: 'break' as const } : {}) }\n })\n return {\n id,\n ...(name ? { name } : {}),\n position: [...position],\n rotation: [...rotation],\n parts,\n joints,\n groups,\n destroyed: false,\n body: { alive: body.alive, vitality: body.vitality, missing: body.detail === 'segments' ? body.missing | missingFromSegments(body) : body.missing, limp: body.limping.length > 0, crawl: body.crawl },\n }\n}\n","import type { Vec3 } from '@adatechnology/game-contracts'\n\nimport { JOINT_IDS } from './body-spec'\nimport type { BodySpec, JointId } from './body-spec'\n\n/** The bones of the game's instanced body (G 65336): 0 torso and hip, 1 head, 2/3 arms, 4/5 thighs, 6 eyes, 7/8 forearms, 9/10 shins, 11 jaw. */\nexport const GAME_BONES = {\n torso: 0,\n head: 1,\n upperArmL: 2,\n upperArmR: 3,\n thighL: 4,\n thighR: 5,\n eyes: 6,\n forearmL: 7,\n forearmR: 8,\n shinL: 9,\n shinR: 10,\n jaw: 11,\n} as const\n\nexport const JOINT_PARENTS: Readonly<Record<JointId, JointId | undefined>> = {\n hip: undefined,\n spine: 'hip',\n neck: 'spine',\n head: 'neck',\n jaw: 'head',\n shoulderL: 'spine',\n shoulderR: 'spine',\n elbowL: 'shoulderL',\n elbowR: 'shoulderR',\n wristL: 'elbowL',\n wristR: 'elbowR',\n hipL: 'hip',\n hipR: 'hip',\n kneeL: 'hipL',\n kneeR: 'hipR',\n ankleL: 'kneeL',\n ankleR: 'kneeR',\n}\n\n/** The joints of one body, scaled to its height and build. */\nexport type Rig = {\n readonly joints: Readonly<Record<JointId, Vec3>>\n readonly parents: Readonly<Record<JointId, JointId | undefined>>\n readonly gameBones: typeof GAME_BONES\n /** Height in metres of this body. */\n readonly height: number\n}\n\nexport type CreateRigParams = { readonly body: BodySpec; readonly height: number; readonly build: number }\n\n/** Joints of `body` scaled to `height` metres (vertical and depth) and to `build` (width). */\nexport const createRig = ({ body, height, build }: CreateRigParams): Rig => {\n const scale = height / body.heightMetres\n const joints = Object.fromEntries(\n JOINT_IDS.map((id) => {\n const [x, y, z] = body.joints[id]\n return [id, [x * scale * build, y * scale, z * scale] as Vec3]\n }),\n ) as Record<JointId, Vec3>\n return { joints, parents: JOINT_PARENTS, gameBones: GAME_BONES, height }\n}\n","import type { DestructibleSpec, ObjectState, Quat, Vec3 } from '@adatechnology/game-contracts'\n\nimport type { BodySpec } from './body/body-spec'\nimport { createBodyState, regionsFromSegments, segmentsFromRegions } from './body/body-state'\nimport type { BodyState } from './body/body-state'\nimport { describeBody } from './body/describe'\nimport { toObjectState } from './body/object-state'\nimport type { LimbRegion } from './body/regions'\nimport { createRig } from './body/rig'\nimport type { Rig } from './body/rig'\nimport { SEGMENT_NUMBERS } from './body/segment-tree'\nimport type { BodyMultipliers, CharacterSpec, Detail, SegmentState } from './types'\n\n/** A spec with every default filled in. */\nexport type ResolvedCharacterSpec = CharacterSpec & {\n readonly id: string\n readonly height: number\n readonly build: number\n readonly vitality: number\n readonly multipliers: BodyMultipliers\n readonly limbFactor: number\n readonly bloodFactor: number\n readonly bodyCount: number\n readonly stunSeconds: number\n readonly protection: readonly string[]\n readonly detail: Detail\n}\n\nexport type Character = {\n readonly id: string\n readonly spec: ResolvedCharacterSpec\n readonly rig: Rig\n /** Live view of the 17 segments. */\n readonly segments: readonly SegmentState[]\n readonly detail: Detail\n /** Hit points of the 5 crowd regions (head, arms, legs). */\n regionHitPoints(): Readonly<Record<LimbRegion, number>>\n /** Swaps the detail level: segments to regions sums each region (lossless); regions to segments spreads the region's share (lossy). */\n setDetail(detail: Detail): void\n setTransform(position: Vec3, rotation?: Quat): void\n describe(): DestructibleSpec\n state(): ObjectState\n reset(): void\n}\n\nexport const DEFAULT_VITALITY = 100\nexport const DEFAULT_STUN_SECONDS = 0.45\nconst NO_MULTIPLIERS: BodyMultipliers = { head: 1, torso: 1, arms: 1, legs: 1 }\n\nexport const resolveSpec = (spec: CharacterSpec, body: BodySpec, counter: number): ResolvedCharacterSpec => ({\n ...spec,\n id: spec.id ?? `${spec.kind}_${counter}`,\n height: spec.height ?? body.heightMetres,\n build: spec.build ?? 1,\n vitality: spec.vitality ?? DEFAULT_VITALITY,\n multipliers: { ...NO_MULTIPLIERS, ...spec.multipliers },\n limbFactor: spec.limbFactor ?? 1,\n bloodFactor: spec.bloodFactor ?? 1,\n bodyCount: spec.bodyCount ?? 1,\n stunSeconds: spec.stunSeconds ?? DEFAULT_STUN_SECONDS,\n protection: spec.protection ?? [],\n detail: spec.detail ?? 'segments',\n})\n\nexport type CharacterCore = {\n readonly spec: ResolvedCharacterSpec\n readonly rig: Rig\n readonly body: BodyState\n position: Vec3\n rotation: Quat\n readonly describe: () => DestructibleSpec\n /** Back to the state at creation (full health, every segment attached). */\n readonly resetBody: () => void\n /** The `ObjectState` of the body, built again only after `invalidateState` (cost contract: O(1) between changes). */\n readonly readState: () => ObjectState\n /** Call after anything that changes the body or the transform. */\n readonly invalidateState: () => void\n}\n\nexport type CreateCharacterCoreParams = { readonly spec: ResolvedCharacterSpec; readonly bodySpec: BodySpec; readonly hitPointsOf?: (kind: SegmentState['kind']) => number }\n\n/** The state every character shares: rig, body state, transform and the cached part list. */\nexport const createCharacterCore = ({ spec, bodySpec, hitPointsOf }: CreateCharacterCoreParams): CharacterCore => {\n const rig = createRig({ body: bodySpec, height: spec.height, build: spec.build })\n const parts = describeBody({ rig, body: bodySpec, build: spec.build, name: spec.kind })\n const fresh = (): BodyState => createBodyState({ vitality: spec.vitality, detail: spec.detail, crawling: spec.crawling ?? false, hitPointsOf: hitPointsOf ?? ((kind) => SEGMENT_NUMBERS[kind].hitPoints) })\n const body = fresh()\n let cachedState: ObjectState | undefined\n const core: CharacterCore = {\n spec,\n rig,\n body,\n position: [0, 0, 0],\n rotation: [0, 0, 0, 1],\n describe: () => parts,\n resetBody: () => {\n Object.assign(body, fresh())\n cachedState = undefined\n },\n readState: () => (cachedState ??= toObjectState({ id: spec.id, name: spec.kind, position: core.position, rotation: core.rotation, body, spec: parts })),\n invalidateState: () => {\n cachedState = undefined\n },\n }\n return core\n}\n\n/** The plain-data part of a character (state, detail and transform); the damage model is added on top of it. */\nexport const characterView = (core: CharacterCore): Character => ({\n id: core.spec.id,\n spec: core.spec,\n rig: core.rig,\n get segments() {\n return core.body.segments\n },\n get detail() {\n return core.body.detail\n },\n regionHitPoints: () => ({ ...core.body.regions }),\n setDetail(detail) {\n if (detail === core.body.detail) return\n if (detail === 'regions') regionsFromSegments(core.body)\n else segmentsFromRegions(core.body)\n core.body.detail = detail\n core.invalidateState()\n },\n setTransform(position, rotation) {\n core.position = [...position]\n if (rotation) core.rotation = [...rotation]\n core.invalidateState()\n },\n describe: core.describe,\n state: core.readState,\n reset: core.resetBody,\n})\n","import type { Quat, Vec3 } from '@adatechnology/game-contracts'\n\n/** `v` rotated by the unit quaternion `q`. */\nexport const rotate = (q: Quat, v: Vec3): Vec3 => {\n const [x, y, z, w] = q\n const tx = 2 * (y * v[2] - z * v[1])\n const ty = 2 * (z * v[0] - x * v[2])\n const tz = 2 * (x * v[1] - y * v[0])\n return [v[0] + w * tx + (y * tz - z * ty), v[1] + w * ty + (z * tx - x * tz), v[2] + w * tz + (x * ty - y * tx)]\n}\n\nconst conjugate = (q: Quat): Quat => [-q[0], -q[1], -q[2], q[3]]\n\nexport type Transform = { readonly position: Vec3; readonly rotation: Quat }\n\nexport const toWorld = ({ position, rotation }: Transform, local: Vec3): Vec3 => {\n const turned = rotate(rotation, local)\n return [turned[0] + position[0], turned[1] + position[1], turned[2] + position[2]]\n}\n\nexport const toLocal = ({ position, rotation }: Transform, world: Vec3): Vec3 => rotate(conjugate(rotation), [world[0] - position[0], world[1] - position[1], world[2] - position[2]])\n\nexport const distance = (a: Vec3, b: Vec3): number => Math.hypot(a[0] - b[0], a[1] - b[1], a[2] - b[2])\n","import type { DestructionEvent, Vec3 } from '@adatechnology/game-contracts'\n\nimport type { SegmentId } from '../body/segment-tree'\n\n/** A bleeding wound: `rate` in drops per second (the Arsenal's unit) fading to 0 over `duration` seconds; `spurt` pulses like an artery. */\nexport type Bleeder = {\n readonly part: SegmentId\n readonly rate: number\n readonly duration: number\n readonly spurt: boolean\n age: number\n /** Whole seconds of this bleeder already reported as `leak` events. */\n reported: number\n}\n\n/** Volume of one drop (a 4 mm drop of the Arsenal's blood): `leak` events carry litres per second. */\nexport const BLOOD_LITERS_PER_DROP = 0.00027\n\nexport const bleedRateAt = (bleeder: Bleeder): number => (bleeder.age >= bleeder.duration ? 0 : bleeder.rate * (1 - bleeder.age / bleeder.duration))\n\nexport type StepBleedingParams = {\n readonly bleeders: Bleeder[]\n readonly dt: number\n readonly emit: (event: Omit<Extract<DestructionEvent, { type: 'leak' }>, 'object' | 'time'>) => void\n readonly pointOf: (id: SegmentId) => Vec3\n}\n\n/** Ages the bleeders; each one still running reports a `leak` with its current rate once per second of its life. */\nexport const stepBleeding = ({ bleeders, dt, emit, pointOf }: StepBleedingParams): void => {\n for (const bleeder of bleeders) {\n if (bleeder.age >= bleeder.duration) continue\n bleeder.age += dt\n const second = Math.floor(bleeder.age)\n if (second <= bleeder.reported) continue\n bleeder.reported = second\n const rate = bleedRateAt(bleeder)\n if (rate > 0) emit({ type: 'leak', part: bleeder.part, fluid: 'blood', point: pointOf(bleeder.part), direction: [0, -1, 0], rate: rate * BLOOD_LITERS_PER_DROP, pressurized: bleeder.spurt })\n }\n}\n","import type { DamageType, DestructionEvent, Vec3 } from '@adatechnology/game-contracts'\n\nimport type { BodyState } from '../body/body-state'\nimport { segmentOf } from '../body/body-state'\nimport { segmentNode, segmentsBelow } from '../body/segment-tree'\nimport type { SegmentId, SegmentSide } from '../body/segment-tree'\nimport type { ResolvedCharacterSpec } from '../character'\nimport type { SegmentState } from '../types'\nimport { BLOOD_LITERS_PER_DROP } from './bleeding'\nimport type { Bleeder } from './bleeding'\nimport type { DamageRules, DeathRule } from './types'\n\ntype BodyChange = Extract<DestructionEvent, { type: 'body' }>['change']\ntype KillCause = 'head' | 'vitality' | 'bleed' | 'explosion'\ntype EventDraft = DestructionEvent extends infer E ? (E extends DestructionEvent ? Omit<E, 'object' | 'time'> : never) : never\n\nexport type BleedParams = { readonly segment: SegmentState; readonly rate: number; readonly duration: number; readonly spurt: boolean; readonly point?: Vec3; readonly direction?: Vec3 }\n\n/** How severing treats what hangs below: the Arsenal only detaches it, the Elenco also zeroes it and marks it cut. */\nexport type SeverBelow = 'detach' | 'zero'\n\n/** Every change a damage rule can make to a body, each emitting its events. The rules (kit, arsenal, elenco, regions) only decide. */\nexport type BodyOps = {\n readonly body: BodyState\n readonly spec: ResolvedCharacterSpec\n readonly rules: DamageRules\n readonly random: () => number\n readonly events: DestructionEvent[]\n emit(event: EventDraft): void\n pointOf(id: SegmentId): Vec3\n change(change: BodyChange, part?: SegmentId, extra?: { cause?: KillCause; below?: string[] }): void\n damage(segment: SegmentState, amount: number, damageType: DamageType): void\n wound(segment: SegmentState): void\n breakBone(segment: SegmentState): void\n sever(segment: SegmentState, below?: SeverBelow): void\n destroy(segment: SegmentState): void\n kill(cause: KillCause): void\n limp(side: SegmentSide): void\n crawl(): void\n /** A heavy hit staggers the body for the spec's `stunSeconds`. */\n stun(): void\n bleed(params: BleedParams): void\n}\n\nexport type CreateBodyOpsParams = {\n readonly body: BodyState\n readonly spec: ResolvedCharacterSpec\n readonly rules: DamageRules\n readonly random: () => number\n readonly time: number\n readonly source?: string\n readonly pointOf: (id: SegmentId) => Vec3\n readonly bleeders: Bleeder[]\n}\n\nconst killAllowed = (rule: DeathRule, cause: KillCause): boolean => rule === 'vitality-or-head' || cause === 'head' || cause === 'explosion'\n\nexport const createBodyOps = ({ body, spec, rules, random, time, source, pointOf, bleeders }: CreateBodyOpsParams): BodyOps => {\n const events: DestructionEvent[] = []\n const emit = (event: EventDraft): void => void events.push({ ...event, object: spec.id, time, ...(source !== undefined ? { source } : {}) } as DestructionEvent)\n const change: BodyOps['change'] = (kind, part, extra) => emit({ type: 'body', change: kind, ...