@adatechnology/game-crowd-three 0.3.7 → 0.3.9

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@@ -1741,6 +1741,7 @@ var GameCrowdThree = (() => {
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  numbers: defaults_default.numbers
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  };
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  var clamp = (v, a, b) => v < a ? a : v > b ? b : v;
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+ var NO_TRAITS = {};
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  var TAU_APPROX = 6.2832;
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  var TURN = 6.28;
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  function createCrowd(options) {
@@ -1833,7 +1834,7 @@ var GameCrowdThree = (() => {
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  return list2[0];
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  };
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  const T = (i) => types[Z.type[i]];
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- const traits = (i) => T(i).traits ?? {};
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+ const traits = (i) => T(i).traits ?? NO_TRAITS;
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  const special = (i) => {
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  const tr = traits(i);
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  Z.y[i] = 0;
@@ -2127,7 +2128,7 @@ var GameCrowdThree = (() => {
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  if (Z.attackTimer[i] > 0) return;
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  Z.attackTimer[i] = N.attackEvery;
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  const C = T(i);
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- const tr = C.traits ?? {};
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+ const tr = C.traits ?? NO_TRAITS;
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  if (tr.heavySwing && R() < tr.heavySwing.chance) {
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  Z.state[i] = STATE.SWING;
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  Z.stateTimer[i] = tr.heavySwing.windUp;
@@ -2264,7 +2265,7 @@ var GameCrowdThree = (() => {
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  };
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  const ability = (i, d, dx, dz, tdt, b, alive) => {
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  const C = T(i);
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- const tr = C.traits ?? {};
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+ const tr = C.traits ?? NO_TRAITS;
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  const st = Z.state[i];
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  const P = target;
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  if (st === STATE.DORMANT) {
@@ -2573,7 +2574,7 @@ var GameCrowdThree = (() => {
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  Z.band[i] = b;
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  B[b]++;
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  const C = T(i);
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- const tr = C.traits ?? {};
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+ const tr = C.traits ?? NO_TRAITS;
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  if (Z.state[i] === STATE.STUNNED) {
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  Z.stateTimer[i] -= dt;
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  if (Z.stateTimer[i] <= 0) Z.state[i] = STATE.CHASE;
@@ -6520,7 +6521,9 @@ var GameCrowdThree = (() => {
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  shoulder: [0.16, -0.36, 0.18],
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  upper: 0.32,
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  fore: 0.3,
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- reachShift: 0.35,
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+ reachShift: 0.42,
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+ reachBend: [1.35, 0.95],
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+ elbowView: [[0.96, -0.26, -0.06], null],
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  wrist: 0.07,
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  elbowPole: [0.45, -1, 0.2],
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  shoulderLeft: [-0.07, -0.46, 0.18],