@adatechnology/game-crowd 0.2.5 → 0.3.0
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 +41 -0
- package/dist/index.d.ts +433 -15
- package/dist/index.global.js +2153 -77
- package/dist/index.global.js.map +1 -1
- package/dist/index.js +2088 -77
- package/dist/index.js.map +1 -1
- package/dist/physics-worker.js +580 -0
- package/dist/physics-worker.js.map +1 -0
- package/package.json +9 -9
package/dist/index.js.map
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{"version":3,"sources":["../src/crowd.ts","../src/data/defaults.json","../src/doors.ts","../src/grid.ts","../src/rng.ts","../src/store.ts","../src/types.ts","../src/behaviours/civilians.ts","../src/behaviours/herd.ts","../src/behaviours/flock.ts","../src/behaviours/infection.ts"],"sourcesContent":["import { createCorpseLedger } from '@adatechnology/game-characters'\nimport type { CorpseLedger } from '@adatechnology/game-characters'\n\nimport defaults from './data/defaults.json'\nimport { createDoors } from './doors'\nimport type { Doors } from './doors'\nimport { createNavGrid } from './grid'\nimport type { NavGrid } from './grid'\nimport { createRng } from './rng'\nimport { AGENT_FIELDS, createStore } from './store'\nimport type { CrowdStore } from './store'\nimport { STATE } from './types'\nimport type { CrowdDamageResult, CrowdEventMap, CrowdEventName, CrowdHit, CrowdPack, CrowdTarget, CrowdType } from './types'\n\nexport type CrowdNumbers = typeof defaults.numbers\nexport type CrowdBand = { readonly max: number; readonly dt: number }\n/** The game's numbers; `bands[3].max` is `Infinity` (JSON keeps it as null). */\nexport const CROWD_DEFAULTS: { readonly sources: Readonly<Record<string, string>>; readonly bands: readonly CrowdBand[]; readonly numbers: CrowdNumbers } = {\n sources: defaults.sources,\n bands: defaults.bands.map((band) => ({ max: band.max ?? Infinity, dt: band.dt })),\n numbers: defaults.numbers,\n}\n\n/** A body on the ground (G 67062 `CP`). */\nexport type Corpse = {\n readonly x: number\n readonly z: number\n readonly yaw: number\n readonly height: number\n readonly build: number\n readonly missing: number\n readonly color: number\n /** Body variant of the renderer, -1 for a body that was not an agent (a civilian). */\n readonly variant: number\n readonly skin: number\n readonly seed: number\n readonly named: number\n}\n\n/** A custom move: runs on every decision tick after the timed states and before the moves on the target; `true` means it took care of the movement. */\nexport type CrowdPlugin = {\n readonly id: string\n ability?(crowd: Crowd, i: number, context: { d: number; dx: number; dz: number; tdt: number; band: number; alive: boolean }): boolean\n}\n\n/** A migration: `count` agents every `every` s (the first after `numbers.migrationFirst`), born in the box at (x, z) and walking to `goal`. */\nexport type MigrationOptions = { readonly every: number; readonly count: number; readonly x: number; readonly z: number; readonly width: number; readonly depth: number; readonly goal: readonly [number, number] }\n\nexport type CrowdOptions = {\n readonly pack: CrowdPack\n readonly random?: () => number\n readonly seed?: number\n readonly capacity?: number\n readonly grid?: NavGrid\n readonly doors?: Doors\n /** Water at (x, z): the drowned swim, the charred lose health (the game's `POOL`). */\n readonly water?: (x: number, z: number) => boolean\n readonly numbers?: Partial<CrowdNumbers>\n readonly bands?: readonly CrowdBand[]\n /** Flow field: half window in cells (192), and the clock its time budget reads (default `performance.now`; pass `() => 0` to finish every field in one frame). */\n readonly flow?: { readonly radius?: number; readonly clock?: () => number }\n readonly plugins?: readonly CrowdPlugin[]\n readonly target?: CrowdTarget | null\n}\n\nexport type CrowdView = { readonly x: number; readonly z: number; readonly yaw: number; readonly far: number }\n\nexport type CrowdUpdateContext = {\n readonly target?: CrowdTarget | null\n /** 0 day, 1 night: sight drops by 40% at night. */\n readonly nightFactor?: number\n /** Where the flow field converges (the target by default; the foot of a ladder when the target is on a roof). */\n readonly flowTarget?: readonly [number, number]\n /** Where the viewer looks (yaw: forward is `(-sin, -cos)`); the stalker wakes when the target turns its back. Default: the target's view. */\n readonly viewYaw?: number\n}\n\nexport type Crowd = {\n readonly store: CrowdStore\n readonly pack: CrowdPack\n readonly grid: NavGrid\n readonly doors: Doors\n readonly corpses: CorpseLedger<Corpse>\n readonly numbers: CrowdNumbers\n readonly stats: { bands: [number, number, number, number]; slots: number; kills: number; heads: number }\n /** Height of the bodies piled per grid cell. */\n readonly pile: Float32Array\n /** How many agents are steps of a pile now. */\n pileCount(): number\n readonly trail: { x: number; z: number; t: number }[]\n /** Global variant index of each type's variants (G 67079 `ZVAR_OF`). */\n readonly variantsOf: readonly (readonly number[])[]\n target: CrowdTarget | null\n /** The stream every draw takes (the behaviours share it, in the game's order). */\n readonly random: () => number\n /** Emits a `sound` event, as the crowd's own (for the behaviours). */\n sound(id: string, volume: number, x: number, y: number, z: number, distance: number): void\n /** Emits an `effect` event, as the crowd's own (for the behaviours). */\n effect(payload: CrowdEventMap['effect']): void\n typeIndex(id: string): number\n spawn(x: number, z: number, type?: number): number\n remove(i: number): void\n update(dt: number, context?: CrowdUpdateContext): void\n emitNoise(x: number, z: number, radius: number): void\n damage(i: number, hit: CrowdHit): CrowdDamageResult\n kill(i: number, headshot?: boolean): void\n /** The blood trail of the target, for the trackers (G 67238 `trailUpdate`). */\n updateTrail(dt: number, target?: CrowdTarget | null): void\n updateCorpses(dt: number): void\n /** Keeps the count near `target` from the edge, removes the excess out of sight and sends a migration now and then (G 67158). */\n updatePopulation(dt: number, view: CrowdView, options?: { readonly target?: number; readonly migration?: MigrationOptions | null }): void\n /** Spawns one agent `minD` to `maxD` m from the target, out of the view (G 67141 `spawnAway`). */\n spawnAway(minD: number, maxD: number, view: CrowdView): number\n /** A blast at the base of a pile undoes it (G 67227 `pileBlast`). */\n pileBlast(x: number, z: number, radius: number): void\n /** The agent hunts something else than the target (a civilian): `game-crowd` civilians set it. */\n setHunt(hunt: ((i: number, tdt: number) => boolean) | null): void\n /** The chase speed of agent `i` now (the stalker's sprint, the drowned in water; G 67343 `zChaseSpeed`). */\n chaseSpeed(i: number): number\n /** The interface `game-player` uses to push, cut and be held by the agents. */\n asPlayerCrowd(): PlayerCrowdLike\n on<K extends CrowdEventName>(event: K, listener: (event: CrowdEventMap[K]) => void): () => void\n}\n\n/** The same shape as `game-player`'s `PlayerCrowd` (structural, no dependency). */\nexport type PlayerCrowdLike = {\n count(): number\n active(i: number): boolean\n x(i: number): number\n z(i: number): number\n y(i: number): number\n floor(i: number): number\n chasing(i: number): boolean\n down(i: number): boolean\n panicWeight(i: number): number\n hold(i: number, x: number, z: number, k: number, lookX: number, lookZ: number): void\n stun(i: number, seconds: number, vx: number, vz: number): void\n chase(i: number, cooldown: number): void\n damage(i: number, hit: { region: number; amount: number; distance: number; cut: number }): void\n}\n\nconst clamp = (v: number, a: number, b: number): number => (v < a ? a : v > b ? b : v)\nconst TAU_APPROX = 6.2832\nconst TURN = 6.28\n\n/**\n * The crowd: a literal port of the team game's horde (`jogo.js` G 66714-67430). One struct of arrays, relevance bands R0-R3 with hysteresis, perception\n * by sight, hearing and smell, the sliced flow field, the spatial hash, separation, six attack slots, chain alerts, doors, piles against walls, the\n * abilities as type traits, corpses, the blood trail and the population. Every draw on `random` is in the game's order.