(part ? { part } : {}), ...extra })\n const detachBelow = (segment: SegmentState, below: SeverBelow): SegmentId[] => {\n const fallen = segmentsBelow(segment.id).filter((id) => segmentOf(body, id).attached)\n segment.attached = false\n for (const id of fallen) {\n const part = segmentOf(body, id)\n part.attached = false\n if (below === 'zero') Object.assign(part, { hp: 0, status: 'severed' })\n }\n return fallen\n }\n const ops: BodyOps = {\n body,\n spec,\n rules,\n random,\n events,\n emit,\n pointOf,\n change,\n damage: (segment, amount, damageType) => emit({ type: 'damage', part: segment.id, amount, hp: Math.max(0, segment.hp), damageType }),\n wound(segment) {\n if (segment.status === 'ok') segment.status = 'wounded'\n change('wound', segment.id)\n },\n breakBone(segment) {\n segment.status = 'broken'\n change('broken', segment.id)\n },\n sever(segment, below = 'detach') {\n if (!segment.attached) return\n const fallen = detachBelow(segment, below)\n segment.status = 'severed'\n body.pieces.push([segment.id, ...fallen])\n const parent = segmentNode(segment.id).parent\n change('severed', segment.id, { below: fallen })\n if (parent) emit({ type: 'detach', joint: `${parent}~${segment.id}`, parts: [parent, segment.id], by: 'break', groups: [[segment.id, ...fallen]] })\n },\n destroy(segment) {\n if (!segment.attached) return\n const fallen = detachBelow(segment, 'detach')\n segment.status = 'destroyed'\n if (fallen.length > 0) body.pieces.push(fallen)\n change('destroyed', segment.id, { below: fallen })\n emit({ type: 'fracture', part: segment.id, style: 'tear', fragments: [], point: pointOf(segment.id) })\n },\n kill(cause) {\n if (!body.alive || !killAllowed(rules.deathRule, cause)) return\n body.alive = false\n change('killed', undefined, { cause })\n },\n limp(side) {\n if (body.limping.includes(side)) return\n body.limping.push(side)\n change('limp')\n },\n crawl() {\n if (body.crawl) return\n body.crawl = true\n change('crawl')\n },\n stun() {\n body.stunSeconds = spec.stunSeconds\n change('stunned')\n },\n bleed({ segment, rate, duration, spurt, point, direction }) {\n const scaled = rate * spec.bloodFactor\n bleeders.push({ part: segment.id, rate: scaled, duration, spurt, age: 0, reported: 0 })\n emit({ type: 'leak', part: segment.id, fluid: 'blood', point: point ?? pointOf(segment.id), direction: direction ?? [0, -1, 0], rate: scaled * BLOOD_LITERS_PER_DROP, pressurized: spurt })\n },\n }\n return ops\n}\n","{\n \"id\": \"physical\",\n \"tissuePerCentimetre\": {\n \"flesh\": 0.25,\n \"bone\": 1\n },\n \"torsoPath\": {\n \"fleshCentimetres\": 22,\n \"boneCentimetres\": 2\n },\n \"regionFactor\": {\n \"head\": 0.7,\n \"limb\": 0.5,\n \"torso\": 1\n },\n \"bruteTorsoFactor\": 2,\n \"energyKept\": \"P / (P + R)\",\n \"points\": {\n \"coefficient\": 3.5,\n \"exponent\": 0.37\n },\n \"tolerance\": {\n \"bodies\": 0,\n \"energyKept\": 0.05\n },\n \"calibration\": [\n {\n \"caliber\": \"9x19\",\n \"force\": 7.67,\n \"bodies\": 2,\n \"energyKeptFirstBody\": 0.51,\n \"expectedBodies\": 2,\n \"bestiaryEnergyKept\": 0.5\n },\n {\n \"caliber\": \"5_56x45\",\n \"force\": 16.56,\n \"bodies\": 3,\n \"energyKeptFirstBody\": 0.69,\n \"expectedBodies\": 3,\n \"bestiaryEnergyKept\": 0.65\n },\n {\n \"caliber\": \"7_62x51\",\n \"force\": 26.67,\n \"bodies\": 4,\n \"energyKeptFirstBody\": 0.78,\n \"expectedBodies\": 4,\n \"bestiaryEnergyKept\": 0.75\n },\n {\n \"caliber\": \"7_62x39\",\n \"force\": 18.52,\n \"bodies\": 3,\n \"energyKeptFirstBody\": 0.71,\n \"expectedBodies\": 3\n },\n {\n \"caliber\": \"12ga_00buck\",\n \"force\": 4.35,\n \"bodies\": 1,\n \"energyKeptFirstBody\": 0.37,\n \"expectedBodies\": 1\n }\n ],\n \"torsoResistance\": 7.5\n}\n","import type { SegmentKind } from '@adatechnology/game-contracts'\n\nimport { SEGMENT_NUMBERS } from '../body/segment-tree'\nimport segments from '../data/segments.json'\nimport physical from '../presets/physical.json'\nimport teamGame from '../presets/team-game.json'\nimport type { BallisticClass, CaliberEntry, DamageRules, ProtectionLayer } from './types'\n\nconst { severity } = segments\n\n/** The kit's rules: Arsenal numbers per segment (A4), the design's severity, the game's head rule, death by vitality or head. */\nexport const DEFAULT_DAMAGE_RULES: DamageRules = {\n deathRule: 'vitality-or-head',\n segmentRule: 'kit',\n severity: { ...severity, stunAtPoints: 35, limbVitalityShare: 0.3, regionLimbVitalityShare: 0.5 },\n blast: { minimumPoints: 8, headDestroyPoints: 40, bigPoints: 120 },\n defaultCut: segments.defaultCut,\n points: physical.points,\n spread: 0,\n segments: SEGMENT_NUMBERS,\n burnPointsPerSecond: 3,\n}\n\n/** The Galeria 3D do Arsenal, replayed: its `damage`, `sever`, `explodeSeg`, `splitTorso`, `legLost` and `grenadeAt`. */\nexport const ARSENAL_RULES: DamageRules = { ...DEFAULT_DAMAGE_RULES, segmentRule: 'arsenal' }\n\nconst ELENCO_HIT_POINTS = segments.elenco.segments as Partial<Record<SegmentKind, { readonly hp: number }>>\n\n/** The Elenco, replayed: its own hit points, no multiplier, ±15 % per blow and its cut rule (`hit`, `sever`, `breakBone`); a torso at 0 kills (a human). */\nexport const ELENCO_RULES: DamageRules = {\n ...DEFAULT_DAMAGE_RULES,\n segmentRule: 'elenco',\n spread: 0.15,\n segments: Object.fromEntries(\n Object.entries(SEGMENT_NUMBERS).map(([kind, numbers]) => [kind, { ...numbers, multiplier: 1, hitPoints: ELENCO_HIT_POINTS[kind as SegmentKind]?.hp ?? numbers.hitPoints }]),\n ) as DamageRules['segments'],\n}\n\nexport const DAMAGE_PRESETS = { kit: DEFAULT_DAMAGE_RULES, arsenal: ARSENAL_RULES, elenco: ELENCO_RULES } as const\n\n/** The protection presets that reproduce the game's `ROUPAS` (tools/characters-catalog/decisions.json `protectionPresets`). */\nexport const PROTECTION_PRESETS: readonly ProtectionLayer[] = [\n { id: 'vest_police', slots: ['torso'], ballistic: { resistance: 14, blunt: 0.3, pass: 0.8 } },\n { id: 'vest_military', slots: ['torso'], ballistic: { resistance: 28, blunt: 0.5 } },\n { id: 'helmet_combat', slots: ['head'], ballistic: { resistance: 9, blunt: 0, pass: 1, consumable: true } },\n { id: 'turnout_gear', slots: ['torso', 'arms', 'legs'], fire: 0.25, limbs: 0.8 },\n]\n\nconst CLASS_OF: Readonly<Record<string, BallisticClass>> = { pistol: 'pistol', rifle: 'rifle' }\n\n/** The game's calibre table (`CALIBRES`) under the kit's calibre ids, for the `team-game` model. */\nexport const TEAM_GAME_CALIBERS: readonly CaliberEntry[] = Object.entries(teamGame.calibers).map(([id, entry]) => ({\n id,\n points: entry.points,\n penetration: entry.penetration,\n class: CLASS_OF[entry.class] ?? 'pistol',\n skullRange: entry.skullRange,\n pellets: 'pellets' in entry ? entry.pellets : 1,\n effectiveRangeMetres: entry.effectiveRangeMetres,\n}))\n\n/** The game's calibre keys (`9x19`, `12ga`, `762x39`, `308`) to the kit's calibre ids. */\nexport const TEAM_GAME_CALIBER_KEYS: Readonly<Record<string, string>> = Object.fromEntries(Object.entries(teamGame.calibers).map(([id, entry]) => [entry.gameKey, id]))\n\nexport const TEAM_GAME_RULES = { regionCost: teamGame.regionCost, damageKeptPerBody: teamGame.damageKeptPerBody, falloff: teamGame.falloff } as const\n\nexport const PHYSICAL_RULES = physical\n","import type { BodyRegion, SegmentKind } from '@adatechnology/game-contracts'\n\nimport { PHYSICAL_RULES, TEAM_GAME_RULES } from './defaults'\nimport type { PenetrationModel } from './types'\n\n/** P = √(E·m/A) against the resistance of the path; a protection layer stops a projectile whose force is not above its resistance. */\nexport const PHYSICAL_PENETRATION: PenetrationModel = {\n id: 'physical',\n stops: (layer, projectile) => projectile.force <= (layer.ballistic?.resistance ?? 0),\n piercesSkull: (projectile, headResistance) => projectile.force > headResistance,\n}\n\n/** The game's rule: pistol-class rounds are stopped by a vest or a helmet; the skull is pierced within the calibre's `cranio` range. */\nexport const TEAM_GAME_PENETRATION: PenetrationModel = {\n id: 'team-game',\n stops: (_layer, projectile) => projectile.class === 'pistol',\n piercesSkull: (projectile) => projectile.skullRange === 1 || projectile.distance <= projectile.skullRange,\n}\n\nexport const PENETRATION_MODELS = { physical: PHYSICAL_PENETRATION, 'team-game': TEAM_GAME_PENETRATION } as const\n\nconst { tissuePerCentimetre, torsoPath, regionFactor } = PHYSICAL_RULES\n\n/** Resistance of a torso path: flesh 22 cm × 0.25 + bone 2 cm × 1.0 = 7.5. */\nexport const TORSO_RESISTANCE = torsoPath.fleshCentimetres * tissuePerCentimetre.flesh + torsoPath.boneCentimetres * tissuePerCentimetre.bone\n\nconst HEAD_KINDS: ReadonlySet<SegmentKind> = new Set(['head', 'jaw', 'neck'])\nconst TORSO_KINDS: ReadonlySet<SegmentKind> = new Set(['torso', 'pelvis'])\n\nexport type ResistanceParams = { readonly kind: SegmentKind; readonly bodyCount: number; readonly protection: number }\n\n/** R of the path through a segment: torso 7.5 (× the body count of a brute), head 0.7×, limbs 0.5×, plus the protection worn over it. */\nexport const segmentResistance = ({ kind, bodyCount, protection }: ResistanceParams): number => {\n if (TORSO_KINDS.has(kind)) return TORSO_RESISTANCE * regionFactor.torso * bodyCount + protection\n if (HEAD_KINDS.has(kind)) return TORSO_RESISTANCE * regionFactor.head + protection\n return TORSO_RESISTANCE * regionFactor.limb + protection\n}\n\n/** Share of the energy a projectile of force `force` keeps after a path of resistance `resistance`: P/(P+R). */\nexport const energyKept = (force: number, resistance: number): number => (force > 0 ? force / (force + resistance) : 0)\n\n/** Penetration points a region costs in the game (`custo`): head 0.7, torso 1 (a brute 2), limb 0.5. */\nexport const teamGameCost = (region: BodyRegion, bodyCount: number): number => {\n const cost = TEAM_GAME_RULES.regionCost\n if (region === 'head') return cost.head\n if (region === 'torso') return bodyCount > 1 ? cost.bruteTorso : cost.torso\n return cost.limb\n}\n\n/** The game's falloff: full damage up to the effective range, then linear down to half at twice the range, never below half. */\nexport const teamGameFalloff = (distance: number, range: number): number => {\n const floor = TEAM_GAME_RULES.falloff.atTwiceRange\n return distance <= range * TEAM_GAME_RULES.falloff.fullAtRange ? 1 : Math.max(floor, 1 - ((distance - range) / range) * (1 - floor))\n}\n","import type { DamageType, SegmentKind, Vec3 } from '@adatechnology/game-contracts'\n\nimport { segmentNode } from '../../body/segment-tree'\nimport type { ResolvedCharacterSpec } from '../../character'\nimport type { SegmentState } from '../../types'\nimport type { BodyOps } from '../body-ops'\nimport type { PenetrationModel, ProjectileInfo } from '../types'\n\n/** One blow on one segment, after protection: what every segment rule receives. */\nexport type SegmentBlow = {\n readonly segment: SegmentState\n /** Points after protection, before the rule's multipliers and spread. */\n readonly points: number\n readonly cut: number\n readonly damageType: DamageType\n readonly projectile?: ProjectileInfo\n readonly explosive: boolean\n /** A blast strong enough to destroy what it takes to 0 (Arsenal `big`). */\n readonly big: boolean\n /** Where it landed (world): a bullet wound bleeds there; a blast share has none. */\n readonly point?: Vec3\n /** Extra factor on arms and legs (age × protection). */\n readonly limbFactor: number\n readonly model: PenetrationModel\n /** Resistance of the head path (the skull rule of the `physical` model). */\n readonly headResistance: number\n}\n\nexport type RuleResult = { readonly headshot: boolean }\n\nexport type SegmentRule = (ops: BodyOps, blow: SegmentBlow) => RuleResult\n\nexport const NO_HEADSHOT: RuleResult = { headshot: false }\nexport const HEADSHOT: RuleResult = { headshot: true }\n\nconst ARM_KINDS: ReadonlySet<SegmentKind> = new Set(['upperArm', 'forearm', 'hand'])\nconst LEG_KINDS: ReadonlySet<SegmentKind> = new Set(['thigh', 'shin', 'foot'])\n\nexport const isArm = (kind: SegmentKind): boolean => ARM_KINDS.has(kind)\nexport const isLeg = (kind: SegmentKind): boolean => LEG_KINDS.has(kind)\nexport const isLimb = (kind: SegmentKind): boolean => isArm(kind) || isLeg(kind)\n\n/** The body type's multiplier for the group the segment is in (head, torso, arms, legs). */\nexport const typeMultiplier = (spec: ResolvedCharacterSpec, kind: SegmentKind): number => {\n if (isArm(kind)) return spec.multipliers.arms\n if (isLeg(kind)) return spec.multipliers.legs\n if (kind === 'torso' || kind === 'pelvis') return spec.multipliers.torso\n return spec.multipliers.head\n}\n\n/** Points the segment takes: the blow × segment multiplier × body type × (on a limb) age and protection. */\nexport const segmentDamage = (ops: BodyOps, blow: SegmentBlow, points: number): number => {\n const { kind } = blow.segment\n return points * ops.rules.segments[kind].multiplier * typeMultiplier(ops.spec, kind) * (isLimb(kind) ? blow.limbFactor : 1)\n}\n\n/** The stump a lost segment leaves bleeds hard (×1.5 at the neck and head) for 45 s, spurting (Arsenal `stumpAt`). */\nexport const bleedStump = (ops: BodyOps, segment: SegmentState): void => {\n const bleed = ops.rules.segments[segment.kind].bleed\n const parent = segmentNode(segment.id).parent\n const stump = parent ? (ops.body.segments.find((candidate) => candidate.id === parent) ?? segment) : segment\n ops.bleed({ segment: stump, rate: bleed * (segment.kind === 'neck' || segment.kind === 'head' ? 1.5 : 1), duration: 45, spurt: true })\n}\n\n/** The piece that flies off bleeds 35 % of the rate for 15 s (Arsenal `sever`). */\nexport const bleedPiece = (ops: BodyOps, segment: SegmentState): void => ops.bleed({ segment, rate: ops.rules.segments[segment.kind].bleed * 0.35, duration: 15, spurt: true })\n\n/** A bullet wound bleeds 30 % of the segment's rate for 10 s, without spurting (Arsenal `damage` with a point). */\nexport const bleedWound = (ops: BodyOps, segment: SegmentState, point: Vec3): void =>\n ops.bleed({ segment, rate: ops.rules.segments[segment.kind].bleed * 0.3, duration: 10, spurt: false, point })\n\n/** Cut off at the joint, with its two bleeders. */\nexport const severWithBleeding = (ops: BodyOps, segment: SegmentState): void => {\n if (!segment.attached) return\n bleedStump(ops, segment)\n ops.sever(segment)\n bleedPiece(ops, segment)\n}\n\n/** Blown to pieces: only the stump bleeds. */\nexport const destroyWithBleeding = (ops: BodyOps, segment: SegmentState): void => {\n if (!segment.attached) return\n bleedStump(ops, segment)\n ops.destroy(segment)\n}\n","import type { DamageType } from '@adatechnology/game-contracts'\n\nimport type { BallisticClass, BodyHit, CaliberEntry, DamageRules, ProjectileInfo } from './types'\n\n/** Deterministic mulberry32 stream in [0, 1). */\nexport const createRng = (seed: number): (() => number) => {\n let state = seed >>> 0\n return () => {\n state = (state + 0x6d2b79f5) >>> 0\n let mixed = Math.imul(state ^ (state >>> 15), state | 1)\n mixed ^= mixed + Math.imul(mixed ^ (mixed >>> 7), mixed | 61)\n return ((mixed ^ (mixed >>> 14)) >>> 0) / 4294967296\n }\n}\n\n/** Damage points of a blow from its energy in joules: `coefficient · E^exponent` (9×19 → 35, 7.62×39 → 59, .308 → 71.7). */\nexport const pointsFromEnergy = (energy: number, rules: Pick<DamageRules, 'points'>): number => (energy > 0 ? rules.points.coefficient * energy ** rules.points.exponent : 0)\n\n/** The caller's points, else the calibre table's, else the energy formula. */\nexport const resolvePoints = (hit: BodyHit, caliber: CaliberEntry | undefined, rules: Pick<DamageRules, 'points'>): number => hit.points ?? caliber?.points ?? pointsFromEnergy(hit.energy ?? 0, rules)\n\n/** One draw of ±`spread` on the points (none when the spread is 0, so the stream is not touched). */\nexport const spreadPoints = (points: number, spread: number, random: () => number): number => (spread > 0 ? points * (1 - spread + random() * 2 * spread) : points)\n\nconst DEFAULT_PROJECTILE_GRAMS = 8\nconst RIFLE_JOULES = 1000\n\n/** P = √(E·m/A): E in joules, m in grams, A the cross-section in mm². */\nexport const penetrationForce = (energy: number, grams: number, diameterMm: number): number => {\n const area = (Math.PI * diameterMm ** 2) / 4\n return area > 0 && energy > 0 ? Math.sqrt((energy * grams) / area) : 0\n}\n\n/** What a ballistic hit is (force, class, skull range, pellets, distance), from the hit and the calibre table. */\nexport const projectileOf = (hit: BodyHit, caliber: CaliberEntry | undefined): ProjectileInfo => {\n const pellets = hit.pellets ?? caliber?.pellets ?? 1\n const energy = hit.energy ?? 0\n const fallback: BallisticClass = energy > RIFLE_JOULES ? 