@adatechnology/game-contracts 0.4.0 → 0.5.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/README.md +2 -1
- package/dist/index.d.ts +211 -3
- package/dist/index.global.js +173 -1
- package/dist/index.global.js.map +1 -1
- package/dist/index.js +173 -1
- package/dist/index.js.map +1 -1
- package/package.json +1 -1
package/README.md
CHANGED
|
@@ -118,7 +118,8 @@ metrics: () => [{ id: 'particles', name: 'Particles', max: 400, read: () => fx.p
|
|
|
118
118
|
```
|
|
119
119
|
|
|
120
120
|
Tool events are named after a tool's cycle, not a firearm: `mode`, `fault`, `clear` (start / end) and `safety`, and `shot` carries `rounds`
|
|
121
|
-
(cartridges spent) next to `shots` (projectiles) and the `mode
|
|
121
|
+
(cartridges spent) next to `shots` (projectiles, always 1 or more) and the `mode`; a dud round is its own `misfire` event, not a `shot` of zero. `HostTool` may report `mode`, `fault`, `safety` and `heat` (0..1).
|
|
122
|
+
`host.configureTool(settings)` takes a `Record<string, string>` keyed by the id of the module's own control; the test room applies `condition` and `ammo_quality` and ignores other ids.
|
|
122
123
|
|
|
123
124
|
## API
|
|
124
125
|
|
package/dist/index.d.ts
CHANGED
|
@@ -37,6 +37,16 @@ type PartShape = {
|
|
|
37
37
|
radius: number;
|
|
38
38
|
};
|
|
39
39
|
type FluidKind = 'water' | 'fuel' | 'oil' | 'gas' | 'sap' | 'acid' | 'blood' | string;
|
|
40
|
+
/** Seconds from a trigger to the blast: fixed, or `[min, max]` drawn from the world seed. */
|
|
41
|
+
type ChainDelay = number | readonly [number, number];
|
|
42
|
+
/** How an explosive part is set off by what happens around it. See `PartSpec.explodes`. */
|
|
43
|
+
interface ExplosionChain {
|
|
44
|
+
shot?: ChainDelay;
|
|
45
|
+
fire?: ChainDelay;
|
|
46
|
+
explosion?: ChainDelay;
|
|
47
|
+
/** Fraction of the part's hit points a shot must have taken off before it sets the part off (default 0: any hit). */
|
|
48
|
+
shotDamageFraction?: number;
|
|
49
|
+
}
|
|
40
50
|
interface PartSpec {
|
|
41
51
|
/** Unique inside the object. */
|
|
42
52
|
id: string;
|
|
@@ -67,6 +77,12 @@ interface PartSpec {
|
|
|
67
77
|
energy: number;
|
|
68
78
|
radius: number;
|
|
69
79
|
atC?: number;
|
|
80
|
+
/**
|
|
81
|
+
* Chain reaction: what sets the part off before it is destroyed and the seconds from that to the blast (a number, or `[min, max]` drawn
|
|
82
|
+
* from the world seed). `shot`: a bullet hit; `fire`: the part gets to `atC` (default 300 °C) or burns; `explosion`: a blast reaches it.
|
|
83
|
+
* Each part goes off once. Without `chain`, it explodes only when destroyed (or at `atC`).
|
|
84
|
+
*/
|
|
85
|
+
chain?: ExplosionChain;
|
|
70
86
|
};
|
|
71
87
|
/** Fixed to the world (a wall-mounted cabinet, a tree trunk in the ground). Groups that keep an anchored part stay in place. */
|
|
72
88
|
anchored?: boolean;
|
|
@@ -360,6 +376,14 @@ type DestructionEvent = (EventBase & {
|
|
|
360
376
|
energy: number;
|
|
361
377
|
radius: number;
|
|
362
378
|
})
|
|
379
|
+
/** An explosive part was set off by a bullet, fire or a nearby blast and will explode `delay` seconds from now (`explodes.chain`). */
|
|
380
|
+
| (EventBase & {
|
|
381
|
+
type: 'primed';
|
|
382
|
+
part: string;
|
|
383
|
+
point: Vec3;
|
|
384
|
+
trigger: 'shot' | 'fire' | 'explosion';
|
|
385
|
+
delay: number;
|
|
386
|
+
})
|
|
363
387
|
/** A structural part is overloaded (`stress` > 1); throttled to once per 0.5 s per part. Brittle parts also `crack` at stress > 0.8. */
|
|
364
388
|
| (EventBase & {
|
|
365
389
|
type: 'stress';
|
|
@@ -532,6 +556,53 @@ type Use = {
|
|
|
532
556
|
radius: number;
|
|
533
557
|
seconds: number;
|
|
534
558
|
};
|
|
559
|
+
/** Explosive id (`m67`, `molotov`, `pg7v`...): the host looks the numbers up in the arsenal. Absent on a plain thrown object. */
|
|
560
|
+
explosive?: string;
|
|
561
|
+
/** What sets it off: `timer` after `fuse` seconds, `impact` on the first hit once armed. */
|
|
562
|
+
trigger?: 'timer' | 'impact';
|
|
563
|
+
/** Metres the projectile must fly before an impact sets it off; closer, it hits without exploding (rocket launchers). */
|
|
564
|
+
armDistance?: number;
|
|
565
|
+
/** Radius in metres of the wounding area (`radius` is the lethal one). */
|
|
566
|
+
injuryRadius?: number;
|
|
567
|
+
/** Seconds the blast stuns whoever is inside the injury radius (flashbang). */
|
|
568
|
+
stunSeconds?: number;
|
|
569
|
+
/** Seconds the thrower held it after pulling the pin: `fuse` is what was left of the full fuse when it left the hand. */
|
|
570
|
+
cooked?: number;
|
|
571
|
+
/** Went off in the thrower's hand (held past the fuse): no velocity, `fuse` is 0 and the blast is at `origin`. */
|
|
572
|
+
inHand?: boolean;
|
|
573
|
+
}
|
|
574
|
+
/** An explosive set down where the trigger is pulled (mine, C4, charge): it waits for its trigger instead of flying. */
|
|
575
|
+
| {
|
|
576
|
+
kind: 'place';
|
|
577
|
+
explosive: string;
|
|
578
|
+
/** `wire`: something trips it; `remote`: the player fires it; `timer`: after `fuse` seconds. */
|
|
579
|
+
triggers: readonly ('timer' | 'wire' | 'remote')[];
|
|
580
|
+
energy: number;
|
|
581
|
+
/** Lethal radius in metres. */
|
|
582
|
+
radius: number;
|
|
583
|
+
injuryRadius: number;
|
|
584
|
+
/** Cone the blast goes through, in front of `direction` (mine); absent for a blast in every direction. */
|
|
585
|
+
cone?: {
|
|
586
|
+
halfAngleDeg: number;
|
|
587
|
+
length: number;
|
|
588
|
+
};
|
|
589
|
+
/** 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. */
|
|
590
|
+
tripwire?: {
|
|
591
|
+
length: number;
|
|
592
|
+
angleDeg: number;
|
|
593
|
+
height: number;
|
|
594
|
+
};
|
|
595
|
+
fuse?: number;
|
|
596
|
+
origin: Vec3;
|
|
597
|
+
direction: Vec3;
|
|
598
|
+
}
|
|
599
|
+
/** The blast behind a rocket launcher: dangerous inside `radius` metres, in the cone around `direction` (pointing away from the target). */
|
|
600
|
+
| {
|
|
601
|
+
kind: 'backblast';
|
|
602
|
+
radius: number;
|
|
603
|
+
halfAngleDeg: number;
|
|
604
|
+
origin: Vec3;
|
|
605
|
+
direction: Vec3;
|
|
535
606
|
} | {
|
|
536
607
|
kind: 'tool';
|
|
537
608
|
tool: string;
|
|
@@ -817,9 +888,12 @@ interface ModuleArea {
|
|
|
817
888
|
* What the player did with the tool in hand, as the host reports it. Hosts emit what they support; modules ignore what they do not need. The
|
|
818
889
|
* names are of a tool's cycle, not of a firearm: a nail gun, a chainsaw or a hose has modes, faults and a safety too.
|
|
819
890
|
*/
|
|
820
|
-
type HostEvent =
|
|
891
|
+
type HostEvent =
|
|
892
|
+
/** The tool is put in hand; `duration` is the seconds the rule takes to ready it (absent: no draw time). */
|
|
893
|
+
{
|
|
821
894
|
type: 'tool';
|
|
822
895
|
weapon: string;
|
|
896
|
+
duration?: number;
|
|
823
897
|
}
|
|
824
898
|
/** `shots` are projectiles (a shotgun shell is many), `rounds` the cartridges spent (a burst is several). */
|
|
825
899
|
| {
|
|
@@ -829,10 +903,19 @@ type HostEvent = {
|
|
|
829
903
|
recoil: [number, number];
|
|
830
904
|
rounds?: number;
|
|
831
905
|
mode?: string;
|
|
832
|
-
}
|
|
906
|
+
}
|
|
907
|
+
/** The trigger was pulled, the round was spent and nothing left the tool (a dud cartridge): no projectile, no recoil. */
|
|
908
|
+
| {
|
|
909
|
+
type: 'misfire';
|
|
910
|
+
weapon: string;
|
|
911
|
+
}
|
|
912
|
+
/** `kind` is how the rule reloads (`tactical`, `empty`, `one_by_one`); `duration` the seconds of the whole reload, on `start`. */
|
|
913
|
+
| {
|
|
833
914
|
type: 'reload';
|
|
834
915
|
weapon: string;
|
|
835
916
|
phase: 'start' | 'end';
|
|
917
|
+
kind?: string;
|
|
918
|
+
duration?: number;
|
|
836
919
|
} | {
|
|
837
920
|
type: 'empty';
|
|
838
921
|
weapon: string;
|
|
@@ -849,10 +932,48 @@ type HostEvent = {
|
|
|
849
932
|
weapon: string;
|
|
850
933
|
fault: string;
|
|
851
934
|
phase: 'start' | 'end';
|
|
935
|
+
duration?: number;
|
|
852
936
|
} | {
|
|
853
937
|
type: 'safety';
|
|
854
938
|
weapon: string;
|
|
855
939
|
on: boolean;
|
|
940
|
+
}
|
|
941
|
+
/** The action works between shots (a pump, a bolt); `duration` is the seconds of the cycle, on `start`. */
|
|
942
|
+
| {
|
|
943
|
+
type: 'cycle';
|
|
944
|
+
weapon: string;
|
|
945
|
+
phase: 'start' | 'end';
|
|
946
|
+
duration?: number;
|
|
947
|
+
}
|
|
948
|
+
/** A step of a longer phase (a reload's magazine out, magazine in, charge), at the moment the rule reaches it. */
|
|
949
|
+
| {
|
|
950
|
+
type: 'stage';
|
|
951
|
+
weapon: string;
|
|
952
|
+
stage: string;
|
|
953
|
+
}
|
|
954
|
+
/** One more round went into the tool while it loads round by round. */
|
|
955
|
+
| {
|
|
956
|
+
type: 'feed';
|
|
957
|
+
weapon: string;
|
|
958
|
+
}
|
|
959
|
+
/**
|
|
960
|
+
* A throwable with a timer fuse is cooked: the trigger pulls the pin (`start`, `fuse` is the whole fuse), releasing throws it with what is left of
|
|
961
|
+
* the fuse (`throw`), and holding past the fuse sets it off in the hand (`burst`, `fuse` 0).
|
|
962
|
+
*/
|
|
963
|
+
| {
|
|
964
|
+
type: 'cook';
|
|
965
|
+
weapon: string;
|
|
966
|
+
phase: 'start' | 'throw' | 'burst';
|
|
967
|
+
fuse: number;
|
|
968
|
+
}
|
|
969
|
+
/** Something blew up: a thrown or launched explosive, a charge, or a part of the world (a fuel barrel); `source` is the weapon or the object, `cause` what set it off. */
|
|
970
|
+
| {
|
|
971
|
+
type: 'explosion';
|
|
972
|
+
source: string;
|
|
973
|
+
point: Vec3;
|
|
974
|
+
energy: number;
|
|
975
|
+
radius: number;
|
|
976
|
+
cause: string;
|
|
856
977
|
};
|
|
857
978
|
/** The tool in hand as the host sees it. */
|
|
858
979
|
interface HostTool {
|
|
@@ -887,6 +1008,11 @@ interface ModuleHost {
|
|
|
887
1008
|
onFrame(update: (dt: number) => void): () => void;
|
|
888
1009
|
/** Write a line to the host's behaviour log. */
|
|
889
1010
|
log(text: string, data?: Record<string, unknown>): void;
|
|
1011
|
+
/**
|
|
1012
|
+
* Sets what the host lets a module tune on its tools, keyed by the id of the module's own control (`ModuleControl.id`) with the id of the option as the value; the tool in hand changes at once and the
|
|
1013
|
+
* ones taken later start that way. A host applies the ids it knows and ignores the rest. The test room knows `condition` (how worn the tools are) and `ammo_quality` (how good what they load is).
|
|
1014
|
+
*/
|
|
1015
|
+
configureTool?(settings: Readonly<Record<string, string>>): void;
|
|
890
1016
|
/** Lent only to a module that declares controls, layers or metrics. */
|
|
891
1017
|
bench?: ModuleBench;
|
|
892
1018
|
}
|
|
@@ -909,4 +1035,86 @@ interface TestableModule<Context = unknown> {
|
|
|
909
1035
|
attach?(host: ModuleHost): () => void;
|
|
910
1036
|
}
|
|
911
1037
|
|
|
912
|
-
|
|
1038
|
+
/** 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. */
|
|
1039
|
+
declare const TOOL_CLIP: {
|
|
1040
|
+
readonly DRAW: "draw";
|
|
1041
|
+
readonly SHOT: "shot";
|
|
1042
|
+
readonly MISFIRE: "misfire";
|
|
1043
|
+
readonly EMPTY: "empty";
|
|
1044
|
+
readonly CYCLE: "cycle";
|
|
1045
|
+
readonly RELOAD: "reload";
|
|
1046
|
+
readonly FEED: "feed";
|
|
1047
|
+
readonly FAULT: "fault";
|
|
1048
|
+
readonly CLEAR: "clear";
|
|
1049
|
+
readonly SAFETY_ON: "safety_on";
|
|
1050
|
+
readonly SAFETY_OFF: "safety_off";
|
|
1051
|
+
readonly MODE: "mode";
|
|
1052
|
+
/** A throwable with the pin out, held until it is thrown. */
|
|
1053
|
+
readonly COOK: "cook";
|
|
1054
|
+
};
|
|
1055
|
+
type ToolClipId = (typeof TOOL_CLIP)[keyof typeof TOOL_CLIP];
|
|
1056
|
+
/** What a renderer does when a rule event arrives. `variant` picks `<clip>_<variant>` when the tool has it, else `<clip>`. */
|
|
1057
|
+
type ToolAnimationStep = {
|
|
1058
|
+
readonly type: 'play';
|
|
1059
|
+
readonly clip: ToolClipId;
|
|
1060
|
+
readonly variant?: string;
|
|
1061
|
+
readonly duration?: number;
|
|
1062
|
+
readonly repeat?: number;
|
|
1063
|
+
}
|
|
1064
|
+
/** Move the clip that is playing to the marker (a clip event `stage` with `data.stage`) the rule just reached. */
|
|
1065
|
+
| {
|
|
1066
|
+
readonly type: 'sync';
|
|
1067
|
+
readonly stage: string;
|
|
1068
|
+
}
|
|
1069
|
+
/** The rule says the phase is over: the clip jumps to its end if it is still running. */
|
|
1070
|
+
| {
|
|
1071
|
+
readonly type: 'finish';
|
|
1072
|
+
readonly clip: ToolClipId;
|
|
1073
|
+
};
|
|
1074
|
+
/** The move a host event asks of the tool in hand, or null when it has no motion. */
|
|
1075
|
+
declare const toolAnimationStep: (event: HostEvent) => ToolAnimationStep | null;
|
|
1076
|
+
/** 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. */
|
|
1077
|
+
interface ToolRig {
|
|
1078
|
+
setPartPose(partId: string, pose: AnimationPose): void;
|
|
1079
|
+
setRootPose?(pose: AnimationPose): void;
|
|
1080
|
+
}
|
|
1081
|
+
/** Clips by id, with the variants as `<clip>_<variant>`. */
|
|
1082
|
+
type ToolClipSet = Readonly<Record<string, AnimationClipSpec>>;
|
|
1083
|
+
/** A renderer's tool animator: feed it the host events and the frame time. */
|
|
1084
|
+
interface ToolAnimator {
|
|
1085
|
+
handle(event: HostEvent): void;
|
|
1086
|
+
update(dt: number): void;
|
|
1087
|
+
/** Ids of the clips playing now. */
|
|
1088
|
+
readonly playing: readonly string[];
|
|
1089
|
+
dispose(): void;
|
|
1090
|
+
}
|
|
1091
|
+
declare const STAGE_EVENT = "stage";
|
|
1092
|
+
/** The clip with its times (keys and events) scaled so that it lasts `duration` seconds. */
|
|
1093
|
+
declare const scaleClip: (clip: AnimationClipSpec, duration: number) => AnimationClipSpec;
|
|
1094
|
+
/** 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. */
|
|
1095
|
+
declare const sampleClip: (clip: AnimationClipSpec, partId: string | undefined, time: number) => {
|
|
1096
|
+
position: [number, number, number];
|
|
1097
|
+
rotation: [number, number, number];
|
|
1098
|
+
};
|
|
1099
|
+