\n */\nexport function createCrowd(options: CrowdOptions): Crowd {\n const random = options.random ?? createRng(options.seed ?? 1)\n const R = random\n const pack = options.pack\n const types: readonly CrowdType[] = pack.types\n const N: CrowdNumbers = { ...CROWD_DEFAULTS.numbers, ...options.numbers }\n const BANDS = options.bands ?? CROWD_DEFAULTS.bands\n const HYST = N.hysteresis\n const grid = options.grid ?? createNavGrid()\n const doors = options.doors ?? createDoors(grid, { random })\n const water = options.water ?? (() => false)\n const plugins = options.plugins ?? []\n const clock = options.flow?.clock ?? (() => (typeof performance === 'undefined' ? Date.now() : performance.now()))\n const FLOW_R = options.flow?.radius ?? N.flowRadius\n const Z = createStore(options.capacity ?? N.capacity)\n const { occ, occH, cellOf, solidAt } = grid\n const HALF = grid.half\n const GC = grid.cell\n const FW = grid.n\n const HC = N.hashCell\n const HN = Math.floor(grid.size / HC)\n const hHead = new Int32Array(HN * HN)\n const hNext = new Int32Array(Z.capacity)\n const pile = new Float32Array(FW * FW)\n let pileN = 0\n const flow = {\n dir: new Int8Array(FW * FW * 2),\n back: new Int8Array(FW * FW * 2),\n dist: new Float32Array(FW * FW),\n q: new Int32Array((2 * FLOW_R + 1) ** 2 * 2),\n phase: 0,\n qh: 0,\n qt: 0,\n c: 0,\n t: 0,\n cell: -1,\n ms: 0,\n win: [0, 0, -1, -1],\n winB: [0, 0, -1, -1],\n }\n const catTable: number[] = []\n types.forEach((c, i) => {\n for (let k = 0; k < c.weight; k++) catTable.push(i)\n })\n const variantsOf: number[][] = []\n {\n let next = 0\n types.forEach((type) => {\n const list: number[] = []\n for (let v = 0; v < (type.variants ?? 1); v++) list.push(next++)\n variantsOf.push(list)\n })\n }\n const typeIndexById = new Map(types.map((type, index) => [type.id, index]))\n const noises: { x: number; z: number; r: number }[] = []\n const stats: Crowd['stats'] = { bands: [0, 0, 0, 0], slots: 0, kills: 0, heads: 0 }\n const corpses = createCorpseLedger<Corpse>({ max: N.corpsesMax, seconds: N.corpseSeconds })\n const trail: { x: number; z: number; t: number }[] = []\n let trailLast = { x: 1e9, z: 1e9 }\n const killQ: number[] = []\n let groanBudget = 0\n let migrateT = N.migrationFirst\n let hunt: ((i: number, tdt: number) => boolean) | null = null\n let target: CrowdTarget | null = options.target ?? null\n let nightF = 0\n let viewYaw = 0\n const listeners = new Map<CrowdEventName, Set<(event: never) => void>>()\n const emit = <K extends CrowdEventName>(event: K, payload: CrowdEventMap[K]): void => {\n const set = listeners.get(event)\n if (set) for (const listener of set) (listener as (event: CrowdEventMap[K]) => void)(payload)\n }\n const emitNoise = (x: number, z: number, r: number): void => void noises.push({ x, z, r })\n doors.on('noise', (e) => emitNoise(e.x, e.z, e.radius))\n doors.on('sound', (e) => emit('sound', { ...e, distance: target ? Math.hypot(e.position[0] - target.state.x, e.position[2] - target.state.z) : 0 }))\n doors.on('effect', (e) => emit('effect', e))\n doors.on('broken', (e) => {\n const d = doors.list[e.door]!\n if (target && Math.hypot(d.x - target.state.x, d.z - target.state.z) < N.doorMessageDistance) emit('message', { id: 'door_broken', seconds: 2 })\n })\n const sound = (id: string, volume: number, x: number, y: number, z: number, d: number): void => emit('sound', { sound: id, volume, position: [x, y, z], distance: d })\n const pick = <T extends { p: number }>(list: readonly T[]): T => {\n const r = R()\n let acc = 0\n for (const it of list) {\n acc += it.p\n if (r < acc) return it\n }\n return list[0]!\n }\n const T = (i: number): CrowdType => types[Z.type[i]!]!\n const traits = (i: number) => T(i).traits ?? {}\n\n // ----- spawn and removal -----\n const special = (i: number): void => {\n const tr = traits(i)\n Z.y[i] = 0\n Z.floor[i] = 0\n Z.floorLocked[i] = 0\n Z.vy[i] = 0\n Z.abilityTimer[i] = 0\n Z.eaten[i] = 0\n Z.stuck[i] = 0\n Z.stepCell[i] = -1\n Z.burn[i] = 0\n Z.hunts[i] = -1\n Z.named[i] = -1\n if (tr.color !== undefined && !tr.submerged) {\n Z.color[i] = tr.color\n if (tr.skin !== undefined) Z.skin[i] = tr.skin\n }\n if (tr.ambush && R() < tr.ambush.chance) {\n Z.state[i] = STATE.DORMANT\n Z.yaw[i] = R() * TURN\n }\n if (tr.submerged) {\n Z.state[i] = STATE.DORMANT\n Z.y[i] = tr.submerged.depth\n if (tr.color !== undefined) Z.color[i] = tr.color\n }\n }\n\n const spawn = (x: number, z: number, catForce = -1): number => {\n if (Z.n >= Z.capacity) return -1\n const i = Z.n++\n const c = catForce >= 0 ? catForce : catTable[Math.floor(R() * catTable.length)]!\n const C = types[c]!\n const ai = pack.ages.indexOf(pick(pack.ages))\n const maxAge = C.traits?.maxAge\n const A = pack.ages[maxAge !== undefined ? Math.min(ai, maxAge) : ai]!\n const ri = pack.outfits.indexOf(pick(pack.outfits))\n const RO = pack.outfits[ri]!\n Z.x[i] = x\n Z.z[i] = z\n Z.vx[i] = Z.vz[i] = 0\n Z.type[i] = c\n Z.age[i] = pack.ages.indexOf(A)\n Z.outfit[i] = ri\n const g = (R() + R() + R() - 1.5) * 0.09\n Z.height[i] = clamp(1 + g, 0.9, 1.1) * (C.scale || 1)\n const bb = R()\n Z.build[i] = (bb < 0.3 ? 0.85 + R() * 0.1 : bb < 0.8 ? 0.95 + R() * 0.13 : 1.08 + R() * 0.17) * (C.build || (C.scale ? 1.3 : 1))\n const heavy = bb >= 0.8\n const thin = bb < 0.3\n Z.chaseSpeed[i] = C.speed.chase * A.speed * (thin ? 1.05 : heavy ? 0.9 : 1) * (0.92 + R() * 0.16)\n Z.wanderSpeed[i] = C.speed.wander * A.speed * (0.8 + R() * 0.4)\n Z.hpMax[i] = Z.hp[i] = C.health * A.health * (thin ? 0.9 : heavy ? 1.15 : 1)\n Z.headHp[i] = pack.segments.head\n Z.armHp[i * 2] = Z.armHp[i * 2 + 1] = pack.segments.arm\n Z.legHp[i * 2] = Z.legHp[i * 2 + 1] = pack.segments.leg\n Z.missing[i] = 0\n Z.helmet[i] = RO.helmet ? 1 : 0\n Z.crawl[i] = C.crawls ? 1 : 0\n Z.limp[i] = 0\n Z.state[i] = 0\n Z.stateTimer[i] = 0\n Z.lost[i] = 0\n Z.attackTimer[i] = R()\n Z.alertIn[i] = 0\n Z.cooldown[i] = 0\n {\n const vs = variantsOf[c]!\n Z.variant[i] = vs[Math.floor(R() * vs.length)]!\n }\n Z.yaw[i] = Z.renderYaw[i] = R() * TURN\n Z.renderSpeed[i] = 0\n Z.steering[i] = 0\n Z.pause[i] = 0\n Z.attackPose[i] = 0\n Z.arms[i] = 0\n Z.phase[i] = R() * 10\n Z.band[i] = 3\n Z.next[i] = R() * 0.05\n Z.wx[i] = x\n Z.wz[i] = z\n Z.color[i] = RO.color || pack.palette[Math.floor(R() * pack.palette.length)]!\n Z.skin[i] = R()\n special(i)\n emit('spawn', { agent: i, type: C.id })\n return i\n }\n\n const remove = (i: number): void => {\n if (Z.state[i] === STATE.PILE_STEP) stepRelease(i)\n const j = --Z.n\n if (i === j) {\n emit('remove', { agent: i, moved: -1 })\n return\n }\n for (const k of AGENT_FIELDS) (Z[k] as { [index: number]: number })[i] = (Z[k] as { [index: number]: number })[j]!\n Z.armHp[i * 2] = Z.armHp[j * 2]!\n Z.armHp[i * 2 + 1] = Z.armHp[j * 2 + 1]!\n Z.legHp[i * 2] = Z.legHp[j * 2]!\n Z.legHp[i * 2 + 1] = Z.legHp[j * 2 + 1]!\n if (target) {\n if (target.state.grabbedBy === j) target.state.grabbedBy = i\n else if (target.state.grabbedBy === i) target.state.grabbedBy = -1\n }\n emit('remove', { agent: i, moved: j })\n }\n\n // ----- the sliced flow field (no spike) -----\n const flowStart = (x: number, z: number): void => {\n const gx = clamp(Math.floor((x + HALF) / GC), 0, FW - 1)\n const gz = clamp(Math.floor((z + HALF) / GC), 0, FW - 1)\n const W = flow.winB\n W[0] = Math.max(0, gx - FLOW_R)\n W[1] = Math.max(0, gz - FLOW_R)\n W[2] = Math.min(FW - 1, gx + FLOW_R)\n W[3] = Math.min(FW - 1, gz + FLOW_R)\n for (let r = W[1]; r <= W[3]; r++) flow.dist.fill(1e9, r * FW + W[0], r * FW + W[2] + 1)\n const s = gz * FW + gx\n flow.dist[s] = 0\n flow.q[0] = s\n flow.qh = 0\n flow.qt = 1\n flow.phase = 1\n flow.c = 0\n flow.t = 0\n }\n const flowStep = (budget: number): void => {\n if (!flow.phase) return\n const t0 = clock()\n const D = flow.dist\n const Q = flow.q\n const F = flow.back\n const W = flow.winB\n let n = 0\n while (flow.phase === 1) {\n if (flow.qh >= flow.qt) {\n flow.phase = 2\n break\n }\n const c = Q[flow.qh++]!