'rifle' : 'pistol'\n return {\n force: penetrationForce(energy, hit.mass ?? DEFAULT_PROJECTILE_GRAMS, hit.caliber ?? 9),\n class: caliber?.class ?? fallback,\n skullRange: caliber?.skullRange ?? 1,\n pellets,\n distance: hit.distance ?? 0,\n }\n}\n\n/** `hit.cut`, else the default of its damage type (a bullet by class: pistol 0.15, buckshot 0.75, rifle 0.45). */\nexport const cutOf = (hit: BodyHit, projectile: ProjectileInfo | undefined, rules: Pick<DamageRules, 'defaultCut'>): number => {\n if (hit.cut !== undefined) return hit.cut\n const type: DamageType = hit.type\n if (type === 'ballistic' && projectile) return rules.defaultCut.ballistic[projectile.pellets > 1 ? 'buckshot' : projectile.class]\n if (type === 'slash' || type === 'blunt' || type === 'explosive') return rules.defaultCut[type]\n return 0\n}\n","import { MISSING_BITS } from '@adatechnology/game-contracts'\nimport type { BodyRegion, DamageType } from '@adatechnology/game-contracts'\n\nimport { segmentOf } from '../../body/body-state'\nimport { REGION_HIT_POINTS, REGION_SEGMENTS } from '../../body/regions'\nimport type { LimbRegion } from '../../body/regions'\nimport type { BodyOps } from '../body-ops'\nimport { spreadPoints } from '../points'\nimport type { ProtectionOutcome } from '../protection'\nimport type { PenetrationModel, ProjectileInfo } from '../types'\nimport { HEADSHOT, NO_HEADSHOT } from './blow'\nimport type { RuleResult } from './blow'\n\n/** One blow on one crowd region. `points` are the blow's own (the game stuns on them); the torso applies the vest share itself. */\nexport type RegionBlow = {\n readonly region: BodyRegion\n readonly points: number\n readonly cut: number\n readonly damageType: DamageType\n readonly projectile?: ProjectileInfo\n readonly protection: ProtectionOutcome\n readonly model: PenetrationModel\n readonly headResistance: number\n}\n\nconst LIMB_BITS: Readonly<Record<Exclude<LimbRegion, 'head'>, { readonly severed: number; readonly broken: number }>> = {\n armL: { severed: MISSING_BITS.armL, broken: MISSING_BITS.armLBroken },\n armR: { severed: MISSING_BITS.armR, broken: MISSING_BITS.armRBroken },\n legL: { severed: MISSING_BITS.legL, broken: MISSING_BITS.legLBroken },\n legR: { severed: MISSING_BITS.legR, broken: MISSING_BITS.legRBroken },\n}\n\nconst rootOf = (ops: BodyOps, region: BodyRegion) => segmentOf(ops.body, REGION_SEGMENTS[region][0] as Parameters<typeof segmentOf>[1])\n\nconst hitHead = (ops: BodyOps, blow: RegionBlow, points: number): RuleResult => {\n const { body, rules } = ops\n const rule = rules.severity\n const multiplier = rules.segments.head.multiplier\n const { projectile } = blow\n const lethal = projectile ? blow.model.piercesSkull(projectile, blow.headResistance) && points >= rule.headKillDamage : points * multiplier >= body.regions.head\n if (lethal) {\n const shotgunClose = projectile !== undefined && projectile.pellets > 1 && projectile.distance < rule.headBitShotgunMetres\n if (points > rule.headBitDamage || shotgunClose) {\n body.missing |= MISSING_BITS.head\n ops.destroy(segmentOf(body, 'head'))\n }\n return HEADSHOT\n }\n body.vitality -= points * multiplier\n body.regions.head -= points\n ops.damage(segmentOf(body, 'head'), points * multiplier, blow.damageType)\n if (points > rule.jawDamage && ops.random() < rule.jawChance && (body.missing & MISSING_BITS.jaw) === 0) {\n body.missing |= MISSING_BITS.jaw\n ops.sever(segmentOf(body, 'jaw'))\n }\n return NO_HEADSHOT\n}\n\nconst hitLimb = (ops: BodyOps, blow: RegionBlow, region: Exclude<LimbRegion, 'head'>, points: number): void => {\n const { body, spec, rules } = ops\n const leg = region === 'legL' || region === 'legR'\n const factor = (leg ? spec.multipliers.legs : spec.multipliers.arms) * spec.limbFactor * blow.protection.limbs\n const amount = points * factor\n body.regions[region] -= amount\n body.vitality -= amount * rules.severity.regionLimbVitalityShare\n const root = rootOf(ops, region)\n ops.damage(root, amount, blow.damageType)\n const max = REGION_HIT_POINTS[region]\n if (leg && body.regions[region] <= max * rules.severity.limpAtHpFraction) ops.limp(region === 'legL' ? 'L' : 'R')\n if (body.regions[region] > 0) return\n const severs = blow.cut >= rules.severity.severAtCut || amount > max * rules.severity.severAtDamageFraction\n const bit = severs ? LIMB_BITS[region].severed : LIMB_BITS[region].broken\n const isNew = (body.missing & bit) === 0\n body.missing |= bit\n if (leg) ops.crawl()\n if (!isNew) return\n if (severs) ops.sever(root)\n else ops.breakBone(root)\n}\n\n/** The game's `zDamage` (G 67011–67045): the crowd model of 6 regions, the bitmask, the helmet, the vest, limp, crawl and the jaw. */\nexport const regionRule = (ops: BodyOps, blow: RegionBlow): RuleResult => {\n const { body, rules } = ops\n const points = spreadPoints(blow.points, rules.spread, ops.random)\n let result = NO_HEADSHOT\n if (blow.region === 'head') result = hitHead(ops, blow, points)\n else if (blow.region === 'torso') {\n const amount = points * ops.spec.multipliers.torso * blow.protection.ballistic\n body.vitality -= amount\n ops.damage(segmentOf(body, 'torso'), amount, blow.damageType)\n } else hitLimb(ops, blow, blow.region, points)\n if (result.headshot) ops.kill('head')\n else if (body.vitality <= 0) ops.kill('vitality')\n if (!body.alive || result.headshot || body.vitality <= 0) return result\n if (points >= rules.severity.stunAtPoints) ops.stun()\n return result\n}\n","import type { Vec3 } from '@adatechnology/game-contracts'\n\nimport { REGION_SEGMENTS, BODY_REGIONS } from '../body/regions'\nimport { segmentNode } from '../body/segment-tree'\nimport type { SegmentId } from '../body/segment-tree'\nimport { distance } from '../body/transform'\nimport type { BodyOps } from './body-ops'\nimport { HEADSHOT, NO_HEADSHOT, destroyWithBleeding } from './rules/blow'\nimport type { RuleResult, SegmentBlow, SegmentRule } from './rules/blow'\nimport { regionRule } from './rules/regions'\nimport type { RegionBlow } from './rules/regions'\n\nexport type BlastParams = {\n readonly ops: BodyOps\n /** Centre of the blast in the body's local space. */\n readonly center: Vec3\n readonly points: number\n readonly radius: number\n /** Inside this distance a segment takes the whole blast (lethal); from it to `radius` it takes at most `blast.injuryPoints`, falling off to nothing at `radius`. Without it: `points × (1 − distance/radius)`. */\n readonly lethalRadius?: number\n /** A joint position in local space. */\n readonly jointOf: (id: SegmentId) => Vec3\n}\n\n/** Points per segment at the edge of the lethal radius when the rules name none: a person there is left badly hurt, not dead. */\nconst INJURY_POINTS = 15\n\n/** The points of a blast on a segment `metres` from its centre: `points × (1 − distance/radius)`; with a `lethalRadius`, all of them inside it and, beyond it, the injury share that falls off to the edge. */\nconst pointsAt = (params: BlastParams, metres: number): number => {\n const { points, radius, lethalRadius, ops } = params\n if (lethalRadius === undefined || lethalRadius >= radius) return points * Math.max(0, 1 - metres / radius)\n if (metres <= lethalRadius) return points\n const injury = Math.min(points, ops.rules.blast.injuryPoints ?? INJURY_POINTS)\n return injury * Math.max(0, 1 - (metres - lethalRadius) / (radius - lethalRadius))\n}\n\n/** The share of a blast each target takes (`pointsAt`), kept above the minimum, strongest first (Arsenal `grenadeAt`). */\nconst shares = <TTarget>(params: BlastParams, targets: readonly TTarget[], pivot: (target: TTarget) => SegmentId): { target: TTarget; points: number }[] =>\n targets\n .map((target) => ({ target, points: pointsAt(params, distance(params.jointOf(pivot(target)), params.center)) }))\n .filter((share) => share.points > params.ops.rules.blast.minimumPoints)\n .sort((a, b) => b.points - a.points)\n\nexport type SegmentBlastParams = BlastParams & { readonly rule: SegmentRule; readonly blow: Omit<SegmentBlow, 'segment' | 'points' | 'big' | 'explosive' | 'point'> }\n\n/** A blast on the 17 segments: a strong share on the head blows it off; every other share goes through the segment rule as an explosive blow. */\nexport const segmentBlast = (params: SegmentBlastParams): RuleResult => {\n const { ops, rule, blow } = params\n const { blast, segments } = ops.rules\n let result = NO_HEADSHOT\n for (const { target, points } of shares(params, ops.body.segments.filter((segment) => segment.attached), (segment) => segment.id)) {\n if (!target.attached) continue\n if (target.kind === 'head' && points > blast.headDestroyPoints) {\n destroyWithBleeding(ops, target)\n ops.kill('explosion')\n result = HEADSHOT\n continue\n }\n rule(ops, { ...blow, segment: target, points: points / segments[target.kind].multiplier, big: points > blast.bigPoints, explosive: true })\n }\n return result\n}\n\nexport type RegionBlastParams = BlastParams & { readonly blow: Omit<RegionBlow, 'region' | 'points'> }\n\n/** A blast on the 6 crowd regions, each measured at the joint of the segment that names it. */\nexport const regionBlast = (params: RegionBlastParams): RuleResult => {\n let result = NO_HEADSHOT\n const pivot = (region: (typeof BODY_REGIONS)[number]): SegmentId => segmentNode(REGION_SEGMENTS[region][0] as SegmentId).id\n for (const { target, points } of shares(params, BODY_REGIONS, pivot)) {\n if (regionRule(params.ops, { ...params.blow, region: target, points }).headshot) result = HEADSHOT\n }\n return result\n}\n","import type { BodySlot } from '@adatechnology/game-contracts'\n\nimport type { PenetrationModel, ProjectileInfo, ProtectionLayer } from './types'\n\n/** The layered protection of T3: `1 − Π(1 − value·condition)`, at most `cap`. */\nexport const LAYERED_PROTECTION_CAP = 0.9\n\nexport type LayeredProtectionParams = {\n readonly layers: readonly ProtectionLayer[]\n readonly attack: 'bite' | 'scratch'\n /** 0..1 condition per layer id (worn, torn); 1 by default. */\n readonly conditions?: Readonly<Record<string, number>>\n}\n\nexport const layeredProtection = ({ layers, attack, conditions }: LayeredProtectionParams): number => {\n const through = layers.reduce((left, layer) => left * (1 - (layer[attack] ?? 0) * (conditions?.[layer.id] ?? 1)), 1)\n return Math.min(LAYERED_PROTECTION_CAP, 1 - through)\n}\n\n/** The layers worn that cover any of `slots` and are not used up. */\nexport const layersOn = (worn: readonly ProtectionLayer[], slots: readonly BodySlot[], consumed: ReadonlySet<string>): ProtectionLayer[] =>\n worn.filter((layer) => !consumed.has(layer.id) && layer.slots.some((slot) => slots.includes(slot)))\n\n/** What the layers over a segment do to one blow. */\nexport type ProtectionOutcome = {\n /** A consumable layer took the whole projectile (a helmet): no damage, and the layer is used up. */\n readonly absorbedBy?: string\n /** Share of the points that gets through the ballistic layers. */\n readonly ballistic: number\n /** Penetration resistance the layers add (the `physical` model). */\n readonly resistance: number\n /** Factor on limb damage (a turnout coat). */\n readonly limbs: number\n /** Factor on fire damage. */\n readonly fire: number\n}\n\nexport type ProtectParams = {\n readonly layers: readonly ProtectionLayer[]\n readonly projectile?: ProjectileInfo\n readonly model: PenetrationModel\n}\n\n/** A stopped projectile does the layer's `blunt` share; one that goes through, `pass` (default `blunt`). Non-projectiles ignore ballistic layers. */\nexport const protect = ({ layers, projectile, model }: ProtectParams): ProtectionOutcome => {\n let ballistic = 1\n let resistance = 0\n for (const layer of layers) {\n const armour = layer.ballistic\n if (!armour || !projectile) continue\n const stops = model.stops(layer, projectile)\n if (stops && armour.consumable) return { absorbedBy: layer.id, ballistic: 0, resistance: armour.resistance, limbs: 1, fire: 1 }\n ballistic *= stops ? armour.blunt : (armour.pass ?? armour.blunt)\n resistance += armour.resistance\n }\n const limbs = layers.reduce((factor, layer) => factor * (layer.limbs ?? 1), 1)\n const fire = layers.reduce((factor, layer) => factor * (layer.fire ?? 1), 1)\n return { ballistic, resistance, limbs, fire }\n}\n","import type { BodyRegion, DestructibleSpec, Vec3 } from '@adatechnology/game-contracts'\n\nimport type { BodyState } from '../body/body-state'\nimport { isBodyRegion, REGION_SEGMENTS } from '../body/regions'\nimport { isSegmentId } from '../body/segment-tree'\nimport type { SegmentId } from '../body/segment-tree'\nimport { distance } from '../body/transform'\n\nconst radiusOf = (part: DestructibleSpec['parts'][number]): number => (part.shape.kind === 'box' ? Math.min(...part.shape.size) / 2 : part.shape.radius)\n\n/**\n * The segment a hit lands on: `hit.part` when the caller resolved it (a segment id, or a region id for its first segment), else the attached\n * part whose surface is nearest to the local point.\n */\nexport const resolveSegment = (body: BodyState, spec: DestructibleSpec, part: string | undefined, localPoint: Vec3): SegmentId => {\n if (part !== undefined && isSegmentId(part)) return part\n if (part !== undefined && isBodyRegion(part)) return REGION_SEGMENTS[part][0] as SegmentId\n let best: SegmentId = 'torso'\n let bestGap = Infinity\n for (const candidate of spec.parts) {\n const segment = body.segments.find((entry) => entry.id === candidate.id)\n if (!segment?.attached) continue\n const gap = distance(candidate.position, localPoint) - radiusOf(candidate)\n if (gap < bestGap) [best, bestGap] = [segment.id, gap]\n }\n return best\n}\n\nexport const regionOfSegment = (body: BodyState, id: SegmentId): BodyRegion => body.segments.find((segment) => segment.id === id)?.region ?? 