/** 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. */
|
|
1100
|
+
declare const checkToolClips: (clips: ToolClipSet, partIds: Iterable<string>) => {
|
|
1101
|
+
ok: boolean;
|
|
1102
|
+
problems: string[];
|
|
1103
|
+
};
|
|
1104
|
+
interface ToolClipPlayerOptions {
|
|
1105
|
+
clips: ToolClipSet;
|
|
1106
|
+
rig: ToolRig;
|
|
1107
|
+
/** Called for each clip event as its time passes (`eject_casing`, `drop_magazine`, `stage`...). */
|
|
1108
|
+
onEvent?(event: AnimationEventSpec, clip: string): void;
|
|
1109
|
+
/** Seconds between the rounds of a `repeat` (a burst): default 0.1. */
|
|
1110
|
+
repeatInterval?(): number;
|
|
1111
|
+
}
|
|
1112
|
+
/** The default player of a tool's clips: runs the steps of `toolAnimationStep` against a rig, scaled to the duration the rule gives. */
|
|
1113
|
+
interface ToolClipPlayer {
|
|
1114
|
+
apply(step: ToolAnimationStep): void;
|
|
1115
|
+
update(dt: number): void;
|
|
1116
|
+
readonly playing: readonly string[];
|
|
1117
|
+
}
|
|
1118
|
+
declare const createToolClipPlayer: (options: ToolClipPlayerOptions) => ToolClipPlayer;
|
|
1119
|
+
|
|
1120
|
+
export { type ActionControl, type AnimationClipSpec, type AnimationEventSpec, type AnimationKey, type AnimationPose, type AreaPlacement, type BenchChange, type BenchDeclaration, type BenchReport, type BooleanControl, type ChainDelay, type CheckOptions, type CheckSpecOptions, type ChoiceControl, type ChoiceOption, type ContainerSpec, type ControlPatch, type ControlValue, type Crack, type DamageType, type DebrisKind, type Dent, type DestructibleImpl, type DestructibleSpec, type DestructionEvent, type DestructionEventType, type ExplosionChain, type FluidKind, type FractureStyle, type Fragment, type Hit, type HitResult, type Hole, type HostEvent, type HostTool, IMPACT_CONTRACT, type ImpactContract, type ItemAnimationContract, type ItemUseDef, type JointKind, type JointSpec, type JointState, type LiquidId, type MaterialId, type ModuleArea, type ModuleBench, type ModuleControl, type ModuleHost, type ModuleItemFluid, type ModuleLayer, type ModuleMetric, type ModuleScenario, type NumberControl, type ObjectState, type PartShape, type PartSpec, type PartState, type PartStatus, type Quat, type RayHit, STAGE_EVENT, type Shot, type SpecReport, type StructureRole, TOOL_CLIP, type TestableItem, type TestableModule, type ToolAnimationStep, type ToolAnimator, type ToolClipId, type ToolClipPlayer, type ToolClipPlayerOptions, type ToolClipSet, type ToolKind, type ToolRig, type Use, type Vec3, checkAnimation, checkBench, checkDestructible, checkHit, checkSpec, checkToolClips, createToolClipPlayer, sampleClip, scaleClip, shotToHit, toolAnimationStep };
|
package/dist/index.global.js
CHANGED
|
@@ -22,12 +22,19 @@ var GameContracts = (() => {
|
|
|
22
22
|
var index_exports = {};
|
|
23
23
|
__export(index_exports, {
|
|
24
24
|
IMPACT_CONTRACT: () => IMPACT_CONTRACT,
|
|
25
|
+
STAGE_EVENT: () => STAGE_EVENT,
|
|
26
|
+
TOOL_CLIP: () => TOOL_CLIP,
|
|
25
27
|
checkAnimation: () => checkAnimation,
|
|
26
28
|
checkBench: () => checkBench,
|
|
27
29
|
checkDestructible: () => checkDestructible,
|
|
28
30
|
checkHit: () => checkHit,
|
|
29
31
|
checkSpec: () => checkSpec,
|
|
30
|
-
|
|
32
|
+
checkToolClips: () => checkToolClips,
|
|
33
|
+
createToolClipPlayer: () => createToolClipPlayer,
|
|
34
|
+
sampleClip: () => sampleClip,
|
|
35
|
+
scaleClip: () => scaleClip,
|
|
36
|
+
shotToHit: () => shotToHit,
|
|
37
|
+
toolAnimationStep: () => toolAnimationStep
|
|
31
38
|
});
|
|
32
39
|
|
|
33
40
|
// src/impact.ts
|
|
@@ -274,6 +281,171 @@ var GameContracts = (() => {
|
|
|
274
281
|
return { ok: problems.length === 0, problems };
|
|
275
282
|
};
|
|
276
283
|
|
|
284
|
+
// src/tool-animation.ts
|
|
285
|
+
var TOOL_CLIP = {
|
|
286
|
+
DRAW: "draw",
|
|
287
|
+
SHOT: "shot",
|
|
288
|
+
MISFIRE: "misfire",
|
|
289
|
+
EMPTY: "empty",
|
|
290
|
+
CYCLE: "cycle",
|
|
291
|
+
RELOAD: "reload",
|
|
292
|
+
FEED: "feed",
|
|
293
|
+
FAULT: "fault",
|
|
294
|
+
CLEAR: "clear",
|
|
295
|
+
SAFETY_ON: "safety_on",
|
|
296
|
+
SAFETY_OFF: "safety_off",
|
|
297
|
+
MODE: "mode",
|
|
298
|
+
/** A throwable with the pin out, held until it is thrown. */
|
|
299
|
+
COOK: "cook"
|
|
300
|
+
};
|
|
301
|
+
var toolAnimationStep = (event) => {
|
|
302
|
+
switch (event.type) {
|
|
303
|
+
case "tool":
|
|
304
|
+
return { type: "play", clip: TOOL_CLIP.DRAW, ...event.duration === void 0 ? {} : { duration: event.duration } };
|
|
305
|
+
case "shot":
|
|
306
|
+
return { type: "play", clip: TOOL_CLIP.SHOT, repeat: Math.max(1, event.rounds ?? 1) };
|
|
307
|
+
case "misfire":
|
|
308
|
+
return { type: "play", clip: TOOL_CLIP.MISFIRE };
|
|
309
|
+
case "empty":
|
|
310
|
+
return { type: "play", clip: TOOL_CLIP.EMPTY };
|
|
311
|
+
case "mode":
|
|
312
|
+
return { type: "play", clip: TOOL_CLIP.MODE, variant: event.mode };
|
|
313
|
+
case "fault":
|
|
314
|
+
return { type: "play", clip: TOOL_CLIP.FAULT, variant: event.fault };
|
|
315
|
+
case "clear":
|
|
316
|
+
if (event.phase === "end") return { type: "finish", clip: TOOL_CLIP.CLEAR };
|
|
317
|
+
return { type: "play", clip: TOOL_CLIP.CLEAR, variant: event.fault, ...event.duration === void 0 ? {} : { duration: event.duration } };
|
|
318
|
+
case "safety":
|
|
319
|
+
return { type: "play", clip: event.on ? TOOL_CLIP.SAFETY_ON : TOOL_CLIP.SAFETY_OFF };
|
|
320
|
+
case "cycle":
|
|
321
|
+
if (event.phase === "end") return { type: "finish", clip: TOOL_CLIP.CYCLE };
|
|
322
|
+
return { type: "play", clip: TOOL_CLIP.CYCLE, ...event.duration === void 0 ? {} : { duration: event.duration } };
|
|
323
|
+
case "reload":
|
|
324
|
+
if (event.phase === "end") return { type: "finish", clip: TOOL_CLIP.RELOAD };
|
|
325
|
+
return { type: "play", clip: TOOL_CLIP.RELOAD, ...event.kind === void 0 ? {} : { variant: event.kind }, ...event.duration === void 0 ? {} : { duration: event.duration } };
|
|
326
|
+
case "stage":
|
|
327
|
+
return { type: "sync", stage: event.stage };
|
|
328
|
+
case "feed":
|
|
329
|
+
return { type: "play", clip: TOOL_CLIP.FEED };
|
|
330
|
+
case "cook":
|
|
331
|
+
if (event.phase === "start") return { type: "play", clip: TOOL_CLIP.COOK, duration: event.fuse };
|
|
332
|
+
return { type: "finish", clip: TOOL_CLIP.COOK };
|
|
333
|
+
default:
|
|
334
|
+
return null;
|
|
335
|
+
}
|
|
336
|
+
};
|
|
337
|
+
var STAGE_EVENT = "stage";
|
|
338
|
+
var scaleClip = (clip, duration) => {
|
|
339
|
+
const factor = clip.duration > 0 ? duration / clip.duration : 1;
|
|
340
|
+
return {
|
|
341
|
+
...clip,
|
|
342
|
+
duration,
|
|
343
|
+
keys: clip.keys.map((key) => ({ ...key, t: key.t * factor })),
|
|
344
|
+
...clip.events ? { events: clip.events.map((event) => ({ ...event, t: event.t * factor })) } : {}
|
|
345
|
+
};
|
|
346
|
+
};
|
|
347
|
+
var ZERO = [0, 0, 0];
|
|
348
|
+
var mix = (from, to, fraction) => [
|
|
349
|
+
(from[0] ?? 0) + ((to[0] ?? 0) - (from[0] ?? 0)) * fraction,
|
|
350
|
+
(from[1] ?? 0) + ((to[1] ?? 0) - (from[1] ?? 0)) * fraction,
|
|
351
|
+
(from[2] ?? 0) + ((to[2] ?? 0) - (from[2] ?? 0)) * fraction
|
|
352
|
+
];
|
|
353
|
+
var sampleClip = (clip, partId, time) => {
|
|
354
|
+
const points = clip.keys.map((key) => {
|
|
355
|
+
const pose = partId === void 0 ? key : key.parts?.[partId];
|
|
356
|
+
return { t: key.t, position: pose?.position ?? ZERO, rotation: pose?.rotation ?? ZERO };
|
|
357
|
+
});
|
|
358
|
+
const first = points[0];
|
|
359
|
+
if (!first || first.t > 0) points.unshift({ t: 0, position: ZERO, rotation: ZERO });
|
|
360
|
+
const last = points[points.length - 1];
|
|
361
|
+
if (!last) return { position: ZERO, rotation: ZERO };
|
|
362
|
+
if (time >= last.t) return { position: mix(last.position, last.position, 0), rotation: mix(last.rotation, last.rotation, 0) };
|
|
363
|
+
const index = Math.max(0, points.findIndex((point, i) => time >= point.t && time < (points[i + 1]?.t ?? Infinity)));
|
|
364
|
+
const from = points[index];
|
|
365
|
+
const to = points[index + 1];
|
|
366
|
+
if (!from || !to) return { position: ZERO, rotation: ZERO };
|
|
367
|
+
const fraction = to.t > from.t ? (time - from.t) / (to.t - from.t) : 0;
|
|
368
|
+
return { position: mix(from.position, to.position, fraction), rotation: mix(from.rotation, to.rotation, fraction) };
|
|
369
|
+
};
|
|
370
|
+
var checkToolClips = (clips, partIds) => {
|
|
371
|
+
const parts = [...partIds];
|
|
372
|
+
const problems = [];
|
|
373
|
+
for (const [key, clip] of Object.entries(clips)) {
|
|
374
|
+
if (clip.id !== key) problems.push(`clip "${key}" has the id "${clip.id}"`);
|
|
375
|
+
if (!(clip.duration > 0)) problems.push(`clip "${key}" has no duration`);
|
|
376
|
+
problems.push(...checkAnimation(clip, parts).problems);
|
|
377
|
+
for (const event of clip.events ?? []) if (event.type === STAGE_EVENT && typeof event.data?.stage !== "string") problems.push(`clip "${key}" has a stage event without data.stage`);
|
|
378
|
+
}
|
|
379
|
+
return { ok: problems.length === 0, problems };
|
|
380
|
+
};
|
|
381
|
+
var createToolClipPlayer = (options) => {
|
|
382
|
+
const { clips, rig, onEvent } = options;
|
|
383
|
+
let instances = [];
|
|
384
|
+
const find = (clip, variant) => {
|
|
385
|
+
const name = variant !== void 0 && clips[`${clip}_${variant}`] ? `${clip}_${variant}` : clip;
|
|
386
|
+
const found = clips[name];
|
|
387
|
+
return found ? { name, clip: found } : void 0;
|
|
388
|
+
};
|
|
389
|
+
const render = (instance) => {
|
|
390
|
+
const time = Math.min(instance.time, instance.clip.duration);
|
|
391
|
+
const root = sampleClip(instance.clip, void 0, time);
|
|
392
|
+
if (instance.clip.keys.some((key) => key.position || key.rotation)) rig.setRootPose?.(root);
|
|
393
|
+
const touched = new Set(instance.clip.keys.flatMap((key) => Object.keys(key.parts ?? {})));
|
|
394
|
+
for (const id of touched) rig.setPartPose(id, sampleClip(instance.clip, id, time));
|
|
395
|
+
};
|
|
396
|
+
const fireEvents = (instance, upTo) => {
|
|
397
|
+
const events = instance.clip.events ?? [];
|
|
398
|
+
while (instance.fired < events.length && (events[instance.fired]?.t ?? Infinity) <= upTo + 1e-9) {
|
|
399
|
+
const event = events[instance.fired];
|
|
400
|
+
instance.fired += 1;
|
|
401
|
+
if (event) onEvent?.(event, instance.name);
|
|
402
|
+
}
|
|
403
|
+
};
|
|
404
|
+
return {
|
|
405
|
+
apply(step) {
|
|
406
|
+
if (step.type === "sync") {
|
|
407
|
+
for (const instance of instances) {
|
|
408
|
+
const marker = (instance.clip.events ?? []).find((event) => event.type === STAGE_EVENT && event.data?.stage === step.stage);
|
|
409
|
+
if (marker && instance.time < marker.t) instance.time = marker.t;
|
|
410
|
+
}
|
|
411
|
+
return;
|
|
412
|
+
}
|
|
413
|
+
if (step.type === "finish") {
|
|
414
|
+
for (const instance of instances) {
|
|
415
|
+
if (instance.name !== step.clip && !instance.name.startsWith(`${step.clip}_`)) continue;
|
|
416
|
+
fireEvents(instance, instance.clip.duration);
|
|
417
|
+
instance.time = instance.clip.duration;
|
|
418
|
+
}
|
|
419
|
+
return;
|
|
420
|
+
}
|
|
421
|
+
const found = find(step.clip, step.variant);
|
|
422
|
+
if (!found) return;
|
|
423
|
+
const clip = step.duration && step.duration > 0 ? scaleClip(found.clip, step.duration) : found.clip;
|
|
424
|
+
const interval = options.repeatInterval?.() ?? 0.1;
|
|
425
|
+
instances = instances.filter((existing) => existing.name !== found.name || existing.delay > 0);
|
|
426
|
+
for (let round = 0; round < (step.repeat ?? 1); round++) {
|
|
427
|
+
instances.push({ name: found.name, clip, time: 0, delay: round * interval, fired: 0 });
|
|
428
|
+
}
|
|
429
|
+
},
|
|
430
|
+
update(dt) {
|
|
431
|
+
for (const instance of instances) {
|
|
432
|
+
const carried = instance.delay > 0 ? dt - instance.delay : dt;
|
|
433
|
+
if (instance.delay > 0) {
|
|
434
|
+
instance.delay = Math.max(0, instance.delay - dt);
|
|
435
|
+
if (instance.delay > 0) continue;
|
|
436
|
+
}
|
|
437
|
+
instance.time += carried;
|
|
438
|
+
fireEvents(instance, instance.time);
|
|
439
|
+
render(instance);
|
|
440
|
+
}
|
|
441
|
+
instances = instances.filter((instance) => instance.delay > 0 || instance.time < instance.clip.duration);
|
|
442
|
+
},
|
|
443
|
+
get playing() {
|
|
444
|
+
return instances.map((instance) => instance.name);
|
|
445
|
+
}
|
|
446
|
+
};
|
|
447
|
+
};
|
|
448
|
+
|
|
277
449
|
// src/bench.ts
|
|
278
450
|
var SNAKE_CASE = /^[a-z][a-z0-9_]*$/;
|
|
279
451
|
var finite2 = (n) => typeof n === "number" && Number.isFinite(n);
|
package/dist/index.global.js.map
CHANGED