\n const cx = c % FW\n const cz = (c / FW) | 0\n const dc = D[c]!\n for (let dz = -1; dz <= 1; dz++)\n for (let dx = -1; dx <= 1; dx++) {\n if (!dx && !dz) continue\n const nx = cx + dx\n const nz = cz + dz\n if (nx < W[0]! || nz < W[1]! || nx > W[2]! || nz > W[3]!) continue\n const k = nz * FW + nx\n if (occ[k] && occ[k]! < 3) continue\n if (dx && dz && ((occ[cz * FW + nx] && occ[cz * FW + nx]! < 3) || (occ[nz * FW + cx] && occ[nz * FW + cx]! < 3))) continue\n const nd = dc + (dx && dz ? 1.414 : 1)\n if (nd < D[k]! - 1e-3) {\n D[k] = nd\n if (flow.qt < Q.length) Q[flow.qt++] = k\n }\n }\n if ((++n & 2047) === 0 && clock() - t0 > budget) {\n flow.t += clock() - t0\n return\n }\n }\n const ww = W[2]! - W[0]! + 1\n while (flow.phase === 2) {\n const j = flow.c++\n if (j >= ww * (W[3]! - W[1]! + 1)) {\n const tmp = flow.dir\n flow.dir = F\n flow.back = tmp\n const tw = flow.win\n flow.win = W\n flow.winB = tw\n flow.phase = 0\n flow.ms = flow.t + clock() - t0\n return\n }\n const cx = W[0]! + (j % ww)\n const cz = W[1]! + ((j / ww) | 0)\n const c = cz * FW + cx\n if (occ[c] && occ[c]! < 3) {\n F[c * 2] = F[c * 2 + 1] = 0\n continue\n }\n let best = D[c]!\n let bx = 0\n let bz = 0\n for (let dz = -1; dz <= 1; dz++)\n for (let dx = -1; dx <= 1; dx++) {\n const nx = cx + dx\n const nz = cz + dz\n if (nx < W[0]! || nz < W[1]! || nx > W[2]! || nz > W[3]!) continue\n const d = D[nz * FW + nx]!\n if (d < best) {\n best = d\n bx = dx\n bz = dz\n }\n }\n F[c * 2] = bx\n F[c * 2 + 1] = bz\n if ((j & 8191) === 0 && clock() - t0 > budget) {\n flow.t += clock() - t0\n return\n }\n }\n }\n const losClear = grid.losClear\n\n // ----- piles against walls -----\n const groundAt = (c: number, _y: number): number => {\n if (c < 0) return 0\n const k = occ[c]\n if (k === 2 || (k === 1 && occH[c]! <= _y + 0.05)) return occH[c]!\n return pile[c]!\n }\n const blockedAt = (i: number, x: number, z: number): boolean => {\n const c = cellOf(x, z)\n if (c < 0) return true\n const k = occ[c]\n const y = Z.y[i]!\n if (k === 0 || k === 3) return pile[c]! > y + 0.5 && Z.state[i] !== STATE.AIRBORNE\n if (k === 2 && y + 0.5 >= occH[c]!) return false\n if (Z.state[i] === STATE.AIRBORNE && occH[c]! <= y) return false\n return true\n }\n const tryStep = (i: number, hitCell: number): boolean => {\n if (pileN >= N.pileMax) return false\n const c = cellOf(Z.x[i]!, Z.z[i]!)\n if (c < 0 || occ[c] !== 0) return false\n const dir = hitCell - c\n const w = c + dir\n const back = c - dir\n const h = pile[c]! + N.pileStep\n if (h > N.pileTop) return false\n const cap = occ[w] === 2 ? (back >= 0 ? pile[back]! : 0) + 1.0 : pile[w]!\n if (h > cap + 1e-3) return false\n pile[c] = h\n pileN++\n Z.state[i] = STATE.PILE_STEP\n Z.stepCell[i] = c\n Z.vx[i] = Z.vz[i] = 0\n Z.y[i] = h - N.pileStep\n Z.stateTimer[i] = 6 + R() * 6\n return true\n }\n function stepRelease(i: number): void {\n const c = Z.stepCell[i]!\n if (c >= 0) {\n pile[c] = Math.max(0, pile[c]! - N.pileStep)\n pileN = Math.max(0, pileN - 1)\n }\n Z.stepCell[i] = -1\n Z.state[i] = STATE.CHASE\n Z.stuck[i] = 0\n }\n const pileBlast = (x: number, z: number, r: number): void => {\n for (let i = 0; i < Z.n; i++)\n if (Z.state[i] === STATE.PILE_STEP && (Z.x[i]! - x) ** 2 + (Z.z[i]! - z) ** 2 < r * r) {\n stepRelease(i)\n Z.state[i] = STATE.STUNNED\n Z.stateTimer[i] = 1.2\n }\n }\n\n // ----- alerts -----\n const voice = (i: number): string => traits(i).voice ?? 'groan'\n const groan = (i: number, d: number): void => {\n // chain alert: 8 m, 0.2-0.6 s per hop\n const r2 = N.alertRadius * N.alertRadius\n for (let j = 0; j < Z.n; j++) {\n if (Z.state[j] !== 0 || Z.alertIn[j]! > 0) continue\n const ex = Z.x[j]! - Z.x[i]!\n const ez = Z.z[j]! - Z.z[i]!\n if (ex * ex + ez * ez < r2) Z.alertIn[j] = N.alertDelay + R() * N.alertDelayRandom\n }\n emit('alert', { agent: i })\n if (d < N.voiceDistance && groanBudget <= 0) {\n sound(voice(i), 1, Z.x[i]!, Z.height[i]! * 1.6, Z.z[i]!, d)\n groanBudget = N.voiceEvery\n }\n }\n const screamAt = (i: number, x: number, z: number): void => {\n const tr = traits(i).caller!\n sound('scream_hoarse', 1, x, 1.6, z, target ? Math.hypot(x - target.state.x, z - target.state.z) : 0)\n for (let j = 0; j < Z.n; j++) {\n const ex = Z.x[j]! - x\n const ez = Z.z[j]! - z\n if (ex * ex + ez * ez < tr.radius * tr.radius) {\n Z.state[j] = STATE.CHASE\n Z.lost[j] = 0\n }\n }\n if (target) target.state.screamBoost = tr.boost\n emit('message', { id: 'called', seconds: 3, type: T(i).id })\n emit('scream', { agent: i, x, z })\n }\n\n // ----- attack on the target -----\n const attack = (i: number, d: number, tdt: number): void => {\n Z.attackTimer[i]! -= tdt\n if (Z.attackTimer[i]! > 0) return\n Z.attackTimer[i] = N.attackEvery\n const C = T(i)\n const tr = C.traits ?? {}\n if (tr.heavySwing && R() < tr.heavySwing.chance) {\n Z.state[i] = STATE.SWING\n Z.stateTimer[i] = tr.heavySwing.windUp\n return\n }\n const noJaw = Z.missing[i]! & 512\n const noArms = (Z.missing[i]! & 6) === 6\n const P = target!\n if (P.state.grabbedBy < 0 && !noArms && !Z.crawl[i] && R() < C.bite * (P.state.crouch ? N.crouchBite : 1)) {\n P.grab(i, !!noJaw, !!tr.drownGrab && water(P.state.x, P.state.z))\n Z.state[i] = STATE.GRAB\n } else {\n P.hurt(C.damage * (Z.crawl[i] ? N.crawlDamage : 1), i)\n if (tr.burns && Z.abilityTimer[i]! >= 0) P.state.burnTimer = tr.burns.seconds\n }\n void d\n }\n\n // ----- damage (G 67010 zDamage) -----\n const effect = (payload: CrowdEventMap['effect']): void => emit('effect', payload)\n const blood = (x: number, y: number, z: number, age: number, amount: number, died: boolean, agent?: number): void => effect({ effect: 'blood', point: [x, y, z], age, amount, died, ...(agent === undefined ? {} : { agent }) })\n const damage = (i: number, hit: CrowdHit): CrowdDamageResult => {\n const C = T(i)\n const A = pack.ages[Z.age[i]!]!\n const RO = pack.outfits[Z.outfit[i]!]!\n const cal = hit.caliber ?? null\n const proj = !!cal\n const dano = hit.amount\n const dist = hit.distance\n const corte = hit.cut ?? 0\n const regiao = hit.region\n let morreu = false\n let headshot = false\n if (regiao === 0) {\n if (proj && Z.helmet[i] && cal!.class === 'pistol') {\n Z.helmet[i] = 0\n effect({ effect: 'spark', point: [Z.x[i]!, Z.height[i]! * 1.75, Z.z[i]!], agent: i })\n sound('impact', 1, Z.x[i]!, Z.height[i]! * 1.75, Z.z[i]!, dist)\n return { died: false }\n }\n const mata = proj ? (cal!.skull === 1 || dist <= cal!.skull) && dano >= N.skullMinDamage : dano * 3 >= Z.headHp[i]!\n if (mata) {\n morreu = true\n headshot = true\n if (dano > N.skullTakeDamage || (cal && N.skullTakeWithin[cal.id as keyof typeof N.skullTakeWithin] !== undefined && dist < N.skullTakeWithin[cal.id as keyof typeof N.skullTakeWithin]!)) Z.missing[i]! |= 1\n } else {\n Z.hp[i]! -= dano * 3\n Z.headHp[i]! -= dano\n if (dano > N.jawDamage && R() < N.jawChance) Z.missing[i]! |= 512\n }\n } else if (regiao === 1) {\n let m = C.multipliers.torso\n if (RO.vest && proj) m *= cal!.class === 'pistol' ? RO.vest.pistol : RO.vest.rifle\n Z.hp[i]! -= dano * m\n } else {\n const perna = regiao >= 4\n const lado = regiao & 1\n const mm = (perna ? C.multipliers.legs : C.multipliers.arms) * A.limb * (RO.limb || 1)\n const segArr = perna ? Z.legHp : Z.armHp\n const k = i * 2 + (perna ? lado : regiao === 3 ? 1 : 0)\n segArr[k]! -= dano * mm\n Z.hp[i]! -= dano * mm * 0.5\n const max = perna ? pack.segments.leg : pack.segments.arm\n if (perna && segArr[k]! <= max * 0.5) Z.limp[i] = 1\n if (segArr[k]! <= 0) {\n const arranca = corte >= 0.5 || dano * mm > max * 0.9\n if (perna) {\n Z.crawl[i] = 1\n if (arranca) Z.missing[i]! |= lado ? 16 : 8\n else Z.missing[i]! |= lado ? 256 : 128\n } else if (arranca) Z.missing[i]! |= regiao === 3 ? 4 : 2\n else Z.missing[i]! |= regiao === 3 ? 64 : 32\n effect({ effect: 'limb', point: [Z.x[i]!, Z.height[i]! * (perna ? 0.5 : 1.2), Z.z[i]!], agent: i, region: regiao, severed: arranca })\n }\n }\n if (Z.hp[i]! <= 0) morreu = true\n blood(Z.x[i]!, regiao === 0 ? Z.height[i]! * 1.65 : regiao === 1 ? Z.height[i]! * 1.2 : Z.height[i]! * 0.7, Z.z[i]!, Z.age[i]!, regiao === 0 ? 