'torso'\n","import { segmentOf } from '../../body/body-state'\nimport type { SegmentState } from '../../types'\nimport type { BodyOps } from '../body-ops'\nimport { HEADSHOT, NO_HEADSHOT, bleedWound, destroyWithBleeding, segmentDamage, severWithBleeding } from './blow'\nimport type { SegmentBlow, SegmentRule } from './blow'\n\n/** A blow of at least this many points blows the head off (Arsenal `damage`: `dmg >= 30`). */\nconst HEAD_BLOW_POINTS = 30\nconst LIMB_VITALITY_SHARE = 0.3\n\nconst split = (ops: BodyOps): void => {\n const torso = segmentOf(ops.body, 'torso')\n if (!torso.attached) return\n severWithBleeding(ops, torso)\n ops.change('split', 'torso')\n ops.kill('vitality')\n}\n\nconst loseLimb = (ops: BodyOps, segment: SegmentState, blow: SegmentBlow): void => {\n if (blow.big || -segment.hp > segment.max) destroyWithBleeding(ops, segment)\n else severWithBleeding(ops, segment)\n const { body } = ops\n if (segment.kind === 'thigh' || segment.kind === 'shin') {\n if (body.alive) ops.crawl()\n } else if (segment.kind === 'foot' && body.alive && !body.crawl && body.limping.length === 0 && segment.side) ops.limp(segment.side)\n}\n\n/** The Galeria 3D do Arsenal's `damage`: every number and branch of the page, in its order. */\nexport const arsenalRule: SegmentRule = (ops, blow) => {\n const { segment } = blow\n if (!segment.attached) return NO_HEADSHOT\n const amount = segmentDamage(ops, blow, blow.points)\n if (blow.point) bleedWound(ops, segment, blow.point)\n segment.hp -= amount\n ops.damage(segment, amount, blow.damageType)\n let result = NO_HEADSHOT\n if (segment.kind === 'head') {\n if (blow.points >= HEAD_BLOW_POINTS || segment.hp <= 0) {\n destroyWithBleeding(ops, segment)\n ops.kill('head')\n result = HEADSHOT\n } else ops.wound(segment)\n } else if (segment.kind === 'jaw') {\n if (segment.hp <= 0) severWithBleeding(ops, segment)\n } else if (segment.kind === 'neck') {\n if (segment.hp <= 0) {\n severWithBleeding(ops, segment)\n ops.kill('head')\n }\n } else if (segment.kind === 'torso' || segment.kind === 'pelvis') {\n ops.body.vitality -= amount\n if (blow.points >= ops.rules.severity.splitAtDamage || segment.hp <= 0) split(ops)\n } else {\n ops.body.vitality -= amount * LIMB_VITALITY_SHARE\n if (segment.hp <= 0) loseLimb(ops, segment, blow)\n }\n if (ops.body.alive && ops.body.vitality <= 0) ops.kill('vitality')\n return result\n}\n","import type { SegmentKind } from '@adatechnology/game-contracts'\n\nimport { spreadPoints } from '../points'\nimport { HEADSHOT, NO_HEADSHOT, isLeg, segmentDamage } from './blow'\nimport type { SegmentRule } from './blow'\n\n/** A head at 0 is cut off by an edge of at least this `cut` or a blow of at least this many points (Elenco `hit`). */\nconst HEAD_SEVER_CUT = 0.7\nconst HEAD_SEVER_POINTS = 90\n/** The segments that hang from a joint of their own in the Elenco (`s.node`): they are cut or break at it. */\nconst JOINTED: ReadonlySet<SegmentKind> = new Set(['head', 'upperArm', 'forearm', 'hand', 'thigh', 'shin', 'foot'])\n\n/** The Elenco's `hit`, `sever` and `breakBone`: one ±15 % draw per blow, cut at the joint above, broken bones dangle or make the leg limp. */\nexport const elencoRule: SegmentRule = (ops, blow) => {\n const { segment } = blow\n const { body, rules } = ops\n if (!segment.attached || (!body.alive && segment.kind !== 'head')) return NO_HEADSHOT\n const amount = segmentDamage(ops, blow, spreadPoints(blow.points, rules.spread, ops.random))\n segment.hp = Math.max(0, segment.hp - amount)\n ops.damage(segment, amount, blow.damageType)\n if (segment.hp > 0) {\n ops.wound(segment)\n return NO_HEADSHOT\n }\n if (segment.kind === 'head') {\n if (blow.cut >= HEAD_SEVER_CUT || blow.points >= HEAD_SEVER_POINTS) ops.sever(segment, 'zero')\n else ops.breakBone(segment)\n ops.kill('head')\n return HEADSHOT\n }\n if (JOINTED.has(segment.kind)) {\n if (blow.cut >= rules.severity.severAtCut || amount >= segment.max * rules.severity.severAtDamageFraction) {\n ops.sever(segment, 'zero')\n if (isLeg(segment.kind)) ops.crawl()\n return NO_HEADSHOT\n }\n ops.breakBone(segment)\n if (isLeg(segment.kind) && segment.side) {\n ops.limp(segment.side)\n if (body.limping.length === 2) ops.crawl()\n }\n return NO_HEADSHOT\n }\n ops.breakBone(segment)\n if (segment.kind === 'torso') ops.kill('vitality')\n else if (segment.kind === 'pelvis') ops.crawl()\n else if (segment.kind === 'neck') ops.kill('head')\n return NO_HEADSHOT\n}\n","import { segmentOf } from '../../body/body-state'\nimport type { SegmentState } from '../../types'\nimport type { BodyOps } from '../body-ops'\nimport { spreadPoints } from '../points'\nimport { HEADSHOT, NO_HEADSHOT, bleedWound, destroyWithBleeding, isLeg, segmentDamage, severWithBleeding } from './blow'\nimport type { RuleResult, SegmentBlow, SegmentRule } from './blow'\n\ntype Outcome = 'destroyed' | 'severed' | 'broken'\n\n/** At 0: destroyed by a blast or a blow of twice the segment; severed by an edge (`cut` ≥ 0.5) or a blow above 90 % of it; else broken. */\nexport const severityOf = (ops: BodyOps, blow: SegmentBlow, amount: number, max: number): Outcome => {\n const rule = ops.rules.severity\n if (blow.explosive || amount >= max * rule.destroyAtDamageMultiple) return 'destroyed'\n if (blow.cut >= rule.severAtCut || amount > max * rule.severAtDamageFraction) return 'severed'\n return 'broken'\n}\n\nconst lose = (ops: BodyOps, segment: SegmentState, outcome: Outcome): void => {\n if (outcome === 'destroyed') destroyWithBleeding(ops, segment)\n else if (outcome === 'severed') severWithBleeding(ops, segment)\n else ops.breakBone(segment)\n}\n\n/** The game's head rule: a projectile kills when it pierces the skull with enough points, a blow when it takes the head's hit points. */\nconst hitHead = (ops: BodyOps, blow: SegmentBlow, points: number, amount: number, hpBefore: number): RuleResult => {\n const { segment, projectile } = blow\n const rule = ops.rules.severity\n const lethal = projectile ? blow.model.piercesSkull(projectile, blow.headResistance) && points >= rule.headKillDamage : amount >= hpBefore\n if (lethal) {\n const shotgunClose = projectile !== undefined && projectile.pellets > 1 && projectile.distance < rule.headBitShotgunMetres\n if (blow.explosive || points > rule.headBitDamage || shotgunClose) destroyWithBleeding(ops, segment)\n else ops.breakBone(segment)\n ops.kill('head')\n return HEADSHOT\n }\n ops.body.vitality -= amount\n ops.wound(segment)\n if (points > rule.jawDamage && ops.random() < rule.jawChance) severWithBleeding(ops, segmentOf(ops.body, 'jaw'))\n return NO_HEADSHOT\n}\n\nconst hitTorso = (ops: BodyOps, points: number, amount: number, segment: SegmentState): void => {\n ops.body.vitality -= amount\n if (points < ops.rules.severity.splitAtDamage && segment.hp > 0) return ops.wound(segment)\n const torso = segmentOf(ops.body, 'torso')\n if (!torso.attached) return\n severWithBleeding(ops, torso)\n ops.change('split', 'torso')\n if (ops.rules.deathRule === 'head-only') ops.crawl()\n else ops.kill('vitality')\n}\n\nconst hitLimb = (ops: BodyOps, blow: SegmentBlow, amount: number, hpBefore: number): void => {\n const { segment } = blow\n const rule = ops.rules.severity\n ops.body.vitality -= amount * rule.limbVitalityShare\n if (isLeg(segment.kind) && segment.side && segment.hp <= segment.max * rule.limpAtHpFraction) ops.limp(segment.side)\n if (segment.hp > 0 || hpBefore <= 0) return ops.wound(segment)\n const outcome = severityOf(ops, blow, amount, segment.max)\n lose(ops, segment, outcome)\n if (segment.kind === 'thigh' || segment.kind === 'shin') ops.crawl()\n}\n\n/** The kit's rule: Arsenal numbers, the design's severity, the game's head rule, the death rule of the kit. */\nexport const kitRule: SegmentRule = (ops, blow) => {\n const { segment } = blow\n if (!segment.attached) return NO_HEADSHOT\n const points = spreadPoints(blow.points, ops.rules.spread, ops.random)\n const amount = segmentDamage(ops, blow, points)\n if (blow.point && !blow.explosive) bleedWound(ops, segment, blow.point)\n const hpBefore = segment.hp\n segment.hp -= amount\n ops.damage(segment, amount, blow.damageType)\n let result = NO_HEADSHOT\n if (segment.kind === 'head') result = hitHead(ops, blow, points, amount, hpBefore)\n else if (segment.kind === 'torso' || segment.kind === 'pelvis') hitTorso(ops, points, amount, segment)\n else if (segment.kind === 'jaw' || segment.kind === 'neck') {\n if (segment.hp <= 0 && hpBefore > 0) {\n lose(ops, segment, severityOf(ops, blow, amount, segment.max))\n if (segment.kind === 'neck' && !segment.attached) ops.kill('head')\n } else ops.wound(segment)\n } else hitLimb(ops, blow, amount, hpBefore)\n if (ops.body.vitality <= 0) ops.kill('vitality')\n if (ops.body.alive && points >= ops.rules.severity.stunAtPoints) ops.stun()\n return result\n}\n","import type { DestructibleSpec, Vec3 } from '@adatechnology/game-contracts'\n\nimport { segmentOf } from '../body/body-state'\nimport { REGION_SEGMENTS } from '../body/regions'\nimport { segmentNode } from '../body/segment-tree'\nimport type { SegmentId } from '../body/segment-tree'\nimport { regionBlast, segmentBlast } from './blast'\nimport type { BodyOps } from './body-ops'\nimport type { DamageSetup } from './damage-character'\nimport { energyKept, segmentResistance } from './penetration'\nimport { cutOf, pointsFromEnergy, projectileOf, resolvePoints } from './points'\nimport { layersOn, protect } from './protection'\nimport type { ProtectionOutcome } from './protection'\nimport { resolveSegment, regionOfSegment } from './resolve-part'\nimport { arsenalRule } from './rules/arsenal'\nimport type { RuleResult, SegmentRule } from './rules/blow'\nimport { elencoRule } from './rules/elenco'\nimport { kitRule } from './rules/kit'\nimport { regionRule } from './rules/regions'\nimport type { BodyHit, HitReport, ProtectionLayer } from './types'\n\nconst SEGMENT_RULES: Readonly<Record<string, SegmentRule>> = { kit: kitRule, arsenal: arsenalRule, elenco: elencoRule }\nconst HEAD_RESISTANCE = segmentResistance({ kind: 'head', bodyCount: 1, protection: 0 })\nconst NO_PROTECTION: ProtectionOutcome = { ballistic: 1, resistance: 0, limbs: 1, fire: 1 }\nconst ABSORBED_SPARKS = 8\nconst METRES_PER_MM = 0.001\n\nexport type ApplyBlowParams = {\n readonly ops: BodyOps\n readonly hit: BodyHit\n readonly setup: DamageSetup\n readonly worn: readonly ProtectionLayer[]\n readonly localPoint: Vec3\n readonly jointOf: (id: SegmentId) => Vec3\n readonly describe: () => DestructibleSpec\n}\n\nconst report = (ops: BodyOps, fields: Partial<HitReport> & { points: number }, result: RuleResult = { headshot: false }): HitReport => ({\n through: false,\n exitEnergy: 0,\n ...fields,\n killed: !ops.body.alive,\n headshot: result.headshot,\n})\n\n/** Fire and heat: the exposure burns the torso (`burnPointsPerSecond` × seconds), less what the clothing keeps off. */\nconst burn = ({ ops, hit, setup, worn }: ApplyBlowParams): HitReport => {\n const torso = segmentOf(ops.body, 'torso')\n const fire = protect({ layers: layersOn(worn, segmentNode('torso').slots, ops.body.consumed), model: setup.model }).fire\n const points = setup.rules.burnPointsPerSecond * (hit.duration ?? 0) * fire\n ops.body.vitality -= points\n ops.damage(torso, points, hit.type)\n if (ops.body.vitality <= 0) ops.kill('vitality')\n return report(ops, { part: 'torso', points })\n}\n\nconst blast = ({ ops, hit, setup, localPoint, jointOf }: ApplyBlowParams): HitReport => {\n const points = hit.points ?? pointsFromEnergy(hit.energy ?? 0, setup.rules)\n const base = { ops, center: localPoint, points, radius: hit.radius ?? 1, ...(hit.lethalRadius !== undefined ? { lethalRadius: hit.lethalRadius } : {}), jointOf }\n const common = { cut: hit.cut ?? setup.rules.defaultCut.explosive, damageType: hit.type, model: setup.model, headResistance: HEAD_RESISTANCE }\n const rule = SEGMENT_RULES[setup.rules.segmentRule] ?? kitRule\n const result =\n ops.body.detail === 'regions'\n ? regionBlast({ ...base, blow: { ...common, protection: NO_PROTECTION } })\n : segmentBlast({ ...base, rule, blow: { ...common, limbFactor: ops.spec.limbFactor } })\n return report(ops, { points }, result)\n}\n\nconst DEFAULT_PATH_METRES = 0.2\n\n/** Length of the path through a part (its diameter), for the exit point of a projectile that goes through. */\nconst pathThrough = (spec: DestructibleSpec, id: SegmentId): number => {\n const shape = spec.parts.find((part) => part.id === id)?.shape\n return shape && shape.kind !== 'box' ? 2 * shape.radius : DEFAULT_PATH_METRES\n}\n\nconst exitOf = (hit: BodyHit, depth: number): Vec3 => {\n const [x, y, z] = hit.direction ?? [0, 0, -1]\n return [hit.point[0] + x * depth, hit.point[1] + y * depth, hit.point[2] + z * depth]\n}\n\n/** Bullets, blades and blunt blows: resolve the segment, the protection, the penetration, the points; then the detail's rule decides. */\nconst direct = ({ ops, hit, setup, worn, localPoint, describe }: ApplyBlowParams): HitReport => {\n const { body, spec, rules } = ops\n const caliber = hit.caliberId === undefined ? undefined : setup.calibers.get(hit.caliberId)\n const projectile = hit.type === 'ballistic' ? projectileOf(hit, caliber) : undefined\n const id = resolveSegment(body, describe(), hit.part, localPoint)\n const region = regionOfSegment(body, id)\n const slots = segmentNode(body.detail === 'regions' ? (REGION_SEGMENTS[region][0] as SegmentId) : id).slots\n const protection = protect({ layers: layersOn(worn, slots, body.consumed), model: setup.model, ...(projectile ? { projectile } : {}) })\n if (protection.absorbedBy) {\n body.consumed.add(protection.absorbedBy)\n ops.emit({ type: 'debris', part: id, kind: 'sparks', point: hit.point, normal: [0, 1, 0], count: ABSORBED_SPARKS, speed: 3 })\n return report(ops, { part: id, points: 0, absorbedBy: protection.absorbedBy })\n }\n const rawPoints = resolvePoints(hit, caliber, rules)\n const points = rawPoints * protection.ballistic\n const cut = cutOf(hit, projectile, rules)\n const segment = segmentOf(body, id)\n const resistance = segmentResistance({ kind: segment.kind, bodyCount: spec.bodyCount, protection: protection.resistance })\n const through = setup.model.id === 'physical' && projectile !== undefined && projectile.force > resistance\n const exitEnergy = through && projectile ? (hit.energy ?? 0) * energyKept(projectile.force, resistance) : 0\n if (projectile) {\n const depth = pathThrough(describe(), id)\n ops.emit({ type: 'hole', part: id, hole: { point: localPoint, normal: [0, 0, 1], diameter: (hit.caliber ?? 9) * METRES_PER_MM, through }, worldPoint: hit.point, ...(through ? { exitPoint: exitOf(hit, depth) } : {}) })\n }\n const common = { points, cut, damageType: hit.type, model: setup.model, headResistance: HEAD_RESISTANCE, ...(projectile ? { projectile } : {}) }\n const result =\n body.detail === 'regions'\n ? regionRule(ops, { ...common, points: rawPoints, region, protection })\n : (SEGMENT_RULES[rules.segmentRule] ?? kitRule)(ops, {\n ...common,\n segment,\n explosive: false,\n big: points > rules.blast.bigPoints,\n limbFactor: spec.limbFactor * protection.limbs,\n ...