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"sources":["../src/index.ts","../src/impact.ts","../src/spec.ts","../src/weapons.ts","../src/animation.ts","../src/bench.ts"],"sourcesContent":["/**\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 Crack,\n DamageType,\n DebrisKind,\n Dent,\n DestructibleSpec,\n DestructionEvent,\n DestructionEventType,\n FluidKind,\n Fragment,\n FractureStyle,\n Hit,\n HitResult,\n Hole,\n JointKind,\n JointSpec,\n JointState,\n MaterialId,\n ObjectState,\n PartShape,\n PartSpec,\n PartState,\n PartStatus,\n Quat,\n RayHit,\n StructureRole,\n ToolKind,\n Vec3,\n} from './destruction'\nexport { IMPACT_CONTRACT, checkDestructible, checkHit } from './impact'\nexport type { CheckOptions, DestructibleImpl, ImpactContract } from './impact'\nexport { checkSpec } from './spec'\nexport type { CheckSpecOptions, SpecReport } from './spec'\nexport { shotToHit } from './weapons'\nexport type { Shot, Use } from './weapons'\nexport type { ContainerSpec, ItemUseDef, LiquidId } from './fluids'\nexport { checkAnimation } from './animation'\nexport type { AnimationClipSpec, AnimationEventSpec, AnimationKey, AnimationPose, ItemAnimationContract } from './animation'\nexport type { AreaPlacement, HostEvent, HostTool, ModuleArea, ModuleHost, ModuleItemFluid, ModuleScenario, TestableItem, TestableModule } from './module'\nexport { checkBench } from './bench'\nexport type {\n ActionControl,\n BenchChange,\n BenchDeclaration,\n BenchReport,\n BooleanControl,\n ChoiceControl,\n ChoiceOption,\n ControlPatch,\n ControlValue,\n ModuleBench,\n ModuleControl,\n ModuleLayer,\n ModuleMetric,\n NumberControl,\n} from './bench'\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: ['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","import type { DestructibleSpec } 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\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 }\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 { Hit, 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 /** 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}\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 | { kind: 'throw'; energy: number; radius: number; fuse: number; velocity: Vec3; origin: Vec3; fire?: { temperature: number; radius: number; seconds: number } }\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 source: shot.source ?? shot.weapon,\n }\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 { 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}\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\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}\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(`${label} needs at least one option`)\n return\n }\n const seen = new Set<string>()\n for (const option of control.options) {\n if (seen.has(option.id)) problems.push(`${label} repeats option \"${option.id}\"`)\n seen.add(option.id)\n }\n if (!seen.has(control.default)) problems.push(`${label} default \"${control.default}\" is not among its options`)\n}\n\n/** snake_case ids unique across controls, layers and metrics; min < max; step > 0; default in range; options non-empty, unique, default among them; metric max > 0. */\nexport function checkBench(declared: BenchDeclaration): BenchReport {\n const problems: string[] = []\n const ids = new Set<string>()\n const claim = (kind: string, id: string): void => {\n if (!SNAKE_CASE.test(id)) problems.push(`${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"],"mappings":";;;;;;;;;;;;;;;;;;;;;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;;;ACuCO,MAAM,kBAAsD;AAAA,IACjE,WAAW,EAAE,UAAU,CAAC,QAAQ,SAAS,aAAa,UAAU,SAAS,GAAG,UAAU,CAAC,SAAS,QAAQ,GAAG,MAAM,0DAA0D;AAAA,IAC3K,OAAO,EAAE,UAAU,CAAC,QAAQ,SAAS,QAAQ,GAAG,UAAU,CAAC,aAAa,UAAU,SAAS,QAAQ,GAAG,MAAM,0CAA0C;AAAA,IACtJ,OAAO,EAAE,UAAU,CAAC,QAAQ,SAAS,QAAQ,GAAG,UAAU,CAAC,aAAa,UAAU,SAAS,QAAQ,GAAG,MAAM,yBAAyB;AAAA,IACrI,WAAW,EAAE,UAAU,CAAC,QAAQ,SAAS,UAAU,QAAQ,GAAG,UAAU,CAAC,SAAS,QAAQ,GAAG,MAAM,+DAA+D;AAAA,IAClK,MAAM,EAAE,UAAU,CAAC,QAAQ,SAAS,eAAe,QAAQ,GAAG,UAAU,CAAC,YAAY,SAAS,QAAQ,GAAG,MAAM,+EAA4E;AAAA,IAC3L,MAAM,EAAE,UAAU,CAAC,QAAQ,SAAS,eAAe,QAAQ,GAAG,UAAU,CAAC,YAAY,SAAS,QAAQ,GAAG,MAAM,gDAAgD;AAAA,EACjK;AAGO,MAAM,WAAW,CAAC,QAAuB;AAC9C,UAAM,IAAI,gBAAgB,IAAI,IAAI;AAClC,QAAI,CAAC,EAAG,QAAO,CAAC,wBAAwB,OAAO,IAAI,IAAI,CAAC,GAAG;AAC3D,UAAM,MAAgB,CAAC;AACvB,eAAW,KAAK,EAAE,UAAU;AAC1B,YAAM,IAAK,IAA2C,CAAC;AACvD,UAAI,MAAM,WAAc,MAAM,QAAQ,CAAC,IAAI,EAAE,KAAK,CAAC,MAAM,CAAC,OAAO,SAAS,CAAC,CAAC,IAAI,OAAO,MAAM,YAAY,CAAC,OAAO,SAAS,CAAC,GAAI,KAAI,KAAK,GAAG,IAAI,IAAI,eAAe,CAAC,GAAG;AAAA,IACxK;AACA,WAAO;AAAA,EACT;AAUA,MAAM,aAAa,CAAC,GAAY,MAAc,QAAkB;AAC9D,QAAI,OAAO,MAAM,UAAU;AACzB,UAAI,CAAC,OAAO,SAAS,CAAC,EAAG,KAAI,KAAK,GAAG,IAAI,yBAAyB;AAAA,IACpE,WAAW,MAAM,QAAQ,CAAC,EAAG,GAAE,QAAQ,CAAC,GAAG,MAAM,WAAW,GAAG,GAAG,IAAI,IAAI,CAAC,KAAK,GAAG,CAAC;AAAA,aAC3E,KAAK,OAAO,MAAM,SAAU,YAAW,CAAC,GAAG,CAAC,KAAK,OAAO,QAAQ,CAAC,EAAG,YAAW,GAAG,GAAG,IAAI,IAAI,CAAC,IAAI,GAAG;AAAA,aACrG,OAAO,MAAM,cAAc,OAAO,MAAM,YAAY,OAAO,MAAM,SAAU,KAAI,KAAK,GAAG,IAAI,cAAc;AAAA,EACpH;AAOO,MAAM,oBAAoB,CAAC,MAAwB,UAAwB,CAAC,MAA2C;AAC5H,UAAM,WAAqB,CAAC;AAC5B,UAAM,QAAQ,QAAQ,YAAY,IAAI,IAAI,QAAQ,SAAS,IAAI;AAC/D,QAAI;AACJ,QAAI;AACF,aAAO,KAAK,SAAS;AAAA,IACvB,SAAS,GAAG;AACV,aAAO,EAAE,IAAI,OAAO,UAAU,CAAC,qBAAqB,OAAO,CAAC,CAAC,EAAE,EAAE;AAAA,IACnE;AACA,QAAI,CAAC,QAAQ,CAAC,MAAM,QAAQ,KAAK,KAAK,KAAK,KAAK,MAAM,WAAW,EAAG,QAAO,EAAE,IAAI,OAAO,UAAU,CAAC,0CAA0C,EAAE;AAC/I,UAAM,MAAM,oBAAI,IAAY;AAC5B,eAAW,KAAK,KAAK,OAAO;AAC1B,UAAI,IAAI,IAAI,EAAE,EAAE,EAAG,UAAS,KAAK,sBAAsB,EAAE,EAAE,GAAG;AAC9D,UAAI,IAAI,EAAE,EAAE;AACZ,UAAI,SAAS,CAAC,MAAM,IAAI,EAAE,QAAQ,EAAG,UAAS,KAAK,SAAS,EAAE,EAAE,2BAA2B,EAAE,QAAQ,GAAG;AACxG,UAAI,CAAC,EAAE,SAAS,CAAC,CAAC,OAAO,YAAY,QAAQ,EAAE,SAAS,EAAE,MAAM,IAAI,EAAG,UAAS,KAAK,SAAS,EAAE,EAAE,sBAAsB;AACxH,UAAI,CAAC,MAAM,QAAQ,EAAE,QAAQ,KAAK,EAAE,SAAS,WAAW,EAAG,UAAS,KAAK,SAAS,EAAE,EAAE,mBAAmB;AAAA,IAC3G;AACA,UAAM,WAAW,oBAAI,IAAY;AACjC,eAAW,KAAM,KAAK,UAAU,CAAC,GAAmB;AAClD,UAAI,CAAC,IAAI,IAAI,EAAE,CAAC,KAAK,CAAC,IAAI,IAAI,EAAE,CAAC,EAAG,UAAS,KAAK,UAAU,EAAE,MAAM,GAAG,EAAE,CAAC,IAAI,EAAE,CAAC,EAAE,8BAA8B;AACjH,YAAM,MAAM,EAAE,MAAM,GAAG,EAAE,CAAC,IAAI,EAAE,CAAC;AACjC,UAAI,SAAS,IAAI,GAAG,EAAG,UAAS,KAAK,uBAAuB,GAAG,GAAG;AAClE,eAAS,IAAI,GAAG;AAAA,IAClB;AACA,UAAM,aAAa,CAAC,UAAkB;AACpC,UAAI;AACJ,UAAI;AACF,aAAK,KAAK,MAAM;AAAA,MAClB,SAAS,GAAG;AACV,iBAAS,KAAK,iBAAiB,KAAK,KAAK,OAAO,CAAC,CAAC,EAAE;AACpD;AAAA,MACF;AACA,YAAM,OAAO,GAAG,MAAM,IAAI,CAAC,MAAM,EAAE,EAAE,EAAE,KAAK,EAAE,KAAK,GAAG;AACtD,UAAI,SAAS,CAAC,GAAG,GAAG,EAAE,KAAK,EAAE,KAAK,GAAG,EAAG,UAAS,KAAK,4CAA4C,KAAK,EAAE;AACzG,iBAAW,KAAK,GAAG,MAAO,KAAI,EAAE,EAAE,MAAM,GAAI,UAAS,KAAK,SAAS,EAAE,EAAE,gCAAgC,KAAK,EAAE;AAAA,IAChH;AACA,UAAM,cAAc,CAAC,QAAiB,UAAkB;AACtD,UAAI,CAAC,MAAM,QAAQ,MAAM,GAAG;AAC1B,iBAAS,KAAK,GAAG,KAAK,uBAAuB;AAC7C;AAAA,MACF;AACA,YAAM,MAAM;AACZ,UAAI,QAAQ,CAAC,GAAG,MAAM;AACpB,YAAI,EAAE,WAAW,KAAK,GAAI,UAAS,KAAK,GAAG,KAAK,UAAU,CAAC,KAAK,EAAE,IAAI,iBAAiB,OAAO,EAAE,MAAM,CAAC,gBAAgB,KAAK,EAAE,GAAG;AACjI,cAAM,OAAQ,EAAwB;AACtC,YAAI,SAAS,UAAa,CAAC,IAAI,IAAI,IAAI,EAAG,UAAS,KAAK,GAAG,KAAK,UAAU,CAAC,KAAK,EAAE,IAAI,yBAAyB,IAAI,GAAG;AAAA,MACxH,CAAC;AACD,YAAM,MAAgB,CAAC;AACvB,iBAAW,KAAK,UAAU,GAAG;AAC7B,eAAS,KAAK,GAAG,IAAI,IAAI,CAAC,MAAM,GAAG,KAAK,KAAK,CAAC,EAAE,CAAC;AACjD,UAAI;AACF,cAAM,IAAI,KAAK,UAAU,GAAG;AAC5B,YAAI,KAAK,UAAU,KAAK,MAAM,CAAC,CAAC,MAAM,EAAG,UAAS,KAAK,GAAG,KAAK,0CAA0C;AAAA,MAC3G,SAAS,GAAG;AACV,iBAAS,KAAK,GAAG,KAAK,sCAAsC,OAAO,CAAC,CAAC,EAAE;AAAA,MACzE;AAAA,IACF;AACA,eAAW,gBAAgB;AAC3B,UAAM,SAAS,KAAK,MAAM,CAAC;AAC3B,QAAI;AACF,YAAM,MAAW,EAAE,MAAM,aAAa,OAAO,CAAC,OAAO,SAAS,CAAC,GAAG,OAAO,SAAS,CAAC,GAAG,OAAO,SAAS,CAAC,CAAC,GAAG,WAAW,CAAC,GAAG,GAAG,EAAE,GAAG,QAAQ,KAAK,SAAS,EAAE;AAC1J,kBAAY,KAAK,IAAI,GAAG,GAAG,OAAO;AAAA,IACpC,SAAS,GAAG;AACV,eAAS,KAAK,gBAAgB,OAAO,CAAC,CAAC,EAAE;AAAA,IAC3C;AACA,eAAW,eAAe;AAC1B,QAAI,KAAK,QAAQ;AACf,UAAI;AACF,oBAAY,KAAK,OAAO,KAAK,GAAG,UAAU;AAAA,MAC5C,SAAS,GAAG;AACV,iBAAS,KAAK,mBAAmB,OAAO,CAAC,CAAC,EAAE;AAAA,MAC9C;AACA,iBAAW,cAAc;AAAA,IAC3B;AACA,QAAI;AACF,WAAK,QAAQ;AAAA,IACf,SAAS,GAAG;AACV,eAAS,KAAK,kBAAkB,OAAO,CAAC,CAAC,EAAE;AAAA,IAC7C;AACA,WAAO,EAAE,IAAI,SAAS,WAAW,GAAG,SAAS;AAAA,EAC/C;;;ACnJA,MAAM,kBAAkB,CAAC,cAAc,UAAU,QAAQ,QAAQ,QAAQ,aAAa,QAAQ,SAAS,MAAM;AAC7G,MAAM,QAAQ,CAAC,MAAM,OAAO,UAAU,QAAQ;AAE9C,MAAM,SAAS,CAAC,MAA4B,OAAO,MAAM,YAAY,OAAO,SAAS,CAAC;AACtF,MAAM,WAAW,CAAC,MAAwB,OAAO,CAAC,KAAK,IAAI;AAC3D,MAAM,OAAO,CAAC,MAAwB,MAAM,QAAQ,CAAC,KAAK,EAAE,WAAW,KAAK,EAAE,MAAM,MAAM;AAC1F,MAAM,cAAc,CAAC,MAAwB,MAAM,UAAc,OAAO,CAAC,KAAK,KAAK;AAQ5E,MAAM,YAAY,CAAC,MAAwB,UAA4B,CAAC,MAAkB;AAC/F,UAAM,WAAqB,CAAC;AAC5B,UAAM,WAAqB,CAAC;AAC5B,UAAM,YAAY,QAAQ,YAAY,IAAI,IAAI,QAAQ,SAAS,IAAI;AACnE,UAAM,QAAQ,MAAM,QAAQ,MAAM,KAAK,IAAI,KAAK,QAAQ,CAAC;AACzD,QAAI,CAAC,MAAM,QAAQ,MAAM,KAAK,KAAK,MAAM,WAAW,EAAG,UAAS,KAAK,kCAAkC;AACvG,UAAM,MAAM,oBAAI,IAAY;AAC5B,eAAW,KAAK,OAAO;AACrB,YAAM,KAAK,OAAO,GAAG,MAAM,EAAE;AAC7B,YAAM,QAAQ,SAAS,EAAE;AACzB,UAAI,OAAO,GAAI,UAAS,KAAK,kBAAkB;AAAA,eACtC,IAAI,IAAI,EAAE,EAAG,UAAS,KAAK,sBAAsB,EAAE,GAAG;AAC/D,UAAI,IAAI,EAAE;AACV,UAAI,aAAa,CAAC,UAAU,IAAI,GAAG,QAAQ,EAAG,UAAS,KAAK,GAAG,KAAK,0BAA0B,OAAO,GAAG,QAAQ,CAAC,GAAG;AAAA,eAC3G,OAAO,GAAG,aAAa,YAAY,EAAE,aAAa,GAAI,UAAS,KAAK,GAAG,KAAK,mBAAmB;AACxG,YAAM,IAAI,GAAG;AACb,UAAI,GAAG,SAAS,OAAO;AACrB,YAAI,CAAC,MAAM,QAAQ,EAAE,IAAI,KAAK,EAAE,KAAK,WAAW,KAAK,CAAC,EAAE,KAAK,MAAM,QAAQ,EAAG,UAAS,KAAK,GAAG,KAAK,iDAAiD;AAAA,MACvJ,WAAW,GAAG,SAAS,YAAY;AACjC,YAAI,CAAC,SAAS,EAAE,MAAM,KAAK,CAAC,SAAS,EAAE,MAAM,EAAG,UAAS,KAAK,GAAG,KAAK,yDAAyD;AAAA,MACjI,WAAW,GAAG,SAAS,UAAU;AAC/B,YAAI,CAAC,SAAS,EAAE,MAAM,EAAG,UAAS,KAAK,GAAG,KAAK,4CAA4C;AAAA,MAC7F,MAAO,UAAS,KAAK,GAAG,KAAK,uBAAuB;AACpD,UAAI,CAAC,KAAK,GAAG,QAAQ,EAAG,UAAS,KAAK,GAAG,KAAK,oCAAoC;AAClF,UAAI,GAAG,aAAa,UAAa,CAAC,KAAK,EAAE,QAAQ,EAAG,UAAS,KAAK,GAAG,KAAK,0BAA0B;AACpG,iBAAW,KAAK,CAAC,QAAQ,MAAM,WAAW,EAAY,KAAI,CAAC,YAAY,IAAI,CAAC,CAAC,EAAG,UAAS,KAAK,GAAG,KAAK,IAAI,CAAC,+BAA+B;AAC1I,UAAI,GAAG,SAAS,UAAa,EAAE,OAAO,EAAE,IAAI,KAAK,EAAE,QAAQ,KAAK,EAAE,QAAQ,GAAI,UAAS,KAAK,GAAG,KAAK,+BAA+B;AACnI,UAAI,GAAG,WAAW;AAChB,YAAI,CAAC,gBAAgB,SAAS,EAAE,UAAU,IAAI,EAAG,UAAS,KAAK,GAAG,KAAK,mCAAmC,OAAO,EAAE,UAAU,IAAI,CAAC,GAAG;AACrI,YAAI,CAAC,YAAY,EAAE,UAAU,QAAQ,EAAG,UAAS,KAAK,GAAG,KAAK,kDAAkD;AAAA,MAClH;AACA,UAAI,GAAG,YAAY,CAAC,YAAY,EAAE,SAAS,MAAM,EAAG,UAAS,KAAK,GAAG,KAAK,+CAA+C;AAAA,IAC3H;AAEA,UAAM,WAAW,oBAAI,IAAY;AACjC,UAAM,QAAiC,CAAC;AACxC,eAAW,KAAK,MAAM,UAAU,CAAC,GAAG;AAClC,YAAM,KAAK,EAAE,MAAM,GAAG,EAAE,CAAC,IAAI,EAAE,CAAC;AAChC,YAAM,QAAQ,UAAU,EAAE;AAC1B,UAAI,SAAS,IAAI,EAAE,EAAG,UAAS,KAAK,uBAAuB,EAAE,GAAG;AAChE,eAAS,IAAI,EAAE;AACf,UAAI,CAAC,IAAI,IAAI,EAAE,CAAC,EAAG,UAAS,KAAK,GAAG,KAAK,6BAA6B,OAAO,EAAE,CAAC,CAAC,GAAG;AACpF,UAAI,CAAC,IAAI,IAAI,EAAE,CAAC,EAAG,UAAS,KAAK,GAAG,KAAK,6BAA6B,OAAO,EAAE,CAAC,CAAC,GAAG;AACpF,UAAI,EAAE,MAAM,EAAE,EAAG,UAAS,KAAK,GAAG,KAAK,gBAAgB,OAAO,EAAE,CAAC,CAAC,aAAa;AAC/E,UAAI,EAAE,UAAU,UAAa,CAAC,MAAM,SAAS,EAAE,KAAK,EAAG,UAAS,KAAK,GAAG,KAAK,0BAA0B,OAAO,EAAE,KAAK,CAAC,GAAG;AACzH,UAAI,CAAC,YAAY,EAAE,QAAQ,EAAG,UAAS,KAAK,GAAG,KAAK,wCAAwC;AAC5F,UAAI,CAAC,YAAY,EAAE,OAAO,EAAG,UAAS,KAAK,GAAG,KAAK,uCAAuC;AAC1F,UAAI,EAAE,UAAU,SAAS,IAAI,IAAI,EAAE,CAAC,KAAK,IAAI,IAAI,EAAE,CAAC,KAAK,EAAE,MAAM,EAAE,EAAG,OAAM,KAAK,CAAC,EAAE,GAAG,EAAE,CAAC,CAAC;AAAA,IAC7F;AAGA,UAAM,aAAa,MAAM,OAAO,CAAC,MAAM,GAAG,aAAa,EAAE,UAAU,SAAS,MAAM;AAClF,QAAI,WAAW,UAAU,KAAK,QAAQ;AACpC,YAAM,WAAW,MAAM,OAAO,CAAC,MAAM,EAAE,YAAY,EAAE,WAAW,SAAS,YAAY,EAAE,IAAI,CAAC,MAAM,EAAE,EAAE;AACtG,YAAM,MAAM,oBAAI,IAAsB;AACtC,iBAAW,CAAC,GAAG,CAAC,KAAK,OAAO;AAC1B,YAAI,IAAI,GAAG,CAAC,GAAI,IAAI,IAAI,CAAC,KAAK,CAAC,GAAI,CAAC,CAAC;AACrC,YAAI,IAAI,GAAG,CAAC,GAAI,IAAI,IAAI,CAAC,KAAK,CAAC,GAAI,CAAC,CAAC;AAAA,MACvC;AACA,YAAM,OAAO,IAAI,IAAI,QAAQ;AAC7B,YAAM,QAAQ,CAAC,GAAG,QAAQ;AAC1B,aAAO,MAAM,QAAQ;AACnB,mBAAW,KAAK,IAAI,IAAI,MAAM,IAAI,CAAE,KAAK,CAAC,GAAG;AAC3C,cAAI,KAAK,IAAI,CAAC,EAAG;AACjB,eAAK,IAAI,CAAC;AACV,gBAAM,KAAK,CAAC;AAAA,QACd;AAAA,MACF;AACA,YAAM,OAAO,WAAW,OAAO,CAAC,MAAM,CAAC,KAAK,IAAI,EAAE,EAAE,CAAC,EAAE,IAAI,CAAC,MAAM,EAAE,EAAE;AACtE,UAAI,KAAK,OAAQ,UAAS,KAAK,sBAAsB,KAAK,IAAI,CAAC,MAAM,IAAI,CAAC,GAAG,EAAE,KAAK,IAAI,CAAC,mDAAmD;AAAA,IAC9I;AACA,WAAO,EAAE,IAAI,SAAS,WAAW,GAAG,UAAU,SAAS;AAAA,EACzD;;;AC7DO,MAAM,YAAY,CAAC,MAAY,OAAa,WAAuB;AACxE,SAAK;AACL,UAAM,KAAK,MAAM,CAAC,IAAI,KAAK,OAAO,CAAC;AACnC,UAAM,KAAK,MAAM,CAAC,IAAI,KAAK,OAAO,CAAC;AACnC,UAAM,KAAK,MAAM,CAAC,IAAI,KAAK,OAAO,CAAC;AACnC,UAAM,WAAW,KAAK,MAAM,IAAI,IAAI,EAAE;AACtC,WAAO;AAAA,MACL,MAAM;AAAA,MACN,OAAO,CAAC,MAAM,CAAC,GAAG,MAAM,CAAC,GAAG,MAAM,CAAC,CAAC;AAAA,MACpC,WAAW,CAAC,KAAK,UAAU,CAAC,GAAG,KAAK,UAAU,CAAC,GAAG,KAAK,UAAU,CAAC,CAAC;AAAA,MACnE,QAAQ,KAAK,SAAS,QAAQ;AAAA,MAC9B,SAAS,KAAK;AAAA,MACd,QAAQ,KAAK,UAAU,KAAK;AAAA,IAC9B;AAAA,EACF;;;ACbA,MAAM,UAAU,CAAC,MAAwB,MAAM,QAAQ,CAAC,KAAK,EAAE,WAAW,KAAK,EAAE,MAAM,CAAC,MAAM,OAAO,MAAM,YAAY,OAAO,SAAS,CAAC,CAAC;AAOlI,MAAM,iBAAiB,CAAC,MAAyB,YAAmE;AACzH,UAAM,WAAqB,CAAC;AAC5B,UAAM,QAAQ,IAAI,IAAI,OAAO;AAC7B,UAAM,KAAK,OAAO,MAAM,MAAM,EAAE;AAChC,QAAI,CAAC,oBAAoB,KAAK,EAAE,EAAG,UAAS,KAAK,YAAY,EAAE,sBAAsB;AACrF,UAAM,QAAQ,SAAS,EAAE;AACzB,QAAI,EAAE,OAAO,MAAM,aAAa,YAAY,OAAO,SAAS,KAAK,QAAQ,KAAK,KAAK,WAAW,GAAI,UAAS,KAAK,GAAG,KAAK,mCAAmC;AAC3J,UAAM,MAAM,OAAO,MAAM,aAAa,YAAY,KAAK,WAAW,IAAI,KAAK,WAAW;AACtF,QAAI,CAAC,MAAM,QAAQ,MAAM,IAAI,KAAK,KAAK,KAAK,WAAW,GAAG;AACxD,eAAS,KAAK,GAAG,KAAK,yBAAyB;AAC/C,aAAO,EAAE,IAAI,OAAO,SAAS;AAAA,IAC/B;AACA,QAAI,OAAO;AACX,SAAK,KAAK,QAAQ,CAAC,GAAG,MAAM;AAC1B,UAAI,EAAE,OAAO,EAAE,MAAM,YAAY,OAAO,SAAS,EAAE,CAAC,MAAM,EAAE,IAAI,KAAK,EAAE,IAAI,MAAM,KAAM,UAAS,KAAK,GAAG,KAAK,QAAQ,CAAC,UAAU,OAAO,EAAE,CAAC,CAAC,eAAe,GAAG,EAAE;AAAA,eACtJ,EAAE,IAAI,KAAM,UAAS,KAAK,GAAG,KAAK,QAAQ,CAAC,uBAAuB,EAAE,CAAC,MAAM,IAAI,GAAG;AAAA,UACtF,QAAO,EAAE;AACd,iBAAW,KAAK,CAAC,YAAY,UAAU,EAAY,KAAI,EAAE,CAAC,MAAM,UAAa,CAAC,QAAQ,EAAE,CAAC,CAAC,EAAG,UAAS,KAAK,GAAG,KAAK,QAAQ,CAAC,mBAAmB,CAAC,EAAE;AAClJ,iBAAW,CAAC,KAAK,IAAI,KAAK,OAAO,QAAQ,EAAE,SAAS,CAAC,CAAC,GAAG;AACvD,YAAI,CAAC,MAAM,IAAI,GAAG,EAAG,UAAS,KAAK,GAAG,KAAK,QAAQ,CAAC,wBAAwB,GAAG,GAAG;AAClF,mBAAW,KAAK,CAAC,YAAY,UAAU,EAAY,KAAI,OAAO,CAAC,MAAM,UAAa,CAAC,QAAQ,KAAK,CAAC,CAAC,EAAG,UAAS,KAAK,GAAG,KAAK,QAAQ,CAAC,UAAU,GAAG,oBAAoB,CAAC,EAAE;AAAA,MAC1K;AAAA,IACF,CAAC;AACD,QAAI,SAAS;AACZ,KAAC,KAAK,UAAU,CAAC,GAAG,QAAQ,CAAC,GAAG,MAAM;AACrC,UAAI,EAAE,OAAO,EAAE,MAAM,YAAY,OAAO,SAAS,EAAE,CAAC,MAAM,EAAE,IAAI,KAAK,EAAE,IAAI,MAAM,KAAM,UAAS,KAAK,GAAG,KAAK,UAAU,CAAC,UAAU,OAAO,EAAE,CAAC,CAAC,eAAe,GAAG,EAAE;AAAA,eACxJ,EAAE,IAAI,OAAQ,UAAS,KAAK,GAAG,KAAK,UAAU,CAAC,oBAAoB;AAAA,UACvE,UAAS,EAAE;AAChB,UAAI,OAAO,EAAE,SAAS,YAAY,EAAE,SAAS,GAAI,UAAS,KAAK,GAAG,KAAK,UAAU,CAAC,eAAe;AACjG,UAAI;AACF,aAAK,UAAU,EAAE,QAAQ,CAAC,CAAC;AAAA,MAC7B,QAAQ;AACN,iBAAS,KAAK,GAAG,KAAK,UAAU,CAAC,mBAAmB;AAAA,MACtD;AAAA,IACF,CAAC;AACD,WAAO,EAAE,IAAI,SAAS,WAAW,GAAG,SAAS;AAAA,EAC/C;;;ACmBA,MAAM,aAAa;AACnB,MAAMA,UAAS,CAAC,MAA4B,OAAO,MAAM,YAAY,OAAO,SAAS,CAAC;AAEtF,WAAS,aAAa,SAAwB,UAA0B;AACtE,UAAM,QAAQ,YAAY,QAAQ,EAAE;AACpC,QAAI,QAAQ,SAAS,UAAU;AAC7B,UAAI,CAACA,QAAO,QAAQ,GAAG,KAAK,CAACA,QAAO,QAAQ,GAAG,KAAK,QAAQ,OAAO,QAAQ,IAAK,UAAS,KAAK,GAAG,KAAK,kBAAkB;AACxH,UAAI,QAAQ,SAAS,UAAa,EAAEA,QAAO,QAAQ,IAAI,KAAK,QAAQ,OAAO,GAAI,UAAS,KAAK,GAAG,KAAK,mBAAmB;AACxH,UAAI,CAACA,QAAO,QAAQ,OAAO,KAAK,QAAQ,UAAU,QAAQ,OAAO,QAAQ,UAAU,QAAQ,IAAK,UAAS,KAAK,GAAG,KAAK,YAAY,OAAO,QAAQ,OAAO,CAAC,eAAe,QAAQ,GAAG,KAAK,QAAQ,GAAG,EAAE;AACrM;AAAA,IACF;AACA,QAAI,QAAQ,SAAS,SAAU;AAC/B,QAAI,QAAQ,QAAQ,WAAW,GAAG;AAChC,eAAS,KAAK,GAAG,KAAK,4BAA4B;AAClD;AAAA,IACF;AACA,UAAM,OAAO,oBAAI,IAAY;AAC7B,eAAW,UAAU,QAAQ,SAAS;AACpC,UAAI,KAAK,IAAI,OAAO,EAAE,EAAG,UAAS,KAAK,GAAG,KAAK,oBAAoB,OAAO,EAAE,GAAG;AAC/E,WAAK,IAAI,OAAO,EAAE;AAAA,IACpB;AACA,QAAI,CAAC,KAAK,IAAI,QAAQ,OAAO,EAAG,UAAS,KAAK,GAAG,KAAK,aAAa,QAAQ,OAAO,4BAA4B;AAAA,EAChH;AAGO,WAAS,WAAW,UAAyC;AAClE,UAAM,WAAqB,CAAC;AAC5B,UAAM,MAAM,oBAAI,IAAY;AAC5B,UAAM,QAAQ,CAAC,MAAc,OAAqB;AAChD,UAAI,CAAC,WAAW,KAAK,EAAE,EAAG,UAAS,KAAK,GAAG,IAAI,QAAQ,EAAE,sBAAsB;AAC/E,UAAI,IAAI,IAAI,EAAE,EAAG,UAAS,KAAK,iBAAiB,EAAE,uCAAuC;AACzF,UAAI,IAAI,EAAE;AAAA,IACZ;AACA,eAAW,WAAW,SAAS,YAAY,CAAC,GAAG;AAC7C,YAAM,WAAW,QAAQ,EAAE;AAC3B,mBAAa,SAAS,QAAQ;AAAA,IAChC;AACA,eAAW,SAAS,SAAS,UAAU,CAAC,EAAG,OAAM,SAAS,MAAM,EAAE;AAClE,eAAW,UAAU,SAAS,WAAW,CAAC,GAAG;AAC3C,YAAM,UAAU,OAAO,EAAE;AACzB,UAAI,OAAO,QAAQ,UAAa,EAAEA,QAAO,OAAO,GAAG,KAAK,OAAO,MAAM,GAAI,UAAS,KAAK,WAAW,OAAO,EAAE,mBAAmB;AAAA,IAChI;AACA,WAAO,EAAE,IAAI,SAAS,WAAW,GAAG,SAAS;AAAA,EAC/C;","names":["finite"]}