120 : 30, morreu, i)\n if (morreu) {\n kill(i, headshot)\n return { died: morreu, headshot }\n }\n const st = Z.state[i]\n if (dano >= N.hitStunDamage && st !== STATE.GRAB && st !== STATE.PILE_STEP && st !== STATE.AIRBORNE) {\n Z.state[i] = STATE.STUNNED\n Z.stateTimer[i] = C.traits?.hitStun ?? N.hitStun\n }\n const st2 = Z.state[i]\n if (st2 === 0 || st2 === STATE.DORMANT || st2 === STATE.EATING || st2 === STATE.SEEKING_SOUND) {\n Z.state[i] = STATE.CHASE\n Z.lost[i] = 0\n const sub = C.traits?.submerged\n if (sub) Z.y[i] = Math.max(Z.y[i]!, sub.surface)\n }\n return { died: morreu }\n }\n function kill(i: number, headshot = false): void {\n stats.kills++\n if (headshot) stats.heads++\n const tr = traits(i)\n if (tr.burst) burstAt(i, Z.x[i]!, Z.z[i]!)\n const C = T(i)\n emit('kill', { agent: i, type: C.id, headshot, x: Z.x[i]!, z: Z.z[i]! })\n corpseAdd(i)\n if (target && target.state.grabbedBy === i) target.release()\n remove(i)\n }\n const burstAt = (i: number, x: number, z: number): void => {\n const b = traits(i).burst!\n effect({ effect: 'cloud', point: [x, 0, z], radius: 4, color: b.cloudColor, amount: 8 })\n effect({ effect: 'blood', point: [x, 1.0, z], amount: 1500, died: true, color: b.bloodColor })\n if (target) {\n const d = Math.hypot(x - target.state.x, z - target.state.z)\n if (d < b.radius) {\n target.state.blind = b.blind\n target.state.scentTimer = b.scent\n emit('message', { id: 'burst_hit', seconds: 2.5, type: T(i).id })\n emitNoise(target.state.x, target.state.z, b.noiseNear)\n }\n }\n emitNoise(x, z, b.noise)\n }\n\n // ----- corpses -----\n const corpseAdd = (i: number): void => {\n corpses.add({\n x: Z.x[i]!,\n z: Z.z[i]!,\n yaw: Z.renderYaw[i]!,\n height: Z.height[i]!,\n build: Z.build[i]!,\n named: Z.named[i]!,\n missing: Z.missing[i]!,\n color: Z.color[i]!,\n variant: Z.variant[i]!,\n skin: Z.skin[i]!,\n seed: R() * 10,\n })\n }\n\n // ----- abilities (G 67265 zAbility). true: it took care of the movement -----\n const ability = (i: number, d: number, dx: number, dz: number, tdt: number, b: number, alive: boolean): boolean => {\n const C = T(i)\n const tr = C.traits ?? {}\n const st = Z.state[i]\n const P = target\n // dormant: the stalker wakes under 3 m or with the target's back turned within 10 m; the drowned rises at 5 m\n if (st === STATE.DORMANT) {\n Z.vx[i] = Z.vz[i] = 0\n if (!alive || b > 1) return true\n if (tr.submerged) {\n if (d < tr.submerged.wake) {\n Z.state[i] = STATE.CHASE\n groan(i, d)\n sound('step', 2, Z.x[i]!, 0, Z.z[i]!, d)\n }\n return true\n }\n const am = tr.ambush\n const wake = am?.wake ?? N.dormantWake\n const behind = am?.wakeBehind ?? N.dormantWakeBehind\n const fx = -Math.sin(viewYaw)\n const fz = -Math.cos(viewYaw)\n const costas = (dx * fx + dz * fz) / (d || 1) < (am?.behindCos ?? -0.3)\n if (d < wake || (costas && d < behind)) {\n Z.state[i] = STATE.CHASE\n Z.abilityTimer[i] = am?.sprintSeconds ?? 3\n Z.lost[i] = 0\n sound('runner_groan', 1, Z.x[i]!, 1.6, Z.z[i]!, d)\n }\n return true\n }\n if (st === STATE.AIRBORNE || st === STATE.PILE_STEP) return true\n if (st === STATE.SWELLING) {\n Z.vx[i] = Z.vz[i] = 0\n return true\n }\n if (st === STATE.SWING) {\n Z.vx[i] = Z.vz[i] = 0\n Z.stateTimer[i]! -= tdt\n if (Z.stateTimer[i]! <= 0) {\n const hs = tr.heavySwing!\n Z.state[i] = STATE.CHASE\n Z.attackTimer[i] = 2\n sound('impact', 1.4, Z.x[i]!, 1, Z.z[i]!, d)\n if (d < hs.range && alive && P) {\n P.hurt(C.damage, i)\n P.knock(hs.knock)\n emit('message', { id: 'swing_knock', seconds: 1.5, type: C.id })\n }\n }\n return true\n }\n if (st === STATE.EATING) {\n const ec = tr.eatsCorpses!\n Z.vx[i] = Z.vz[i] = 0\n Z.stateTimer[i]! -= tdt\n if (alive && d < ec.defend) {\n Z.state[i] = STATE.CHASE\n Z.lost[i] = 0\n groan(i, d)\n return false\n } // defends the food\n if (Z.stateTimer[i]! <= 0) {\n let best = -1\n let bd = ec.grabRange\n const list = corpses.entries\n for (let k = 0; k < list.length; k++) {\n const e = Math.hypot(list[k]!.data.x - Z.x[i]!, list[k]!.data.z - Z.z[i]!)\n if (e < bd) {\n bd = e\n best = k\n }\n }\n if (best >= 0) {\n corpses.remove(best)\n Z.hp[i]! += ec.health\n Z.hpMax[i]! += ec.health\n Z.height[i]! *= ec.grow\n Z.build[i]! *= ec.grow\n Z.eaten[i]!++\n }\n Z.state[i] = 0\n Z.abilityTimer[i] = ec.rest\n }\n return true\n }\n if (st === STATE.SEEKING_SOUND) {\n const ss = tr.soundSeeker ?? { arrive: 1, loseChase: 3, hitRadius2: 1.1 }\n if (alive && d < 2.5) {\n Z.state[i] = STATE.CHASE\n return false\n }\n const wx = Z.wx[i]! - Z.x[i]!\n const wz = Z.wz[i]! - Z.z[i]!\n const wl = Math.hypot(wx, wz)\n if (wl < ss.arrive) {\n Z.state[i] = 0\n return false\n }\n Z.vx[i] = (wx / wl) * Z.chaseSpeed[i]!\n Z.vz[i] = (wz / wl) * Z.chaseSpeed[i]!\n Z.yaw[i] = Math.atan2(wx, wz)\n // hits whatever it meets on the way, other agents too\n if (b === 0) {\n Z.attackTimer[i]! -= tdt\n if (Z.attackTimer[i]! <= 0) {\n const hx = Math.floor(Z.x[i]! + HALF)\n const hz = Math.floor(Z.z[i]! + HALF)\n if (hx >= 0 && hz >= 0 && hx < HN && hz < HN)\n for (let j = hHead[hz * HN + hx]!; j !== -1; j = hNext[j]!) {\n if (j !== i && (Z.x[j]! - Z.x[i]!) ** 2 + (Z.z[j]! - Z.z[i]!) ** 2 < ss.hitRadius2) {\n Z.attackTimer[i] = N.attackEvery\n hurtOther(j, C.damage)\n break\n }\n }\n }\n }\n return true\n }\n // custom moves (none in the game): after the timed states, before the moves on the target, with or without a target\n for (const plugin of plugins) if (plugin.ability?.(crowd, i, { d, dx, dz, tdt, band: b, alive })) return true\n if (!alive) return false\n if (Z.hunts[i]! >= 0 && st <= 1 && hunt) return hunt(i, tdt)\n // the blind one does not follow the target across the map: it only goes where it heard\n if (tr.soundSeeker && st === STATE.CHASE && d > tr.soundSeeker.loseChase) {\n Z.state[i] = STATE.SEEKING_SOUND\n Z.wx[i] = P!.state.x\n Z.wz[i] = P!.state.z\n return false\n }\n // pounce up to 6 m, 5 s cooldown\n const po = tr.pounce\n if (po && st === STATE.CHASE && Z.cooldown[i]! <= 0 && d > po.min && d < po.max && b === 0 && losClear(Z.x[i]!, Z.z[i]!, P!.state.x, P!.state.z)) {\n const sp = Math.min(po.speedCap, d / po.time)\n Z.state[i] = STATE.AIRBORNE\n Z.vy[i] = P!.state.y > po.highAbove ? po.liftHigh : po.lift\n Z.vx[i] = (-dx / d) * sp\n Z.vz[i] = (-dz / d) * sp\n Z.yaw[i] = Math.atan2(-dx, -dz)\n Z.cooldown[i] = po.cooldown\n Z.abilityTimer[i] = 1\n sound('runner_groan', 1, Z.x[i]!, 1.6, Z.z[i]!, d)\n return true\n }\n // the bloater swells 0.5 s and bursts when close\n if (tr.burst && st === STATE.CHASE && d < tr.burst.range) {\n Z.state[i] = STATE.SWELLING\n Z.stateTimer[i] = tr.burst.swell\n sound('flesh', 1.2, Z.x[i]!, 1, Z.z[i]!, d)\n return true\n }\n // the devourer looks for corpses (up to 3)\n const ec = tr.eatsCorpses\n if (ec && st === 0 && Z.eaten[i]! < ec.max && Z.abilityTimer[i]! <= 0 && corpses.count) {\n let best = -1\n let bd = ec.search\n const list = corpses.entries\n for (let k = 0; k < list.length; k++) {\n const e = Math.hypot(list[k]!.data.x - Z.x[i]!, list[k]!.data.z - Z.z[i]!)\n if (e < bd) {\n bd = e\n best = k\n }\n }\n if (best >= 0) {\n if (bd < ec.reach) {\n Z.state[i] = STATE.EATING\n Z.stateTimer[i] = ec.seconds\n Z.vx[i] = Z.vz[i] = 0\n return true\n }\n const cp = list[best]!.data\n const ex = cp.x - Z.x[i]!\n const ez = cp.z - Z.z[i]!\n const sp = Z.wanderSpeed[i]! * ec.approach\n Z.vx[i] = (ex / bd) * sp\n Z.vz[i] = (ez / bd) * sp\n Z.yaw[i] = Math.atan2(ex, ez)\n Z.wx[i] = cp.x\n Z.wz[i] = cp.z\n return true\n } else Z.abilityTimer[i] = ec.retry\n }\n // the tracker follows the blood trail and leads up to 8 of its kind\n const tk = tr.tracker\n if (tk && st === 0 && trail.length) {\n let best: { x: number; z: number } | null = null\n for (let k = trail.length - 1; k >= 0; k--) {\n const p = trail[k]!\n if ((p.x - Z.x[i]!) ** 2 + (p.z - Z.z[i]!) ** 2 < tk.range * tk.range) {\n best = p\n break\n }\n }\n if (best) {\n Z.wx[i] = best.x\n Z.wz[i] = best.z\n let led = 0\n const leads = typeIndexById.get(tk.leads) ?? -1\n for (let j = 0; j < Z.n && led < tk.max; j++)\n if (Z.type[j] === leads && Z.state[j] === 0 && (Z.x[j]! - Z.x[i]!) ** 2 + (Z.z[j]! - Z.z[i]!) ** 2 < tk.leadRadius * tk.leadRadius) {\n Z.wx[j] = Z.x[i]!