(hit.woundAtPoint === false ? {} : { point: hit.point }),\n })\n return report(ops, { part: id, points, through, exitEnergy }, result)\n}\n\nexport const applyBlow = (params: ApplyBlowParams): HitReport => {\n if (params.hit.type === 'fire' || params.hit.type === 'heat') return burn(params)\n if (params.hit.type === 'explosive') return blast(params)\n return direct(params)\n}\n","import type { DestructibleImpl, DestructionEvent, Hit, Vec3 } from '@adatechnology/game-contracts'\n\nimport type { BodyState } from '../body/body-state'\nimport { segmentNode } from '../body/segment-tree'\nimport type { SegmentId, SegmentSide } from '../body/segment-tree'\nimport { toLocal, toWorld } from '../body/transform'\nimport { characterView } from '../character'\nimport type { Character, CharacterCore } from '../character'\nimport { stepBleeding } from './bleeding'\nimport type { Bleeder } from './bleeding'\nimport { createBodyOps } from './body-ops'\nimport type { BodyOps } from './body-ops'\nimport { segmentResistance } from './penetration'\nimport { applyBlow } from './pipeline'\nimport { createRng } from './points'\nimport { layeredProtection, layersOn } from './protection'\nimport { resolveSegment } from './resolve-part'\nimport type { BodyHit, CaliberEntry, DamageRules, HitReport, PenetrationModel, ProtectionLayer } from './types'\n\n/** A character with the damage model: a `DestructibleImpl` a destruction world can host next to its own objects. */\nexport type DamageCharacter = Character &\n DestructibleImpl & {\n readonly alive: boolean\n /** The sides that limp, in the order they started. */\n readonly limping: readonly SegmentSide[]\n /** Seconds of stagger left from a heavy hit. */\n readonly stunSeconds: number\n /** What the last `hit` did (points, kill, headshot, through). */\n readonly lastHit?: HitReport\n /** The bleeding wounds, oldest first. */\n bleeders(): readonly Readonly<Bleeder>[]\n /** 0..1 protection of the layers over a segment against a bite or a scratch (the layered T3 formula, capped at 90 %). */\n protectionAgainst(attack: 'bite' | 'scratch', part: SegmentId): number\n /** Ids of the protection layers worn and not used up (a helmet that took its shot is gone). */\n intactProtection(): readonly string[]\n /** Penetration resistance R of the path through a part (a segment or a region id), with the protection worn over it. */\n resistanceOf(part: string): number\n hit(hit: Hit | BodyHit): DestructionEvent[]\n /** Ages bleeders (a `leak` per second each) and the stun. */\n update(dt: number): DestructionEvent[]\n serialize(): unknown\n load(data: unknown): void\n }\n\nexport type DamageSetup = {\n readonly rules: DamageRules\n readonly model: PenetrationModel\n readonly protection: ReadonlyMap<string, ProtectionLayer>\n readonly calibers: ReadonlyMap<string, CaliberEntry>\n}\n\ntype Saved = { body: Omit<BodyState, 'consumed'> & { consumed: string[] }; bleeders: Bleeder[]; hitCounter: number; clock: number }\n\nexport const createDamageCharacter = (core: CharacterCore, setup: DamageSetup): DamageCharacter => {\n const view = characterView(core)\n const worn = core.spec.protection.map((id) => setup.protection.get(id)).filter((layer): layer is ProtectionLayer => layer !== undefined)\n let bleeders: Bleeder[] = []\n let hitCounter = 0\n let clock = 0\n let lastHit: HitReport | undefined\n const transform = () => ({ position: core.position, rotation: core.rotation })\n const jointOf = (id: SegmentId): Vec3 => core.rig.joints[segmentNode(id).joint]\n const pointOf = (id: SegmentId): Vec3 => toWorld(transform(), jointOf(id))\n const opsFor = (random: () => number, source?: string): BodyOps =>\n createBodyOps({ body: core.body, spec: core.spec, rules: setup.rules, random, time: clock, pointOf, bleeders, ...(source !== undefined ? { source } : {}) })\n\n const character: DamageCharacter = {\n ...view,\n get segments() {\n return core.body.segments\n },\n get detail() {\n return core.body.detail\n },\n get alive() {\n return core.body.alive\n },\n get limping() {\n return [...core.body.limping]\n },\n get stunSeconds() {\n return core.body.stunSeconds\n },\n get lastHit() {\n return lastHit\n },\n name: core.spec.kind,\n hit(raw) {\n const hit = raw as BodyHit\n hitCounter += 1\n const random = core.spec.random ?? createRng((core.spec.seed ^ hitCounter) >>> 0)\n const ops = opsFor(random, hit.source)\n core.invalidateState()\n lastHit = applyBlow({ ops, hit, setup, worn, localPoint: toLocal(transform(), hit.point), jointOf, describe: core.describe })\n core.invalidateState()\n return ops.events\n },\n update(dt) {\n clock += dt\n core.body.stunSeconds = Math.max(0, core.body.stunSeconds - dt)\n const ops = opsFor(() => 0)\n stepBleeding({ bleeders, dt, emit: ops.emit, pointOf })\n return ops.events\n },\n bleeders: () => bleeders.map((bleeder) => ({ ...bleeder })),\n intactProtection: () => core.spec.protection.filter((id) => !core.body.consumed.has(id)),\n resistanceOf(part) {\n const id = resolveSegment(core.body, core.describe(), part, [0, 0, 0])\n const layers = layersOn(worn, segmentNode(id).slots, core.body.consumed)\n const protection = layers.reduce((sum, layer) => sum + (layer.ballistic?.resistance ?? 0), 0)\n return segmentResistance({ kind: segmentNode(id).kind, bodyCount: core.spec.bodyCount, protection })\n },\n protectionAgainst: (attack, part) => layeredProtection({ layers: layersOn(worn, segmentNode(part).slots, core.body.consumed), attack }),\n reset() {\n core.resetBody()\n bleeders = []\n hitCounter = 0\n lastHit = undefined\n },\n serialize(): Saved {\n const { consumed, ...rest } = core.body\n return { body: { ...structuredClone(rest), consumed: [...consumed] }, bleeders: structuredClone(bleeders), hitCounter, clock }\n },\n load(data) {\n const saved = data as Saved\n Object.assign(core.body, structuredClone(saved.body), { consumed: new Set(saved.body.consumed) })\n bleeders = structuredClone(saved.bleeders)\n hitCounter = saved.hitCounter\n clock = saved.clock\n core.invalidateState()\n },\n }\n return character\n}\n","import type { DestructionEvent, Vec3 } from '@adatechnology/game-contracts'\n\nimport { isBodyRegion } from '../body/regions'\nimport { isSegmentId, segmentNode } from '../body/segment-tree'\nimport type { DamageCharacter } from './damage-character'\nimport { TEAM_GAME_RULES } from './defaults'\nimport { energyKept, teamGameCost, teamGameFalloff } from './penetration'\nimport { penetrationForce } from './points'\nimport type { CaliberEntry } from './types'\n\n/** One body in the line of fire, `distance` metres from the muzzle. */\nexport type LineTarget = { readonly character: DamageCharacter; readonly part: string; readonly distance: number; readonly point?: Vec3 }\n\n/** What the line needs from a shot (a `Shot` of game-weapons fits). */\nexport type LineShot = {\n readonly energyAt: (distance: number) => number\n /** Projectile grams. */\n readonly mass: number\n /** Diameter in mm. */\n readonly caliber: number\n readonly caliberId?: string\n readonly source?: string\n}\n\nexport type LineHit = { readonly index: number; readonly points: number; readonly energy: number; readonly killed: boolean; readonly headshot: boolean; readonly events: DestructionEvent[] }\nexport type LineResult = { readonly hits: LineHit[]; /** 1-based index of the last body hit (0: none). */ readonly stoppedAt: number }\n\nexport type PenetrateLineParams = {\n readonly model: 'physical' | 'team-game'\n readonly shot: LineShot\n readonly targets: readonly LineTarget[]\n readonly calibers: ReadonlyMap<string, CaliberEntry>\n}\n\n/** After a kill the game restarts the ray 0.3 m past the body and measures the next distances from there (`shootRay`). */\nconst RESTART_METRES = 0.3\n\nconst regionOfPart = (part: string) => (isSegmentId(part) ? segmentNode(part).region : isBodyRegion(part) ? part : 'torso')\n\nconst lineHit = (index: number, target: LineTarget, fields: { points: number; energy: number; events: DestructionEvent[] }): LineHit => ({\n index,\n ...fields,\n killed: !target.character.alive,\n headshot: target.character.lastHit?.headshot ?? false,\n})\n\n/** The game's `shootRay`: penetration points spent per body (head 0.7, torso 1, a brute 2, limb 0.5), 75 % of the damage carried on. */\nconst teamGameLine = ({ shot, targets, calibers }: PenetrateLineParams): LineResult => {\n const caliber = shot.caliberId === undefined ? undefined : calibers.get(shot.caliberId)\n if (caliber?.penetration === undefined || caliber.points === undefined) throw new Error(`game-characters: the team-game line needs a calibre with points and penetration (\"${shot.caliberId}\")`)\n let penetration = caliber.penetration\n let points = caliber.points\n let origin = 0\n const hits: LineHit[] = []\n for (const [index, target] of targets.entries()) {\n if (!target.character.alive || target.distance - origin <= 0) continue\n const distance = target.distance - origin\n const dealt = points * teamGameFalloff(distance, caliber.effectiveRangeMetres ?? Infinity)\n const events = target.character.hit({ type: 'ballistic', point: target.point ?? [0, 0, 0], part: target.part, points: dealt, caliberId: caliber.id, distance, ...(shot.source ? { source: shot.source } : {}) })\n hits.push(lineHit(index, target, { points: dealt, energy: shot.energyAt(target.distance), events }))\n penetration -= teamGameCost(regionOfPart(target.part), target.character.spec.bodyCount)\n points *= TEAM_GAME_RULES.damageKeptPerBody\n if (penetration <= 0) break\n if (!target.character.alive) origin = target.distance + RESTART_METRES\n }\n return { hits, stoppedAt: hits.length === 0 ? 0 : (hits[hits.length - 1]?.index ?? -1) + 1 }\n}\n\n/** P7: the force P = √(E·m/A) hits a body while it is above 0, loses the body's resistance R and keeps P/(P+R) of the energy. */\nconst physicalLine = ({ shot, targets }: PenetrateLineParams): LineResult => {\n const first = targets[0]\n let force = first ? penetrationForce(shot.energyAt(first.distance), shot.mass, shot.caliber) : 0\n let kept = 1\n const hits: LineHit[] = []\n for (const [index, target] of targets.entries()) {\n if (force <= 0) break\n if (!target.character.alive) continue\n const energy = shot.energyAt(target.distance) * kept\n const events = target.character.hit({ type: 'ballistic', point: target.point ?? [0, 0, 0], part: target.part, energy, mass: shot.mass, caliber: shot.caliber, distance: target.distance, ...(shot.caliberId ? { caliberId: shot.caliberId } : {}) })\n hits.push(lineHit(index, target, { points: target.character.lastHit?.points ?? 0, energy, events }))\n const resistance = target.character.resistanceOf(target.part)\n kept *= energyKept(force, resistance)\n force -= resistance\n }\n return { hits, stoppedAt: hits.length === 0 ? 0 : (hits[hits.length - 1]?.index ?? -1) + 1 }\n}\n\n/** A shot through a line of bodies, nearest first. Each body takes the hit through its own damage model. */\nexport const penetrateLine = (params: PenetrateLineParams): LineResult => (params.model === 'team-game' ? teamGameLine(params) : physicalLine(params))\n","type Entry = { readonly id: string }\n\n/** The shipped entries with the ones from `extra` added or, when the id exists, replaced. */\nexport const mergeById = <TEntry extends Entry>(shipped: readonly TEntry[], extra: readonly TEntry[] | undefined): Map<string, TEntry> => {\n const entries = new Map<string, TEntry>()\n for (const entry of [...shipped, ...(extra ?? [])]) entries.set(entry.id, entry)\n return entries\n}\n\n/** Applies `patch` by id (a shallow merge); a patch for an id that does not exist is ignored. */\nexport const applyPatches = <TEntry extends Entry>(entries: Map<string, TEntry>, patches: Readonly<Record<string, Partial<TEntry>>> | undefined): void => {\n for (const [id, patch] of Object.entries(patches ?? {})) {\n const entry = entries.get(id)\n if (entry) entries.set(id, { ...entry, ...patch, id })\n }\n}\n\nexport const removeIds = (entries: Map<string, unknown>, ids: readonly string[] | undefined): void => {\n for (const id of ids ?? []) entries.delete(id)\n}\n","import { createBodySpec } from './body/body-spec'\nimport { createCorpseLedger } from './corpses'\nimport type { CorpseLedger } from './corpses'\nimport type { BodySpec } from './body/body-spec'\nimport { createCharacterCore, resolveSpec } from './character'\nimport { createDamageCharacter } from './damage/damage-character'\nimport type { DamageCharacter } from './damage/damage-character'\nimport { DAMAGE_PRESETS, PROTECTION_PRESETS, TEAM_GAME_CALIBERS } from './damage/defaults'\nimport { penetrateLine } from './damage/line'\nimport type { LineResult, LineShot, LineTarget } from './damage/line'\nimport { PENETRATION_MODELS } from './damage/penetration'\nimport type { CaliberEntry, DamageRules, PenetrationModel, ProtectionLayer } from './damage/types'\nimport { applyPatches, mergeById, removeIds } from './registry'\nimport type { CharacterPreset, CharacterSpec, CharactersOptions, CorpseOptions, DamageOptions } from './types'\n\nexport const DEFAULT_CORPSES: CorpseOptions = { max: 400, seconds: 900 }\n\n/** The base preset every spec can start from: an unnamed adult person. */\nexport const PERSON_PRESET: CharacterPreset = { id: 'person', kind: 'person', age: 'adult' }\n\nexport type CharacterKit = {\n readonly body: BodySpec\n readonly presets: ReadonlyMap<string, CharacterPreset>\n readonly corpses: CorpseOptions\n readonly damage: DamageRules\n readonly penetration: PenetrationModel\n readonly protection: ReadonlyMap<string, ProtectionLayer>\n readonly calibers: ReadonlyMap<string, CaliberEntry>\n /** A new character: the preset (`spec.preset`, else the one named `spec.kind`) under the spec. */\n create(spec: CharacterSpec): DamageCharacter\n /** The bodies left on the ground, capped and timed by the kit's `corpses` option. */\n createCorpses<TData>(): CorpseLedger<TData>\n /** A shot through a line of bodies with the kit's penetration model and calibre table. */\n penetrateLine(shot: LineShot, targets: readonly LineTarget[]): LineResult\n}\n\n/** Fills a spec from its preset: what the spec says wins; `multipliers` merge field by field. */\nexport const applyPreset = (spec: CharacterSpec, presets: ReadonlyMap<string, CharacterPreset>): CharacterSpec => {\n const preset = presets.get(spec.preset ?? spec.kind)\n if (!preset) return spec\n const { id: _presetId, ...defaults } = preset\n const multipliers = { ...defaults.multipliers, ...spec.multipliers }\n return { ...defaults, ...spec, multipliers }\n}\n\n/** The rules of a preset (`kit` by default) with the given fields replaced; `severity`, `blast` and `segments` merge key by key. */\nexport const resolveDamageRules = (options: DamageOptions = {}): DamageRules => {\n const { preset, severity, blast, segments, ...rest } = options\n const base = DAMAGE_PRESETS[preset ?? 'kit']\n return { ...base, ...rest, severity: { ...base.severity, ...severity }, blast: { ...base.blast, ...blast }, segments: { ...base.segments, ...segments } }\n}\n\nconst modelOf = (option: CharactersOptions['penetration']): PenetrationModel => (typeof option === 'object' ? option : PENETRATION_MODELS[option ?? 'physical'])\n\nexport const createCharacters = (options: CharactersOptions = {}): CharacterKit => {\n const body = createBodySpec(options.body)\n const packs = options.packs ?? []\n const presets = mergeById([PERSON_PRESET], packs.flatMap((pack) => pack.presets ?? []))\n applyPatches(presets, options.patch)\n removeIds(presets, options.remove)\n const damage = resolveDamageRules(options.damage)\n const penetration = modelOf(options.penetration)\n const protection = mergeById(PROTECTION_PRESETS, [...packs.flatMap((pack) => pack.protection ?? []), ...(options.protection ?? [])])\n const shippedCalibers = penetration.id === 'team-game' ? TEAM_GAME_CALIBERS : []\n const calibers = mergeById(shippedCalibers, [...packs.flatMap((pack) => pack.calibers ?? []), ...