|
|
1
|
+
{"version":3,"sources":["../src/index.ts","../src/impact.ts","../src/spec.ts","../src/weapons.ts","../src/animation.ts","../src/tool-animation.ts","../src/bench.ts"],"sourcesContent":["/**\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 DamageType,\n DebrisKind,\n Dent,\n DestructibleSpec,\n ExplosionChain,\n DestructionEvent,\n DestructionEventType,\n FluidKind,\n Fragment,\n FractureStyle,\n Hit,\n HitResult,\n Hole,\n JointKind,\n JointSpec,\n JointState,\n MaterialId,\n ObjectState,\n PartShape,\n PartSpec,\n PartState,\n PartStatus,\n Quat,\n RayHit,\n StructureRole,\n ToolKind,\n Vec3,\n} from './destruction'\nexport { IMPACT_CONTRACT, checkDestructible, checkHit } from './impact'\nexport type { CheckOptions, DestructibleImpl, ImpactContract } from './impact'\nexport { checkSpec } from './spec'\nexport type { CheckSpecOptions, SpecReport } from './spec'\nexport { shotToHit } from './weapons'\nexport type { Shot, Use } from './weapons'\nexport type { ContainerSpec, ItemUseDef, LiquidId } from './fluids'\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 type { AreaPlacement, HostEvent, HostTool, ModuleArea, ModuleHost, ModuleItemFluid, ModuleScenario, TestableItem, TestableModule } from './module'\nexport { checkBench } from './bench'\nexport type {\n ActionControl,\n BenchChange,\n BenchDeclaration,\n BenchReport,\n BooleanControl,\n ChoiceControl,\n ChoiceOption,\n ControlPatch,\n ControlValue,\n ModuleBench,\n ModuleControl,\n ModuleLayer,\n ModuleMetric,\n NumberControl,\n} from './bench'\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: ['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","import type { DestructibleSpec } 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\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 }\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 { Hit, 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 /** 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}\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 source: shot.source ?? shot.weapon,\n }\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} 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\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 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 \"${key}\" has a stage event without data.stage`)\n }\n return { ok: problems.length === 0, problems }\n}\n\ninterface Instance {\n readonly name: string\n readonly clip: AnimationClipSpec\n time: number\n delay: number\n fired: number\n}\n\nexport interface ToolClipPlayerOptions {\n clips: ToolClipSet\n rig: ToolRig\n /** Called for each clip event as its time passes (`eject_casing`, `drop_magazine`, `stage`...). */\n onEvent?(event: AnimationEventSpec, clip: string): void\n /** Seconds between the rounds of a `repeat` (a burst): default 0.1. */\n repeatInterval?(): number\n}\n\n/** The default player of a tool's clips: runs the steps of `toolAnimationStep` against a rig, scaled to the duration the rule gives. */\nexport interface ToolClipPlayer {\n apply(step: ToolAnimationStep): void\n update(dt: number): void\n readonly playing: readonly string[]\n}\n\nexport const createToolClipPlayer = (options: ToolClipPlayerOptions): ToolClipPlayer => {\n const { clips, rig, onEvent } = options\n let instances: Instance[] = []\n\n const find = (clip: string, variant?: string): { name: string; clip: AnimationClipSpec } | undefined => {\n const name = variant !== undefined && clips[`${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 }\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}\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\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}\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(`${label} needs at least one option`)\n return\n }\n const seen = new Set<string>()\n for (const option of control.options) {\n if (seen.has(option.id)) problems.push(`${label} repeats option \"${option.id}\"`)\n seen.add(option.id)\n }\n if (!seen.has(control.default)) problems.push(`${label} default \"${control.default}\" is not among its options`)\n}\n\n/** snake_case ids unique across controls, layers and metrics; min < max; step > 0; default in range; options non-empty, unique, default among them; metric max > 0. */\nexport function checkBench(declared: BenchDeclaration): BenchReport {\n const problems: string[] = []\n const ids = new Set<string>()\n const claim = (kind: string, id: string): void => {\n if (!SNAKE_CASE.test(id)) problems.push(`${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"],"mappings":";;;;;;;;;;;;;;;;;;;;;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;;;ACuCO,MAAM,kBAAsD;AAAA,IACjE,WAAW,EAAE,UAAU,CAAC,QAAQ,SAAS,aAAa,UAAU,SAAS,GAAG,UAAU,CAAC,SAAS,QAAQ,GAAG,MAAM,0DAA0D;AAAA,IAC3K,OAAO,EAAE,UAAU,CAAC,QAAQ,SAAS,QAAQ,GAAG,UAAU,CAAC,aAAa,UAAU,SAAS,QAAQ,GAAG,MAAM,0CAA0C;AAAA,IACtJ,OAAO,EAAE,UAAU,CAAC,QAAQ,SAAS,QAAQ,GAAG,UAAU,CAAC,aAAa,UAAU,SAAS,QAAQ,GAAG,MAAM,yBAAyB;AAAA,IACrI,WAAW,EAAE,UAAU,CAAC,QAAQ,SAAS,UAAU,QAAQ,GAAG,UAAU,CAAC,SAAS,QAAQ,GAAG,MAAM,+DAA+D;AAAA,IAClK,MAAM,EAAE,UAAU,CAAC,QAAQ,SAAS,eAAe,QAAQ,GAAG,UAAU,CAAC,YAAY,SAAS,QAAQ,GAAG,MAAM,+EAA4E;AAAA,IAC3L,MAAM,EAAE,UAAU,CAAC,QAAQ,SAAS,eAAe,QAAQ,GAAG,UAAU,CAAC,YAAY,SAAS,QAAQ,GAAG,MAAM,gDAAgD;AAAA,EACjK;AAGO,MAAM,WAAW,CAAC,QAAuB;AAC9C,UAAM,IAAI,gBAAgB,IAAI,IAAI;AAClC,QAAI,CAAC,EAAG,QAAO,CAAC,wBAAwB,OAAO,IAAI,IAAI,CAAC,GAAG;AAC3D,UAAM,MAAgB,CAAC;AACvB,eAAW,KAAK,EAAE,UAAU;AAC1B,YAAM,IAAK,IAA2C,CAAC;AACvD,UAAI,MAAM,WAAc,MAAM,QAAQ,CAAC,IAAI,EAAE,KAAK,CAAC,MAAM,CAAC,OAAO,SAAS,CAAC,CAAC,IAAI,OAAO,MAAM,YAAY,CAAC,OAAO,SAAS,CAAC,GAAI,KAAI,KAAK,GAAG,IAAI,IAAI,eAAe,CAAC,GAAG;AAAA,IACxK;AACA,WAAO;AAAA,EACT;AAUA,MAAM,aAAa,CAAC,GAAY,MAAc,QAAkB;AAC9D,QAAI,OAAO,MAAM,UAAU;AACzB,UAAI,CAAC,OAAO,SAAS,CAAC,EAAG,KAAI,KAAK,GAAG,IAAI,yBAAyB;AAAA,IACpE,WAAW,MAAM,QAAQ,CAAC,EAAG,GAAE,QAAQ,CAAC,GAAG,MAAM,WAAW,GAAG,GAAG,IAAI,IAAI,CAAC,KAAK,GAAG,CAAC;AAAA,aAC3E,KAAK,OAAO,MAAM,SAAU,YAAW,CAAC,GAAG,CAAC,KAAK,OAAO,QAAQ,CAAC,EAAG,YAAW,GAAG,GAAG,IAAI,IAAI,CAAC,IAAI,GAAG;AAAA,aACrG,OAAO,MAAM,cAAc,OAAO,MAAM,YAAY,OAAO,MAAM,SAAU,KAAI,KAAK,GAAG,IAAI,cAAc;AAAA,EACpH;AAOO,MAAM,oBAAoB,CAAC,MAAwB,UAAwB,CAAC,MAA2C;AAC5H,UAAM,WAAqB,CAAC;AAC5B,UAAM,QAAQ,QAAQ,YAAY,IAAI,IAAI,QAAQ,SAAS,IAAI;AAC/D,QAAI;AACJ,QAAI;AACF,aAAO,KAAK,SAAS;AAAA,IACvB,SAAS,GAAG;AACV,aAAO,EAAE,IAAI,OAAO,UAAU,CAAC,qBAAqB,OAAO,CAAC,CAAC,EAAE,EAAE;AAAA,IACnE;AACA,QAAI,CAAC,QAAQ,CAAC,MAAM,QAAQ,KAAK,KAAK,KAAK,KAAK,MAAM,WAAW,EAAG,QAAO,EAAE,IAAI,OAAO,UAAU,CAAC,0CAA0C,EAAE;AAC/I,UAAM,MAAM,oBAAI,IAAY;AAC5B,eAAW,KAAK,KAAK,OAAO;AAC1B,UAAI,IAAI,IAAI,EAAE,EAAE,EAAG,UAAS,KAAK,sBAAsB,EAAE,EAAE,GAAG;AAC9D,UAAI,IAAI,EAAE,EAAE;AACZ,UAAI,SAAS,CAAC,MAAM,IAAI,EAAE,QAAQ,EAAG,UAAS,KAAK,SAAS,EAAE,EAAE,2BAA2B,EAAE,QAAQ,GAAG;AACxG,UAAI,CAAC,EAAE,SAAS,CAAC,CAAC,OAAO,YAAY,QAAQ,EAAE,SAAS,EAAE,MAAM,IAAI,EAAG,UAAS,KAAK,SAAS,EAAE,EAAE,sBAAsB;AACxH,UAAI,CAAC,MAAM,QAAQ,EAAE,QAAQ,KAAK,EAAE,SAAS,WAAW,EAAG,UAAS,KAAK,SAAS,EAAE,EAAE,mBAAmB;AAAA,IAC3G;AACA,UAAM,WAAW,oBAAI,IAAY;AACjC,eAAW,KAAM,KAAK,UAAU,CAAC,GAAmB;AAClD,UAAI,CAAC,IAAI,IAAI,EAAE,CAAC,KAAK,CAAC,IAAI,IAAI,EAAE,CAAC,EAAG,UAAS,KAAK,UAAU,EAAE,MAAM,GAAG,EAAE,CAAC,IAAI,EAAE,CAAC,EAAE,8BAA8B;AACjH,YAAM,MAAM,EAAE,MAAM,GAAG,EAAE,CAAC,IAAI,EAAE,CAAC;AACjC,UAAI,SAAS,IAAI,GAAG,EAAG,UAAS,KAAK,uBAAuB,GAAG,GAAG;AAClE,eAAS,IAAI,GAAG;AAAA,IAClB;AACA,UAAM,aAAa,CAAC,UAAkB;AACpC,UAAI;AACJ,UAAI;AACF,aAAK,KAAK,MAAM;AAAA,MAClB,SAAS,GAAG;AACV,iBAAS,KAAK,iBAAiB,KAAK,KAAK,OAAO,CAAC,CAAC,EAAE;AACpD;AAAA,MACF;AACA,YAAM,OAAO,GAAG,MAAM,IAAI,CAAC,MAAM,EAAE,EAAE,EAAE,KAAK,EAAE,KAAK,GAAG;AACtD,UAAI,SAAS,CAAC,GAAG,GAAG,EAAE,KAAK,EAAE,KAAK,GAAG,EAAG,UAAS,KAAK,4CAA4C,KAAK,EAAE;AACzG,iBAAW,KAAK,GAAG,MAAO,KAAI,EAAE,EAAE,MAAM,GAAI,UAAS,KAAK,SAAS,EAAE,EAAE,gCAAgC,KAAK,EAAE;AAAA,IAChH;AACA,UAAM,cAAc,CAAC,QAAiB,UAAkB;AACtD,UAAI,CAAC,MAAM,QAAQ,MAAM,GAAG;AAC1B,iBAAS,KAAK,GAAG,KAAK,uBAAuB;AAC7C;AAAA,MACF;AACA,YAAM,MAAM;AACZ,UAAI,QAAQ,CAAC,GAAG,MAAM;AACpB,YAAI,EAAE,WAAW,KAAK,GAAI,UAAS,KAAK,GAAG,KAAK,UAAU,CAAC,KAAK,EAAE,IAAI,iBAAiB,OAAO,EAAE,MAAM,CAAC,gBAAgB,KAAK,EAAE,GAAG;AACjI,cAAM,OAAQ,EAAwB;AACtC,YAAI,SAAS,UAAa,CAAC,IAAI,IAAI,IAAI,EAAG,UAAS,KAAK,GAAG,KAAK,UAAU,CAAC,KAAK,EAAE,IAAI,yBAAyB,IAAI,GAAG;AAAA,MACxH,CAAC;AACD,YAAM,MAAgB,CAAC;AACvB,iBAAW,KAAK,UAAU,GAAG;AAC7B,eAAS,KAAK,GAAG,IAAI,IAAI,CAAC,MAAM,GAAG,KAAK,KAAK,CAAC,EAAE,CAAC;AACjD,UAAI;AACF,cAAM,IAAI,KAAK,UAAU,GAAG;AAC5B,YAAI,KAAK,UAAU,KAAK,MAAM,CAAC,CAAC,MAAM,EAAG,UAAS,KAAK,GAAG,KAAK,0CAA0C;AAAA,MAC3G,SAAS,GAAG;AACV,iBAAS,KAAK,GAAG,KAAK,sCAAsC,OAAO,CAAC,CAAC,EAAE;AAAA,MACzE;AAAA,IACF;AACA,eAAW,gBAAgB;AAC3B,UAAM,SAAS,KAAK,MAAM,CAAC;AAC3B,QAAI;AACF,YAAM,MAAW,EAAE,MAAM,aAAa,OAAO,CAAC,OAAO,SAAS,CAAC,GAAG,OAAO,SAAS,CAAC,GAAG,OAAO,SAAS,CAAC,CAAC,GAAG,WAAW,CAAC,GAAG,GAAG,EAAE,GAAG,QAAQ,KAAK,SAAS,EAAE;AAC1J,kBAAY,KAAK,IAAI,GAAG,GAAG,OAAO;AAAA,IACpC,SAAS,GAAG;AACV,eAAS,KAAK,gBAAgB,OAAO,CAAC,CAAC,EAAE;AAAA,IAC3C;AACA,eAAW,eAAe;AAC1B,QAAI,KAAK,QAAQ;AACf,UAAI;AACF,oBAAY,KAAK,OAAO,KAAK,GAAG,UAAU;AAAA,MAC5C,SAAS,GAAG;AACV,iBAAS,KAAK,mBAAmB,OAAO,CAAC,CAAC,EAAE;AAAA,MAC9C;AACA,iBAAW,cAAc;AAAA,IAC3B;AACA,QAAI;AACF,WAAK,QAAQ;AAAA,IACf,SAAS,GAAG;AACV,eAAS,KAAK,kBAAkB,OAAO,CAAC,CAAC,EAAE;AAAA,IAC7C;AACA,WAAO,EAAE,IAAI,SAAS,WAAW,GAAG,SAAS;AAAA,EAC/C;;;ACnJA,MAAM,kBAAkB,CAAC,cAAc,UAAU,QAAQ,QAAQ,QAAQ,aAAa,QAAQ,SAAS,MAAM;AAC7G,MAAM,QAAQ,CAAC,MAAM,OAAO,UAAU,QAAQ;AAE9C,MAAM,SAAS,CAAC,MAA4B,OAAO,MAAM,YAAY,OAAO,SAAS,CAAC;AACtF,MAAM,WAAW,CAAC,MAAwB,OAAO,CAAC,KAAK,IAAI;AAC3D,MAAM,OAAO,CAAC,MAAwB,MAAM,QAAQ,CAAC,KAAK,EAAE,WAAW,KAAK,EAAE,MAAM,MAAM;AAC1F,MAAM,cAAc,CAAC,MAAwB,MAAM,UAAc,OAAO,CAAC,KAAK,KAAK;AAQ5E,MAAM,YAAY,CAAC,MAAwB,UAA4B,CAAC,MAAkB;AAC/F,UAAM,WAAqB,CAAC;AAC5B,UAAM,WAAqB,CAAC;AAC5B,UAAM,YAAY,QAAQ,YAAY,IAAI,IAAI,QAAQ,SAAS,IAAI;AACnE,UAAM,QAAQ,MAAM,QAAQ,MAAM,KAAK,IAAI,KAAK,QAAQ,CAAC;AACzD,QAAI,CAAC,MAAM,QAAQ,MAAM,KAAK,KAAK,MAAM,WAAW,EAAG,UAAS,KAAK,kCAAkC;AACvG,UAAM,MAAM,oBAAI,IAAY;AAC5B,eAAW,KAAK,OAAO;AACrB,YAAM,KAAK,OAAO,GAAG,MAAM,EAAE;AAC7B,YAAM,QAAQ,SAAS,EAAE;AACzB,UAAI,OAAO,GAAI,UAAS,KAAK,kBAAkB;AAAA,eACtC,IAAI,IAAI,EAAE,EAAG,UAAS,KAAK,sBAAsB,EAAE,GAAG;AAC/D,UAAI,IAAI,EAAE;AACV,UAAI,aAAa,CAAC,UAAU,IAAI,GAAG,QAAQ,EAAG,UAAS,KAAK,GAAG,KAAK,0BAA0B,OAAO,GAAG,QAAQ,CAAC,GAAG;AAAA,eAC3G,OAAO,GAAG,aAAa,YAAY,EAAE,aAAa,GAAI,UAAS,KAAK,GAAG,KAAK,mBAAmB;AACxG,YAAM,IAAI,GAAG;AACb,UAAI,GAAG,SAAS,OAAO;AACrB,YAAI,CAAC,MAAM,QAAQ,EAAE,IAAI,KAAK,EAAE,KAAK,WAAW,KAAK,CAAC,EAAE,KAAK,MAAM,QAAQ,EAAG,UAAS,KAAK,GAAG,KAAK,iDAAiD;AAAA,MACvJ,WAAW,GAAG,SAAS,YAAY;AACjC,YAAI,CAAC,SAAS,EAAE,MAAM,KAAK,CAAC,SAAS,EAAE,MAAM,EAAG,UAAS,KAAK,GAAG,KAAK,yDAAyD;AAAA,MACjI,WAAW,GAAG,SAAS,UAAU;AAC/B,YAAI,CAAC,SAAS,EAAE,MAAM,EAAG,UAAS,KAAK,GAAG,KAAK,4CAA4C;AAAA,MAC7F,MAAO,UAAS,KAAK,GAAG,KAAK,uBAAuB;AACpD,UAAI,CAAC,KAAK,GAAG,QAAQ,EAAG,UAAS,KAAK,GAAG,KAAK,oCAAoC;AAClF,UAAI,GAAG,aAAa,UAAa,CAAC,KAAK,EAAE,QAAQ,EAAG,UAAS,KAAK,GAAG,KAAK,0BAA0B;AACpG,iBAAW,KAAK,CAAC,QAAQ,MAAM,WAAW,EAAY,KAAI,CAAC,YAAY,IAAI,CAAC,CAAC,EAAG,UAAS,KAAK,GAAG,KAAK,IAAI,CAAC,+BAA+B;AAC1I,UAAI,GAAG,SAAS,UAAa,EAAE,OAAO,EAAE,IAAI,KAAK,EAAE,QAAQ,KAAK,EAAE,QAAQ,GAAI,UAAS,KAAK,GAAG,KAAK,+BAA+B;AACnI,UAAI,GAAG,WAAW;AAChB,YAAI,CAAC,gBAAgB,SAAS,EAAE,UAAU,IAAI,EAAG,UAAS,KAAK,GAAG,KAAK,mCAAmC,OAAO,EAAE,UAAU,IAAI,CAAC,GAAG;AACrI,YAAI,CAAC,YAAY,EAAE,UAAU,QAAQ,EAAG,UAAS,KAAK,GAAG,KAAK,kDAAkD;AAAA,MAClH;AACA,UAAI,GAAG,YAAY,CAAC,YAAY,EAAE,SAAS,MAAM,EAAG,UAAS,KAAK,GAAG,KAAK,+CAA+C;AAAA,IAC3H;AAEA,UAAM,WAAW,oBAAI,IAAY;AACjC,UAAM,QAAiC,CAAC;AACxC,eAAW,KAAK,MAAM,UAAU,CAAC,GAAG;AAClC,YAAM,KAAK,EAAE,MAAM,GAAG,EAAE,CAAC,IAAI,EAAE,CAAC;AAChC,YAAM,QAAQ,UAAU,EAAE;AAC1B,UAAI,SAAS,IAAI,EAAE,EAAG,UAAS,KAAK,uBAAuB,EAAE,GAAG;AAChE,eAAS,IAAI,EAAE;AACf,UAAI,CAAC,IAAI,IAAI,EAAE,CAAC,EAAG,UAAS,KAAK,GAAG,KAAK,6BAA6B,OAAO,EAAE,CAAC,CAAC,GAAG;AACpF,UAAI,CAAC,IAAI,IAAI,EAAE,CAAC,EAAG,UAAS,KAAK,GAAG,KAAK,6BAA6B,OAAO,EAAE,CAAC,CAAC,GAAG;AACpF,UAAI,EAAE,MAAM,EAAE,EAAG,UAAS,KAAK,GAAG,KAAK,gBAAgB,OAAO,EAAE,CAAC,CAAC,aAAa;AAC/E,UAAI,EAAE,UAAU,UAAa,CAAC,MAAM,SAAS,EAAE,KAAK,EAAG,UAAS,KAAK,GAAG,KAAK,0BAA0B,OAAO,EAAE,KAAK,CAAC,GAAG;AACzH,UAAI,CAAC,YAAY,EAAE,QAAQ,EAAG,UAAS,KAAK,GAAG,KAAK,wCAAwC;AAC5F,UAAI,CAAC,YAAY,EAAE,OAAO,EAAG,UAAS,KAAK,GAAG,KAAK,uCAAuC;AAC1F,UAAI,EAAE,UAAU,SAAS,IAAI,IAAI,EAAE,CAAC,KAAK,IAAI,IAAI,EAAE,CAAC,KAAK,EAAE,MAAM,EAAE,EAAG,OAAM,KAAK,CAAC,EAAE,GAAG,EAAE,CAAC,CAAC;AAAA,IAC7F;AAGA,UAAM,aAAa,MAAM,OAAO,CAAC,MAAM,GAAG,aAAa,EAAE,UAAU,SAAS,MAAM;AAClF,QAAI,WAAW,UAAU,KAAK,QAAQ;AACpC,YAAM,WAAW,MAAM,OAAO,CAAC,MAAM,EAAE,YAAY,EAAE,WAAW,SAAS,YAAY,EAAE,IAAI,CAAC,MAAM,EAAE,EAAE;AACtG,YAAM,MAAM,oBAAI,IAAsB;AACtC,iBAAW,CAAC,GAAG,CAAC,KAAK,OAAO;AAC1B,YAAI,IAAI,GAAG,CAAC,GAAI,IAAI,IAAI,CAAC,KAAK,CAAC,GAAI,CAAC,CAAC;AACrC,YAAI,IAAI,GAAG,CAAC,GAAI,IAAI,IAAI,CAAC,KAAK,CAAC,GAAI,CAAC,CAAC;AAAA,MACvC;AACA,YAAM,OAAO,IAAI,IAAI,QAAQ;AAC7B,YAAM,QAAQ,CAAC,GAAG,QAAQ;AAC1B,aAAO,MAAM,QAAQ;AACnB,mBAAW,KAAK,IAAI,IAAI,MAAM,IAAI,CAAE,KAAK,CAAC,GAAG;AAC3C,cAAI,KAAK,IAAI,CAAC,EAAG;AACjB,eAAK,IAAI,CAAC;AACV,gBAAM,KAAK,CAAC;AAAA,QACd;AAAA,MACF;AACA,YAAM,OAAO,WAAW,OAAO,CAAC,MAAM,CAAC,KAAK,IAAI,EAAE,EAAE,CAAC,EAAE,IAAI,CAAC,MAAM,EAAE,EAAE;AACtE,UAAI,KAAK,OAAQ,UAAS,KAAK,sBAAsB,KAAK,IAAI,CAAC,MAAM,IAAI,CAAC,GAAG,EAAE,KAAK,IAAI,CAAC,mDAAmD;AAAA,IAC9I;AACA,WAAO,EAAE,IAAI,SAAS,WAAW,GAAG,UAAU,SAAS;AAAA,EACzD;;;ACnBO,MAAM,YAAY,CAAC,MAAY,OAAa,WAAuB;AACxE,SAAK;AACL,UAAM,KAAK,MAAM,CAAC,IAAI,KAAK,OAAO,CAAC;AACnC,UAAM,KAAK,MAAM,CAAC,IAAI,KAAK,OAAO,CAAC;AACnC,UAAM,KAAK,MAAM,CAAC,IAAI,KAAK,OAAO,CAAC;AACnC,UAAM,WAAW,KAAK,MAAM,IAAI,IAAI,EAAE;AACtC,WAAO;AAAA,MACL,MAAM;AAAA,MACN,OAAO,CAAC,MAAM,CAAC,GAAG,MAAM,CAAC,GAAG,MAAM,CAAC,CAAC;AAAA,MACpC,WAAW,CAAC,KAAK,UAAU,CAAC,GAAG,KAAK,UAAU,CAAC,GAAG,KAAK,UAAU,CAAC,CAAC;AAAA,MACnE,QAAQ,KAAK,SAAS,QAAQ;AAAA,MAC9B,SAAS,KAAK;AAAA,MACd,QAAQ,KAAK,UAAU,KAAK;AAAA,IAC9B;AAAA,EACF;;;ACvDA,MAAM,UAAU,CAAC,MAAwB,MAAM,QAAQ,CAAC,KAAK,EAAE,WAAW,KAAK,EAAE,MAAM,CAAC,MAAM,OAAO,MAAM,YAAY,OAAO,SAAS,CAAC,CAAC;AAOlI,MAAM,iBAAiB,CAAC,MAAyB,YAAmE;AACzH,UAAM,WAAqB,CAAC;AAC5B,UAAM,QAAQ,IAAI,IAAI,OAAO;AAC7B,UAAM,KAAK,OAAO,MAAM,MAAM,EAAE;AAChC,QAAI,CAAC,oBAAoB,KAAK,EAAE,EAAG,UAAS,KAAK,YAAY,EAAE,sBAAsB;AACrF,UAAM,QAAQ,SAAS,EAAE;AACzB,QAAI,EAAE,OAAO,MAAM,aAAa,YAAY,OAAO,SAAS,KAAK,QAAQ,KAAK,KAAK,WAAW,GAAI,UAAS,KAAK,GAAG,KAAK,mCAAmC;AAC3J,UAAM,MAAM,OAAO,MAAM,aAAa,YAAY,KAAK,WAAW,IAAI,KAAK,WAAW;AACtF,QAAI,CAAC,MAAM,QAAQ,MAAM,IAAI,KAAK,KAAK,KAAK,WAAW,GAAG;AACxD,eAAS,KAAK,GAAG,KAAK,yBAAyB;AAC/C,aAAO,EAAE,IAAI,OAAO,SAAS;AAAA,IAC/B;AACA,QAAI,OAAO;AACX,SAAK,KAAK,QAAQ,CAAC,GAAG,MAAM;AAC1B,UAAI,EAAE,OAAO,EAAE,MAAM,YAAY,OAAO,SAAS,EAAE,CAAC,MAAM,EAAE,IAAI,KAAK,EAAE,IAAI,MAAM,KAAM,UAAS,KAAK,GAAG,KAAK,QAAQ,CAAC,UAAU,OAAO,EAAE,CAAC,CAAC,eAAe,GAAG,EAAE;AAAA,eACtJ,EAAE,IAAI,KAAM,UAAS,KAAK,GAAG,KAAK,QAAQ,CAAC,uBAAuB,EAAE,CAAC,MAAM,IAAI,GAAG;AAAA,UACtF,QAAO,EAAE;AACd,iBAAW,KAAK,CAAC,YAAY,UAAU,EAAY,KAAI,EAAE,CAAC,MAAM,UAAa,CAAC,QAAQ,EAAE,CAAC,CAAC,EAAG,UAAS,KAAK,GAAG,KAAK,QAAQ,CAAC,mBAAmB,CAAC,EAAE;AAClJ,iBAAW,CAAC,KAAK,IAAI,KAAK,OAAO,QAAQ,EAAE,SAAS,CAAC,CAAC,GAAG;AACvD,YAAI,CAAC,MAAM,IAAI,GAAG,EAAG,UAAS,KAAK,GAAG,KAAK,QAAQ,CAAC,wBAAwB,GAAG,GAAG;AAClF,mBAAW,KAAK,CAAC,YAAY,UAAU,EAAY,KAAI,OAAO,CAAC,MAAM,UAAa,CAAC,QAAQ,KAAK,CAAC,CAAC,EAAG,UAAS,KAAK,GAAG,KAAK,QAAQ,CAAC,UAAU,GAAG,oBAAoB,CAAC,EAAE;AAAA,MAC1K;AAAA,IACF,CAAC;AACD,QAAI,SAAS;AACZ,KAAC,KAAK,UAAU,CAAC,GAAG,QAAQ,CAAC,GAAG,MAAM;AACrC,UAAI,EAAE,OAAO,EAAE,MAAM,YAAY,OAAO,SAAS,EAAE,CAAC,MAAM,EAAE,IAAI,KAAK,EAAE,IAAI,MAAM,KAAM,UAAS,KAAK,GAAG,KAAK,UAAU,CAAC,UAAU,OAAO,EAAE,CAAC,CAAC,eAAe,GAAG,EAAE;AAAA,eACxJ,EAAE,IAAI,OAAQ,UAAS,KAAK,GAAG,KAAK,UAAU,CAAC,oBAAoB;AAAA,UACvE,UAAS,EAAE;AAChB,UAAI,OAAO,EAAE,SAAS,YAAY,EAAE,SAAS,GAAI,UAAS,KAAK,GAAG,KAAK,UAAU,CAAC,eAAe;AACjG,UAAI;AACF,aAAK,UAAU,EAAE,QAAQ,CAAC,CAAC;AAAA,MAC7B,QAAQ;AACN,iBAAS,KAAK,GAAG,KAAK,UAAU,CAAC,mBAAmB;AAAA,MACtD;AAAA,IACF,CAAC;AACD,WAAO,EAAE,IAAI,SAAS,WAAW,GAAG,SAAS;AAAA,EAC/C;;;AC/EO,MAAM,YAAY;AAAA,IACvB,MAAM;AAAA,IACN,MAAM;AAAA,IACN,SAAS;AAAA,IACT,OAAO;AAAA,IACP,OAAO;AAAA,IACP,QAAQ;AAAA,IACR,MAAM;AAAA,IACN,OAAO;AAAA,IACP,OAAO;AAAA,IACP,WAAW;AAAA,IACX,YAAY;AAAA,IACZ,MAAM;AAAA;AAAA,IAEN,MAAM;AAAA,EACR;AAYO,MAAM,oBAAoB,CAAC,UAA+C;AAC/E,YAAQ,MAAM,MAAM;AAAA,MAClB,KAAK;AACH,eAAO,EAAE,MAAM,QAAQ,MAAM,UAAU,MAAM,GAAI,MAAM,aAAa,SAAY,CAAC,IAAI,EAAE,UAAU,MAAM,SAAS,EAAG;AAAA,MACrH,KAAK;AACH,eAAO,EAAE,MAAM,QAAQ,MAAM,UAAU,MAAM,QAAQ,KAAK,IAAI,GAAG,MAAM,UAAU,CAAC,EAAE;AAAA,MACtF,KAAK;AACH,eAAO,EAAE,MAAM,QAAQ,MAAM,UAAU,QAAQ;AAAA,MACjD,KAAK;AACH,eAAO,EAAE,MAAM,QAAQ,MAAM,UAAU,MAAM;AAAA,MAC/C,KAAK;AACH,eAAO,EAAE,MAAM,QAAQ,MAAM,UAAU,MAAM,SAAS,MAAM,KAAK;AAAA,MACnE,KAAK;AACH,eAAO,EAAE,MAAM,QAAQ,MAAM,UAAU,OAAO,SAAS,MAAM,MAAM;AAAA,MACrE,KAAK;AACH,YAAI,MAAM,UAAU,MAAO,QAAO,EAAE,MAAM,UAAU,MAAM,UAAU,MAAM;AAC1E,eAAO,EAAE,MAAM,QAAQ,MAAM,UAAU,OAAO,SAAS,MAAM,OAAO,GAAI,MAAM,aAAa,SAAY,CAAC,IAAI,EAAE,UAAU,MAAM,SAAS,EAAG;AAAA,MAC5I,KAAK;AACH,eAAO,EAAE,MAAM,QAAQ,MAAM,MAAM,KAAK,UAAU,YAAY,UAAU,WAAW;AAAA,MACrF,KAAK;AACH,YAAI,MAAM,UAAU,MAAO,QAAO,EAAE,MAAM,UAAU,MAAM,UAAU,MAAM;AAC1E,eAAO,EAAE,MAAM,QAAQ,MAAM,UAAU,OAAO,GAAI,MAAM,aAAa,SAAY,CAAC,IAAI,EAAE,UAAU,MAAM,SAAS,EAAG;AAAA,MACtH,KAAK;AACH,YAAI,MAAM,UAAU,MAAO,QAAO,EAAE,MAAM,UAAU,MAAM,UAAU,OAAO;AAC3E,eAAO,EAAE,MAAM,QAAQ,MAAM,UAAU,QAAQ,GAAI,MAAM,SAAS,SAAY,CAAC,IAAI,EAAE,SAAS,MAAM,KAAK,GAAI,GAAI,MAAM,aAAa,SAAY,CAAC,IAAI,EAAE,UAAU,MAAM,SAAS,EAAG;AAAA,MACrL,KAAK;AACH,eAAO,EAAE,MAAM,QAAQ,OAAO,MAAM,MAAM;AAAA,MAC5C,KAAK;AACH,eAAO,EAAE,MAAM,QAAQ,MAAM,UAAU,KAAK;AAAA,MAC9C,KAAK;AACH,YAAI,MAAM,UAAU,QAAS,QAAO,EAAE,MAAM,QAAQ,MAAM,UAAU,MAAM,UAAU,MAAM,KAAK;AAC/F,eAAO,EAAE,MAAM,UAAU,MAAM,UAAU,KAAK;AAAA,MAChD;AACE,eAAO;AAAA,IACX;AAAA,EACF;AAoBO,MAAM,cAAc;AAGpB,MAAM,YAAY,CAAC,MAAyB,aAAwC;AACzF,UAAM,SAAS,KAAK,WAAW,IAAI,WAAW,KAAK,WAAW;AAC9D,WAAO;AAAA,MACL,GAAG;AAAA,MACH;AAAA,MACA,MAAM,KAAK,KAAK,IAAI,CAAC,SAAS,EAAE,GAAG,KAAK,GAAG,IAAI,IAAI,OAAO,EAAE;AAAA,MAC5D,GAAI,KAAK,SAAS,EAAE,QAAQ,KAAK,OAAO,IAAI,CAAC,WAAW,EAAE,GAAG,OAAO,GAAG,MAAM,IAAI,OAAO,EAAE,EAAE,IAAI,CAAC;AAAA,IACnG;AAAA,EACF;AAEA,MAAM,OAAiC,CAAC,GAAG,GAAG,CAAC;AAC/C,MAAM,MAAM,CAAC,MAAyB,IAAuB,aAA+C;AAAA,KACzG,KAAK,CAAC,KAAK,OAAO,GAAG,CAAC,KAAK,MAAM,KAAK,CAAC,KAAK,MAAM;AAAA,KAClD,KAAK,CAAC,KAAK,OAAO,GAAG,CAAC,KAAK,MAAM,KAAK,CAAC,KAAK,MAAM;AAAA,KAClD,KAAK,CAAC,KAAK,OAAO,GAAG,CAAC,KAAK,MAAM,KAAK,CAAC,KAAK,MAAM;AAAA,EACrD;AAGO,MAAM,aAAa,CAAC,MAAyB,QAA4B,SAA6F;AAC3K,UAAM,SAAS,KAAK,KAAK,IAAI,CAAC,QAAQ;AACpC,YAAM,OAAO,WAAW,SAAY,MAAM,IAAI,QAAQ,MAAM;AAC5D,aAAO,EAAE,GAAG,IAAI,GAAG,UAAU,MAAM,YAAY,MAAM,UAAU,MAAM,YAAY,KAAK;AAAA,IACxF,CAAC;AACD,UAAM,QAAQ,OAAO,CAAC;AACtB,QAAI,CAAC,SAAS,MAAM,IAAI,EAAG,QAAO,QAAQ,EAAE,GAAG,GAAG,UAAU,MAAM,UAAU,KAAK,CAAC;AAClF,UAAM,OAAO,OAAO,OAAO,SAAS,CAAC;AACrC,QAAI,CAAC,KAAM,QAAO,EAAE,UAAU,MAAM,UAAU,KAAK;AACnD,QAAI,QAAQ,KAAK,EAAG,QAAO,EAAE,UAAU,IAAI,KAAK,UAAU,KAAK,UAAU,CAAC,GAAG,UAAU,IAAI,KAAK,UAAU,KAAK,UAAU,CAAC,EAAE;AAC5H,UAAM,QAAQ,KAAK,IAAI,GAAG,OAAO,UAAU,CAAC,OAAO,MAAM,QAAQ,MAAM,KAAK,QAAQ,OAAO,IAAI,CAAC,GAAG,KAAK,SAAS,CAAC;AAClH,UAAM,OAAO,OAAO,KAAK;AACzB,UAAM,KAAK,OAAO,QAAQ,CAAC;AAC3B,QAAI,CAAC,QAAQ,CAAC,GAAI,QAAO,EAAE,UAAU,MAAM,UAAU,KAAK;AAC1D,UAAM,WAAW,GAAG,IAAI,KAAK,KAAK,OAAO,KAAK,MAAM,GAAG,IAAI,KAAK,KAAK;AACrE,WAAO,EAAE,UAAU,IAAI,KAAK,UAAU,GAAG,UAAU,QAAQ,GAAG,UAAU,IAAI,KAAK,UAAU,GAAG,UAAU,QAAQ,EAAE;AAAA,EACpH;AAGO,MAAM,iBAAiB,CAAC,OAAoB,YAAmE;AACpH,UAAM,QAAQ,CAAC,GAAG,OAAO;AACzB,UAAM,WAAqB,CAAC;AAC5B,eAAW,CAAC,KAAK,IAAI,KAAK,OAAO,QAAQ,KAAK,GAAG;AAC/C,UAAI,KAAK,OAAO,IAAK,UAAS,KAAK,SAAS,GAAG,iBAAiB,KAAK,EAAE,GAAG;AAC1E,UAAI,EAAE,KAAK,WAAW,GAAI,UAAS,KAAK,SAAS,GAAG,mBAAmB;AACvE,eAAS,KAAK,GAAG,eAAe,MAAM,KAAK,EAAE,QAAQ;AACrD,iBAAW,SAAS,KAAK,UAAU,CAAC,EAAG,KAAI,MAAM,SAAS,eAAe,OAAO,MAAM,MAAM,UAAU,SAAU,UAAS,KAAK,SAAS,GAAG,wCAAwC;AAAA,IACpL;AACA,WAAO,EAAE,IAAI,SAAS,WAAW,GAAG,SAAS;AAAA,EAC/C;AA0BO,MAAM,uBAAuB,CAAC,YAAmD;AACtF,UAAM,EAAE,OAAO,KAAK,QAAQ,IAAI;AAChC,QAAI,YAAwB,CAAC;AAE7B,UAAM,OAAO,CAAC,MAAc,YAA4E;AACtG,YAAM,OAAO,YAAY,UAAa,MAAM,GAAG,IAAI,IAAI,OAAO,EAAE,IAAI,GAAG,IAAI,IAAI,OAAO,KAAK;AAC3F,YAAM,QAAQ,MAAM,IAAI;AACxB,aAAO,QAAQ,EAAE,MAAM,MAAM,MAAM,IAAI;AAAA,IACzC;AAEA,UAAM,SAAS,CAAC,aAA6B;AAC3C,YAAM,OAAO,KAAK,IAAI,SAAS,MAAM,SAAS,KAAK,QAAQ;AAC3D,YAAM,OAAO,WAAW,SAAS,MAAM,QAAW,IAAI;AACtD,UAAI,SAAS,KAAK,KAAK,KAAK,CAAC,QAAQ,IAAI,YAAY,IAAI,QAAQ,EAAG,KAAI,cAAc,IAAI;AAC1F,YAAM,UAAU,IAAI,IAAI,SAAS,KAAK,KAAK,QAAQ,CAAC,QAAQ,OAAO,KAAK,IAAI,SAAS,CAAC,CAAC,CAAC,CAAC;AACzF,iBAAW,MAAM,QAAS,KAAI,YAAY,IAAI,WAAW,SAAS,MAAM,IAAI,IAAI,CAAC;AAAA,IACnF;AAEA,UAAM,aAAa,CAAC,UAAoB,SAAuB;AAC7D,YAAM,SAAS,SAAS,KAAK,UAAU,CAAC;AACxC,aAAO,SAAS,QAAQ,OAAO,WAAW,OAAO,SAAS,KAAK,GAAG,KAAK,aAAa,OAAO,MAAM;AAC/F,cAAM,QAAQ,OAAO,SAAS,KAAK;AACnC,iBAAS,SAAS;AAClB,YAAI,MAAO,WAAU,OAAO,SAAS,IAAI;AAAA,MAC3C;AAAA,IACF;AAEA,WAAO;AAAA,MACL,MAAM,MAAM;AACV,YAAI,KAAK,SAAS,QAAQ;AACxB,qBAAW,YAAY,WAAW;AAChC,kBAAM,UAAU,SAAS,KAAK,UAAU,CAAC,GAAG,KAAK,CAAC,UAAU,MAAM,SAAS,eAAe,MAAM,MAAM,UAAU,KAAK,KAAK;AAC1H,gBAAI,UAAU,SAAS,OAAO,OAAO,EAAG,UAAS,OAAO,OAAO;AAAA,UACjE;AACA;AAAA,QACF;AACA,YAAI,KAAK,SAAS,UAAU;AAC1B,qBAAW,YAAY,WAAW;AAChC,gBAAI,SAAS,SAAS,KAAK,QAAQ,CAAC,SAAS,KAAK,WAAW,GAAG,KAAK,IAAI,GAAG,EAAG;AAC/E,uBAAW,UAAU,SAAS,KAAK,QAAQ;AAC3C,qBAAS,OAAO,SAAS,KAAK;AAAA,UAChC;AACA;AAAA,QACF;AACA,cAAM,QAAQ,KAAK,KAAK,MAAM,KAAK,OAAO;AAC1C,YAAI,CAAC,MAAO;AACZ,cAAM,OAAO,KAAK,YAAY,KAAK,WAAW,IAAI,UAAU,MAAM,MAAM,KAAK,QAAQ,IAAI,MAAM;AAC/F,cAAM,WAAW,QAAQ,iBAAiB,KAAK;AAC/C,oBAAY,UAAU,OAAO,CAAC,aAAa,SAAS,SAAS,MAAM,QAAQ,SAAS,QAAQ,CAAC;AAC7F,iBAAS,QAAQ,GAAG,SAAS,KAAK,UAAU,IAAI,SAAS;AACvD,oBAAU,KAAK,EAAE,MAAM,MAAM,MAAM,MAAM,MAAM,GAAG,OAAO,QAAQ,UAAU,OAAO,EAAE,CAAC;AAAA,QACvF;AAAA,MACF;AAAA,MACA,OAAO,IAAI;AACT,mBAAW,YAAY,WAAW;AAChC,gBAAM,UAAU,SAAS,QAAQ,IAAI,KAAK,SAAS,QAAQ;AAC3D,cAAI,SAAS,QAAQ,GAAG;AACtB,qBAAS,QAAQ,KAAK,IAAI,GAAG,SAAS,QAAQ,EAAE;AAChD,gBAAI,SAAS,QAAQ,EAAG;AAAA,UAC1B;AACA,mBAAS,QAAQ;AACjB,qBAAW,UAAU,SAAS,IAAI;AAClC,iBAAO,QAAQ;AAAA,QACjB;AACA,oBAAY,UAAU,OAAO,CAAC,aAAa,SAAS,QAAQ,KAAK,SAAS,OAAO,SAAS,KAAK,QAAQ;AAAA,MACzG;AAAA,MACA,IAAI,UAAU;AACZ,eAAO,UAAU,IAAI,CAAC,aAAa,SAAS,IAAI;AAAA,MAClD;AAAA,IACF;AAAA,EACF;;;AClIA,MAAM,aAAa;AACnB,MAAMA,UAAS,CAAC,MAA4B,OAAO,MAAM,YAAY,OAAO,SAAS,CAAC;AAEtF,WAAS,aAAa,SAAwB,UAA0B;AACtE,UAAM,QAAQ,YAAY,QAAQ,EAAE;AACpC,QAAI,QAAQ,SAAS,UAAU;AAC7B,UAAI,CAACA,QAAO,QAAQ,GAAG,KAAK,CAACA,QAAO,QAAQ,GAAG,KAAK,QAAQ,OAAO,QAAQ,IAAK,UAAS,KAAK,GAAG,KAAK,kBAAkB;AACxH,UAAI,QAAQ,SAAS,UAAa,EAAEA,QAAO,QAAQ,IAAI,KAAK,QAAQ,OAAO,GAAI,UAAS,KAAK,GAAG,KAAK,mBAAmB;AACxH,UAAI,CAACA,QAAO,QAAQ,OAAO,KAAK,QAAQ,UAAU,QAAQ,OAAO,QAAQ,UAAU,QAAQ,IAAK,UAAS,KAAK,GAAG,KAAK,YAAY,OAAO,QAAQ,OAAO,CAAC,eAAe,QAAQ,GAAG,KAAK,QAAQ,GAAG,EAAE;AACrM;AAAA,IACF;AACA,QAAI,QAAQ,SAAS,SAAU;AAC/B,QAAI,QAAQ,QAAQ,WAAW,GAAG;AAChC,eAAS,KAAK,GAAG,KAAK,4BAA4B;AAClD;AAAA,IACF;AACA,UAAM,OAAO,oBAAI,IAAY;AAC7B,eAAW,UAAU,QAAQ,SAAS;AACpC,UAAI,KAAK,IAAI,OAAO,EAAE,EAAG,UAAS,KAAK,GAAG,KAAK,oBAAoB,OAAO,EAAE,GAAG;AAC/E,WAAK,IAAI,OAAO,EAAE;AAAA,IACpB;AACA,QAAI,CAAC,KAAK,IAAI,QAAQ,OAAO,EAAG,UAAS,KAAK,GAAG,KAAK,aAAa,QAAQ,OAAO,4BAA4B;AAAA,EAChH;AAGO,WAAS,WAAW,UAAyC;AAClE,UAAM,WAAqB,CAAC;AAC5B,UAAM,MAAM,oBAAI,IAAY;AAC5B,UAAM,QAAQ,CAAC,MAAc,OAAqB;AAChD,UAAI,CAAC,WAAW,KAAK,EAAE,EAAG,UAAS,KAAK,GAAG,IAAI,QAAQ,EAAE,sBAAsB;AAC/E,UAAI,IAAI,IAAI,EAAE,EAAG,UAAS,KAAK,iBAAiB,EAAE,uCAAuC;AACzF,UAAI,IAAI,EAAE;AAAA,IACZ;AACA,eAAW,WAAW,SAAS,YAAY,CAAC,GAAG;AAC7C,YAAM,WAAW,QAAQ,EAAE;AAC3B,mBAAa,SAAS,QAAQ;AAAA,IAChC;AACA,eAAW,SAAS,SAAS,UAAU,CAAC,EAAG,OAAM,SAAS,MAAM,EAAE;AAClE,eAAW,UAAU,SAAS,WAAW,CAAC,GAAG;AAC3C,YAAM,UAAU,OAAO,EAAE;AACzB,UAAI,OAAO,QAAQ,UAAa,EAAEA,QAAO,OAAO,GAAG,KAAK,OAAO,MAAM,GAAI,UAAS,KAAK,WAAW,OAAO,EAAE,mBAAmB;AAAA,IAChI;AACA,WAAO,EAAE,IAAI,SAAS,WAAW,GAAG,SAAS;AAAA,EAC/C;","names":["finite"]}
|
package/dist/index.js
CHANGED
|
@@ -242,6 +242,171 @@ var checkAnimation = (clip, partIds) => {
|
|
|
242
242
|
return { ok: problems.length === 0, problems };
|
|
243
243
|
};
|
|
244
244
|
|
|
245
|
+
// src/tool-animation.ts
|
|
246
|
+
var TOOL_CLIP = {
|
|
247
|
+
DRAW: "draw",
|
|
248
|
+
SHOT: "shot",
|
|
249
|
+
MISFIRE: "misfire",
|
|
250
|
+
EMPTY: "empty",
|
|
251
|
+
CYCLE: "cycle",
|
|
252
|
+
RELOAD: "reload",
|
|
253
|
+
FEED: "feed",
|
|
254
|
+
FAULT: "fault",
|
|
255
|
+
CLEAR: "clear",
|
|
256
|
+
SAFETY_ON: "safety_on",
|
|
257
|
+
SAFETY_OFF: "safety_off",
|
|
258
|
+
MODE: "mode",
|
|
259
|
+
/** A throwable with the pin out, held until it is thrown. */
|
|
260
|
+
COOK: "cook"
|
|
261
|
+
};
|
|
262
|
+
var toolAnimationStep = (event) => {
|
|
263
|
+
switch (event.type) {
|
|
264
|
+
case "tool":
|
|
265
|
+
return { type: "play", clip: TOOL_CLIP.DRAW, ...event.duration === void 0 ? {} : { duration: event.duration } };
|
|
266
|
+
case "shot":
|
|
267
|
+
return { type: "play", clip: TOOL_CLIP.SHOT, repeat: Math.max(1, event.rounds ?? 1) };
|
|
268
|
+
case "misfire":
|
|
269
|
+
return { type: "play", clip: TOOL_CLIP.MISFIRE };
|
|
270
|
+
case "empty":
|
|
271
|
+
return { type: "play", clip: TOOL_CLIP.EMPTY };
|
|
272
|
+
case "mode":
|
|
273
|
+
return { type: "play", clip: TOOL_CLIP.MODE, variant: event.mode };
|
|
274
|
+
case "fault":
|
|
275
|
+
return { type: "play", clip: TOOL_CLIP.FAULT, variant: event.fault };
|
|
276
|
+
case "clear":
|
|
277
|
+
if (event.phase === "end") return { type: "finish", clip: TOOL_CLIP.CLEAR };
|
|
278
|
+
return { type: "play", clip: TOOL_CLIP.CLEAR, variant: event.fault, ...event.duration === void 0 ? {} : { duration: event.duration } };
|
|
279
|
+
case "safety":
|
|
280
|
+
return { type: "play", clip: event.on ? TOOL_CLIP.SAFETY_ON : TOOL_CLIP.SAFETY_OFF };
|
|
281
|
+
case "cycle":
|
|
282
|
+
if (event.phase === "end") return { type: "finish", clip: TOOL_CLIP.CYCLE };
|
|
283
|
+
return { type: "play", clip: TOOL_CLIP.CYCLE, ...event.duration === void 0 ? {} : { duration: event.duration } };
|
|
284
|
+
case "reload":
|
|
285
|
+
if (event.phase === "end") return { type: "finish", clip: TOOL_CLIP.RELOAD };
|
|
286
|
+
return { type: "play", clip: TOOL_CLIP.RELOAD, ...event.kind === void 0 ? {} : { variant: event.kind }, ...event.duration === void 0 ? {} : { duration: event.duration } };
|
|
287
|
+
case "stage":
|
|
288
|
+
return { type: "sync", stage: event.stage };
|
|
289
|
+
case "feed":
|
|
290
|
+
return { type: "play", clip: TOOL_CLIP.FEED };
|
|
291
|
+
case "cook":
|
|
292
|
+
if (event.phase === "start") return { type: "play", clip: TOOL_CLIP.COOK, duration: event.fuse };
|
|
293
|
+
return { type: "finish", clip: TOOL_CLIP.COOK };
|
|
294
|
+
default:
|
|
295
|
+
return null;
|
|
296
|
+
}
|
|
297
|
+
};
|
|
298
|
+
var STAGE_EVENT = "stage";
|
|
299
|
+
var scaleClip = (clip, duration) => {
|
|
300
|
+
const factor = clip.duration > 0 ? duration / clip.duration : 1;
|
|
301
|
+
return {
|
|
302
|
+
...clip,
|
|
303
|
+
duration,
|
|
304
|
+
keys: clip.keys.map((key) => ({ ...key, t: key.t * factor })),
|
|
305
|
+
...clip.events ? { events: clip.events.map((event) => ({ ...event, t: event.t * factor })) } : {}
|
|
306
|
+
};
|
|
307
|
+
};
|
|
308
|
+
var ZERO = [0, 0, 0];
|
|
309
|
+
var mix = (from, to, fraction) => [
|
|
310
|
+
(from[0] ?? 0) + ((to[0] ?? 0) - (from[0] ?? 0)) * fraction,
|
|
311
|
+
(from[1] ?? 0) + ((to[1] ?? 0) - (from[1] ?? 0)) * fraction,
|
|
312
|
+
(from[2] ?? 0) + ((to[2] ?? 0) - (from[2] ?? 0)) * fraction
|
|
313
|
+
];
|
|
314
|
+
var sampleClip = (clip, partId, time) => {
|
|
315
|
+
const points = clip.keys.map((key) => {
|
|
316
|
+
const pose = partId === void 0 ? key : key.parts?.[partId];
|
|
317
|
+
return { t: key.t, position: pose?.position ?? ZERO, rotation: pose?.rotation ?? ZERO };
|
|
318
|
+
});
|
|
319
|
+
const first = points[0];
|
|
320
|
+
if (!first || first.t > 0) points.unshift({ t: 0, position: ZERO, rotation: ZERO });
|
|
321
|
+
const last = points[points.length - 1];
|
|
322
|
+
if (!last) return { position: ZERO, rotation: ZERO };
|
|
323
|
+