\n Z.wz[j] = Z.z[i]!\n led++\n }\n }\n }\n return false\n }\n const chaseSpeed = (i: number): number => {\n const tr = traits(i)\n if (tr.ambush) return Z.abilityTimer[i]! > 0 ? tr.ambush.sprint : tr.ambush.slow\n if (tr.submerged && water(Z.x[i]!, Z.z[i]!)) return tr.submerged.swim\n return Z.chaseSpeed[i]!\n }\n const hurtOther = (j: number, amount: number): void => {\n Z.hp[j]! -= amount\n blood(Z.x[j]!, Z.height[j]! * 1.2, Z.z[j]!, Z.age[j]!, 30, false, j)\n if (Z.hp[j]! <= 0) deferKill(j)\n }\n const deferKill = (j: number): void => {\n if (!killQ.includes(j)) killQ.push(j)\n }\n const killQFlush = (): void => {\n if (!killQ.length) return\n killQ.sort((a, b) => b - a)\n for (const j of killQ) if (j < Z.n) kill(j, false)\n killQ.length = 0\n }\n\n // ----- per frame: height (pile, wall, jump), timed states (G 67377 zFrame) -----\n const frame = (i: number, dt: number, d: number, alive: boolean): void => {\n const st = Z.state[i]\n const tr = traits(i)\n if (st === STATE.PILE_STEP) {\n // a step: lets go when the target is gone\n Z.stateTimer[i]! -= dt\n if (!alive || d > N.pileReleaseDistance || Z.stateTimer[i]! <= 0) stepRelease(i)\n return\n }\n if (st === STATE.SWELLING) {\n Z.stateTimer[i]! -= dt\n if (Z.stateTimer[i]! <= 0) deferKill(i)\n return\n }\n if (tr.ambush && Z.abilityTimer[i]! > 0) Z.abilityTimer[i]! -= dt\n if (tr.eatsCorpses && Z.abilityTimer[i]! > 0 && st === 0) Z.abilityTimer[i]! -= dt\n if (tr.waterWeak && Z.abilityTimer[i] === 0 && water(Z.x[i]!, Z.z[i]!)) {\n Z.abilityTimer[i] = -1\n Z.hp[i]! *= tr.waterWeak.keep\n effect({ effect: 'cloud', point: [Z.x[i]!, 0, Z.z[i]!], radius: 1.5, color: tr.waterWeak.cloud, amount: 3, agent: i })\n }\n const c = cellOf(Z.x[i]!, Z.z[i]!)\n const gy = groundAt(c, Z.y[i]!)\n if (st === STATE.DORMANT || Z.floorLocked[i]) return\n if (st === STATE.AIRBORNE || Z.y[i]! > gy + 0.02 || Z.vy[i]! > 0) {\n Z.vy[i]! -= N.gravity * dt\n Z.y[i]! += Z.vy[i]! * dt\n if (Z.y[i]! <= gy) {\n const fall = -Z.vy[i]!\n Z.y[i] = gy\n Z.vy[i] = 0\n if (st === STATE.AIRBORNE) {\n Z.state[i] = STATE.CHASE\n if (tr.pounce && alive && d < tr.pounce.landRange && target) {\n target.knock(tr.pounce.knock)\n target.hurt(T(i).damage, i)\n emit('message', { id: 'pounce_knock', seconds: 1.5, type: T(i).id })\n }\n } else if (fall > N.fallStun && Z.state[i]! <= 1) {\n Z.state[i] = STATE.STUNNED\n Z.stateTimer[i] = 0.9\n }\n }\n } else if (gy > Z.y[i]!) Z.y[i] = Math.min(gy, Z.y[i]! + N.climbSpeed * dt)\n }\n\n // ----- the horde update (G 66835 hordeUpdate) -----\n const update = (dt: number, context: CrowdUpdateContext = {}): void => {\n if (context.target !== undefined) target = context.target\n groanBudget -= dt\n nightF = context.nightFactor ?? 0\n const P = target\n const px = P ? P.state.x : (context.flowTarget?.[0] ?? 0)\n const pz = P ? P.state.z : (context.flowTarget?.[1] ?? 0)\n const alive = !!P && P.state.alive && !P.state.turned\n viewYaw = context.viewYaw ?? (P ? P.state.yaw - Math.PI : 0)\n const fx0 = context.flowTarget?.[0] ?? px\n const fz0 = context.flowTarget?.[1] ?? pz\n const pc = cellOf(fx0, fz0)\n if (flow.cell < 0) {\n flowStart(fx0, fz0)\n flowStep(1e9)\n flow.cell = pc\n } else if (pc !== flow.cell && !flow.phase) {\n flowStart(fx0, fz0)\n flow.cell = pc\n }\n flowStep(N.flowBudgetMs)\n // spatial hash for R0\n hHead.fill(-1)\n for (let i = 0; i < Z.n; i++) {\n if (Z.band[i] !== 0) continue\n const hx = Math.floor(Z.x[i]! + HALF)\n const hz = Math.floor(Z.z[i]! + HALF)\n if (hx < 0 || hz < 0 || hx >= HN || hz >= HN) continue\n const h = hz * HN + hx\n hNext[i] = hHead[h]!\n hHead[h] = i\n }\n const B = stats.bands\n B[0] = B[1] = B[2] = B[3] = 0\n let slots = 0\n const F = flow.dir\n for (let i = 0; i < Z.n; i++) {\n const dx = Z.x[i]! - px\n const dz = Z.z[i]! - pz\n const d = Math.sqrt(dx * dx + dz * dz)\n let b = Z.band[i]!\n while (b > 0 && d < BANDS[b - 1]!.max - HYST) b--\n while (b < 3 && d > BANDS[b]!.max + HYST) b++\n Z.band[i] = b\n B[b as 0 | 1 | 2 | 3]++\n const C = T(i)\n const tr = C.traits ?? {}\n if (Z.state[i] === STATE.STUNNED) {\n Z.stateTimer[i]! -= dt\n if (Z.stateTimer[i]! <= 0) Z.state[i] = STATE.CHASE\n Z.vx[i]! *= 0.9\n Z.vz[i]! *= 0.9\n }\n if (Z.state[i] === STATE.CALLING) {\n Z.stateTimer[i]! -= dt\n Z.vx[i] = Z.vz[i] = 0\n if (Z.stateTimer[i]! <= 0) {\n Z.state[i] = STATE.CHASE\n screamAt(i, Z.x[i]!, Z.z[i]!)\n Z.cooldown[i] = tr.caller!.cooldown\n }\n }\n Z.cooldown[i]! -= dt\n if (Z.alertIn[i]! > 0) {\n Z.alertIn[i]! -= dt\n if (Z.alertIn[i]! <= 0 && Z.state[i] === 0 && !tr.soundSeeker) {\n Z.state[i] = STATE.CHASE\n Z.lost[i] = 0\n }\n }\n Z.next[i]! -= dt\n if (Z.next[i]! <= 0) {\n const tdt = BANDS[b]!.dt\n Z.next[i]! += tdt\n // perception (R0 and R1 only)\n if (alive && b <= 1 && Z.state[i]! <= 1) {\n let sees = false\n const A = pack.ages[Z.age[i]!]!\n const vis = C.perception.sight * (1 - N.nightSight * nightF) * (P!.state.crouch ? N.crouchSight : 1) * A.sight\n if (d < vis) {\n const fx = Math.sin(Z.yaw[i]!)\n const fz = Math.cos(Z.yaw[i]!)\n const cone = (-dx * fx - dz * fz) / (d || 1)\n if ((cone > N.sightCone || d < N.sightNear) && (Z.floor[i] === P!.state.floor || d < 5) && (Z.floor[i] || P!.state.floor || losClear(Z.x[i]!, Z.z[i]!, px, pz))) sees = true\n }\n if (C.perception.smell && d < C.perception.smell * (P!.state.bleeding || P!.state.scentTimer > 0 ? 2 : 1)) sees = true // smell\n if (sees) {\n if (Z.state[i] === 0) groan(i, d)\n Z.state[i] = STATE.CHASE\n Z.lost[i] = 0\n } else if (Z.state[i] === STATE.CHASE) {\n Z.lost[i]! += tdt\n if (Z.lost[i]! > N.loseAfter) {\n Z.state[i] = 0\n Z.wx[i] = px\n Z.wz[i] = pz\n }\n }\n }\n for (let k = 0; k < noises.length && (Z.state[i] === 0 || Z.state[i] === STATE.SEEKING_SOUND); k++) {\n const Nz = noises[k]!\n const hear = Nz.r * (C.perception.hearing / N.hearingBase) * pack.ages[Z.age[i]!]!.hearing\n if ((Z.x[i]! - Nz.x) ** 2 + (Z.z[i]! - Nz.z) ** 2 < hear * hear) {\n if (tr.soundSeeker) {\n Z.state[i] = STATE.SEEKING_SOUND\n Z.wx[i] = Nz.x\n Z.wz[i] = Nz.z\n break\n } // straight to the source\n Z.state[i] = STATE.CHASE\n Z.lost[i] = N.heardLost\n groan(i, d)\n }\n }\n // the caller winds up 1.5 s and calls the crowd within 150 m\n if (tr.caller && Z.state[i] === STATE.CHASE && d < tr.caller.range && Z.cooldown[i]! <= 0) {\n Z.state[i] = STATE.CALLING\n Z.stateTimer[i] = tr.caller.windUp\n }\n Z.steering[i] = 0\n if (!ability(i, d, dx, dz, tdt, b, alive)) {\n // where it wants to go\n let tx = 0\n let tz = 0\n let sp = 0\n if (Z.state[i] === STATE.CHASE || Z.state[i] === STATE.GRAB) {\n const c = cellOf(Z.x[i]!, Z.z[i]!)\n const sameL = !P || Z.floor[i] === P.state.floor\n if (d < N.directRange && alive && sameL) {\n tx = -dx / (d || 1)\n tz = -dz / (d || 1)\n } else if (c >= 0 && b === 0 && d < N.pyramidRange && sameL && flow.dist[c]! < 1e8 && flow.dist[c]! * GC > d * 2 + 6 && losClear(Z.x[i]!, Z.z[i]!, px, pz)) {\n tx = -dx / d\n tz = -dz / d\n } // the path goes round: straight against the wall (pyramid)\n else if (c >= 0) {\n const W = flow.win\n const cx = c % FW\n const cz = (c / FW) | 0\n if (cx >= W[0]! && cx <= W[2]! && cz >= W[1]! && cz <= W[3]!) {\n tx = F[c * 2]!\n tz = F[c * 2 + 1]!\n } else {\n tx = -dx\n tz = -dz\n } // outside the window: straight at the target\n const l = Math.hypot(tx, tz) || 1\n tx /= l\n tz /= l\n }\n if (tr.caller && Z.cooldown[i]! > tr.caller.fleeAbove && d < tr.caller.fleeRange && alive) {\n tx = dx / (d || 1)\n tz = dz / (d || 1)\n } // runs from the fight after calling\n sp = chaseSpeed(i) * (P && P.state.screamBoost > 0 ? N.screamSpeed : 1)\n if (!alive) sp = Z.wanderSpeed[i]!\n if (d < N.attackRange && alive && Math.abs(P!.state.y - Z.y[i]!) < N.attackHeight) {\n sp = 0\n if (slots < N.attackSlots) {\n slots++\n attack(i, d, tdt)\n }\n }\n } else if (Z.state[i] === 0) {\n const wx = Z.wx[i]! - Z.x[i]!\n const wz = Z.wz[i]! - Z.z[i]!