(options.calibers ?? [])])\n const setup = { rules: damage, model: penetration, protection, calibers }\n let counter = 0\n return {\n body,\n presets,\n corpses: { ...DEFAULT_CORPSES, ...options.corpses },\n damage,\n penetration,\n protection,\n calibers,\n create(spec) {\n counter += 1\n const resolved = resolveSpec(applyPreset(spec, presets), body, counter)\n const core = createCharacterCore({ spec: resolved, bodySpec: body, hitPointsOf: (kind) => damage.segments[kind].hitPoints })\n return createDamageCharacter(core, setup)\n },\n createCorpses: () => createCorpseLedger({ ...DEFAULT_CORPSES, ...options.corpses }),\n penetrateLine: (shot, targets) => penetrateLine({ model: penetration.id === 'team-game' ? 'team-game' : 'physical', shot, targets, calibers }),\n }\n}\n","{\n \"cascade\": {\n \"hip\": 16,\n \"spine\": 11,\n \"shoulder\": 9,\n \"elbow\": 7,\n \"leg\": 14,\n \"knee\": 11,\n \"head\": 6\n },\n \"moves\": {\n \"idle\": {\n \"gait\": 0,\n \"freq\": 0,\n \"amp\": 0,\n \"knee\": 0,\n \"bob\": 0,\n \"lean\": 0,\n \"arm\": 0,\n \"elb\": 0.12,\n \"crouch\": 0,\n \"aim\": 0,\n \"turn\": 0,\n \"grip\": 0.35\n },\n \"walk\": {\n \"gait\": 1,\n \"freq\": 5.6,\n \"amp\": 0.42,\n \"knee\": 0.85,\n \"bob\": 0.035,\n \"lean\": 0.05,\n \"arm\": 0.42,\n \"elb\": 0.3,\n \"crouch\": 0,\n \"aim\": 0,\n \"turn\": 0,\n \"grip\": 0.4\n },\n \"run\": {\n \"gait\": 1,\n \"freq\": 9.2,\n \"amp\": 0.72,\n \"knee\": 1.5,\n \"bob\": 0.06,\n \"lean\": 0.3,\n \"arm\": 0.85,\n \"elb\": 1.35,\n \"crouch\": 0,\n \"aim\": 0,\n \"turn\": 0,\n \"grip\": 1.1\n },\n \"crouch\": {\n \"gait\": 1,\n \"freq\": 3.8,\n \"amp\": 0.3,\n \"knee\": 0.6,\n \"bob\": 0.02,\n \"lean\": 0.42,\n \"arm\": 0.15,\n \"elb\": 0.7,\n \"crouch\": 1,\n \"aim\": 0,\n \"turn\": 0,\n \"grip\": 0.8\n },\n \"aim\": {\n \"gait\": 0,\n \"freq\": 0,\n \"amp\": 0,\n \"knee\": 0,\n \"bob\": 0,\n \"lean\": 0.06,\n \"arm\": 0,\n \"elb\": 0.2,\n \"crouch\": 0.25,\n \"aim\": 1,\n \"turn\": 0,\n \"grip\": 1.2\n },\n \"turn\": {\n \"gait\": 0.5,\n \"freq\": 4.2,\n \"amp\": 0.14,\n \"knee\": 0.7,\n \"bob\": 0.012,\n \"lean\": 0.03,\n \"arm\": 0.12,\n \"elb\": 0.25,\n \"crouch\": 0,\n \"aim\": 0,\n \"turn\": 1,\n \"grip\": 0.4\n }\n },\n \"poses\": [\n {\n \"index\": 0,\n \"id\": \"walk\",\n \"name\": {\n \"pt-BR\": \"anda\"\n }\n },\n {\n \"index\": 1,\n \"id\": \"crawl\",\n \"name\": {\n \"pt-BR\": \"rasteja\"\n }\n },\n {\n \"index\": 2,\n \"id\": \"fallen\",\n \"name\": {\n \"pt-BR\": \"caído\"\n }\n },\n {\n \"index\": 3,\n \"id\": \"attack\",\n \"name\": {\n \"pt-BR\": \"ataca\"\n }\n },\n {\n \"index\": 4,\n \"id\": \"scream\",\n \"name\": {\n \"pt-BR\": \"grito\"\n }\n },\n {\n \"index\": 5,\n \"id\": \"crouch\",\n \"name\": {\n \"pt-BR\": \"agachado\"\n }\n },\n {\n \"index\": 6,\n \"id\": \"leap\",\n \"name\": {\n \"pt-BR\": \"salto\"\n }\n },\n {\n \"index\": 7,\n \"id\": \"eat\",\n \"name\": {\n \"pt-BR\": \"comendo\"\n }\n }\n ],\n \"walk\": {\n \"cadenceBase\": 0.5,\n \"cadencePerSpeed\": 0.3,\n \"stopBelowSpeed\": 0.05,\n \"maxSine\": 0.9,\n \"strideFactor\": 4,\n \"legLengthFactor\": 0.9\n }\n}\n","import gait from '../data/gait.json'\n\nconst WALK = gait.walk\n\n/** Cycles per second at `speed` m/s (the game's `walkCad`). */\nexport const walkCadence = (speed: number): number => WALK.cadenceBase + WALK.cadencePerSpeed * speed\n\n/** Hip swing in radians at `speed` m/s for a body `height` times the base height: the stride that makes the foot meet the ground (the game's `walkGait`). */\nexport const walkGait = (speed: number, height = 1): number =>\n speed < WALK.stopBelowSpeed ? 0 : 2 * Math.asin(Math.min(WALK.maxSine, speed / (WALK.strideFactor * WALK.legLengthFactor * height * walkCadence(speed))))\n\nexport type StrideParams = {\n readonly speed: number\n readonly height?: number\n /** Default true: cadence and swing come from the speed, so the feet do not slide. False keeps the profile's own numbers (the Bestiário preset). */\n readonly strideFromSpeed?: boolean\n}\n\nexport type Stride = {\n /** Cycles per second. */\n readonly frequency: number\n /** Thigh swing, radians. */\n readonly swing: number\n /** Knee bend, radians. */\n readonly kneeBend: number\n}\n\nconst SWING_SHARE = 0.5\nconst KNEE_PER_GAIT = 0.85\n\n/** The gait numbers for a speed: from the ground-matching stride, or `fallback` (the profile) when `strideFromSpeed` is false. */\nexport const strideFor = ({ speed, height = 1, strideFromSpeed = true }: StrideParams, fallback: Stride): Stride => {\n if (!strideFromSpeed) return fallback\n const amplitude = walkGait(speed, height)\n return { frequency: walkCadence(speed), swing: amplitude * SWING_SHARE, kneeBend: amplitude * KNEE_PER_GAIT }\n}\n","import gait from '../data/gait.json'\n\n/** How a body type walks: offsets over its rest pose (the Bestiário's `GAIT`). `f` cycles per second, `a` thigh swing, `k` knee bend, `arm` arm swing. */\nexport type GaitProfile = {\n readonly f: number\n readonly a?: number\n readonly k?: number\n readonly arm?: number\n readonly bob?: number\n readonly sway?: number\n readonly drag?: boolean\n readonly crawl?: boolean\n readonly idle?: boolean\n readonly eat?: boolean\n readonly leap?: boolean\n readonly listen?: boolean\n readonly stalk?: boolean\n readonly sniff?: boolean\n}\n\nexport type JointAngles = { readonly shoulder: number; readonly elbow: number }\nexport type LegAngles = { readonly hip: number; readonly knee: number; readonly lost?: boolean }\n\n/**\n * The pose the gait swings around. `arms[0]` is the right arm and `arms[1]` the left; `legs[0]` is the left leg and `legs[1]` the right\n * (the order the Bestiário builds them in). `hipY` is the rest height of the hips.\n */\nexport type RestPose = {\n readonly hipY: number\n readonly lean: number\n readonly headX: number\n readonly arms: readonly [JointAngles, JointAngles]\n readonly legs: readonly [LegAngles, LegAngles]\n}\n\n/** What a gait sets this frame; a field the gait does not write stays `undefined` and the joint keeps what it had. */\nexport type GaitSample = {\n hipY?: number\n upper: { x?: number; y?: number; z?: number }\n head: { x?: number; y?: number }\n arms: { shoulder?: number; elbow?: number }[]\n legs: { hip?: number; knee?: number }[]\n}\n\nexport const emptySample = (): GaitSample => ({ upper: {}, head: {}, arms: [{}, {}], legs: [{}, {}] })\n\nexport type CascadeJoint = keyof typeof gait.cascade\n\n/** Cascade rates per joint (1/s): each joint reaches its target with a delay, from the hips to the head (Bestiário 12.3). */\nexport const CASCADE: Readonly<Record<CascadeJoint, number>> = gait.cascade\n\n/** The 8 poses of the instanced body, in the order of the game's `iB.w`. */\nexport const INSTANCE_POSES = ['walk', 'crawl', 'fallen', 'attack', 'scream', 'crouch', 'leap', 'eat'] as const\nexport type InstancePose = (typeof INSTANCE_POSES)[number]\n\nconst MIN_HEIGHT = -2\nconst MAX_HEIGHT = 8\nconst HEIGHT_STEPS = 1000\nconst POSE_SLOTS = 16\n\n/** `iB.w` of the instanced body: the pose plus 16 times the ground height in millimetres (a pile of bodies, a jump). */\nexport const encodePoseHeight = (pose: InstancePose, height = 0): number =>\n INSTANCE_POSES.indexOf(pose) + POSE_SLOTS * Math.round((Math.min(MAX_HEIGHT, Math.max(MIN_HEIGHT, height)) - MIN_HEIGHT) * HEIGHT_STEPS)\n\nexport const decodePoseHeight = (encoded: number): { readonly pose: InstancePose; readonly height: number } => {\n const height = Math.floor(encoded / POSE_SLOTS) / HEIGHT_STEPS + MIN_HEIGHT\n return { pose: INSTANCE_POSES[encoded - Math.floor(encoded / POSE_SLOTS) * POSE_SLOTS] as InstancePose, height }\n}\n","import { emptySample } from './profile'\nimport type { GaitProfile, GaitSample, RestPose } from './profile'\nimport { strideFor } from './stride'\nimport type { StrideParams } from './stride'\n\nconst TWO_PI = Math.PI * 2\nconst LEAP_AIR_SHARE = 0.38\nconst LEAP_PHASE_DIVISOR = 6.3\nconst DEFAULT_PROFILE: GaitProfile = { f: 1.1, a: 0.28, k: 0.35, drag: true, arm: 0.08 }\n\nexport type AnimateProfileParams = {\n readonly profile?: GaitProfile\n readonly rest: RestPose\n /** Seconds. */\n readonly time: number\n /** Per-body phase offset, radians (the page's `rig.ph`). */\n readonly phase: number\n /** With `strideFromSpeed`, the speed and height that set cadence and swing. Without it the profile's own numbers are used. */\n readonly stride?: StrideParams\n}\n\n/** The leap, as a cycle: crouched, then airborne for 38% of it. */\nconst leap = ({ rest, time, phase, profile }: Required<Pick<AnimateProfileParams, 'rest' | 'time' | 'phase'>> & { profile: GaitProfile }): GaitSample => {\n const sample = emptySample()\n const cycle = (time * profile.f + phase / LEAP_PHASE_DIVISOR) % 1\n const air = cycle < LEAP_AIR_SHARE ? Math.sin((cycle / LEAP_AIR_SHARE) * Math.PI) : 0\n sample.hipY = rest.hipY + air * 0.95\n sample.upper.x = rest.lean - air * 0.45\n rest.legs.forEach((leg, index) => (sample.legs[index] = { hip: leg.hip * (1 - air * 0.7), knee: leg.knee * (1 - air * 0.75) }))\n rest.arms.forEach((arm, index) => (sample.arms[index] = { shoulder: arm.shoulder - air * 2.3, elbow: arm.elbow * (1 - air) }))\n return sample\n}\n\n/** Joint targets of one gait at `time` (the Bestiário's `animate0`), as numbers; the rig applies the ones that are set. */\nexport const animateProfile = ({ profile = DEFAULT_PROFILE, rest, time, phase, stride }: AnimateProfileParams): GaitSample => {\n const own = { frequency: profile.f, swing: profile.a ?? 0, kneeBend: profile.k ?? 0 }\n const { frequency, swing, kneeBend } = stride ? strideFor(stride, own) : own\n const angle = time * frequency * TWO_PI + phase\n const sine = Math.sin(angle)\n const cosine = Math.cos(angle)\n const sample = emptySample()\n if (profile.leap) return leap({ rest, time, phase, profile })\n if (profile.listen) {\n sample.head.y = Math.sin(time * 0.7 + phase) * 0.6\n rest.arms.forEach((arm, index) => (sample.arms[index] = { shoulder: arm.shoulder + Math.sin(time * 0.9 + index) * 0.08 }))\n return sample\n }\n if (profile.eat) {\n const wave = Math.sin(time * profile.f * TWO_PI + phase)\n sample.head.x = rest.headX + Math.max(0, wave) * 0.35\n sample.upper.x = rest.lean + Math.max(0, wave) * 0.08\n rest.arms.forEach((arm, index) => (sample.arms[index] = { elbow: arm.elbow + wave * 0.2 }))\n return sample\n }\n if (profile.crawl) {\n rest.arms.forEach((arm, index) => {\n const wave = index ? sine : -sine\n sample.arms[index] = { shoulder: arm.shoulder + wave * 0.35, elbow: arm.elbow - Math.max(0, wave) * 0.6 }\n })\n sample.upper.z = sine * 0.06\n return sample\n }\n if (profile.idle) {\n const scare = Math.max(0, Math.sin(time * 0.9 + phase))\n sample.upper.x = rest.lean - scare * 0.18\n sample.head.x = rest.headX - scare * 0.25\n rest.arms.forEach((arm, index) => (sample.arms[index] = { shoulder: arm.shoulder + scare * 0.25 }))\n return sample\n }\n rest.legs.forEach((leg, index) => {\n if (leg.lost) return\n const wave = index ? -sine : sine\n if (profile.drag && index === 1) return void (sample.legs[index] = { hip: leg.hip + wave * swing * 0.35, knee: leg.knee })\n sample.legs[index] = { hip: leg.hip + wave * swing, knee: leg.knee + Math.max(0, index ? cosine : -cosine) * kneeBend }\n })\n rest.arms.forEach((arm, index) => (sample.arms[index] = { shoulder: arm.shoulder + (index ? sine : -sine) * (profile.arm || 0.1) }))\n sample.hipY = rest.hipY - Math.abs(cosine) * (profile.bob || 0.02)\n sample.upper.y = sine * 0.06\n sample.upper.z = (profile.sway || 0) * sine + (profile.drag ? 0.04 : 0)\n if (profile.stalk) sample.upper.x = rest.lean + sine * 0.04\n if (profile.sniff) sample.head.y = Math.sin(time * 3.1 + phase) * 0.35\n return sample\n}\n","import { CASCADE } from './profile'\nimport type { CascadeJoint } from './profile'\n\n/** One joint moving toward its target: it covers `dt · rate` of the distance each step (never more than all of it). */\nexport const stepCascade = (current: number, target: number, dt: number, joint: CascadeJoint, rates: Readonly<Record<CascadeJoint, number>> = CASCADE): number =>\n current + (target - current) * Math.min(1, dt * rates[joint])\n\n/** Between two poses by joint name: a joint `from` does not name starts at the target (the Bestiário's `lerpPose`). */\nexport const lerpPose = <TPose extends Readonly<Record<string, number>>>(from: Partial<TPose>, to: TPose, amount: number): TPose => {\n const result: Record<string, number> = {}\n for (const name of Object.keys(to)) {\n const start = from[name]\n const end = to[name] as number\n result[name] = start === undefined ? end : (start as number) + (end - (start as number)) * amount\n }\n return result as TPose\n}\n","import gait from '../data/gait.json'\n\nexport type MoveId = keyof typeof gait.moves\nexport type MoveBlend = { gait: number; freq: number; amp: number; knee: number; bob: number; lean: number; arm: number; elb: number; crouch: number; aim: number; turn: number; grip: number }\n\n/** The human movement states the Elenco blends every frame. */\nexport const MOVES: Readonly<Record<MoveId, Readonly<MoveBlend>>> = gait.moves\n\nexport const MOVE_BLEND_RATE = 4\n\nexport const moveBlendOf = (move: MoveId): MoveBlend => ({ ...MOVES[move] })\n\n/** Moves `current` toward the target move: each number covers `dt · 4` of the distance (never past it). Mutates and returns `current`. */\nexport const blendMoves = (current: MoveBlend, target: MoveId | Readonly<MoveBlend>, dt: number): MoveBlend => {\n const goal = typeof target === 'string' ? MOVES[target] : target\n const amount = Math.min(1, dt * MOVE_BLEND_RATE)\n for (const key of Object.keys(goal) as (keyof MoveBlend)[]) current[key] += (goal[key] - current[key]) * amount\n return current\n}\n\nexport type HumanArm = { readonly side: 1 | -1; readonly hold?: boolean }\n\nexport type HumanPoseParams = {\n readonly moves: Readonly<MoveBlend>\n /** Seconds since the start. */\n readonly time: number\n /** The character's own phase offset. */\n readonly phase: number\n /** `phase + offset`: the walking cycle's angle, advanced by `dt · freq`. */\n readonly cycle: number\n /** The character's resting hunch plus the stage's. */\n readonly hunch: number\n /** The infection stage's arm raise (0 healthy .. 1 reanimated). */\n readonly armRaise: number\n /** Stage index: 3 and up adds a spine tremor, 4 is the reanimated body. */\n readonly stage: number\n /** The `prefers-reduced-motion` mode: no idle motion, no gait. */\n readonly reduced?: boolean\n readonly skirt?: boolean\n /** [right, left] as built: side and whether the hand holds an item. */\n readonly arms: readonly [HumanArm, HumanArm]\n /** [left, right] leg sides. */\n readonly legSides: readonly [1 | -1, 1 | -1]\n}\n\nexport type HumanPose = {\n readonly chestScaleY: number\n readonly hip: { readonly x: number; readonly y: number; readonly zRotation: number }\n readonly upper: { readonly x: number; readonly y: number; readonly z: number }\n readonly head: { readonly x: number; readonly y: number; readonly z: number }\n readonly legs: readonly { readonly hip: number; readonly knee: number; readonly hipZ: number }[]\n readonly arms: readonly { readonly shoulder: number; readonly shoulderZ: number; readonly elbow: number; readonly wrist: number; readonly grip: number }[]\n}\n\nconst REANIMATED_STAGE = 4\nconst TREMOR_STAGE = 3\n\n/** The blended walk of the Elenco for one frame (hips, spine, head, legs, arms), as joint targets. Pure: the caller keeps the phase and the blend. */\nexport const humanPose = (params: HumanPoseParams): HumanPose => {\n const { moves, time, phase, cycle, hunch, armRaise, stage, reduced = false, skirt = false } = params\n const zombie = stage === REANIMATED_STAGE\n const walking = reduced ? 