if (time >= last.t) return { position: mix(last.position, last.position, 0), rotation: mix(last.rotation, last.rotation, 0) };
|
|
324
|
+
const index = Math.max(0, points.findIndex((point, i) => time >= point.t && time < (points[i + 1]?.t ?? Infinity)));
|
|
325
|
+
const from = points[index];
|
|
326
|
+
const to = points[index + 1];
|
|
327
|
+
if (!from || !to) return { position: ZERO, rotation: ZERO };
|
|
328
|
+
const fraction = to.t > from.t ? (time - from.t) / (to.t - from.t) : 0;
|
|
329
|
+
return { position: mix(from.position, to.position, fraction), rotation: mix(from.rotation, to.rotation, fraction) };
|
|
330
|
+
};
|
|
331
|
+
var checkToolClips = (clips, partIds) => {
|
|
332
|
+
const parts = [...partIds];
|
|
333
|
+
const problems = [];
|
|
334
|
+
for (const [key, clip] of Object.entries(clips)) {
|
|
335
|
+
if (clip.id !== key) problems.push(`clip "${key}" has the id "${clip.id}"`);
|
|
336
|
+
if (!(clip.duration > 0)) problems.push(`clip "${key}" has no duration`);
|
|
337
|
+
problems.push(...checkAnimation(clip, parts).problems);
|
|
338
|
+
for (const event of clip.events ?? []) if (event.type === STAGE_EVENT && typeof event.data?.stage !== "string") problems.push(`clip "${key}" has a stage event without data.stage`);
|
|
339
|
+
}
|
|
340
|
+
return { ok: problems.length === 0, problems };
|
|
341
|
+
};
|
|
342
|
+
var createToolClipPlayer = (options) => {
|
|
343
|
+
const { clips, rig, onEvent } = options;
|
|
344
|
+
let instances = [];
|
|
345
|
+
const find = (clip, variant) => {
|
|
346
|
+
const name = variant !== void 0 && clips[`${clip}_${variant}`] ? `${clip}_${variant}` : clip;
|
|
347
|
+
const found = clips[name];
|
|
348
|
+
return found ? { name, clip: found } : void 0;
|
|
349
|
+
};
|
|
350
|
+
const render = (instance) => {
|
|
351
|
+
const time = Math.min(instance.time, instance.clip.duration);
|
|
352
|
+
const root = sampleClip(instance.clip, void 0, time);
|
|
353
|
+
if (instance.clip.keys.some((key) => key.position || key.rotation)) rig.setRootPose?.(root);
|
|
354
|
+
const touched = new Set(instance.clip.keys.flatMap((key) => Object.keys(key.parts ?? {})));
|
|
355
|
+
for (const id of touched) rig.setPartPose(id, sampleClip(instance.clip, id, time));
|
|
356
|
+
};
|
|
357
|
+
const fireEvents = (instance, upTo) => {
|
|
358
|
+
const events = instance.clip.events ?? [];
|
|
359
|
+
while (instance.fired < events.length && (events[instance.fired]?.t ?? Infinity) <= upTo + 1e-9) {
|
|
360
|
+
const event = events[instance.fired];
|
|
361
|
+
instance.fired += 1;
|
|
362
|
+
if (event) onEvent?.(event, instance.name);
|
|
363
|
+
}
|
|
364
|
+
};
|
|
365
|
+
return {
|
|
366
|
+
apply(step) {
|
|
367
|
+
if (step.type === "sync") {
|
|
368
|
+
for (const instance of instances) {
|
|
369
|
+
const marker = (instance.clip.events ?? []).find((event) => event.type === STAGE_EVENT && event.data?.stage === step.stage);
|
|
370
|
+
if (marker && instance.time < marker.t) instance.time = marker.t;
|
|
371
|
+
}
|
|
372
|
+
return;
|
|
373
|
+
}
|
|
374
|
+
if (step.type === "finish") {
|
|
375
|
+
for (const instance of instances) {
|
|
376
|
+
if (instance.name !== step.clip && !instance.name.startsWith(`${step.clip}_`)) continue;
|
|
377
|
+
fireEvents(instance, instance.clip.duration);
|
|
378
|
+
instance.time = instance.clip.duration;
|
|
379
|
+
}
|
|
380
|
+
return;
|
|
381
|
+
}
|
|
382
|
+
const found = find(step.clip, step.variant);
|
|
383
|
+
if (!found) return;
|
|
384
|
+
const clip = step.duration && step.duration > 0 ? scaleClip(found.clip, step.duration) : found.clip;
|
|
385
|
+
const interval = options.repeatInterval?.() ?? 0.1;
|
|
386
|
+
instances = instances.filter((existing) => existing.name !== found.name || existing.delay > 0);
|
|
387
|
+
for (let round = 0; round < (step.repeat ?? 1); round++) {
|
|
388
|
+
instances.push({ name: found.name, clip, time: 0, delay: round * interval, fired: 0 });
|
|
389
|
+
}
|
|
390
|
+
},
|
|
391
|
+
update(dt) {
|
|
392
|
+
for (const instance of instances) {
|
|
393
|
+
const carried = instance.delay > 0 ? dt - instance.delay : dt;
|
|
394
|
+
if (instance.delay > 0) {
|
|
395
|
+
instance.delay = Math.max(0, instance.delay - dt);
|
|
396
|
+
if (instance.delay > 0) continue;
|
|
397
|
+
}
|
|
398
|
+
instance.time += carried;
|
|
399
|
+
fireEvents(instance, instance.time);
|
|
400
|
+
render(instance);
|
|
401
|
+
}
|
|
402
|
+
instances = instances.filter((instance) => instance.delay > 0 || instance.time < instance.clip.duration);
|
|
403
|
+
},
|
|
404
|
+
get playing() {
|
|
405
|
+
return instances.map((instance) => instance.name);
|
|
406
|
+
}
|
|
407
|
+
};
|
|
408
|
+
};
|
|
409
|
+
|
|
245
410
|
// src/bench.ts
|
|
246
411
|
var SNAKE_CASE = /^[a-z][a-z0-9_]*$/;
|
|
247
412
|
var finite2 = (n) => typeof n === "number" && Number.isFinite(n);
|
|
@@ -286,11 +451,18 @@ function checkBench(declared) {
|
|
|
286
451
|
}
|
|
287
452
|
export {
|
|
288
453
|
IMPACT_CONTRACT,
|
|
454
|
+
STAGE_EVENT,
|
|
455
|
+
TOOL_CLIP,
|
|
289
456
|
checkAnimation,
|
|
290
457
|
checkBench,
|
|
291
458
|
checkDestructible,
|
|
292
459
|
checkHit,
|
|
293
460
|
checkSpec,
|
|
294
|
-
|
|
461
|
+
checkToolClips,
|
|
462
|
+
createToolClipPlayer,
|
|
463
|
+
sampleClip,
|
|
464
|
+
scaleClip,
|
|
465
|
+
shotToHit,
|
|
466
|
+
toolAnimationStep
|
|
295
467
|
};
|
|
296
468
|
//# sourceMappingURL=index.js.map
|
package/dist/index.js.map
CHANGED
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"sources":["../src/impact.ts","../src/spec.ts","../src/weapons.ts","../src/animation.ts","../src/bench.ts"],"sourcesContent":["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: ['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","import type { DestructibleSpec } 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\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 }\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 { Hit, 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 /** 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}\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 | { kind: 'throw'; energy: number; radius: number; fuse: number; velocity: Vec3; origin: Vec3; fire?: { temperature: number; radius: number; seconds: number } }\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 source: shot.source ?? shot.weapon,\n }\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 { 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}\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\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}\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(`${label} needs at least one option`)\n return\n }\n const seen = new Set<string>()\n for (const option of control.options) {\n if (seen.has(option.id)) problems.push(`${label} repeats option \"${option.id}\"`)\n seen.add(option.id)\n }\n if (!seen.has(control.default)) problems.push(`${label} default \"${control.default}\" is not among its options`)\n}\n\n/** snake_case ids unique across controls, layers and metrics; min < max; step > 0; default in range; options non-empty, unique, default among them; metric max > 0. */\nexport function checkBench(declared: BenchDeclaration): BenchReport {\n const problems: string[] = []\n const ids = new Set<string>()\n const claim = (kind: string, id: string): void => {\n if (!SNAKE_CASE.test(id)) problems.push(`${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"],"mappings":";AAuCO,IAAM,kBAAsD;AAAA,EACjE,WAAW,EAAE,UAAU,CAAC,QAAQ,SAAS,aAAa,UAAU,SAAS,GAAG,UAAU,CAAC,SAAS,QAAQ,GAAG,MAAM,0DAA0D;AAAA,EAC3K,OAAO,EAAE,UAAU,CAAC,QAAQ,SAAS,QAAQ,GAAG,UAAU,CAAC,aAAa,UAAU,SAAS,QAAQ,GAAG,MAAM,0CAA0C;AAAA,EACtJ,OAAO,EAAE,UAAU,CAAC,QAAQ,SAAS,QAAQ,GAAG,UAAU,CAAC,aAAa,UAAU,SAAS,QAAQ,GAAG,MAAM,yBAAyB;AAAA,EACrI,WAAW,EAAE,UAAU,CAAC,QAAQ,SAAS,UAAU,QAAQ,GAAG,UAAU,CAAC,SAAS,QAAQ,GAAG,MAAM,+DAA+D;AAAA,EAClK,MAAM,EAAE,UAAU,CAAC,QAAQ,SAAS,eAAe,QAAQ,GAAG,UAAU,CAAC,YAAY,SAAS,QAAQ,GAAG,MAAM,+EAA4E;AAAA,EAC3L,MAAM,EAAE,UAAU,CAAC,QAAQ,SAAS,eAAe,QAAQ,GAAG,UAAU,CAAC,YAAY,SAAS,QAAQ,GAAG,MAAM,gDAAgD;AACjK;AAGO,IAAM,WAAW,CAAC,QAAuB;AAC9C,QAAM,IAAI,gBAAgB,IAAI,IAAI;AAClC,MAAI,CAAC,EAAG,QAAO,CAAC,wBAAwB,OAAO,IAAI,IAAI,CAAC,GAAG;AAC3D,QAAM,MAAgB,CAAC;AACvB,aAAW,KAAK,EAAE,UAAU;AAC1B,UAAM,IAAK,IAA2C,CAAC;AACvD,QAAI,MAAM,WAAc,MAAM,QAAQ,CAAC,IAAI,EAAE,KAAK,CAAC,MAAM,CAAC,OAAO,SAAS,CAAC,CAAC,IAAI,OAAO,MAAM,YAAY,CAAC,OAAO,SAAS,CAAC,GAAI,KAAI,KAAK,GAAG,IAAI,IAAI,eAAe,CAAC,GAAG;AAAA,EACxK;AACA,SAAO;AACT;AAUA,IAAM,aAAa,CAAC,GAAY,MAAc,QAAkB;AAC9D,MAAI,OAAO,MAAM,UAAU;AACzB,QAAI,CAAC,OAAO,SAAS,CAAC,EAAG,KAAI,KAAK,GAAG,IAAI,yBAAyB;AAAA,EACpE,WAAW,MAAM,QAAQ,CAAC,EAAG,GAAE,QAAQ,CAAC,GAAG,MAAM,WAAW,GAAG,GAAG,IAAI,IAAI,CAAC,KAAK,GAAG,CAAC;AAAA,WAC3E,KAAK,OAAO,MAAM,SAAU,YAAW,CAAC,GAAG,CAAC,KAAK,OAAO,QAAQ,CAAC,EAAG,YAAW,GAAG,GAAG,IAAI,IAAI,CAAC,IAAI,GAAG;AAAA,WACrG,OAAO,MAAM,cAAc,OAAO,MAAM,YAAY,OAAO,MAAM,SAAU,KAAI,KAAK,GAAG,IAAI,cAAc;AACpH;AAOO,IAAM,oBAAoB,CAAC,MAAwB,UAAwB,CAAC,MAA2C;AAC5H,QAAM,WAAqB,CAAC;AAC5B,QAAM,QAAQ,QAAQ,YAAY,IAAI,IAAI,QAAQ,SAAS,IAAI;AAC/D,MAAI;AACJ,MAAI;AACF,WAAO,KAAK,SAAS;AAAA,EACvB,SAAS,GAAG;AACV,WAAO,EAAE,IAAI,OAAO,UAAU,CAAC,qBAAqB,OAAO,CAAC,CAAC,EAAE,EAAE;AAAA,EACnE;AACA,MAAI,CAAC,QAAQ,CAAC,MAAM,QAAQ,KAAK,KAAK,KAAK,KAAK,MAAM,WAAW,EAAG,QAAO,EAAE,IAAI,OAAO,UAAU,CAAC,0CAA0C,EAAE;AAC/I,QAAM,MAAM,oBAAI,IAAY;AAC5B,aAAW,KAAK,KAAK,OAAO;AAC1B,QAAI,IAAI,IAAI,EAAE,EAAE,EAAG,UAAS,KAAK,sBAAsB,EAAE,EAAE,GAAG;AAC9D,QAAI,IAAI,EAAE,EAAE;AACZ,QAAI,SAAS,CAAC,MAAM,IAAI,EAAE,QAAQ,EAAG,UAAS,KAAK,SAAS,EAAE,EAAE,2BAA2B,EAAE,QAAQ,GAAG;AACxG,QAAI,CAAC,EAAE,SAAS,CAAC,CAAC,OAAO,YAAY,QAAQ,EAAE,SAAS,EAAE,MAAM,IAAI,EAAG,UAAS,KAAK,SAAS,EAAE,EAAE,sBAAsB;AACxH,QAAI,CAAC,MAAM,QAAQ,EAAE,QAAQ,KAAK,EAAE,SAAS,WAAW,EAAG,UAAS,KAAK,SAAS,EAAE,EAAE,mBAAmB;AAAA,EAC3G;AACA,QAAM,WAAW,oBAAI,IAAY;AACjC,aAAW,KAAM,KAAK,UAAU,CAAC,GAAmB;AAClD,QAAI,CAAC,IAAI,IAAI,EAAE,CAAC,KAAK,CAAC,IAAI,IAAI,EAAE,CAAC,EAAG,UAAS,KAAK,UAAU,EAAE,MAAM,GAAG,EAAE,CAAC,IAAI,EAAE,CAAC,EAAE,8BAA8B;AACjH,UAAM,MAAM,EAAE,MAAM,GAAG,EAAE,CAAC,IAAI,EAAE,CAAC;AACjC,QAAI,SAAS,IAAI,GAAG,EAAG,UAAS,KAAK,uBAAuB,GAAG,GAAG;AAClE,aAAS,IAAI,GAAG;AAAA,EAClB;AACA,QAAM,aAAa,CAAC,UAAkB;AACpC,QAAI;AACJ,QAAI;AACF,WAAK,KAAK,MAAM;AAAA,IAClB,SAAS,GAAG;AACV,eAAS,KAAK,iBAAiB,KAAK,KAAK,OAAO,CAAC,CAAC,EAAE;AACpD;AAAA,IACF;AACA,UAAM,OAAO,GAAG,MAAM,IAAI,CAAC,MAAM,EAAE,EAAE,EAAE,KAAK,EAAE,KAAK,GAAG;AACtD,QAAI,SAAS,CAAC,GAAG,GAAG,EAAE,KAAK,EAAE,KAAK,GAAG,EAAG,UAAS,KAAK,4CAA4C,KAAK,EAAE;AACzG,eAAW,KAAK,GAAG,MAAO,KAAI,EAAE,EAAE,MAAM,GAAI,UAAS,KAAK,SAAS,EAAE,EAAE,gCAAgC,KAAK,EAAE;AAAA,EAChH;AACA,QAAM,cAAc,CAAC,QAAiB,UAAkB;AACtD,QAAI,CAAC,MAAM,QAAQ,MAAM,GAAG;AAC1B,eAAS,KAAK,GAAG,KAAK,uBAAuB;AAC7C;AAAA,IACF;AACA,UAAM,MAAM;AACZ,QAAI,QAAQ,CAAC,GAAG,MAAM;AACpB,UAAI,EAAE,WAAW,KAAK,GAAI,UAAS,KAAK,GAAG,KAAK,UAAU,CAAC,KAAK,EAAE,IAAI,iBAAiB,OAAO,EAAE,MAAM,CAAC,gBAAgB,KAAK,EAAE,GAAG;AACjI,YAAM,OAAQ,EAAwB;AACtC,UAAI,SAAS,UAAa,CAAC,IAAI,IAAI,IAAI,EAAG,UAAS,KAAK,GAAG,KAAK,UAAU,CAAC,KAAK,EAAE,IAAI,yBAAyB,IAAI,GAAG;AAAA,IACxH,CAAC;AACD,UAAM,MAAgB,CAAC;AACvB,eAAW,KAAK,UAAU,GAAG;AAC7B,aAAS,KAAK,GAAG,IAAI,IAAI,CAAC,MAAM,GAAG,KAAK,KAAK,CAAC,EAAE,CAAC;AACjD,QAAI;AACF,YAAM,IAAI,KAAK,UAAU,GAAG;AAC5B,UAAI,KAAK,UAAU,KAAK,MAAM,CAAC,CAAC,MAAM,EAAG,UAAS,KAAK,GAAG,KAAK,0CAA0C;AAAA,IAC3G,SAAS,GAAG;AACV,eAAS,KAAK,GAAG,KAAK,sCAAsC,OAAO,CAAC,CAAC,EAAE;AAAA,IACzE;AAAA,EACF;AACA,aAAW,gBAAgB;AAC3B,QAAM,SAAS,KAAK,MAAM,CAAC;AAC3B,MAAI;AACF,UAAM,MAAW,EAAE,MAAM,aAAa,OAAO,CAAC,OAAO,SAAS,CAAC,GAAG,OAAO,SAAS,CAAC,GAAG,OAAO,SAAS,CAAC,CAAC,GAAG,WAAW,CAAC,GAAG,GAAG,EAAE,GAAG,QAAQ,KAAK,SAAS,EAAE;AAC1J,gBAAY,KAAK,IAAI,GAAG,GAAG,OAAO;AAAA,EACpC,SAAS,GAAG;AACV,aAAS,KAAK,gBAAgB,OAAO,CAAC,CAAC,EAAE;AAAA,EAC3C;AACA,aAAW,eAAe;AAC1B,MAAI,KAAK,QAAQ;AACf,QAAI;AACF,kBAAY,KAAK,OAAO,KAAK,GAAG,UAAU;AAAA,IAC5C,SAAS,GAAG;AACV,eAAS,KAAK,mBAAmB,OAAO,CAAC,CAAC,EAAE;AAAA,IAC9C;AACA,eAAW,cAAc;AAAA,EAC3B;AACA,MAAI;AACF,SAAK,QAAQ;AAAA,EACf,SAAS,GAAG;AACV,aAAS,KAAK,kBAAkB,OAAO,CAAC,CAAC,EAAE;AAAA,EAC7C;AACA,SAAO,EAAE,IAAI,SAAS,WAAW,GAAG,SAAS;AAC/C;;;ACnJA,IAAM,kBAAkB,CAAC,cAAc,UAAU,QAAQ,QAAQ,QAAQ,aAAa,QAAQ,SAAS,MAAM;AAC7G,IAAM,QAAQ,CAAC,MAAM,OAAO,UAAU,QAAQ;AAE9C,IAAM,SAAS,CAAC,MAA4B,OAAO,MAAM,YAAY,OAAO,SAAS,CAAC;AACtF,IAAM,WAAW,CAAC,MAAwB,OAAO,CAAC,KAAK,IAAI;AAC3D,IAAM,OAAO,CAAC,MAAwB,MAAM,QAAQ,CAAC,KAAK,EAAE,WAAW,KAAK,EAAE,MAAM,MAAM;AAC1F,IAAM,cAAc,CAAC,MAAwB,MAAM,UAAc,OAAO,CAAC,KAAK,KAAK;AAQ5E,IAAM,YAAY,CAAC,MAAwB,UAA4B,CAAC,MAAkB;AAC/F,QAAM,WAAqB,CAAC;AAC5B,QAAM,WAAqB,CAAC;AAC5B,QAAM,YAAY,QAAQ,YAAY,IAAI,IAAI,QAAQ,SAAS,IAAI;AACnE,QAAM,QAAQ,MAAM,QAAQ,MAAM,KAAK,IAAI,KAAK,QAAQ,CAAC;AACzD,MAAI,CAAC,MAAM,QAAQ,MAAM,KAAK,KAAK,MAAM,WAAW,EAAG,UAAS,KAAK,kCAAkC;AACvG,QAAM,MAAM,oBAAI,IAAY;AAC5B,aAAW,KAAK,OAAO;AACrB,UAAM,KAAK,OAAO,GAAG,MAAM,EAAE;AAC7B,UAAM,QAAQ,SAAS,EAAE;AACzB,QAAI,OAAO,GAAI,UAAS,KAAK,kBAAkB;AAAA,aACtC,IAAI,IAAI,EAAE,EAAG,UAAS,KAAK,sBAAsB,EAAE,GAAG;AAC/D,QAAI,IAAI,EAAE;AACV,QAAI,aAAa,CAAC,UAAU,IAAI,GAAG,QAAQ,EAAG,UAAS,KAAK,GAAG,KAAK,0BAA0B,OAAO,GAAG,QAAQ,CAAC,GAAG;AAAA,aAC3G,OAAO,GAAG,aAAa,YAAY,EAAE,aAAa,GAAI,UAAS,KAAK,GAAG,KAAK,mBAAmB;AACxG,UAAM,IAAI,GAAG;AACb,QAAI,GAAG,SAAS,OAAO;AACrB,UAAI,CAAC,MAAM,QAAQ,EAAE,IAAI,KAAK,EAAE,KAAK,WAAW,KAAK,CAAC,EAAE,KAAK,MAAM,QAAQ,EAAG,UAAS,KAAK,GAAG,KAAK,iDAAiD;AAAA,IACvJ,WAAW,GAAG,SAAS,YAAY;AACjC,UAAI,CAAC,SAAS,EAAE,MAAM,KAAK,CAAC,SAAS,EAAE,MAAM,EAAG,UAAS,KAAK,GAAG,KAAK,yDAAyD;AAAA,IACjI,WAAW,GAAG,SAAS,UAAU;AAC/B,UAAI,CAAC,SAAS,EAAE,MAAM,EAAG,UAAS,KAAK,GAAG,KAAK,4CAA4C;AAAA,IAC7F,MAAO,UAAS,KAAK,GAAG,KAAK,uBAAuB;AACpD,QAAI,CAAC,KAAK,GAAG,QAAQ,EAAG,UAAS,KAAK,GAAG,KAAK,oCAAoC;AAClF,QAAI,GAAG,aAAa,UAAa,CAAC,KAAK,EAAE,QAAQ,EAAG,UAAS,KAAK,GAAG,KAAK,0BAA0B;AACpG,eAAW,KAAK,CAAC,QAAQ,MAAM,WAAW,EAAY,KAAI,CAAC,YAAY,IAAI,CAAC,CAAC,EAAG,UAAS,KAAK,GAAG,KAAK,IAAI,CAAC,+BAA+B;AAC1I,QAAI,GAAG,SAAS,UAAa,EAAE,OAAO,EAAE,IAAI,KAAK,EAAE,QAAQ,KAAK,EAAE,QAAQ,GAAI,UAAS,KAAK,GAAG,KAAK,+BAA+B;AACnI,QAAI,GAAG,WAAW;AAChB,UAAI,CAAC,gBAAgB,SAAS,EAAE,UAAU,IAAI,EAAG,UAAS,KAAK,GAAG,KAAK,mCAAmC,OAAO,EAAE,UAAU,IAAI,CAAC,GAAG;AACrI,UAAI,CAAC,YAAY,EAAE,UAAU,QAAQ,EAAG,UAAS,KAAK,GAAG,KAAK,kDAAkD;AAAA,IAClH;AACA,QAAI,GAAG,YAAY,CAAC,YAAY,EAAE,SAAS,MAAM,EAAG