\n const wl = Math.hypot(wx, wz)\n if (wl < 1 || R() < 0.01 * tdt * 60) {\n Z.wx[i] = clamp(Z.x[i]! + (R() - 0.5) * N.wanderSpan, -HALF + 2, HALF - 2)\n Z.wz[i] = clamp(Z.z[i]! + (R() - 0.5) * N.wanderSpan, -HALF + 2, HALF - 2)\n } else {\n tx = wx / wl\n tz = wz / wl\n Z.pause[i]! -= tdt\n if (Z.pause[i]! < -4 - R() * 6) Z.pause[i] = 1 + R() * 2.5\n sp = Z.pause[i]! > 0 ? 0 : Z.wanderSpeed[i]!\n } // pauses of 1 to 3.5 s between walks\n }\n if (Z.crawl[i]) sp = Math.min(sp, N.crawlSpeed)\n else if (Z.limp[i]) sp *= N.limpSpeed\n // separation from the neighbours\n let sx = 0\n let sz = 0\n if (b === 0) {\n const hx = Math.floor(Z.x[i]! + HALF)\n const hz = Math.floor(Z.z[i]! + HALF)\n for (let oz = -1; oz <= 1; oz++)\n for (let ox = -1; ox <= 1; ox++) {\n const qx = hx + ox\n const qz = hz + oz\n if (qx < 0 || qz < 0 || qx >= HN || qz >= HN) continue\n for (let j = hHead[qz * HN + qx]!; j !== -1; j = hNext[j]!) {\n if (j === i || Z.state[j] === STATE.PILE_STEP || Z.state[j] === STATE.DORMANT) continue\n const ex = Z.x[i]! - Z.x[j]!\n const ez = Z.z[i]! - Z.z[j]!\n const e2 = ex * ex + ez * ez\n const rr = N.separation * (Z.build[i]! + Z.build[j]!)\n if (e2 < rr * rr * 1.6 && e2 > 1e-6) {\n const e = Math.sqrt(e2)\n const w = (rr * 1.26 - e) / e\n sx += ex * w\n sz += ez * w\n }\n }\n }\n }\n if (Z.state[i]! <= 2) {\n Z.dvx[i] = tx * sp + sx * N.separationPush\n Z.dvz[i] = tz * sp + sz * N.separationPush\n Z.steering[i] = 1\n if (sp > 0.05) Z.yaw[i] = Math.atan2(tx, tz)\n else if (d < 3 && alive) Z.yaw[i] = Math.atan2(-dx, -dz)\n }\n }\n }\n // integrates every frame (the wanted speed arrives in ~0.15 s, no jerk)\n if (Z.steering[i] && Z.state[i]! <= 2) {\n const k = 1 - Math.exp(-dt * (b === 0 ? 9 : 5))\n Z.vx[i]! += (Z.dvx[i]! - Z.vx[i]!) * k\n Z.vz[i]! += (Z.dvz[i]! - Z.vz[i]!) * k\n }\n const nx = Z.x[i]! + Z.vx[i]! * dt\n const nz = Z.z[i]! + Z.vz[i]! * dt\n let hitCell = -1\n if (!blockedAt(i, nx, Z.z[i]!)) Z.x[i] = nx\n else {\n if (Z.state[i] !== STATE.AIRBORNE) Z.vx[i] = 0\n hitCell = cellOf(nx, Z.z[i]!)\n }\n if (!blockedAt(i, Z.x[i]!, nz)) Z.z[i] = nz\n else {\n if (Z.state[i] !== STATE.AIRBORNE) Z.vz[i] = 0\n hitCell = cellOf(Z.x[i]!, nz)\n }\n if (hitCell >= 0 && Z.state[i] === STATE.CHASE && b === 0) {\n // runners and leapers jump a low obstacle (car, yard wall)\n const vl = tr.vaultsLow\n if (vl && occ[hitCell] !== 5 && occH[hitCell]! <= vl.maxHeight && occH[hitCell]! > Z.y[i]! + vl.minRise) {\n Z.state[i] = STATE.AIRBORNE\n Z.vy[i] = Math.sqrt(2 * N.gravity * (occH[hitCell]! - Z.y[i]! + vl.clearance))\n const s2 = Z.chaseSpeed[i]! * vl.speedFactor\n Z.vx[i] = Math.sin(Z.yaw[i]!) * s2\n Z.vz[i] = Math.cos(Z.yaw[i]!) * s2\n } else if (occ[hitCell] === 2 || (occ[hitCell] === 0 && pile[hitCell]! > 0)) {\n // stuck on the wall or the pile: becomes a step of the pyramid\n Z.stuck[i]! += dt\n if (Z.stuck[i]! > 0.35 + 0.5 * Z.skin[i]!) {\n Z.stuck[i] = 0\n tryStep(i, hitCell)\n }\n }\n } else if (Z.stuck[i]! > 0) Z.stuck[i]! -= dt\n // a closed door in the way: hits it (10 per blow every 1.5 s; brute x3)\n if (hitCell >= 0 && Z.state[i] === STATE.CHASE && doors.at(hitCell) >= 0) {\n Z.attackTimer[i]! -= dt\n if (Z.attackTimer[i]! <= 0) {\n Z.attackTimer[i] = N.attackEvery\n doors.hit(doors.at(hitCell), N.doorDamage * (tr.doorDamage ?? 1))\n }\n }\n frame(i, dt, d, alive)\n const spd = Math.hypot(Z.vx[i]!, Z.vz[i]!)\n Z.renderSpeed[i]! += (spd - Z.renderSpeed[i]!) * Math.min(1, dt * 6)\n // arms: up when it perceives someone; down against a wall so the hand does not go through\n if (Z.band[i]! <= 1) {\n const s = Z.state[i]\n let goal = s === STATE.CHASE || s === STATE.GRAB || s === STATE.PILE_STEP ? 1 : 0\n if (goal && solidAt(Z.x[i]! + Math.sin(Z.renderYaw[i]!) * 0.62, Z.z[i]! + Math.cos(Z.renderYaw[i]!) * 0.62, 1.0)) goal = 0.1\n Z.arms[i]! += (goal - Z.arms[i]!) * Math.min(1, dt * (goal > Z.arms[i]! ? 3 : 5))\n }\n Z.phase[i]! += dt * (Z.renderSpeed[i]! < 0.05 ? 0.15 : N.cadenceBase + N.cadencePerSpeed * Z.renderSpeed[i]!)\n // walking without attacking: the body points where it goes\n if (spd > 0.35 && Z.state[i]! <= 1 && !Z.attackPose[i]) Z.yaw[i] = Math.atan2(Z.vx[i]!, Z.vz[i]!)\n let dy = Z.yaw[i]! - Z.renderYaw[i]!\n dy -= Math.round(dy / TAU_APPROX) * TAU_APPROX\n Z.renderYaw[i]! += dy * Math.min(1, dt * (Z.state[i] === STATE.AIRBORNE ? 20 : 9))\n }\n killQFlush()\n noises.length = 0\n stats.slots = slots\n }\n\n // ----- trail, corpses, population -----\n const updateTrail = (dt: number, who: CrowdTarget | null = target): void => {\n for (const p of trail) p.t += dt\n while (trail.length && trail[0]!.t > N.trailSeconds) trail.shift()\n if (!who) return\n const s = who.state\n if ((s.bleeding || s.scentTimer > 0) && s.alive && Math.hypot(s.x - trailLast.x, s.z - trailLast.z) > N.trailStep) {\n trail.push({ x: s.x, z: s.z, t: 0 })\n trailLast = { x: s.x, z: s.z }\n if (trail.length > N.trailMax) trail.shift()\n }\n }\n const spawnAway = (minD: number, maxD: number, view: CrowdView): number => {\n const ox = target ? target.state.x : view.x\n const oz = target ? target.state.z : view.z\n for (let t = 0; t < 30; t++) {\n const a = R() * TURN\n const r = minD + Math.sqrt(R()) * (maxD - minD) // denser away from home\n const x = ox + Math.cos(a) * r\n const z = oz + Math.sin(a) * r\n // never born in front of the camera inside the fog\n const vx = x - view.x\n const vz = z - view.z\n const vd = Math.hypot(vx, vz)\n if (vd < view.far && vx * -Math.sin(view.yaw) + vz * -Math.cos(view.yaw) > vd * 0.5) continue\n if (Math.abs(x) < HALF - 3 && Math.abs(z) < HALF - 3 && !grid.blocked(x, z)) return spawn(x, z)\n }\n return -1\n }\n const updatePopulation = (dt: number, view: CrowdView, opts: { readonly target?: number; readonly migration?: MigrationOptions | null } = {}): void => {\n const popTarget = opts.target ?? N.population\n let k = 0\n while (Z.n < popTarget && k++ < 20) spawnAway(N.refillMin, N.refillMax, view)\n // the excess fades away slowly, only far and out of sight\n if (Z.n > popTarget + 120)\n for (let t = 0, rm = 0; t < 40 && rm < 4; t++) {\n const i = Math.floor(R() * Z.n)\n if (Z.band[i]! < 2 || Z.named[i]! >= 0 || (target && i === target.state.grabbedBy)) continue\n const vx = Z.x[i]! - view.x\n const vz = Z.z[i]! - view.z\n const vd = Math.hypot(vx, vz)\n if (vd < view.far && vx * -Math.sin(view.yaw) + vz * -Math.cos(view.yaw) > -vd * 0.35) continue\n remove(i)\n rm++\n }\n const mg = opts.migration === undefined ? null : opts.migration\n if (!mg) return\n migrateT -= dt\n if (migrateT <= 0) {\n migrateT = mg.every\n let m = 0\n for (let q = 0; q < mg.count && Z.n < Z.capacity; q++) {\n const i = spawn(mg.x + (R() - 0.5) * mg.width, mg.z + R() * mg.depth)\n if (i >= 0) {\n Z.wx[i] = mg.goal[0]\n Z.wz[i] = mg.goal[1]\n m++\n }\n }\n if (m) emit('message', { id: 'migration', seconds: 4 })\n }\n }\n\n const crowd: Crowd = {\n store: Z,\n pack,\n grid,\n doors,\n corpses,\n numbers: N,\n stats,\n pile,\n pileCount: () => pileN,\n trail,\n variantsOf,\n get target() {\n return target\n },\n set target(next) {\n target = next\n },\n random,\n sound,\n effect,\n typeIndex: (id) => typeIndexById.get(id) ?? -1,\n spawn: (x, z, type = -1) => spawn(x, z, type),\n remove,\n update,\n emitNoise,\n damage,\n kill: (i, headshot = false) => kill(i, headshot),\n updateTrail,\n updateCorpses: (dt) => void corpses.update(dt),\n updatePopulation,\n spawnAway,\n pileBlast,\n setHunt(next) {\n hunt = next\n },\n chaseSpeed,\n asPlayerCrowd: () => ({\n count: () => Z.n,\n active: (i) => Z.band[i] === 0,\n x: (i) => Z.x[i]!,\n z: (i) => Z.z[i]!,\n y: (i) => Z.y[i]!,\n floor: (i) => Z.floor[i]!,\n chasing: (i) => Z.state[i] === STATE.CHASE,\n down: (i) => Z.crawl[i] !== 0 || Z.state[i] === STATE.STUNNED,\n panicWeight: (i) => traits(i).panicWeight ?? 1,\n hold(i, x, z, k, lookX, lookZ) {\n Z.x[i]! += (x - Z.x[i]!) * k\n Z.z[i]! += (z - Z.z[i]!) * k\n Z.vx[i] = Z.vz[i] = Z.dvx[i] = Z.dvz[i] = 0\n Z.yaw[i] = Math.atan2(lookX - Z.x[i]!, lookZ - Z.z[i]!)