0 : moves.gait\n const phased = phase + time\n const shift = reduced ? 0 : Math.sin(time * 0.45 + phase) * (1 - walking) * (1 - moves.aim)\n const upperX = hunch + moves.crouch * 0.15 + (stage >= TREMOR_STAGE && !reduced ? Math.sin(phased * 2.3) * 0.03 : 0)\n const upperY = walking * Math.sin(cycle - 0.35) * (0.08 + moves.arm * 0.12) - moves.aim * 0.35 + moves.turn * 0.25\n const upperZ = -shift * 0.025 + walking * Math.sin(cycle - 0.35) * 0.02 + (zombie ? 0.05 + Math.sin(cycle * 0.5) * 0.06 * walking : 0)\n const legs = params.legSides.map((side, index) => {\n const legCycle = cycle + (index ? Math.PI : 0)\n const amplitude = moves.amp * (zombie && index === 0 ? 0.45 : 1) * (skirt ? 0.75 : 1)\n return {\n hip: -walking * Math.sin(legCycle) * amplitude - moves.crouch * 0.95 + (zombie && !walking ? (index ? -0.1 : 0.08) : 0),\n knee:\n walking * (Math.max(0, Math.cos(legCycle)) * moves.knee * (zombie && index === 0 ? 0.3 : 1) + 0.06) +\n moves.crouch * 1.55 +\n (1 - walking) * (0.03 + Math.max(0, shift * (index ? 1 : -1)) * 0.18),\n hipZ: side * (0.02 + moves.aim * 0.1 + moves.crouch * 0.06),\n }\n })\n const arms = params.arms.map(({ side, hold = false }, index) => {\n const raise = armRaise * (hold && !zombie ? 0.2 : 1)\n const swing = cycle - 0.25\n const shoulderX =\n (hold ? -0.2 : 0) -\n raise * (zombie ? 1.12 : 1.3) -\n side * Math.sin(swing) * moves.arm * walking * (zombie ? 0.3 : 1) +\n (reduced || walking ? 0 : Math.sin(phased * 1.6 + side) * 0.04) +\n (zombie && !reduced ? Math.sin(phased * 3 + side * 2) * 0.08 : 0)\n const aimX = index === 0 ? -1.45 : -1.32\n return {\n shoulder: shoulderX * (1 - moves.aim) + aimX * moves.aim,\n shoulderZ: side * (0.07 + (zombie ? 0.1 : 0)) * (1 - moves.aim) - side * 0.32 * moves.aim,\n elbow: zombie ? -0.18 : -((moves.elb + (hold ? 0.25 : 0) + walking * Math.max(0, side * Math.sin(swing - 0.3)) * 0.3) * (1 - moves.aim) + (index === 0 ? 0.15 : 0.55) * moves.aim),\n wrist: reduced ? 0 : -walking * Math.sin(swing - 0.6) * 0.15 * side * (1 - moves.aim),\n grip: (hold ? 1.25 : moves.grip) * (zombie ? 0.5 : 1),\n }\n })\n const headY = (reduced ? 0 : Math.sin(phased * 0.5) * 0.25 * (1 - walking) * (1 - moves.aim) * (zombie ? 0.3 : 1)) - upperY * 0.75 * (1 - moves.turn) + moves.turn * 0.45 + moves.aim * 0.3\n return {\n chestScaleY: 1 + (reduced ? 0 : Math.sin(phased * (1.6 + moves.freq * 0.12)) * (0.012 + moves.freq * 0.0012)),\n hip: { x: shift * 0.025 + walking * Math.sin(cycle) * 0.018, y: -walking * moves.bob * Math.abs(Math.sin(cycle)) - moves.crouch * 0.26, zRotation: shift * 0.02 - walking * Math.sin(cycle) * 0.022 },\n upper: { x: upperX, y: upperY, z: upperZ },\n head: { x: -hunch * 0.6 - moves.crouch * 0.12 + (zombie ? 0.15 : 0) + walking * Math.sin(cycle * 2 - 0.6) * 0.02, y: headY, z: (zombie ? 0.22 : 0) - upperZ * 0.6 },\n legs,\n arms,\n }\n}\n\n/** A leg that cannot carry weight (limp): the swing shrinks to 30%, the knee straightens, the spine leans toward the good leg. */\nexport const LIMP = { swing: 0.3, knee: 0.05, lean: 0.07 } as const\n","/** Prone crawl on the arms (the Elenco's leg-less body): joint targets at `time`; `figTilt` is the body's tilt target, which the caller approaches at `dt · 4`. */\nexport type CrawlPose = {\n readonly figTilt: number\n readonly hipY: number\n readonly hipZRotation: number\n readonly upper: { readonly x: number; readonly y: number }\n readonly headX: number\n readonly arms: readonly { readonly shoulder: number; readonly shoulderZ: number; readonly elbow: number }[]\n readonly legs: readonly { readonly hip: number; readonly knee: number }[]\n}\n\nexport const CRAWL_TILT_RATE = 4\nexport const DEAD_TILT_RATE = 3\n\nexport const crawlPose = (time: number, phase: number, sides: readonly [1 | -1, 1 | -1]): CrawlPose => {\n const cycle = time * 2.2 + phase\n const wave = Math.sin(cycle)\n return {\n figTilt: 1.38,\n hipY: 0.2 + Math.abs(wave) * 0.02,\n hipZRotation: wave * 0.05,\n upper: { x: 0, y: wave * 0.12 },\n headX: -0.95,\n arms: sides.map((side) => ({ shoulder: -2.55 + side * wave * 0.45, shoulderZ: side * 0.25, elbow: -0.35 - Math.max(0, -side * wave) * 0.6 })),\n legs: [\n { hip: 0.1, knee: 0 },\n { hip: 0.12 + wave * 0.08, knee: 0.25 },\n ],\n }\n}\n\nexport type DeadPose = {\n readonly figTilt: number\n readonly hipY: number\n readonly headY: number\n readonly arms: readonly { readonly shoulder: number; readonly shoulderZ: number; readonly elbow: number }[]\n readonly legs: readonly { readonly hip: number; readonly hipZ: number; readonly knee: number }[]\n}\n\n/** A body on the ground (the Elenco's death pose); the caller approaches `figTilt` at `dt · 3`. */\nexport const deadPose = (armSides: readonly [1 | -1, 1 | -1]): DeadPose => ({\n figTilt: -1.45,\n hipY: 0.22,\n headY: 0.5,\n arms: armSides.map((side) => ({ shoulder: -0.2, shoulderZ: side * 1.1, elbow: -0.3 })),\n legs: [-0.15, 0.15].map((hipZ) => ({ hip: 0, hipZ, knee: 0.1 })),\n})\n","export type ConditionPhase = {\n readonly id: string\n /** When the phase starts, in the timeline's units (hours, or seconds on an accelerated clock). The first phase starts at 0. */\n readonly startsAt: number\n /** Numbers the phase drives (skin tint, hunch, arm raise, ...), by name. */\n readonly effects?: Readonly<Record<string, number>>\n}\n\nexport type ConditionOptions = {\n readonly phases: readonly ConditionPhase[]\n /** Timeline units per real second: 1 on a clock already in seconds (the accelerated preset), 1/3600 for hours. Default 1. */\n readonly unitsPerSecond?: number\n /** Interpolate effects toward the next phase instead of stepping. Default false. */\n readonly blend?: boolean\n}\n\nexport type ConditionSample = {\n readonly index: number\n readonly phase: ConditionPhase\n /** 0..1 inside the current phase (1 on the last one). */\n readonly progress: number\n readonly effects: Readonly<Record<string, number>>\n readonly isFinal: boolean\n}\n\nexport type ConditionTimeline = {\n readonly elapsed: number\n /** Advances the clock by `seconds` of real time. */\n advance(seconds: number): ConditionSample\n /** Jumps the clock to `units` of the timeline. */\n seek(units: number): ConditionSample\n sample(): ConditionSample\n reset(): void\n}\n\nconst phaseIndexAt = (phases: readonly ConditionPhase[], units: number): number => {\n let found = 0\n phases.forEach((phase, index) => {\n if (units >= phase.startsAt) found = index\n })\n return found\n}\n\nconst mixEffects = (from: ConditionPhase['effects'], to: ConditionPhase['effects'], amount: number): Record<string, number> => {\n const result: Record<string, number> = {}\n for (const name of new Set([...Object.keys(from ?? {}), ...Object.keys(to ?? {})])) {\n const start = from?.[name] ?? 0\n result[name] = start + ((to?.[name] ?? 0) - start) * amount\n }\n return result\n}\n\n/** A condition that moves through ordered phases over time (an infection: well, fever, delirium, reanimated). Generic: phases and effects are data. */\nexport const createConditionTimeline = (options: ConditionOptions): ConditionTimeline => {\n const { phases, unitsPerSecond = 1, blend = false } = options\n if (phases.length === 0) throw new Error('createConditionTimeline: at least one phase is required')\n let units = 0\n const sample = (): ConditionSample => {\n const index = phaseIndexAt(phases, units)\n const phase = phases[index] as ConditionPhase\n const next = phases[index + 1]\n const progress = next ? Math.min(1, (units - phase.startsAt) / (next.startsAt - phase.startsAt)) : 1\n const effects = blend && next ? mixEffects(phase.effects, next.effects, progress) : { ...phase.effects }\n return { index, phase, progress, effects, isFinal: !next }\n }\n return {\n get elapsed() {\n return units\n },\n advance(seconds) {\n units += seconds * unitsPerSecond\n return sample()\n },\n seek(target) {\n units = Math.max(0, target)\n return sample()\n },\n sample,\n reset() {\n units = 0\n },\n }\n}\n","{\n \"variance\": {\n \"height\": {\n \"gaussianSpread\": 0.09,\n \"min\": 0.9,\n \"max\": 1.1\n },\n \"buildBands\": [\n {\n \"below\": 0.3,\n \"base\": 0.85,\n \"range\": 0.1\n },\n {\n \"below\": 0.8,\n \"base\": 0.95,\n \"range\": 0.13\n },\n {\n \"base\": 1.08,\n \"range\": 0.17\n }\n ],\n \"buildSpeed\": {\n \"lean\": 1.05,\n \"heavy\": 0.9\n },\n \"buildHealth\": {\n \"lean\": 0.9,\n \"heavy\": 1.15\n },\n \"speedJitter\": {\n \"base\": 0.92,\n \"range\": 0.16\n },\n \"wanderJitter\": {\n \"base\": 0.8,\n \"range\": 0.4\n },\n \"runnerAgeClamp\": 1,\n \"variantCount\": {\n \"walker\": 4,\n \"runner\": 3,\n \"crawler\": 2,\n \"brute\": 2\n },\n \"variantSeedBase\": 7000\n },\n \"civilianColors\": [\n \"6D5A4A\",\n \"4D5D6B\",\n \"7A3B33\",\n \"5B6B4A\",\n \"8A7A5A\",\n \"3E4A5C\",\n \"6A4A6A\",\n \"9A8A70\",\n \"40403A\"\n ],\n \"corpses\": {\n \"max\": 400,\n \"lifeSeconds\": 900\n }\n}\n","import appearance from '../data/appearance.json'\n\nconst { variance } = appearance\n\nexport type BuildClass = 'lean' | 'average' | 'heavy'\n\n/** What `zSpawn` draws for a body: height, width, how it builds up and the speed jitters. Every field comes from the stream, in the game's order. */\nexport type BodyVariance = {\n readonly height: number\n readonly build: number\n readonly buildClass: BuildClass\n /** Multiplies the chase speed: the build factor times a 0.92 .. 1.08 jitter. */\n readonly speedFactor: number\n /** Multiplies the wander speed: 0.8 .. 1.2. */\n readonly wanderFactor: number\n /** Multiplies the health: 0.9 lean, 1.15 heavy. */\n readonly healthFactor: number\n}\n\nexport type VarianceScale = { readonly height?: number; readonly build?: number }\n\nconst clamp = (value: number, low: number, high: number): number => Math.min(high, Math.max(low, value))\n\n/**\n * One body's variance from `random`, drawing exactly what the game's `zSpawn` draws after the type, age and outfit picks:\n * three draws for the height (a gaussian), one for the build band plus one inside it, one for the speed and one for the wander speed.\n * `scale` is the type's own scale (a brute's 1.42) and `build` its width factor.\n */\nexport const drawBodyVariance = (random: () => number, scale: VarianceScale = {}): BodyVariance => {\n const spread = (random() + random() + random() - 1.5) * variance.height.gaussianSpread\n const height = clamp(1 + spread, variance.height.min, variance.height.max) * (scale.height ?? 1)\n const band = random()\n const bands = variance.buildBands as readonly { below?: number; base: number; range: number }[]\n const found = bands.find((candidate) => candidate.below !== undefined && band < candidate.below) ?? (bands[bands.length - 1] as { base: number; range: number })\n const { base, range } = found\n const build = (base + random() * range) * (scale.build ?? 1)\n const buildClass: BuildClass = band < 0.3 ? 'lean' : band >= 0.8 ? 'heavy' : 'average'\n const speedBuild = buildClass === 'lean' ? variance.buildSpeed.lean : buildClass === 'heavy' ? variance.buildSpeed.heavy : 1\n const healthBuild = buildClass === 'lean' ? variance.buildHealth.lean : buildClass === 'heavy' ? variance.buildHealth.heavy : 1\n return {\n height,\n build,\n buildClass,\n speedFactor: speedBuild * (variance.speedJitter.base + random() * variance.speedJitter.range),\n wanderFactor: variance.wanderJitter.base + random() * variance.wanderJitter.range,\n healthFactor: healthBuild,\n }\n}\n\n/** Variants baked per type (the game's `nv`): 4 walkers, 3 runners, 2 crawlers and brutes, 1 for the rest. */\nexport const variantCountFor = (typeId: string): number => (variance.variantCount as Readonly<Record<string, number>>)[typeId] ?? 1\n\n/** The seed of variant `variant` of the type at `typeIndex` (the game's ZVAR rule: `7000 + c·101 + v·13`). */\nexport const variantSeed = (typeIndex: number, variant: number): number => variance.variantSeedBase + typeIndex * 101 + variant * 13\n\n/** The decay each variant is baked at: 1, 2, 1, 2. */\nexport const variantDecay = (variant: number): number => (variant % 2 === 0 ? 1 : 2)\n","/** The colour and style pools of the Bestiário v17 builder, in the order its random stream picks from them. */\nexport const SKIN_TONES = [0xf1c9a5, 0xe0ac80, 0xc68c62, 0xa8714a, 0x8a5a3a, 0x5e3b26] as const\nexport const TOP_COLORS = [0x4a6f96, 0x8e3b3b, 0x5d4a3a, 0x4f7a43, 0x6b6f78, 0x3f5f3a, 0x5a4a6e, 0x8a6a3a, 0xb8b2a2, 0x2c2c30, 0x9a4a2a, 0x2f5d63, 0xc9a94a, 0x7a2e4a, 0xd8d4c8, 0x3a4a6a] as const\nexport const PANTS_COLORS = [0x2c3340, 0x1f2228, 0x4a4030, 0x5a5f66, 0x3a4a6a, 0x6a5a40, 0x2a3a2a] as const\nexport const SLEEVES = ['short', 'short', 'long', 'tank'] as const\nexport const HAIR_STYLES_FEMALE = ['long', 'long', 'bun', 'short', 'afro', 'bald'] as const\nexport const HAIR_STYLES_MALE = ['short', 'short', 'buzz', 'bald', 'afro', 'long'] as const\nexport const CAP_COLORS = [0x8e3b3b, 0x2c2c30, 0x3a4a6a, 0xc9a94a] as const\nexport const BAG_COLORS = [0x3a4a3a, 0x5a2a24, 0x2c3340] as const\nexport const HAIR_COLORS = [0x1a1410, 0x2a1e16, 0x3b2c20, 0x6a4a2a, 0xb08a50, 0x7a2a1a] as const\nexport const SHOE_COLORS = [0x1d1f22, 0x3a2a1a, 0xb8b4a8, 0x4a1a1a] as const\n/** Uniform bodies (the crowd's baked variants): skin by decay, shirt by type index. */\nexport const DECAY_SKIN = [0xcdbba8, 0x94a084, 0x7b744a, 0x8c7c5e] as const\nexport const UNIFORM_SHIRTS = [0x4a6f96, 0x8e3b3b, 0x5d4a3a, 0x4f7a43, 0x6b6f78, 0x3f5f3a, 0x5a4a6e, 0x8a6a3a] as const\nexport const UNIFORM_PANTS = 0x2c3340\nexport const UNIFORM_SHOES = 0x1d1f22\nexport const SKIN_DECAY_BLEND = [0.45, 0.65, 0.8, 0.88] as const\nexport const GRAY = 0x4a4a46\nexport const RED = 0x7a120c\nexport const BLOOD_COLORS = [0x9e1b12, 0x6e1410, 0x4a2a18, 0x1c1612] as const\nexport const OLD_HAIR = 0x8a8780\n","import { createRng } from '../damage/points'\n\nimport {\n BAG_COLORS,\n CAP_COLORS,\n DECAY_SKIN,\n HAIR_COLORS,\n HAIR_STYLES_FEMALE,\n HAIR_STYLES_MALE,\n OLD_HAIR,\n PANTS_COLORS,\n SHOE_COLORS,\n SKIN_TONES,\n SLEEVES,\n TOP_COLORS,\n UNIFORM_PANTS,\n UNIFORM_SHIRTS,\n UNIFORM_SHOES,\n} from './palette'\n\nexport type HairStyle = (typeof HAIR_STYLES_FEMALE)[number] | (typeof HAIR_STYLES_MALE)[number]\n\nexport type OutfitLook = { readonly cloth?: number; readonly pants?: number; readonly hat?: string }\n\nexport type AppearanceParams = {\n readonly seed: number\n /** The look of an outfit (police, military ...): its colours replace the draws, so the stream does