,UAAS,KAAK,GAAG,KAAK,+CAA+C;AAAA,EAC3H;AAEA,QAAM,WAAW,oBAAI,IAAY;AACjC,QAAM,QAAiC,CAAC;AACxC,aAAW,KAAK,MAAM,UAAU,CAAC,GAAG;AAClC,UAAM,KAAK,EAAE,MAAM,GAAG,EAAE,CAAC,IAAI,EAAE,CAAC;AAChC,UAAM,QAAQ,UAAU,EAAE;AAC1B,QAAI,SAAS,IAAI,EAAE,EAAG,UAAS,KAAK,uBAAuB,EAAE,GAAG;AAChE,aAAS,IAAI,EAAE;AACf,QAAI,CAAC,IAAI,IAAI,EAAE,CAAC,EAAG,UAAS,KAAK,GAAG,KAAK,6BAA6B,OAAO,EAAE,CAAC,CAAC,GAAG;AACpF,QAAI,CAAC,IAAI,IAAI,EAAE,CAAC,EAAG,UAAS,KAAK,GAAG,KAAK,6BAA6B,OAAO,EAAE,CAAC,CAAC,GAAG;AACpF,QAAI,EAAE,MAAM,EAAE,EAAG,UAAS,KAAK,GAAG,KAAK,gBAAgB,OAAO,EAAE,CAAC,CAAC,aAAa;AAC/E,QAAI,EAAE,UAAU,UAAa,CAAC,MAAM,SAAS,EAAE,KAAK,EAAG,UAAS,KAAK,GAAG,KAAK,0BAA0B,OAAO,EAAE,KAAK,CAAC,GAAG;AACzH,QAAI,CAAC,YAAY,EAAE,QAAQ,EAAG,UAAS,KAAK,GAAG,KAAK,wCAAwC;AAC5F,QAAI,CAAC,YAAY,EAAE,OAAO,EAAG,UAAS,KAAK,GAAG,KAAK,uCAAuC;AAC1F,QAAI,EAAE,UAAU,SAAS,IAAI,IAAI,EAAE,CAAC,KAAK,IAAI,IAAI,EAAE,CAAC,KAAK,EAAE,MAAM,EAAE,EAAG,OAAM,KAAK,CAAC,EAAE,GAAG,EAAE,CAAC,CAAC;AAAA,EAC7F;AAGA,QAAM,aAAa,MAAM,OAAO,CAAC,MAAM,GAAG,aAAa,EAAE,UAAU,SAAS,MAAM;AAClF,MAAI,WAAW,UAAU,KAAK,QAAQ;AACpC,UAAM,WAAW,MAAM,OAAO,CAAC,MAAM,EAAE,YAAY,EAAE,WAAW,SAAS,YAAY,EAAE,IAAI,CAAC,MAAM,EAAE,EAAE;AACtG,UAAM,MAAM,oBAAI,IAAsB;AACtC,eAAW,CAAC,GAAG,CAAC,KAAK,OAAO;AAC1B,UAAI,IAAI,GAAG,CAAC,GAAI,IAAI,IAAI,CAAC,KAAK,CAAC,GAAI,CAAC,CAAC;AACrC,UAAI,IAAI,GAAG,CAAC,GAAI,IAAI,IAAI,CAAC,KAAK,CAAC,GAAI,CAAC,CAAC;AAAA,IACvC;AACA,UAAM,OAAO,IAAI,IAAI,QAAQ;AAC7B,UAAM,QAAQ,CAAC,GAAG,QAAQ;AAC1B,WAAO,MAAM,QAAQ;AACnB,iBAAW,KAAK,IAAI,IAAI,MAAM,IAAI,CAAE,KAAK,CAAC,GAAG;AAC3C,YAAI,KAAK,IAAI,CAAC,EAAG;AACjB,aAAK,IAAI,CAAC;AACV,cAAM,KAAK,CAAC;AAAA,MACd;AAAA,IACF;AACA,UAAM,OAAO,WAAW,OAAO,CAAC,MAAM,CAAC,KAAK,IAAI,EAAE,EAAE,CAAC,EAAE,IAAI,CAAC,MAAM,EAAE,EAAE;AACtE,QAAI,KAAK,OAAQ,UAAS,KAAK,sBAAsB,KAAK,IAAI,CAAC,MAAM,IAAI,CAAC,GAAG,EAAE,KAAK,IAAI,CAAC,mDAAmD;AAAA,EAC9I;AACA,SAAO,EAAE,IAAI,SAAS,WAAW,GAAG,UAAU,SAAS;AACzD;;;AC7DO,IAAM,YAAY,CAAC,MAAY,OAAa,WAAuB;AACxE,OAAK;AACL,QAAM,KAAK,MAAM,CAAC,IAAI,KAAK,OAAO,CAAC;AACnC,QAAM,KAAK,MAAM,CAAC,IAAI,KAAK,OAAO,CAAC;AACnC,QAAM,KAAK,MAAM,CAAC,IAAI,KAAK,OAAO,CAAC;AACnC,QAAM,WAAW,KAAK,MAAM,IAAI,IAAI,EAAE;AACtC,SAAO;AAAA,IACL,MAAM;AAAA,IACN,OAAO,CAAC,MAAM,CAAC,GAAG,MAAM,CAAC,GAAG,MAAM,CAAC,CAAC;AAAA,IACpC,WAAW,CAAC,KAAK,UAAU,CAAC,GAAG,KAAK,UAAU,CAAC,GAAG,KAAK,UAAU,CAAC,CAAC;AAAA,IACnE,QAAQ,KAAK,SAAS,QAAQ;AAAA,IAC9B,SAAS,KAAK;AAAA,IACd,QAAQ,KAAK,UAAU,KAAK;AAAA,EAC9B;AACF;;;ACbA,IAAM,UAAU,CAAC,MAAwB,MAAM,QAAQ,CAAC,KAAK,EAAE,WAAW,KAAK,EAAE,MAAM,CAAC,MAAM,OAAO,MAAM,YAAY,OAAO,SAAS,CAAC,CAAC;AAOlI,IAAM,iBAAiB,CAAC,MAAyB,YAAmE;AACzH,QAAM,WAAqB,CAAC;AAC5B,QAAM,QAAQ,IAAI,IAAI,OAAO;AAC7B,QAAM,KAAK,OAAO,MAAM,MAAM,EAAE;AAChC,MAAI,CAAC,oBAAoB,KAAK,EAAE,EAAG,UAAS,KAAK,YAAY,EAAE,sBAAsB;AACrF,QAAM,QAAQ,SAAS,EAAE;AACzB,MAAI,EAAE,OAAO,MAAM,aAAa,YAAY,OAAO,SAAS,KAAK,QAAQ,KAAK,KAAK,WAAW,GAAI,UAAS,KAAK,GAAG,KAAK,mCAAmC;AAC3J,QAAM,MAAM,OAAO,MAAM,aAAa,YAAY,KAAK,WAAW,IAAI,KAAK,WAAW;AACtF,MAAI,CAAC,MAAM,QAAQ,MAAM,IAAI,KAAK,KAAK,KAAK,WAAW,GAAG;AACxD,aAAS,KAAK,GAAG,KAAK,yBAAyB;AAC/C,WAAO,EAAE,IAAI,OAAO,SAAS;AAAA,EAC/B;AACA,MAAI,OAAO;AACX,OAAK,KAAK,QAAQ,CAAC,GAAG,MAAM;AAC1B,QAAI,EAAE,OAAO,EAAE,MAAM,YAAY,OAAO,SAAS,EAAE,CAAC,MAAM,EAAE,IAAI,KAAK,EAAE,IAAI,MAAM,KAAM,UAAS,KAAK,GAAG,KAAK,QAAQ,CAAC,UAAU,OAAO,EAAE,CAAC,CAAC,eAAe,GAAG,EAAE;AAAA,aACtJ,EAAE,IAAI,KAAM,UAAS,KAAK,GAAG,KAAK,QAAQ,CAAC,uBAAuB,EAAE,CAAC,MAAM,IAAI,GAAG;AAAA,QACtF,QAAO,EAAE;AACd,eAAW,KAAK,CAAC,YAAY,UAAU,EAAY,KAAI,EAAE,CAAC,MAAM,UAAa,CAAC,QAAQ,EAAE,CAAC,CAAC,EAAG,UAAS,KAAK,GAAG,KAAK,QAAQ,CAAC,mBAAmB,CAAC,EAAE;AAClJ,eAAW,CAAC,KAAK,IAAI,KAAK,OAAO,QAAQ,EAAE,SAAS,CAAC,CAAC,GAAG;AACvD,UAAI,CAAC,MAAM,IAAI,GAAG,EAAG,UAAS,KAAK,GAAG,KAAK,QAAQ,CAAC,wBAAwB,GAAG,GAAG;AAClF,iBAAW,KAAK,CAAC,YAAY,UAAU,EAAY,KAAI,OAAO,CAAC,MAAM,UAAa,CAAC,QAAQ,KAAK,CAAC,CAAC,EAAG,UAAS,KAAK,GAAG,KAAK,QAAQ,CAAC,UAAU,GAAG,oBAAoB,CAAC,EAAE;AAAA,IAC1K;AAAA,EACF,CAAC;AACD,MAAI,SAAS;AACZ,GAAC,KAAK,UAAU,CAAC,GAAG,QAAQ,CAAC,GAAG,MAAM;AACrC,QAAI,EAAE,OAAO,EAAE,MAAM,YAAY,OAAO,SAAS,EAAE,CAAC,MAAM,EAAE,IAAI,KAAK,EAAE,IAAI,MAAM,KAAM,UAAS,KAAK,GAAG,KAAK,UAAU,CAAC,UAAU,OAAO,EAAE,CAAC,CAAC,eAAe,GAAG,EAAE;AAAA,aACxJ,EAAE,IAAI,OAAQ,UAAS,KAAK,GAAG,KAAK,UAAU,CAAC,oBAAoB;AAAA,QACvE,UAAS,EAAE;AAChB,QAAI,OAAO,EAAE,SAAS,YAAY,EAAE,SAAS,GAAI,UAAS,KAAK,GAAG,KAAK,UAAU,CAAC,eAAe;AACjG,QAAI;AACF,WAAK,UAAU,EAAE,QAAQ,CAAC,CAAC;AAAA,IAC7B,QAAQ;AACN,eAAS,KAAK,GAAG,KAAK,UAAU,CAAC,mBAAmB;AAAA,IACtD;AAAA,EACF,CAAC;AACD,SAAO,EAAE,IAAI,SAAS,WAAW,GAAG,SAAS;AAC/C;;;ACmBA,IAAM,aAAa;AACnB,IAAMA,UAAS,CAAC,MAA4B,OAAO,MAAM,YAAY,OAAO,SAAS,CAAC;AAEtF,SAAS,aAAa,SAAwB,UAA0B;AACtE,QAAM,QAAQ,YAAY,QAAQ,EAAE;AACpC,MAAI,QAAQ,SAAS,UAAU;AAC7B,QAAI,CAACA,QAAO,QAAQ,GAAG,KAAK,CAACA,QAAO,QAAQ,GAAG,KAAK,QAAQ,OAAO,QAAQ,IAAK,UAAS,KAAK,GAAG,KAAK,kBAAkB;AACxH,QAAI,QAAQ,SAAS,UAAa,EAAEA,QAAO,QAAQ,IAAI,KAAK,QAAQ,OAAO,GAAI,UAAS,KAAK,GAAG,KAAK,mBAAmB;AACxH,QAAI,CAACA,QAAO,QAAQ,OAAO,KAAK,QAAQ,UAAU,QAAQ,OAAO,QAAQ,UAAU,QAAQ,IAAK,UAAS,KAAK,GAAG,KAAK,YAAY,OAAO,QAAQ,OAAO,CAAC,eAAe,QAAQ,GAAG,KAAK,QAAQ,GAAG,EAAE;AACrM;AAAA,EACF;AACA,MAAI,QAAQ,SAAS,SAAU;AAC/B,MAAI,QAAQ,QAAQ,WAAW,GAAG;AAChC,aAAS,KAAK,GAAG,KAAK,4BAA4B;AAClD;AAAA,EACF;AACA,QAAM,OAAO,oBAAI,IAAY;AAC7B,aAAW,UAAU,QAAQ,SAAS;AACpC,QAAI,KAAK,IAAI,OAAO,EAAE,EAAG,UAAS,KAAK,GAAG,KAAK,oBAAoB,OAAO,EAAE,GAAG;AAC/E,SAAK,IAAI,OAAO,EAAE;AAAA,EACpB;AACA,MAAI,CAAC,KAAK,IAAI,QAAQ,OAAO,EAAG,UAAS,KAAK,GAAG,KAAK,aAAa,QAAQ,OAAO,4BAA4B;AAChH;AAGO,SAAS,WAAW,UAAyC;AAClE,QAAM,WAAqB,CAAC;AAC5B,QAAM,MAAM,oBAAI,IAAY;AAC5B,QAAM,QAAQ,CAAC,MAAc,OAAqB;AAChD,QAAI,CAAC,WAAW,KAAK,EAAE,EAAG,UAAS,KAAK,GAAG,IAAI,QAAQ,EAAE,sBAAsB;AAC/E,QAAI,IAAI,IAAI,EAAE,EAAG,UAAS,KAAK,iBAAiB,EAAE,uCAAuC;AACzF,QAAI,IAAI,EAAE;AAAA,EACZ;AACA,aAAW,WAAW,SAAS,YAAY,CAAC,GAAG;AAC7C,UAAM,WAAW,QAAQ,EAAE;AAC3B,iBAAa,SAAS,QAAQ;AAAA,EAChC;AACA,aAAW,SAAS,SAAS,UAAU,CAAC,EAAG,OAAM,SAAS,MAAM,EAAE;AAClE,aAAW,UAAU,SAAS,WAAW,CAAC,GAAG;AAC3C,UAAM,UAAU,OAAO,EAAE;AACzB,QAAI,OAAO,QAAQ,UAAa,EAAEA,QAAO,OAAO,GAAG,KAAK,OAAO,MAAM,GAAI,UAAS,KAAK,WAAW,OAAO,EAAE,mBAAmB;AAAA,EAChI;AACA,SAAO,EAAE,IAAI,SAAS,WAAW,GAAG,SAAS;AAC/C;","names":["finite"]}
|
|
1
|
+
{"version":3,"sources":["../src/impact.ts","../src/spec.ts","../src/weapons.ts","../src/animation.ts","../src/tool-animation.ts","../src/bench.ts"],"sourcesContent":["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: ['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","import type { DestructibleSpec } 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\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 }\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 { Hit, 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 /** 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}\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 source: shot.source ?? shot.weapon,\n }\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} 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\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 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 \"${key}\" has a stage event without data.stage`)\n }\n return { ok: problems.length === 0, problems }\n}\n\ninterface Instance {\n readonly name: string\n readonly clip: AnimationClipSpec\n time: number\n delay: number\n fired: number\n}\n\nexport interface ToolClipPlayerOptions {\n clips: ToolClipSet\n rig: ToolRig\n /** Called for each clip event as its time passes (`eject_casing`, `drop_magazine`, `stage`...). */\n onEvent?(event: AnimationEventSpec, clip: string): void\n /** Seconds between the rounds of a `repeat` (a burst): default 0.1. */\n repeatInterval?(): number\n}\n\n/** The default player of a tool's clips: runs the steps of `toolAnimationStep` against a rig, scaled to the duration the rule gives. */\nexport interface ToolClipPlayer {\n apply(step: ToolAnimationStep): void\n update(dt: number): void\n readonly playing: readonly string[]\n}\n\nexport const createToolClipPlayer = (options: ToolClipPlayerOptions): ToolClipPlayer => {\n const { clips, rig, onEvent } = options\n let instances: Instance[] = []\n\n const find = (clip: string, variant?: string): { name: string; clip: AnimationClipSpec } | undefined => {\n const name = variant !== undefined && clips[`${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 }\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}\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\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}\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(`${label} needs at least one option`)\n return\n }\n const seen = new Set<string>()\n for (const option of control.options) {\n if (seen.has(option.id)) problems.push(`${label} repeats option \"${option.id}\"`)\n seen.add(option.id)\n }\n if (!seen.has(control.default)) problems.push(`${label} default \"${control.default}\" is not among its options`)\n}\n\n/** snake_case ids unique across controls, layers and metrics; min < max; step > 0; default in range; options non-empty, unique, default among them; metric max > 0. */\nexport function checkBench(declared: BenchDeclaration): BenchReport {\n const problems: string[] = []\n const ids = new Set<string>()\n const claim = (kind: string, id: string): void => {\n if (!SNAKE_CASE.test(id)) problems.push(`${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"],"mappings":";AAuCO,IAAM,kBAAsD;AAAA,EACjE,WAAW,EAAE,UAAU,CAAC,QAAQ,SAAS,aAAa,UAAU,SAAS,GAAG,UAAU,CAAC,SAAS,QAAQ,GAAG,MAAM,0DAA0D;AAAA,EAC3K,OAAO,EAAE,UAAU,CAAC,QAAQ,SAAS,QAAQ,GAAG,UAAU,CAAC,aAAa,UAAU,SAAS,QAAQ,GAAG,MAAM,0CAA0C;AAAA,EACtJ,OAAO,EAAE,UAAU,CAAC,QAAQ,SAAS,QAAQ,GAAG,UAAU,CAAC,aAAa,UAAU,SAAS,QAAQ,GAAG,MAAM,yBAAyB;AAAA,EACrI,WAAW,EAAE,UAAU,CAAC,QAAQ,SAAS,UAAU,QAAQ,GAAG,UAAU,CAAC,SAAS,QAAQ,GAAG,MAAM,+DAA+D;AAAA,EAClK,MAAM,EAAE,UAAU,CAAC,QAAQ,SAAS,eAAe,QAAQ,GAAG,UAAU,CAAC,YAAY,SAAS,QAAQ,GAAG,MAAM,+EAA4E;AAAA,EAC3L,MAAM,EAAE,UAAU,CAAC,QAAQ,SAAS,eAAe,QAAQ,GAAG,UAAU,CAAC,YAAY,SAAS,QAAQ,GAAG,MAAM,gDAAgD;AACjK;AAGO,IAAM,WAAW,CAAC,QAAuB;AAC9C,QAAM,IAAI,gBAAgB,IAAI,IAAI;AAClC,MAAI,CAAC,EAAG,QAAO,CAAC,wBAAwB,OAAO,IAAI,IAAI,CAAC,GAAG;AAC3D,QAAM,MAAgB,CAAC;AACvB,aAAW,KAAK,EAAE,UAAU;AAC1B,UAAM,IAAK,IAA2C,CAAC;AACvD,QAAI,MAAM,WAAc,MAAM,QAAQ,CAAC,IAAI,EAAE,KAAK,CAAC,MAAM,CAAC,OAAO,SAAS,CAAC,CAAC,IAAI,OAAO,MAAM,YAAY,CAAC,OAAO,SAAS,CAAC,GAAI,KAAI,KAAK,GAAG,IAAI,IAAI,eAAe,CAAC,GAAG;AAAA,EACxK;AACA,SAAO;AACT;AAUA,IAAM,aAAa,CAAC,GAAY,MAAc,QAAkB;AAC9D,MAAI,OAAO,MAAM,UAAU;AACzB,QAAI,CAAC,OAAO,SAAS,CAAC,EAAG,KAAI,KAAK,GAAG,IAAI,yBAAyB;AAAA,EACpE,WAAW,MAAM,QAAQ,CAAC,EAAG,GAAE,QAAQ,CAAC,GAAG,MAAM,WAAW,GAAG,GAAG,IAAI,IAAI,CAAC,KAAK,GAAG,CAAC;AAAA,WAC3E,KAAK,OAAO,MAAM,SAAU,YAAW,CAAC,GAAG,CAAC,KAAK,OAAO,QAAQ,CAAC,EAAG,YAAW,GAAG,GAAG,IAAI,IAAI,CAAC,IAAI,GAAG;AAAA,WACrG,OAAO,MAAM,cAAc,OAAO,MAAM,YAAY,OAAO,MAAM,SAAU,KAAI,KAAK,GAAG,IAAI,cAAc;AACpH;AAOO,IAAM,oBAAoB,CAAC,MAAwB,UAAwB,CAAC,MAA2C;AAC5H,QAAM,WAAqB,CAAC;AAC5B,QAAM,QAAQ,QAAQ,YAAY,IAAI,IAAI,QAAQ,SAAS,IAAI;AAC/D,MAAI;AACJ,MAAI;AACF,WAAO,KAAK,SAAS;AAAA,EACvB,SAAS,GAAG;AACV,WAAO,EAAE,IAAI,OAAO,UAAU,CAAC,qBAAqB,OAAO,CAAC,CAAC,EAAE,EAAE;AAAA,EACnE;AACA,MAAI,CAAC,QAAQ,CAAC,MAAM,QAAQ,KAAK,KAAK,KAAK,KAAK,MAAM,WAAW,EAAG,QAAO,EAAE,IAAI,OAAO,UAAU,CAAC,0CAA0C,EAAE;AAC/I,QAAM,MAAM,oBAAI,IAAY;AAC5B,aAAW,KAAK,KAAK,OAAO;AAC1B,QAAI,IAAI,IAAI,EAAE,EAAE,EAAG,UAAS,KAAK,sBAAsB,EAAE,EAAE,GAAG;AAC9D,QAAI,IAAI,EAAE,EAAE;AACZ,QAAI,SAAS,CAAC,MAAM,IAAI,EAAE,QAAQ,EAAG,UAAS,KAAK,SAAS,EAAE,EAAE,2BAA2B,EAAE,QAAQ,GAAG;AACxG,QAAI,CAAC,EAAE,SAAS,CAAC,CAAC,OAAO,YAAY,QAAQ,EAAE,SAAS,EAAE,MAAM,IAAI,EAAG,UAAS,KAAK,SAAS,EAAE,EAAE,sBAAsB;AACxH,QAAI,CAAC,MAAM,QAAQ,EAAE,QAAQ,KAAK,EAAE,SAAS,WAAW,EAAG,UAAS,KAAK,SAAS,EAAE,EAAE,mBAAmB;AAAA,EAC3G;AACA,QAAM,WAAW,oBAAI,IAAY;AACjC,aAAW,KAAM,KAAK,UAAU,CAAC,GAAmB;AAClD,QAAI,CAAC,IAAI,IAAI,EAAE,CAAC,KAAK,CAAC,IAAI,IAAI,EAAE,CAAC,EAAG,UAAS,KAAK,UAAU,EAAE,MAAM,GAAG,EAAE,CAAC,IAAI,EAAE,CAAC,EAAE,8BAA8B;AACjH,UAAM,MAAM,EAAE,MAAM,GAAG,EAAE,CAAC,IAAI,EAAE,CAAC;AACjC,QAAI,SAAS,IAAI,GAAG,EAAG,UAAS,KAAK,uBAAuB,GAAG,GAAG;AAClE,aAAS,IAAI,GAAG;AAAA,EAClB;AACA,QAAM,aAAa,CAAC,UAAkB;AACpC,QAAI;AACJ,QAAI;AACF,WAAK,KAAK,MAAM;AAAA,IAClB,SAAS,GAAG;AACV,eAAS,KAAK,iBAAiB,KAAK,KAAK,OAAO,CAAC,CAAC,EAAE;AACpD;AAAA,IACF;AACA,UAAM,OAAO,GAAG,MAAM,IAAI,CAAC,MAAM,EAAE,EAAE,EAAE,KAAK,EAAE,KAAK,GAAG;AACtD,QAAI,SAAS,CAAC,GAAG,GAAG,EAAE,KAAK,EAAE,KAAK,GAAG,EAAG,UAAS,KAAK,4CAA4C,KAAK,EAAE;AACzG,eAAW,KAAK,GAAG,MAAO,KAAI,EAAE,EAAE,MAAM,GAAI,UAAS,KAAK,SAAS,EAAE,EAAE,gCAAgC,KAAK,EAAE;AAAA,EAChH;AACA,QAAM,cAAc,CAAC,QAAiB,UAAkB;AACtD,QAAI,CAAC,MAAM,QAAQ,MAAM,GAAG;AAC1B,eAAS,KAAK,GAAG,KAAK,uBAAuB;AAC7C;AAAA,IACF;AACA,UAAM,MAAM;AACZ,QAAI,QAAQ,CAAC,GAAG,MAAM;AACpB,UAAI,EAAE,WAAW,KAAK,GAAI,UAAS,KAAK,GAAG,KAAK,UAAU,CAAC,KAAK,EAAE,IAAI,iBAAiB,OAAO,EAAE,MAAM,CAAC,gBAAgB,KAAK,EAAE,GAAG;AACjI,YAAM,OAAQ,EAAwB;AACtC,UAAI,SAAS,UAAa,CAAC,IAAI,IAAI,IAAI,EAAG,UAAS,KAAK,GAAG,KAAK,UAAU,CAAC,KAAK,EAAE,IAAI,yBAAyB,IAAI,GAAG;AAAA,IACxH,CAAC;AACD,UAAM,MAAgB,CAAC;AACvB,eAAW,KAAK,UAAU,GAAG;AAC7B,aAAS,KAAK,GAAG,IAAI,IAAI,CAAC,MAAM,GAAG,KAAK,KAAK,CAAC,EAAE,CAAC;AACjD,QAAI;AACF,YAAM,IAAI,KAAK,UAAU,GAAG;AAC5B,UAAI,KAAK,UAAU,KAAK,MAAM,CAAC,CAAC,MAAM,EAAG,UAAS,KAAK,GAAG,KAAK,0CAA0C;AAAA,IAC3G,SAAS,GAAG;AACV,eAAS,KAAK,GAAG,KAAK,sCAAsC,OAAO,CAAC,CAAC,EAAE;AAAA,IACzE;AAAA,EACF;AACA,aAAW,gBAAgB;AAC3B,QAAM,SAAS,KAAK,MAAM,CAAC;AAC3B,MAAI;AACF,UAAM,MAAW,EAAE,MAAM,aAAa,OAAO,CAAC,OAAO,SAAS,CAAC,GAAG,OAAO,SAAS,CAAC,GAAG,OAAO,SAAS,CAAC,CAAC,GAAG,WAAW,CAAC,GAAG,GAAG,EAAE,GAAG,QAAQ,KAAK,SAAS,EAAE;AAC1J,gBAAY,KAAK,IAAI,GAAG,GAAG,OAAO;AAAA,EACpC,SAAS,GAAG;AACV,aAAS,KAAK,gBAAgB,OAAO,CAAC,CAAC,EAAE;AAAA,EAC3C;AACA,aAAW,eAAe;AAC1B,MAAI,KAAK,QAAQ;AACf,QAAI;AACF,kBAAY,KAAK,OAAO,KAAK,GAAG,UAAU;AAAA,IAC5C,SAAS,GAAG;AACV,eAAS,KAAK,mBAAmB,OAAO,CAAC,CAAC,EAAE;AAAA,IAC9C;AACA,eAAW,cAAc;AAAA,EAC3B;AACA,MAAI;AACF,SAAK,QAAQ;AAAA,EACf,SAAS,GAAG;AACV,aAAS,KAAK,kBAAkB,OAAO,CAAC,CAAC,EAAE;AAAA,EAC7C;AACA,SAAO,EAAE,IAAI,SAAS,WAAW,GAAG,SAAS;AAC/C;;;ACnJA,IAAM,kBAAkB,CAAC,cAAc,UAAU,QAAQ,QAAQ,QAAQ,aAAa,QAAQ,SAAS,MAAM;AAC7G,IAAM,QAAQ,CAAC,MAAM,OAAO,UAAU,QAAQ;AAE9C,IAAM,SAAS,CAAC,MAA4B,OAAO,MAAM,YAAY,OAAO,SAAS,CAAC;AACtF,IAAM,WAAW,CAAC,MAAwB,OAAO,CAAC,KAAK,IAAI;AAC3D,IAAM,OAAO,CAAC,MAAwB,MAAM,QAAQ,CAAC,KAAK,EAAE,WAAW,KAAK,EAAE,MAAM,MAAM;AAC1F,IAAM,cAAc,CAAC,MAAwB,MAAM,UAAc,OAAO,CAAC,KAAK,KAAK;AAQ5E,IAAM,YAAY,CAAC,MAAwB,UAA4B,CAAC,MAAkB;AAC/F,QAAM,WAAqB,CAAC;AAC5B,QAAM,WAAqB,CAAC;AAC5B,QAAM,YAAY,QAAQ,YAAY,IAAI,IAAI,QAAQ,SAAS,IAAI;AACnE,QAAM,QAAQ,MAAM,QAAQ,MAAM,KAAK,IAAI,KAAK,QAAQ,CAAC;AACzD,MAAI,CAAC,MAAM,QAAQ,MAAM,KAAK,KAAK,MAAM,WAAW,EAAG,UAAS,KAAK,kCAAkC;AACvG,QAAM,MAAM,oBAAI,IAAY;AAC5B,aAAW,KAAK,OAAO;AACrB,UAAM,KAAK,OAAO,GAAG,MAAM,EAAE;AAC7B,UAAM,QAAQ,SAAS,EAAE;AACzB,QAAI,OAAO,GAAI,UAAS,KAAK,kBAAkB;AAAA,aACtC,IAAI,IAAI,EAAE,EAAG,UAAS,KAAK,sBAAsB,EAAE,GAAG;AAC/D,QAAI,IAAI,EAAE;AACV,QAAI,aAAa,CAAC,UAAU,IAAI,GAAG,QAAQ,EAAG,UAAS,KAAK,GAAG,KAAK,0BAA0B,OAAO,GAAG,QAAQ,CAAC,GAAG;AAAA,aAC3G,OAAO,GAAG,aAAa,YAAY,EAAE,aAAa,GAAI,UAAS,KAAK,GAAG,KAAK,mBAAmB;AACxG,UAAM,IAAI,GAAG;AACb,QAAI,GAAG,SAAS,OAAO;AACrB,UAAI,CAAC,MAAM,QAAQ,EAAE,IAAI,KAAK,EAAE,KAAK,WAAW,KAAK,CAAC,EAAE,KAAK,MAAM,QAAQ,EAAG,UAAS,KAAK,GAAG,KAAK,iDAAiD;AAAA,IACvJ,WAAW,GAAG,SAAS,YAAY;AACjC,UAAI,CAAC,SAAS,EAAE,MAAM,KAAK,CAAC,SAAS,EAAE,MAAM,EAAG,UAAS,KAAK,GAAG,KAAK,yDAAyD;AAAA,IACjI,WAAW,GAAG,SAAS,UAAU;AAC/B,UAAI,CAAC,SAAS,EAAE,MAAM,EAAG,UAAS,KAAK,GAAG,KAAK,4CAA4C;AAAA,IAC7F,MAAO,UAAS,KAAK,GAAG,KAAK,uBAAuB;AACpD,QAAI,CAAC,KAAK,GAAG,QAAQ,EAAG,UAAS,KAAK,GAAG,KAAK,oCAAoC;AAClF,QAAI,GAAG,aAAa,UAAa,CAAC,KAAK,EAAE,QAAQ,EAAG,UAAS,KAAK,GAAG,KAAK,0BAA0B;AACpG,eAAW,KAAK,CAAC,QAAQ,MAAM,WAAW,EAAY,KAAI,CAAC,YAAY,IAAI,CAAC,CAAC,EAAG,UAAS,KAAK,GAAG,KAAK,IAAI,CAAC,+BAA+B;AAC1I,QAAI,GAAG,SAAS,UAAa,EAAE,OAAO,EAAE,IAAI,KAAK,EAAE,QAAQ,KAAK,EAAE,QAAQ,GAAI,UAAS,KAAK,GAAG,KAAK,+BAA+B;AACnI,QAAI,GAAG,WAAW;AAChB,UAAI,CAAC,gBAAgB,SAAS,EAAE,UAAU,IAAI,EAAG,UAAS,KAAK,GAAG,KAAK,mCAAmC,OAAO,EAAE,UAAU,IAAI,CAAC,GAAG;AACrI,UAAI,CAAC,YAAY,EAAE,UAAU,QAAQ,EAAG,UAAS,KAAK,GAAG,KAAK,kDAAkD;AAAA,IAClH;AACA,QAAI,GAAG,YAAY,CAAC,YAAY,EAAE,SAAS,MAAM,EAAG,UAAS,KAAK,GAAG,KAAK,+CAA+C;AAAA,EAC3H;AAEA,QAAM,WAAW,oBAAI,IAAY;AACjC,QAAM,QAAiC,CAAC;AACxC,aAAW,KAAK,MAAM,UAAU,CAAC,GAAG;AAClC,UAAM,KAAK,EAAE,MAAM,GAAG,EAAE,CAAC,IAAI,EAAE,CAAC;AAChC,UAAM,QAAQ,UAAU,EAAE;AAC1B,QAAI,SAAS,IAAI,EAAE,EAAG,UAAS,KAAK,uBAAuB,EAAE,GAAG;AAChE,aAAS,IAAI,EAAE;AACf,QAAI,CAAC,IAAI,IAAI,EAAE,CAAC,EAAG,UAAS,KAAK,GAAG,KAAK,6BAA6B,OAAO,EAAE,CAAC,CAAC,GAAG;AACpF,QAAI,CAAC,IAAI,IAAI,EAAE,CAAC,EAAG,UAAS,KAAK,GAAG,KAAK,6BAA6B,OAAO,EAAE,CAAC,CAAC,GAAG;AACpF,QAAI,EAAE,MAAM,EAAE,EAAG,UAAS,KAAK,GAAG,KAAK,gBAAgB,OAAO,EAAE,CAAC,CAAC,aAAa;AAC/E,QAAI,EAAE,UAAU,UAAa,CAAC,MAAM,SAAS,EAAE,KAAK,EAAG,UAAS,KAAK,GAAG,KAAK,0BAA0B,OAAO,EAAE,KAAK,CAAC,GAAG;AACzH,QAAI,CAAC,YAAY,EAAE,QAAQ,EAAG,UAAS,KAAK,GAAG,KAAK,wCAAwC;AAC5F,QAAI,CAAC,YAAY,EAAE,OAAO,EAAG,UAAS,KAAK,GAAG,KAAK,uCAAuC;AAC1F,QAAI,EAAE,UAAU,SAAS,IAAI,IAAI,EAAE,CAAC,KAAK,IAAI,IAAI,EAAE,CAAC,KAAK,EAAE,MAAM,EAAE,EAAG,OAAM,KAAK,CAAC,EAAE,GAAG,EAAE,CAAC,CAAC;AAAA,EAC7F;AAGA,QAAM,aAAa,MAAM,OAAO,CAAC,MAAM,GAAG,aAAa,EAAE,UAAU,SAAS,MAAM;AAClF,MAAI,WAAW,UAAU,KAAK,QAAQ;AACpC,UAAM,WAAW,MAAM,OAAO,CAAC,MAAM,EAAE,YAAY,EAAE,WAAW,SAAS,YAAY,EAAE,IAAI,CAAC,MAAM,EAAE,EAAE;AACtG,UAAM,MAAM,oBAAI,IAAsB;AACtC,eAAW,CAAC,GAAG,CAAC,KAAK,OAAO;AAC1B,UAAI,IAAI,GAAG,CAAC,GAAI,IAAI,IAAI,CAAC,KAAK,CAAC,GAAI,CAAC,CAAC;AACrC,UAAI,IAAI,GAAG,CAAC,GAAI,IAAI,IAAI,CAAC,KAAK,CAAC,GAAI,CAAC,CAAC;AAAA,IACvC;AACA,UAAM,OAAO,IAAI,IAAI,QAAQ;AAC7B,UAAM,QAAQ,CAAC,GAAG,QAAQ;AAC1B,WAAO,MAAM,QAAQ;AACnB,iBAAW,KAAK,IAAI,IAAI,MAAM,IAAI,CAAE,KAAK,CAAC,GAAG;AAC3C,YAAI,KAAK,IAAI,CAAC,EAAG;AACjB,aAAK,IAAI,CAAC;AACV,cAAM,KAAK,CAAC;AAAA,MACd;AAAA,IACF;AACA,UAAM,OAAO,WAAW,OAAO,CAAC,MAAM,CAAC,KAAK,IAAI,EAAE,EAAE,CAAC,EAAE,IAAI,CAAC,MAAM,EAAE,EAAE;AACtE,QAAI,KAAK,OAAQ,UAAS,KAAK,sBAAsB,KAAK,IAAI,CAAC,MAAM,IAAI,CAAC,GAAG,EAAE,KAAK,IAAI,CAAC,mDAAmD;AAAA,EAC9I;AACA,SAAO,EAAE,IAAI,SAAS,WAAW,GAAG,UAAU,SAAS;AACzD;;;ACnBO,IAAM,YAAY,CAAC,MAAY,OAAa,WAAuB;AACxE,OAAK;AACL,QAAM,KAAK,MAAM,CAAC,IAAI,KAAK,OAAO,CAAC;AACnC,QAAM,KAAK,MAAM,CAAC,IAAI,KAAK,OAAO,CAAC;AACnC,QAAM,KAAK,MAAM,CAAC,IAAI,KAAK,OAAO,CAAC;AACnC,QAAM,WAAW,KAAK,MAAM,IAAI,IAAI,EAAE;AACtC,SAAO;AAAA,IACL,MAAM;AAAA,IACN,OAAO,CAAC,MAAM,CAAC,GAAG,MAAM,CAAC,GAAG,MAAM,CAAC,CAAC;AAAA,IACpC,WAAW,CAAC,KAAK,UAAU,CAAC,GAAG,KAAK,UAAU,CAAC,GAAG,KAAK,UAAU,CAAC,CAAC;AAAA,IACnE,QAAQ,KAAK,SAAS,QAAQ;AAAA,IAC9B,SAAS,KAAK;AAAA,IACd,QAAQ,KAAK,UAAU,KAAK;AAAA,EAC9B;AACF;;;ACvDA,IAAM,UAAU,CAAC,MAAwB,MAAM,QAAQ,CAAC,KAAK,EAAE,WAAW,KAAK,EAAE,MAAM,CAAC,MAAM,OAAO,MAAM,YAAY,OAAO,SAAS,CAAC,CAAC;AAOlI,IAAM,iBAAiB,CAAC,MAAyB,YAAmE;AACzH,QAAM,WAAqB,CAAC;AAC5B,QAAM,QAAQ,IAAI,IAAI,OAAO;AAC7B,QAAM,KAAK,OAAO,MAAM,MAAM,EAAE;AAChC,MAAI,CAAC,oBAAoB,KAAK,EAAE,EAAG,UAAS,KAAK,YAAY,EAAE,sBAAsB;AACrF,QAAM,QAAQ,SAAS,EAAE;AACzB,MAAI,EAAE,OAAO,MAAM,aAAa,YAAY,OAAO,SAAS,KAAK,QAAQ,KAAK,KAAK,WAAW,GAAI,UAAS,KAAK,GAAG,KAAK,mCAAmC;AAC3J,QAAM,MAAM,OAAO,MAAM,aAAa,YAAY,KAAK,WAAW,IAAI,KAAK,WAAW;AACtF,MAAI,CAAC,MAAM,QAAQ,MAAM,IAAI,KAAK,KAAK,KAAK,WAAW,GAAG;AACxD,aAAS,KAAK,GAAG,KAAK,yBAAyB;AAC/C,WAAO,EAAE,IAAI,OAAO,SAAS;AAAA,EAC/B;AACA,MAAI,OAAO;AACX,OAAK,KAAK,QAAQ,CAAC,GAAG,MAAM;AAC1B,QAAI,EAAE,OAAO,EAAE,MAAM,YAAY,OAAO,SAAS,EAAE,CAAC,MAAM,EAAE,IAAI,KAAK,EAAE,IAAI,MAAM,KAAM,UAAS,KAAK,GAAG,KAAK,QAAQ,CAAC,UAAU,OAAO,EAAE,CAAC,CAAC,eAAe,GAAG,EAAE;AAAA,aACtJ,EAAE,IAAI,KAAM,UAAS,KAAK,GAAG,KAAK,QAAQ,CAAC,uBAAuB,EAAE,CAAC,MAAM,IAAI,GAAG;AAAA,QACtF,QAAO,EAAE;AACd,eAAW,KAAK,CAAC,YAAY,UAAU,EAAY,KAAI,EAAE,CAAC,MAAM,UAAa,CAAC,QAAQ,EAAE,CAAC,CAAC,EAAG,UAAS,KAAK,GAAG,KAAK,QAAQ,CAAC,mBAAmB,CAAC,EAAE;AAClJ,eAAW,CAAC,KAAK,IAAI,KAAK,OAAO,QAAQ,EAAE,SAAS,CAAC,CAAC,GAAG;AACvD,UAAI,CAAC,MAAM,IAAI,GAAG,EAAG,UAAS,KAAK,GAAG,KAAK,QAAQ,CAAC,wBAAwB,GAAG,GAAG;AAClF,iBAAW,KAAK,CAAC,YAAY,UAAU,EAAY,KAAI,OAAO,CAAC,MAAM,UAAa,CAAC,QAAQ,KAAK,CAAC,CAAC,EAAG,UAAS,KAAK,GAAG,KAAK,QAAQ,CAAC,UAAU,GAAG,oBAAoB,CAAC,EAAE;AAAA,IAC1K;AAAA,EACF,CAAC;AACD,MAAI,SAAS;AACZ,GAAC,KAAK,UAAU,CAAC,GAAG,QAAQ,CAAC,GAAG,MAAM;AACrC,QAAI,EAAE,OAAO,EAAE,MAAM,YAAY,OAAO,SAAS,EAAE,CAAC,MAAM,EAAE,IAAI,KAAK,EAAE,IAAI,MAAM,KAAM,UAAS,KAAK,GAAG,KAAK,UAAU,CAAC,UAAU,OAAO,EAAE,CAAC,CAAC,eAAe,GAAG,EAAE;AAAA,aACxJ,EAAE,IAAI,OAAQ,UAAS,KAAK,GAAG,KAAK,UAAU,CAAC,oBAAoB;AAAA,QACvE,UAAS,EAAE;AAChB,QAAI,OAAO,EAAE,SAAS,YAAY,EAAE,SAAS,GAAI,UAAS,KAAK,GAAG,KAAK,UAAU,CAAC,eAAe;AACjG,QAAI;AACF,WAAK,UAAU,EAAE,QAAQ,CAAC,CAAC;AAAA,IAC7B,QAAQ;AACN,eAAS,KAAK,GAAG,KAAK,UAAU,CAAC,mBAAmB;AAAA,IACtD;AAAA,EACF,CAAC;AACD,SAAO,EAAE,IAAI,SAAS,WAAW,GAAG,SAAS;AAC/C;;;AC/EO,IAAM,YAAY;AAAA,EACvB,MAAM;AAAA,EACN,MAAM;AAAA,EACN,SAAS;AAAA,EACT,OAAO;AAAA,EACP,OAAO;AAAA,EACP,QAAQ;AAAA,EACR,MAAM;AAAA,EACN,OAAO;AAAA,EACP,OAAO;AAAA,EACP,WAAW;AAAA,EACX,YAAY;AAAA,EACZ,MAAM;AAAA;AAAA,EAEN,MAAM;AACR;AAYO,IAAM,oBAAoB,CAAC,UAA+C;AAC/E,UAAQ,MAAM,MAAM;AAAA,IAClB,KAAK;AACH,aAAO,EAAE,MAAM,QAAQ,MAAM,UAAU,MAAM,GAAI,MAAM,aAAa,SAAY,CAAC,IAAI,EAAE,UAAU,MAAM,SAAS,EAAG;AAAA,IACrH,KAAK;AACH,aAAO,EAAE,MAAM,QAAQ,MAAM,UAAU,MAAM,QAAQ,KAAK,IAAI,GAAG,MAAM,UAAU,CAAC,EAAE;AAAA,IACtF,KAAK;AACH,aAAO,EAAE,MAAM,QAAQ,MAAM,UAAU,QAAQ;AAAA,IACjD,KAAK;AACH,aAAO,EAAE,MAAM,QAAQ,MAAM,UAAU,MAAM;AAAA,IAC/C,KAAK;AACH,aAAO,EAAE,MAAM,QAAQ,MAAM,UAAU,MAAM,SAAS,MAAM,KAAK;AAAA,IACnE,KAAK;AACH,aAAO,EAAE,MAAM,QAAQ,MAAM,UAAU,OAAO,SAAS,MAAM,MAAM;AAAA,IACrE,KAAK;AACH,UAAI,MAAM,UAAU,MAAO,QAAO,EAAE,MAAM,UAAU,MAAM,UAAU,MAAM;AAC1E,aAAO,EAAE,MAAM,QAAQ,MAAM,UAAU,OAAO,SAAS,MAAM,OAAO,GAAI,MAAM,aAAa,SAAY,CAAC,IAAI,EAAE,UAAU,MAAM,SAAS,EAAG;AAAA,IAC5I,KAAK;AACH,aAAO,EAAE,MAAM,QAAQ,MAAM,MAAM,KAAK,UAAU,YAAY,UAAU,WAAW;AAAA,IACrF,KAAK;AACH,UAAI,MAAM,UAAU,MAAO,QAAO,EAAE,MAAM,UAAU,MAAM,UAAU,MAAM;AAC1E,aAAO,EAAE,MAAM,QAAQ,MAAM,UAAU,OAAO,GAAI,MAAM,aAAa,SAAY,CAAC,IAAI,EAAE,UAAU,MAAM,SAAS,EAAG;AAAA,IACtH,KAAK;AACH,UAAI,MAAM,UAAU,MAAO,QAAO,EAAE,MAAM,UAAU,MAAM,UAAU,OAAO;AAC3E,aAAO,EAAE,MAAM,QAAQ,MAAM,UAAU,QAAQ,GAAI,MAAM,SAAS,SAAY,CAAC,IAAI,EAAE,SAAS,MAAM,KAAK,GAAI,GAAI,MAAM,aAAa,SAAY,CAAC,IAAI,EAAE,UAAU,MAAM,SAAS,EAAG;AAAA,IACrL,KAAK;AACH,aAAO,EAAE,MAAM,QAAQ,OAAO,MAAM,MAAM;AAAA,IAC5C,KAAK;AACH,aAAO,EAAE,MAAM,QAAQ,MAAM,UAAU,KAAK;AAAA,IAC9C,KAAK;AACH,UAAI,MAAM,UAAU,QAAS,QAAO,EAAE,MAAM,QAAQ,MAAM,UAAU,MAAM,UAAU,MAAM,KAAK;AAC/F,aAAO,EAAE,MAAM,UAAU,MAAM,UAAU,KAAK;AAAA,IAChD;AACE,aAAO;AAAA,EACX;AACF;AAoBO,IAAM,cAAc;AAGpB,IAAM,YAAY,CAAC,MAAyB,aAAwC;AACzF,QAAM,SAAS,KAAK,WAAW,IAAI,WAAW,KAAK,WAAW;AAC9D,SAAO;AAAA,IACL,GAAG;AAAA,IACH;AAAA,IACA,MAAM,KAAK,KAAK,IAAI,CAAC,SAAS,EAAE,GAAG,KAAK,GAAG,IAAI,IAAI,OAAO,EAAE;AAAA,IAC5D,GAAI,KAAK,SAAS,EAAE,QAAQ,KAAK,OAAO,IAAI,CAAC,WAAW,EAAE,GAAG,OAAO,GAAG,MAAM,IAAI,OAAO,EAAE,EAAE,IAAI,CAAC;AAAA,EACnG;AACF;AAEA,IAAM,OAAiC,CAAC,GAAG,GAAG,CAAC;AAC/C,IAAM,MAAM,CAAC,MAAyB,IAAuB,aAA+C;AAAA,GACzG,KAAK,CAAC,KAAK,OAAO,GAAG,CAAC,KAAK,MAAM,KAAK,CAAC,KAAK,MAAM;AAAA,GAClD,KAAK,CAAC,KAAK,OAAO,GAAG,CAAC,KAAK,MAAM,KAAK,CAAC,KAAK,MAAM;AAAA,GAClD,KAAK,CAAC,KAAK,OAAO,GAAG,CAAC,KAAK,MAAM,KAAK,CAAC,KAAK,MAAM;AACrD;AAGO,IAAM,aAAa,CAAC,MAAyB,QAA4B,SAA6F;AAC3K,QAAM,SAAS,KAAK,KAAK,IAAI,CAAC,QAAQ;AACpC,UAAM,OAAO,WAAW,SAAY,MAAM,IAAI,QAAQ,MAAM;AAC5D,WAAO,EAAE,GAAG,IAAI,GAAG,UAAU,MAAM,YAAY,MAAM,UAAU,MAAM,YAAY,KAAK;AAAA,EACxF,CAAC;AACD,QAAM,QAAQ,OAAO,CAAC;AACtB,MAAI,CAAC,SAAS,MAAM,IAAI,EAAG,QAAO,QAAQ,EAAE,GAAG,GAAG,UAAU,MAAM,UAAU,KAAK,CAAC;AAClF,QAAM,OAAO,OAAO,OAAO,SAAS,CAAC;AACrC,MAAI,CAAC,KAAM,QAAO,EAAE,UAAU,MAAM,UAAU,KAAK;AACnD,MAAI,QAAQ,KAAK,EAAG,QAAO,EAAE,UAAU,IAAI,KAAK,UAAU,KAAK,UAAU,CAAC,GAAG,UAAU,IAAI,KAAK,UAAU,KAAK,UAAU,CAAC,EAAE;AAC5H,QAAM,QAAQ,KAAK,IAAI,GAAG,OAAO,UAAU,CAAC,OAAO,MAAM,QAAQ,MAAM,KAAK,QAAQ,OAAO,IAAI,CAAC,GAAG,KAAK,SAAS,CAAC;AAClH,QAAM,OAAO,OAAO,KAAK;AACzB,QAAM,KAAK,OAAO,QAAQ,CAAC;AAC3B,MAAI,CAAC,QAAQ,CAAC,GAAI,QAAO,EAAE,UAAU,MAAM,UAAU,KAAK;AAC1D,QAAM,WAAW,GAAG,IAAI,KAAK,KAAK,OAAO,KAAK,MAAM,GAAG,IAAI,KAAK,KAAK;AACrE,SAAO,EAAE,UAAU,IAAI,KAAK,UAAU,GAAG,UAAU,QAAQ,GAAG,UAAU,IAAI,KAAK,UAAU,GAAG,UAAU,QAAQ,EAAE;AACpH;AAGO,IAAM,iBAAiB,CAAC,OAAoB,YAAmE;AACpH,QAAM,QAAQ,CAAC,GAAG,OAAO;AACzB,QAAM,WAAqB,CAAC;AAC5B,aAAW,CAAC,KAAK,IAAI,KAAK,OAAO,QAAQ,KAAK,GAAG;AAC/C,QAAI,KAAK,OAAO,IAAK,UAAS,KAAK,SAAS,GAAG,iBAAiB,KAAK,EAAE,GAAG;AAC1E,QAAI,EAAE,KAAK,WAAW,GAAI,UAAS,KAAK,SAAS,GAAG,mBAAmB;AACvE,aAAS,KAAK,GAAG,eAAe,MAAM,KAAK,EAAE,QAAQ;AACrD,eAAW,SAAS,KAAK,UAAU,CAAC,EAAG,KAAI,MAAM,SAAS,eAAe,OAAO,MAAM,MAAM,UAAU,SAAU,UAAS,KAAK,SAAS,GAAG,wCAAwC;AAAA,EACpL;AACA,SAAO,EAAE,IAAI,SAAS,WAAW,GAAG,SAAS;AAC/C;AA0BO,IAAM,uBAAuB,CAAC,YAAmD;AACtF,QAAM,EAAE,OAAO,KAAK,QAAQ,IAAI;AAChC,MAAI,YAAwB,CAAC;AAE7B,QAAM,OAAO,CAAC,MAAc,YAA4E;AACtG,UAAM,OAAO,YAAY,UAAa,MAAM,GAAG,IAAI,IAAI,OAAO,EAAE,IAAI,GAAG,IAAI,IAAI,OAAO,KAAK;AAC3F,UAAM,QAAQ,MAAM,IAAI;AACxB,WAAO,QAAQ,EAAE,MAAM,MAAM,MAAM,IAAI;AAAA,EACzC;AAEA,QAAM,SAAS,CAAC,aAA6B;AAC3C,UAAM,OAAO,KAAK,IAAI,SAAS,MAAM,SAAS,KAAK,QAAQ;AAC3D,UAAM,OAAO,WAAW,SAAS,MAAM,QAAW,IAAI;AACtD,QAAI,SAAS,KAAK,KAAK,KAAK,CAAC,QAAQ,IAAI,YAAY,IAAI,QAAQ,EAAG,KAAI,cAAc,IAAI;AAC1F,UAAM,UAAU,IAAI,IAAI,SAAS,KAAK,KAAK,QAAQ,CAAC,QAAQ,OAAO,KAAK,IAAI,SAAS,CAAC,CAAC,CAAC,CAAC;AACzF,eAAW,MAAM,QAAS,KAAI,YAAY,IAAI,WAAW,SAAS,MAAM,IAAI,IAAI,CAAC;AAAA,EACnF;AAEA,QAAM,aAAa,CAAC,UAAoB,SAAuB;AAC7D,UAAM,SAAS,SAAS,KAAK,UAAU,CAAC;AACxC,WAAO,SAAS,QAAQ,OAAO,WAAW,OAAO,SAAS,KAAK,GAAG,KAAK,aAAa,OAAO,MAAM;AAC/F,YAAM,QAAQ,OAAO,SAAS,KAAK;AACnC,eAAS,SAAS;AAClB,UAAI,MAAO,WAAU,OAAO,SAAS,IAAI;AAAA,IAC3C;AAAA,EACF;AAEA,SAAO;AAAA,IACL,MAAM,MAAM;AACV,UAAI,KAAK,SAAS,QAAQ;AACxB,mBAAW,YAAY,WAAW;AAChC,gBAAM,UAAU,SAAS,KAAK,UAAU,CAAC,GAAG,KAAK,CAAC,UAAU,MAAM,SAAS,eAAe,MAAM,MAAM,UAAU,KAAK,KAAK;AAC1H,cAAI,UAAU,SAAS,OAAO,OAAO,EAAG,UAAS,OAAO,OAAO;AAAA,QACjE;AACA;AAAA,MACF;AACA,UAAI,KAAK,SAAS,UAAU;AAC1B,mBAAW,YAAY,WAAW;AAChC,cAAI,SAAS,SAAS,KAAK,QAAQ,CAAC,SAAS,KAAK,WAAW,GAAG,KAAK,IAAI,GAAG,EAAG;AAC/E,qBAAW,UAAU,SAAS,KAAK,QAAQ;AAC3C,mBAAS,OAAO,SAAS,KAAK;AAAA,QAChC;AACA;AAAA,MACF;AACA,YAAM,QAAQ,KAAK,KAAK,MAAM,KAAK,OAAO;AAC1C,UAAI,CAAC,MAAO;AACZ,YAAM,OAAO,KAAK,YAAY,KAAK,WAAW,IAAI,UAAU,MAAM,MAAM,KAAK,QAAQ,IAAI,MAAM;AAC/F,YAAM,WAAW,QAAQ,iBAAiB,KAAK;AAC/C,kBAAY,UAAU,OAAO,CAAC,aAAa,SAAS,SAAS,MAAM,QAAQ,SAAS,QAAQ,CAAC;AAC7F,eAAS,QAAQ,GAAG,SAAS,KAAK,UAAU,IAAI,SAAS;AACvD,kBAAU,KAAK,EAAE,MAAM,MAAM,MAAM,MAAM,MAAM,GAAG,OAAO,QAAQ,UAAU,OAAO,EAAE,CAAC;AAAA,MACvF;AAAA,IACF;AAAA,IACA,OAAO,IAAI;AACT,iBAAW,YAAY,WAAW;AAChC,cAAM,UAAU,SAAS,QAAQ,IAAI,KAAK,SAAS,QAAQ;AAC3D,YAAI,SAAS,QAAQ,GAAG;AACtB,mBAAS,QAAQ,KAAK,IAAI,GAAG,SAAS,QAAQ,EAAE;AAChD,cAAI,SAAS,QAAQ,EAAG;AAAA,QAC1B;AACA,iBAAS,QAAQ;AACjB,mBAAW,UAAU,SAAS,IAAI;AAClC,eAAO,QAAQ;AAAA,MACjB;AACA,kBAAY,UAAU,OAAO,CAAC,aAAa,SAAS,QAAQ,KAAK,SAAS,OAAO,SAAS,KAAK,QAAQ;AAAA,IACzG;AAAA,IACA,IAAI,UAAU;AACZ,aAAO,UAAU,IAAI,CAAC,aAAa,SAAS,IAAI;AAAA,IAClD;AAAA,EACF;AACF;;;AClIA,IAAM,aAAa;AACnB,IAAMA,UAAS,CAAC,MAA4B,OAAO,MAAM,YAAY,OAAO,SAAS,CAAC;AAEtF,SAAS,aAAa,SAAwB,UAA0B;AACtE,QAAM,QAAQ,YAAY,QAAQ,EAAE;AACpC,MAAI,QAAQ,SAAS,UAAU;AAC7B,QAAI,CAACA,QAAO,QAAQ,GAAG,KAAK,CAACA,QAAO,QAAQ,GAAG,KAAK,QAAQ,OAAO,QAAQ,IAAK,UAAS,KAAK,GAAG,KAAK,kBAAkB;AACxH,QAAI,QAAQ,SAAS,UAAa,EAAEA,QAAO,QAAQ,IAAI,KAAK,QAAQ,OAAO,GAAI,UAAS,KAAK,GAAG,KAAK,mBAAmB;AACxH,QAAI,CAACA,QAAO,QAAQ,OAAO,KAAK,QAAQ,UAAU,QAAQ,OAAO,QAAQ,UAAU,QAAQ,IAAK,UAAS,KAAK,GAAG,KAAK,YAAY,OAAO,QAAQ,OAAO,CAAC,eAAe,QAAQ,GAAG,KAAK,QAAQ,GAAG,EAAE;AACrM;AAAA,EACF;AACA,MAAI,QAAQ,SAAS,SAAU;AAC/B,MAAI,QAAQ,QAAQ,WAAW,GAAG;AAChC,aAAS,KAAK,GAAG,KAAK,4BAA4B;AAClD;AAAA,EACF;AACA,QAAM,OAAO,oBAAI,IAAY;AAC7B,aAAW,UAAU,QAAQ,SAAS;AACpC,QAAI,KAAK,IAAI,OAAO,EAAE,EAAG,UAAS,KAAK,GAAG,KAAK,oBAAoB,OAAO,EAAE,GAAG;AAC/E,SAAK,IAAI,OAAO,EAAE;AAAA,EACpB;AACA,MAAI,CAAC,KAAK,IAAI,QAAQ,OAAO,EAAG,UAAS,KAAK,GAAG,KAAK,aAAa,QAAQ,OAAO,4BAA4B;AAChH;AAGO,SAAS,WAAW,UAAyC;AAClE,QAAM,WAAqB,CAAC;AAC5B,QAAM,MAAM,oBAAI,IAAY;AAC5B,QAAM,QAAQ,CAAC,MAAc,OAAqB;AAChD,QAAI,CAAC,WAAW,KAAK,EAAE,EAAG,UAAS,KAAK,GAAG,IAAI,QAAQ,EAAE,sBAAsB;AAC/E,QAAI,IAAI,IAAI,EAAE,EAAG,UAAS,KAAK,iBAAiB,EAAE,uCAAuC;AACzF,QAAI,IAAI,EAAE;AAAA,EACZ;AACA,aAAW,WAAW,SAAS,YAAY,CAAC,GAAG;AAC7C,UAAM,WAAW,QAAQ,EAAE;AAC3B,iBAAa,SAAS,QAAQ;AAAA,EAChC;AACA,aAAW,SAAS,SAAS,UAAU,CAAC,EAAG,OAAM,SAAS,MAAM,EAAE;AAClE,aAAW,UAAU,SAAS,WAAW,CAAC,GAAG;AAC3C,UAAM,UAAU,OAAO,EAAE;AACzB,QAAI,OAAO,QAAQ,UAAa,EAAEA,QAAO,OAAO,GAAG,KAAK,OAAO,MAAM,GAAI,UAAS,KAAK,WAAW,OAAO,EAAE,mBAAmB;AAAA,EAChI;AACA,SAAO,EAAE,IAAI,SAAS,WAAW,GAAG,SAAS;AAC/C;","names":["finite"]}
|
package/package.json
CHANGED
|
@@ -1,6 +1,6 @@
|
|
|
1
1
|
{
|
|
2
2
|
"name": "@adatechnology/game-contracts",
|
|
3
|
-
"version": "0.
|
|
3
|
+
"version": "0.5.0",
|
|
4
4
|
"license": "MIT",
|
|
5
5
|
"description": "The contracts every game module depends on, and nothing else: destruction (parts, hits, events, DestructibleImpl), weapons (shots), fluids (containers, item uses), item animations and the TestableModule a module hands the test room. Types plus tiny checkers, no runtime dependencies.",
|
|
6
6
|
"keywords": [
|