\n },\n stun(i, seconds, vx, vz) {\n Z.state[i] = STATE.STUNNED\n Z.stateTimer[i] = seconds\n Z.vx[i] = vx\n Z.vz[i] = vz\n },\n chase(i, cooldown) {\n Z.state[i] = STATE.CHASE\n Z.attackTimer[i] = cooldown\n },\n damage: (i, hit) => void damage(i, { region: hit.region as CrowdHit['region'], amount: hit.amount, distance: hit.distance, cut: hit.cut, caliber: null }),\n }),\n on(event, listener) {\n let set = listeners.get(event)\n if (!set) listeners.set(event, (set = new Set()))\n set.add(listener as (event: never) => void)\n return () => void set.delete(listener as (event: never) => void)\n },\n }\n return crowd\n}\n","{\n \"sources\": {\n \"store\": \"jogo.js G 66714-66734 (Z, ZMAX 6000, FIELDS)\",\n \"bands\": \"jogo.js G 62019-62020 (BANDS, HYST)\",\n \"flow\": \"jogo.js G 66735-66737, 66773-66825 (FLOW_R 192, flowStart, flowStep; budget 1 ms a frame, the first field in one go)\",\n \"update\": \"jogo.js G 66835-66977 hordeUpdate\",\n \"alerts\": \"jogo.js G 66978-66993 groan, screamAt\",\n \"attack\": \"jogo.js G 66996-67006 zAttack\",\n \"damage\": \"jogo.js G 67010-67045 zDamage\",\n \"kill\": \"jogo.js G 67046-67059 zKill, inchadoBurst\",\n \"corpses\": \"jogo.js G 62021 (CORPOS_MAX 400, CORPO_VIDA 900), 67062-67075 corpseAdd, corpsesUpdate\",\n \"population\": \"jogo.js G 67139-67177 spawnAway, populationUpdate (popTarget 1200, migration 120 every 90 s, the first after 60 s)\",\n \"pile\": \"jogo.js G 67184-67227 (PILE_STEP 0.48, PILE_TOP 3.7, PILE_MAX 160, groundAt, zBlockedAt, tryStep, stepRelease, pileBlast)\",\n \"trail\": \"jogo.js G 67238-67246 trailUpdate\",\n \"abilities\": \"jogo.js G 67266-67356 zAbility, zChaseSpeed, zHurtOther, killQ\",\n \"frame\": \"jogo.js G 67377-67402 zFrame\",\n \"cadence\": \"jogo.js G 65507 walkCad\"\n },\n \"bands\": [\n { \"max\": 35, \"dt\": 0.05 },\n { \"max\": 120, \"dt\": 0.2 },\n { \"max\": 400, \"dt\": 1 },\n { \"max\": null, \"dt\": 5 }\n ],\n \"numbers\": {\n \"capacity\": 6000,\n \"hysteresis\": 10,\n \"flowRadius\": 192,\n \"flowBudgetMs\": 1,\n \"hashCell\": 1,\n \"nightSight\": 0.4,\n \"crouchSight\": 0.6,\n \"sightCone\": 0.5,\n \"sightNear\": 2.5,\n \"loseAfter\": 15,\n \"hearingBase\": 40,\n \"heardLost\": 5,\n \"alertRadius\": 8,\n \"alertDelay\": 0.2,\n \"alertDelayRandom\": 0.4,\n \"voiceDistance\": 40,\n \"voiceEvery\": 0.25,\n \"directRange\": 4,\n \"pyramidRange\": 14,\n \"screamSpeed\": 1.2,\n \"attackRange\": 1.15,\n \"attackHeight\": 1.3,\n \"attackSlots\": 6,\n \"attackEvery\": 1.5,\n \"crouchBite\": 1.3,\n \"crawlDamage\": 0.6,\n \"wanderSpan\": 24,\n \"crawlSpeed\": 0.4,\n \"limpSpeed\": 0.5,\n \"separation\": 0.31,\n \"separationPush\": 2.2,\n \"doorDamage\": 10,\n \"doorMessageDistance\": 25,\n \"skullMinDamage\": 20,\n \"skullTakeDamage\": 60,\n \"skullTakeWithin\": { \"12ga\": 5 },\n \"jawDamage\": 25,\n \"jawChance\": 0.3,\n \"hitStunDamage\": 35,\n \"hitStun\": 0.45,\n \"dormantWake\": 3,\n \"dormantWakeBehind\": 10,\n \"pileStep\": 0.48,\n \"pileTop\": 3.7,\n \"pileMax\": 160,\n \"pileReleaseDistance\": 30,\n \"gravity\": 9.8,\n \"fallStun\": 3.2,\n \"climbSpeed\": 1.9,\n \"cadenceBase\": 0.5,\n \"cadencePerSpeed\": 0.3,\n \"corpsesMax\": 400,\n \"corpseSeconds\": 900,\n \"trailSeconds\": 120,\n \"trailStep\": 1.5,\n \"trailMax\": 200,\n \"population\": 1200,\n \"refillMin\": 70,\n \"refillMax\": 160,\n \"migrationFirst\": 60\n }\n}\n","import type { NavGrid } from './grid'\n\nexport type Door = {\n readonly x: number\n readonly z: number\n /** The leaf runs along `x` (front or back wall) or `z`. */\n readonly axis: 'x' | 'z'\n readonly width: number\n hp: number\n hpMax: number\n open: boolean\n broken: boolean\n planks: number\n readonly rect: readonly [number, number, number, number]\n /** Whatever the game hangs on it (the building it belongs to). */\n readonly data?: unknown\n}\n\nexport type DoorEventMap = {\n sound: { sound: 'wood'; volume: number; position: [number, number, number] }\n noise: { x: number; z: number; radius: number }\n effect: { effect: 'dust'; point: [number, number, number]; color: number }\n broken: { door: number }\n}\nexport type DoorEventName = keyof DoorEventMap\n\nexport type DoorNumbers = {\n /** Hit points of a door (G 63803 `PORTA_VIDA`). */\n readonly doorHp: number\n /** Hit points each plank adds (G 63803 `TABUA_VIDA`). */\n readonly plankHp: number\n readonly height: number\n readonly thickness: number\n readonly soundChance: number\n readonly soundVolume: number\n readonly breakVolume: number\n readonly breakNoise: number\n}\n\nexport const DOOR_DEFAULTS: DoorNumbers = { doorHp: 300, plankHp: 150, height: 2.2, thickness: 0.1, soundChance: 0.3, soundVolume: 0.8, breakVolume: 1.5, breakNoise: 30 }\n\nexport type Doors = {\n readonly list: readonly Door[]\n /** The door index at a grid cell, -1 for none. */\n at(cell: number): number\n add(x: number, z: number, axis: 'x' | 'z', width: number, data?: unknown): number\n /** Opens or closes: the cells become passable (3) or a closed door (5). A broken door stays open. */\n set(index: number, open: boolean): void\n /** An agent hits a closed door (G 64044 `doorHit`): the 30% knock, planks giving way, and the door breaking open. */\n hit(index: number, damage: number): void\n /** Nails a plank on (each adds `plankHp`). */\n plank(index: number): void\n on<K extends DoorEventName>(event: K, listener: (event: DoorEventMap[K]) => void): () => void\n}\n\n/** The doors of the game's buildings on a grid (G 63796-63816 `DOORS`, `doorAt`, `addDoor`, `setDoor`; G 64044 `doorHit`). */\nexport function createDoors(grid: NavGrid, options: { random: () => number; numbers?: Partial<DoorNumbers> }): Doors {\n const N: DoorNumbers = { ...DOOR_DEFAULTS, ...options.numbers }\n const random = options.random\n const list: Door[] = []\n const doorAt = new Int16Array(grid.n * grid.n).fill(-1)\n const listeners = new Map<DoorEventName, Set<(event: never) => void>>()\n const emit = <K extends DoorEventName>(event: K, payload: DoorEventMap[K]): void => {\n for (const listener of listeners.get(event) ?? []) (listener as (event: DoorEventMap[K]) => void)(payload)\n }\n const set = (index: number, open: boolean): void => {\n const d = list[index]\n if (!d) return\n d.open = open\n grid.fillRect(...d.rect, open || d.broken ? 3 : 5, N.height)\n }\n return {\n list,\n at: (cell) => (cell < 0 ? -1 : doorAt[cell]!),\n add(x, z, axis, width, data) {\n const i = list.length\n const t = N.thickness\n const x0 = axis === 'x' ? x - width / 2 : x - t\n const x1 = axis === 'x' ? x + width / 2 : x + t\n const z0 = axis === 'x' ? z - t : z - width / 2\n const z1 = axis === 'x' ? z + t : z + width / 2\n list.push({ x, z, axis, width, hp: N.doorHp, hpMax: N.doorHp, open: false, broken: false, planks: 0, rect: [x0, z0, x1, z1], data })\n grid.fillRect(x0, z0, x1, z1, 5, N.height)\n const a = Math.floor((x0 + grid.half) / grid.cell)\n const b = Math.ceil((x1 + grid.half) / grid.cell)\n const c = Math.floor((z0 + grid.half) / grid.cell)\n const e = Math.ceil((z1 + grid.half) / grid.cell)\n for (let gz = c; gz < e; gz++) for (let gx = a; gx < b; gx++) doorAt[gz * grid.n + gx] = i\n return i\n },\n set,\n hit(index, damage) {\n const d = list[index]\n if (!d || d.open || d.broken) return\n d.hp -= damage\n if (random() < N.soundChance) emit('sound', { sound: 'wood', volume: N.soundVolume, position: [d.x, 1, d.z] })\n if (d.planks && d.hp < d.hpMax - d.planks * N.plankHp + N.plankHp * (d.planks - 1)) d.planks = Math.max(0, d.planks - 1)\n if (d.hp <= 0) {\n d.broken = true\n d.planks = 0\n set(index, true)\n emit('noise', { x: d.x, z: d.z, radius: N.breakNoise })\n emit('sound', { sound: 'wood', volume: N.breakVolume, position: [d.x, 1, d.z] })\n emit('effect', { effect: 'dust', point: [d.x, 1, d.z], color: 0x8a6a4a })\n emit('broken', { door: index })\n }\n },\n plank(index) {\n const d = list[index]\n if (!d) return\n d.planks += 1\n d.hp += N.plankHp\n d.hpMax += N.plankHp\n },\n on(event, listener) {\n let set_ = listeners.get(event)\n if (!set_) listeners.set(event, (set_ = new Set()))\n set_.add(listener as (event: never) => void)\n return () => void set_.delete(listener as (event: never) => void)\n },\n }\n}\n","/** Occupancy codes of a grid cell (G 62162: 0 free, 1 solid, 2 low wall that can be climbed, 3 open door, 4 glass; 5 closed door, G 63816). */\nexport const CELL = { FREE: 0, SOLID: 1, LOW_WALL: 2, OPEN_DOOR: 3, GLASS: 4, CLOSED_DOOR: 5 } as const\n\nexport type NavGridOptions = {\n /** Side of the square world in metres, centred on the origin (default 768, the game's world). */\n readonly size?: number\n /** Cell side in metres (default 0.5). */\n readonly cell?: number\n /** Fill a solid border of `borderWidth` m and `borderHeight` m around the world, as the game does (default true). */\n readonly border?: boolean\n}\n\n/**\n * The navigation and collision grid of the game (G 62158-62170): a square world of cells with an occupancy code and a height. Agents, the player,\n * the flow field and line of sight all read it. Buildings write it with `fillRect`.