not spend them. */\n readonly outfit?: OutfitLook\n /** A baked crowd variant: no random look, fixed skin, shirt by `typeIndex`, short hair. */\n readonly uniform?: boolean\n readonly typeIndex?: number\n readonly clothIndex?: number\n /** Forces the sex; unset draws it (42% female). */\n readonly female?: boolean\n /** False for bodies that are never female (a brute): the draw is skipped. */\n readonly allowFemale?: boolean\n readonly tone?: number\n readonly hairStyle?: HairStyle\n readonly hairColor?: number\n /** The type's own look: wet bodies have long hair, charred ones are bald. */\n readonly wet?: boolean\n readonly charred?: boolean\n /** A living person: no bag, no tear. */\n readonly human?: boolean\n /** 0 fresh-dead, 1 normal, 2 old (grey hair). */\n readonly life?: number\n}\n\nexport type AppearanceTraits = {\n readonly female: boolean\n readonly tone: number\n readonly topColor: number\n readonly pantsColor: number\n readonly sleeve: string\n readonly hair: string\n readonly headWidth: number\n readonly headHeight: number\n readonly jaw: number\n readonly nose: number\n readonly beard: boolean\n readonly glasses: boolean\n readonly cap: boolean\n readonly capColor: number\n readonly bag: boolean\n readonly bagColor: number\n readonly torn: boolean\n readonly apron: boolean\n readonly hairColor: number\n readonly shoeColor: number\n}\n\nexport type DrawnAppearance = {\n readonly traits: AppearanceTraits\n /** The stream, positioned after the look: the body builder keeps drawing from it (the hair of a decrepit body). */\n readonly random: () => number\n}\n\n/** The seed of the blood stream (the same drips on every level of detail). */\nexport const BLOOD_SEED_OFFSET = 99\n\nexport const createBloodStream = (seed: number): (() => number) => createRng(seed + BLOOD_SEED_OFFSET)\n\nconst FEMALE_SHARE = 0.42\nconst BEARD_SHARE = 0.25\nconst GLASSES_SHARE = 0.12\nconst CAP_SHARE = 0.12\nconst BAG_SHARE = 0.15\nconst TORN_SHARE = 0.35\nconst APRON_SHARE = 0.05\n\n/**\n * A person's look from a seed, drawing in exactly the order the Bestiário v17 builder draws from its `VR` stream, including the draws a\n * short-circuit skips (no beard roll for a woman, no cap roll under a hat). Returns the stream so the builder can continue from it.\n */\nexport const drawAppearance = (params: AppearanceParams): DrawnAppearance => {\n const { seed, outfit = {}, uniform = false, typeIndex = 0, human = false, life = 1 } = params\n const random = createRng(seed)\n const pick = <T>(options: readonly T[]): T => options[Math.floor(random() * options.length)] as T\n const female = !uniform && (params.allowFemale ?? true) && (params.female ?? random() < FEMALE_SHARE)\n const tone = params.tone ?? (uniform ? (DECAY_SKIN[0] as number) : pick(SKIN_TONES))\n const topColor = outfit.cloth ?? (uniform ? (UNIFORM_SHIRTS[(params.clothIndex ?? typeIndex) % UNIFORM_SHIRTS.length] as number) : pick(TOP_COLORS))\n const pantsColor = outfit.pants ?? (uniform ? UNIFORM_PANTS : pick(PANTS_COLORS))\n const look = uniform ? uniformLook() : drawLook({ random, pick, female, outfit, human, params })\n const hairColor = params.hairColor ?? (life === 2 ? OLD_HAIR : pick(HAIR_COLORS))\n const shoeColor = uniform ? UNIFORM_SHOES : pick(SHOE_COLORS)\n return { traits: { female, tone, topColor, pantsColor, ...look, hairColor, shoeColor }, random }\n}\n\ntype Look = Omit<AppearanceTraits, 'female' | 'tone' | 'topColor' | 'pantsColor' | 'hairColor' | 'shoeColor'>\n\nconst uniformLook = (): Look => ({\n sleeve: 'short',\n hair: 'short',\n headWidth: 1,\n headHeight: 1,\n jaw: 1,\n nose: 1,\n beard: false,\n glasses: false,\n cap: false,\n capColor: 0,\n bag: false,\n bagColor: 0,\n torn: false,\n apron: false,\n})\n\ntype DrawLookParams = {\n readonly random: () => number\n readonly pick: <T>(options: readonly T[]) => T\n readonly female: boolean\n readonly outfit: OutfitLook\n readonly human: boolean\n readonly params: AppearanceParams\n}\n\nconst drawLook = ({ random, pick, female, outfit, human, params }: DrawLookParams): Look => {\n const sleeve = outfit.cloth ? 'long' : pick(SLEEVES)\n const hair = params.hairStyle ?? (params.wet ? 'long' : params.charred ? 'bald' : pick(female ? HAIR_STYLES_FEMALE : HAIR_STYLES_MALE))\n const headWidth = 1 + (random() - 0.5) * 0.16\n const headHeight = 1 + (random() - 0.5) * 0.14\n const jaw = 1 + (random() - 0.5) * 0.3\n const nose = 1 + (random() - 0.5) * 0.5\n const beard = !female && random() < BEARD_SHARE\n const glasses = random() < GLASSES_SHARE\n const cap = !outfit.hat && random() < CAP_SHARE\n const capColor = pick(CAP_COLORS)\n const bag = random() < BAG_SHARE && !human\n const bagColor = pick(BAG_COLORS)\n const torn = random() < TORN_SHARE && !human\n const apron = random() < APRON_SHARE\n return { sleeve, hair, headWidth, headHeight, jaw, nose, beard, glasses, cap, capColor, bag, bagColor, torn, apron }\n}\n","import { lerpPose } from '../gait/cascade'\n\n/** One key of a clip: the time in seconds and the joint targets by name (the names of the rich body's `setPose`; a clip may add channels of its own, such as `x` or `run`). */\nexport type PoseKey = { t: number; pose: Record<string, number> }\n\n/** What a clip says happens at a time: `impact` (\"the blow lands now\"), `phase` (a label for the screen), or any type a game defines. */\nexport type PoseClipEvent = { t: number; type: string; data?: Record<string, unknown> }\n\n/** Which joints a clip drives: `upper` leaves the legs to the gait, `lower` leaves the trunk, head and arms, `full` sets everything. */\nexport type PoseClipChannels = 'full' | 'upper' | 'lower'\n\nexport type PoseClip = {\n id: string\n duration: number\n loop?: boolean\n keys: PoseKey[]\n events?: PoseClipEvent[]\n channels?: PoseClipChannels\n /** Where the clip was ported from (file and variable), for the diff against the team page. */\n source?: Record<string, unknown>\n}\n\n/**\n * The Bestiário's `sample(K, t)`: finds the segment of two keys, clamps the fraction to [0, 1], eases it with smoothstep `k·k·(3 − 2k)` and\n * blends the two poses by joint name (`lerpPose`). Before the first key it holds the first segment's start, after the last it holds the end.\n */\nexport const samplePoseClip = (clip: Pick<PoseClip, 'keys'>, time: number): Record<string, number> => {\n const keys = clip.keys\n if (keys.length === 0) return {}\n if (keys.length === 1) return { ...keys[0]!.pose }\n let index = 0\n while (index < keys.length - 2 && time > keys[index + 1]!.t) index++\n const a = keys[index]!\n const b = keys[index + 1]!\n const k = Math.min(1, Math.max(0, (time - a.t) / (b.t - a.t)))\n const eased = k * k * (3 - 2 * k)\n return lerpPose(a.pose, b.pose, eased)\n}\n\n/** The events a clip fires while the clock goes from `from` (excluded) to `to` (included), in time order. */\nexport const clipEventsBetween = (clip: Pick<PoseClip, 'events'>, from: number, to: number): PoseClipEvent[] =>\n (clip.events ?? []).filter((event) => event.t > from && event.t <= to).sort((x, y) => x.t - y.t)\n\n/** The names of the joints a channel set drives, from the names `PoseTargets` of the rich animator knows. */\nexport const POSE_CHANNEL_JOINTS: Readonly<Record<PoseClipChannels, readonly string[] | undefined>> = {\n full: undefined,\n upper: ['lean', 'twist', 'side', 'headX', 'headY', 'headZ', 'armR', 'armL', 'elbR', 'elbL', 'armRz', 'armLz'],\n lower: ['drop', 'legL', 'legR', 'kneeL', 'kneeR'],\n}\n\n/** Keeps from a sampled pose only the joints of the channel set (`full` keeps everything, including extra channels such as `x`). */\nexport const filterPoseChannels = (pose: Record<string, number>, channels: PoseClipChannels = 'full'): Record<string, number> => {\n const allowed = POSE_CHANNEL_JOINTS[channels]\n if (!allowed) return pose\n const out: Record<string, number> = {}\n for (const name of allowed) if (pose[name] !== undefined) out[name] = pose[name] as number\n return out\n}\n\n/** Joints that swap with their opposite when a clip is mirrored, and the channels that change sign (side, twist and the sideways turns). */\nconst MIRROR_PAIRS: ReadonlyArray<readonly [string, string]> = [['armR', 'armL'], ['elbR', 'elbL'], ['armRz', 'armLz'], ['legR', 'legL'], ['kneeR', 'kneeL']]\nconst MIRROR_NEGATED: ReadonlySet<string> = new Set(['side', 'twist', 'headY', 'headZ'])\n\n/** The clip as seen in a mirror: left and right swap and the sideways channels change sign; the times, the events and the duration stay, so the impact falls at the same second. */\nexport const mirrorPoseClip = (clip: PoseClip, id: string): PoseClip => ({\n ...clip,\n id,\n keys: clip.keys.map((key) => {\n const pose: Record<string, number> = {}\n for (const [name, value] of Object.entries(key.pose)) pose[name] = MIRROR_NEGATED.has(name) ? -value : value\n for (const [a, b] of MIRROR_PAIRS) {\n const va = key.pose[a]\n const vb = key.pose[b]\n const sign = a === 'armRz' ? -1 : 1 // the sideways swing of an arm opens to the other side\n if (vb !== undefined) pose[a] = sign * vb\n else delete pose[a]\n if (va !== undefined) pose[b] = sign * va\n else delete pose[b]\n }\n return { t: key.t, pose }\n }),\n ...(clip.events ? { events: clip.events.map((event) => ({ ...event })) } : {}),\n})\n","{\n \"clips\": [\n {\n \"id\": \"grabbed_bitten_human\",\n \"source\": {\n \"file\": \"site/pages/zumbis-personagens/bestiario.html\",\n \"scene\": \"ataque (Agarrão e mordida)\",\n \"variable\": \"HK\"\n },\n \"duration\": 8,\n \"loop\": false,\n \"channels\": \"full\",\n \"keys\": [\n {\n \"t\": 0,\n \"pose\": {\n \"lean\": 0,\n \"headY\": 0,\n \"armL\": -0.1,\n \"armR\": 0.05,\n \"elbL\": -0.2,\n \"elbR\": -0.2,\n \"drop\": 0,\n \"kneeL\": 0.05,\n \"kneeR\": 0.05,\n \"legL\": -0.05,\n \"legR\": 0.05,\n \"headX\": 0\n }\n },\n {\n \"t\": 1.5,\n \"pose\": {\n \"lean\": -0.1,\n \"headY\": -0.6,\n \"armL\": -0.1,\n \"armR\": 0.05,\n \"elbL\": -0.2,\n \"elbR\": -0.2,\n \"drop\": 0,\n \"kneeL\": 0.05,\n \"kneeR\": 0.05,\n \"legL\": -0.05,\n \"legR\": 0.05,\n \"headX\": -0.1\n }\n },\n {\n \"t\": 2.1,\n \"pose\": {\n \"lean\": -0.3,\n \"headY\": -0.2,\n \"armL\": -1.3,\n \"armR\": -1.2,\n \"elbL\": -1.4,\n \"elbR\": -1.5,\n \"drop\": -0.04,\n \"kneeL\": 0.25,\n \"kneeR\": 0.2,\n \"legL\": -0.3,\n \"legR\": 0.25,\n \"headX\": -0.25\n }\n },\n {\n \"t\": 3.6,\n \"pose\": {\n \"lean\": -0.35,\n \"headY\": 0.3,\n \"armL\": -1.5,\n \"armR\": -1.0,\n \"elbL\": -0.6,\n \"elbR\": -1.8,\n \"drop\": -0.05,\n \"kneeL\": 0.3,\n \"kneeR\": 0.2,\n \"legL\": -0.4,\n \"legR\": 0.35,\n \"headX\": -0.2\n }\n },\n {\n \"t\": 4.3,\n \"pose\": {\n \"lean\": -0.2,\n \"headY\": 0.7,\n \"headZ\": -0.5,\n \"armL\": -0.6,\n \"armR\": -1.9,\n \"elbL\": -0.4,\n \"elbR\": -1.2,\n \"drop\": -0.06,\n \"kneeL\": 0.3,\n \"kneeR\": 0.3,\n \"legL\": -0.3,\n \"legR\": 0.3,\n \"headX\": -0.3\n }\n },\n {\n \"t\": 5.6,\n \"pose\": {\n \"lean\": 0.55,\n \"headY\": 0.4,\n \"headZ\": -0.3,\n \"armL\": -0.3,\n \"armR\": -0.5,\n \"elbL\": -0.6,\n \"elbR\": -0.8,\n \"drop\": -0.5,\n \"kneeL\": 1.9,\n \"kneeR\": 1.7,\n \"legL\": -1.1,\n \"legR\": -0.9,\n \"headX\": 0.3\n }\n },\n {\n \"t\": 8,\n \"pose\": {\n \"lean\": 0.6,\n \"headY\": 0.4,\n \"headZ\": -0.3,\n \"armL\": -0.25,\n \"armR\": -0.45,\n \"elbL\": -0.6,\n \"elbR\": -0.8,\n \"drop\": -0.52,\n \"kneeL\": 1.95,\n \"kneeR\": 1.75,\n \"legL\": -1.1,\n \"legR\": -0.95,\n \"headX\": 0.4\n }\n }\n ],\n \"events\": [\n {\n \"t\": 0,\n \"type\": \"phase\",\n \"data\": {\n \"label\": \"pose_clip.grab_bite.phase.approach\"\n }\n },\n {\n \"t\": 1.7,\n \"type\": \"phase\",\n \"data\": {\n \"label\": \"pose_clip.grab_bite.phase.pounce\"\n }\n },\n {\n \"t\": 2.1,\n \"type\": \"phase\",\n \"data\": {\n \"label\": \"pose_clip.grab_bite.phase.grab\"\n }\n },\n {\n \"t\": 4.3,\n \"type\": \"phase\",\n \"data\": {\n \"label\": \"pose_clip.grab_bite.phase.bite\"\n }\n },\n {\n \"t\": 5.6,\n \"type\": \"phase\",\n \"data\": {\n \"label\": \"pose_clip.grab_bite.phase.fall\"\n }\n },\n {\n \"t\": 4.4,\n \"type\": \"impact\",\n \"data\": {\n \"kind\": \"bite\",\n \"source\": \"bite.visible=T>4.4 in the scene's step()\"\n }\n }\n ]\n },\n {\n \"id\": \"grab_bite_zombie\",\n \"source\": {\n \"file\": \"site/pages/zumbis-personagens/bestiario.html\",\n \"scene\": \"ataque (Agarrão e mordida)\",\n \"variable\": \"ZK\"\n },\n \"duration\": 8,\n \"loop\": false,\n \"channels\": \"full\",\n \"keys\": [\n {\n \"t\": 0,\n \"pose\": {\n \"x\": -6,\n \"lean\": 0.75,\n \"armL\": -1.35,\n \"armR\": -1.05,\n \"elbL\": -0.08,\n \"elbR\": -0.12,\n \"headX\": -0.55,\n \"drop\": -0.1,\n \"run\": 1\n }\n },\n {\n \"t\": 1.7,\n \"pose\": {\n \"x\": -0.9,\n \"lean\": 0.75,\n \"armL\": -1.35,\n \"armR\": -1.05,\n \"elbL\": -0.08,\n \"elbR\": -0.12,\n \"headX\": -0.55,\n \"drop\": -0.1,\n \"run\": 1\n }\n },\n {\n \"t\": 2.1,\n \"pose\": {\n \"x\": -0.32,\n \"lean\": 0.45,\n \"armL\": -1.65,\n \"armR\": -1.6,\n \"elbL\": -0.25,\n \"elbR\": 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\"pose\": {\n \"x\": 0,\n \"lean\": 1.0,\n \"armL\": -1.15,\n \"armR\": -0.95,\n \"elbL\": -1.4,\n \"elbR\": -1.3,\n \"headX\": 0.55,\n \"headY\": 0.3,\n \"drop\": -0.47,\n \"legL\": -1.2,\n \"legR\": -0.8,\n \"kneeL\": 1.85,\n \"kneeR\": 1.5,\n \"run\": 0\n }\n }\n ],\n \"events\": [\n {\n \"t\": 0,\n \"type\": \"phase\",\n \"data\": {\n \"label\": \"pose_clip.grab_bite.phase.approach\"\n }\n },\n {\n \"t\": 1.7,\n \"type\": \"phase\",\n \"data\": {\n \"label\": \"pose_clip.grab_bite.phase.pounce\"\n }\n },\n {\n \"t\": 2.1,\n \"type\": \"phase\",\n \"data\": {\n \"label\": \"pose_clip.grab_bite.phase.grab\"\n }\n },\n {\n \"t\": 4.3,\n \"type\": \"phase\",\n \"data\": {\n \"label\": \"pose_clip.grab_bite.phase.bite\"\n }\n },\n {\n \"t\": 5.6,\n \"type\": \"phase\",\n \"data\": {\n \"label\": \"pose_clip.grab_bite.phase.fall\"\n }\n }\n ]\n }\n ],\n \"locales\": {\n \"pt-BR\": {\n \"pose_clip.grab_bite.phase.approach\": \"1. Aproximação\",\n \"pose_clip.grab_bite.phase.pounce\": \"2. O bote\",\n \"pose_clip.grab_bite.phase.grab\": \"3. Agarrão: 3 s para se soltar\",\n \"pose_clip.grab_bite.phase.bite\": \"4. Mordida: infecção 100%\",\n \"pose_clip.grab_bite.phase.fall\": \"5. Queda\"\n },\n \"en\": {\n \"pose_clip.grab_bite.phase.approach\": \"1. Approach\",\n \"pose_clip.grab_bite.phase.pounce\": \"2. The pounce\",\n \"pose_clip.grab_bite.phase.grab\": \"3. Grab: 3 s to break free\",\n \"pose_clip.grab_bite.phase.bite\": \"4. Bite: 100% infection\",\n \"pose_clip.grab_bite.phase.fall\": \"5. The fall\"\n }\n }\n}","import data from '../presets/pose-clips.json'\n\nimport type { PoseClip } from './pose-clip'\n\nexport type PoseClipRegistry = {\n /** Adds a clip, or replaces the one with the same id. 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FirstPersonSample = {}\n for (const side of ['R', 'L', 'F'] as const) {\n const sample = sampleTrack(trackOf(clip, side), time)\n if (sample) out[side] = sample\n }\n return 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