\n */\nexport type NavGrid = {\n readonly size: number\n readonly half: number\n readonly cell: number\n /** Cells per side. */\n readonly n: number\n readonly occ: Uint8Array\n readonly occH: Float32Array\n cellOf(x: number, z: number): number\n /** Solid for a body at height `y` (default 0.5): outside the world, or an occupied cell that is not an open door and is taller than `y`. */\n solidAt(x: number, z: number, y?: number): boolean\n /** The occupancy code at (x, z), -1 outside. */\n cellKind(x: number, z: number): number\n fillRect(x0: number, z0: number, x1: number, z1: number, kind: number, height: number): void\n /** Blocked for a walking agent: outside, or anything but free and open door (G 66826 `zBlocked`). */\n blocked(x: number, z: number): boolean\n /** Nothing solid and taller than 1.5 m between the two points, sampled every 0.5 m (G 66828 `losClear`). */\n losClear(x0: number, z0: number, x1: number, z1: number): boolean\n}\n\nconst BORDER_WIDTH = 1\nconst BORDER_HEIGHT = 50\nconst LOS_STEP = 0.5\nconst LOS_HEIGHT = 1.5\n\nexport function createNavGrid(options: NavGridOptions = {}): NavGrid {\n const size = options.size ?? 768\n const half = size / 2\n const cell = options.cell ?? 0.5\n const n = size / cell\n const occ = new Uint8Array(n * n)\n const occH = new Float32Array(n * n)\n const cellOf = (x: number, z: number): number => {\n const gx = Math.floor((x + half) / cell)\n const gz = Math.floor((z + half) / cell)\n return gx < 0 || gz < 0 || gx >= n || gz >= n ? -1 : gz * n + gx\n }\n const solidAt = (x: number, z: number, y = 0.5): boolean => {\n const c = cellOf(x, z)\n return c < 0 || (occ[c] !== 0 && occ[c] !== 3 && occH[c]! > y)\n }\n const fillRect = (x0: number, z0: number, x1: number, z1: number, kind: number, h: number): void => {\n const a = Math.floor((x0 + half) / cell)\n const b = Math.ceil((x1 + half) / cell)\n const c = Math.floor((z0 + half) / cell)\n const d = Math.ceil((z1 + half) / cell)\n for (let gz = Math.max(0, c); gz < Math.min(n, d); gz++)\n for (let gx = Math.max(0, a); gx < Math.min(n, b); gx++) {\n const i = gz * n + gx\n occ[i] = kind\n occH[i] = h\n }\n }\n if (options.border ?? true) {\n fillRect(-half, -half, half, -half + BORDER_WIDTH, 1, BORDER_HEIGHT)\n fillRect(-half, half - BORDER_WIDTH, half, half, 1, BORDER_HEIGHT)\n fillRect(-half, -half, -half + BORDER_WIDTH, half, 1, BORDER_HEIGHT)\n fillRect(half - BORDER_WIDTH, -half, half, half, 1, BORDER_HEIGHT)\n }\n return {\n size,\n half,\n cell,\n n,\n occ,\n occH,\n cellOf,\n solidAt,\n cellKind: (x, z) => {\n const c = cellOf(x, z)\n return c < 0 ? -1 : occ[c]!\n },\n fillRect,\n blocked(x, z) {\n const c = cellOf(x, z)\n return c < 0 || (occ[c] !== 0 && occ[c] !== 3)\n },\n losClear(x0, z0, x1, z1) {\n const d = Math.hypot(x1 - x0, z1 - z0)\n const steps = Math.ceil(d / LOS_STEP)\n for (let k = 1; k < steps; k++) {\n const t = k / steps\n const c = cellOf(x0 + (x1 - x0) * t, z0 + (z1 - z0) * t)\n if (c < 0 || (occ[c] === 1 && occH[c]! > LOS_HEIGHT)) return false\n }\n return true\n },\n }\n}\n","const FNV_OFFSET = 0x811c9dc5\nconst FNV_PRIME = 0x01000193\nconst MIX = 0x9e3779b1\n\n/** Deterministic mulberry32 generator; returns floats in [0, 1). */\nexport function createRng(seed: number): () => number {\n let state = seed >>> 0\n return () => {\n state = (state + 0x6d2b79f5) >>> 0\n let mixed = Math.imul(state ^ (state >>> 15), state | 1)\n mixed ^= mixed + Math.imul(mixed ^ (mixed >>> 7), mixed | 61)\n return ((mixed ^ (mixed >>> 14)) >>> 0) / 4294967296\n }\n}\n\n/** A seed for the stream called `name`: the same seed gives each name its own sequence, so lightning never shifts the schedule. */\nexport function streamSeed(seed: number, name: string): number {\n let hash = FNV_OFFSET\n for (let index = 0; index < name.length; index++) hash = Math.imul(hash ^ name.charCodeAt(index), FNV_PRIME) >>> 0\n return Math.imul((seed >>> 0) ^ hash, MIX) >>> 0\n}\n\nexport function createStream(seed: number, name: string): () => number {\n return createRng(streamSeed(seed, name))\n}\n\nexport function drawBetween(rng: () => number, range: readonly [min: number, max: number]): number {\n return range[0] + rng() * (range[1] - range[0])\n}\n","/**\n * The agents as a struct of arrays (G 66717 `Z`, ZMAX 6000): one typed array per field, the same types as the game so the floats round the same way.\n * The names are the game's in English; `armHp` and `legHp` hold two values per agent (left, right).\n */\nexport const createStore = (capacity: number) => {\n const f32 = () => new Float32Array(capacity)\n const u8 = () => new Uint8Array(capacity)\n return {\n n: 0,\n capacity,\n x: f32(),\n z: f32(),\n vx: f32(),\n vz: f32(),\n yaw: f32(),\n phase: f32(),\n type: u8(),\n age: u8(),\n outfit: u8(),\n height: f32(),\n build: f32(),\n chaseSpeed: f32(),\n wanderSpeed: f32(),\n hp: f32(),\n hpMax: f32(),\n headHp: f32(),\n armHp: new Float32Array(capacity * 2),\n legHp: new Float32Array(capacity * 2),\n missing: new Uint16Array(capacity),\n helmet: u8(),\n state: u8(),\n stateTimer: f32(),\n lost: f32(),\n attackTimer: f32(),\n band: u8(),\n next: f32(),\n wx: f32(),\n wz: f32(),\n crawl: u8(),\n limp: u8(),\n color: new Uint32Array(capacity),\n skin: f32(),\n alertIn: f32(),\n cooldown: f32(),\n y: f32(),\n floor: u8(),\n floorLocked: u8(),\n vy: f32(),\n abilityTimer: f32(),\n eaten: u8(),\n stuck: f32(),\n stepCell: new Int32Array(capacity),\n burn: f32(),\n hunts: new Int8Array(capacity),\n named: new Int8Array(capacity),\n dvx: f32(),\n dvz: f32(),\n steering: u8(),\n renderYaw: f32(),\n renderSpeed: f32(),\n pause: f32(),\n lod: u8(),\n variant: u8(),\n attackPose: u8(),\n arms: f32(),\n }\n}\nexport type CrowdStore = ReturnType<typeof createStore>\ntype Arrays = Omit<CrowdStore, 'n' | 'capacity' | 'armHp' | 'legHp'>\n/** The one-per-agent fields (G 66733 `FIELDS`): what a removal copies from the last agent. */\nexport const AGENT_FIELDS = [\n 'x', 'z', 'vx', 'vz', 'yaw', 'phase', 'type', 'age', 'outfit', 'height', 'build', 'chaseSpeed', 'wanderSpeed', 'hp', 'hpMax', 'headHp', 'missing', 'helmet', 'state', 'stateTimer', 'lost', 'attackTimer',\n 'band', 'next', 'wx', 'wz', 'crawl', 'limp', 'color', 'skin', 'alertIn', 'cooldown', 'y', 'floor', 'floorLocked', 'vy', 'abilityTimer', 'eaten', 'stuck', 'stepCell', 'burn', 'hunts', 'named', 'dvx', 'dvz',\n 'steering', 'renderYaw', 'renderSpeed', 'pause', 'lod', 'variant', 'attackPose', 'arms',\n] as const satisfies readonly (keyof Arrays)[]\n","/** What an agent is doing (G 66724 and 67180-67183): the store keeps the number. */\nexport const STATE = {\n WANDER: 0,\n CHASE: 1,\n GRAB: 2,\n STUNNED: 3,\n CALLING: 4,\n AIRBORNE: 5,\n DORMANT: 6,\n SWELLING: 7,\n SWING: 8,\n EATING: 9,\n PILE_STEP: 10,\n SEEKING_SOUND: 12,\n} as const\n\n/** Body regions of a hit (G 67012): 0 head, 1 torso, 2 left arm, 3 right arm, 4 left leg, 5 right leg. */\nexport type Region = 0 | 1 | 2 | 3 | 4 | 5\n\n/**\n * Missing parts as bits (G 67010-67045): 1 skull, 2 left arm off, 4 right arm off, 8 left leg off, 16 right leg off, 32 left arm broken, 64 right arm broken,\n * 128 left leg broken, 256 right leg broken, 512 jaw.\n */\nexport const MISSING = { SKULL: 1, ARM_L: 2, ARM_R: 4, LEG_L: 8, LEG_R: 16, ARM_L_BROKEN: 32, ARM_R_BROKEN: 64, LEG_L_BROKEN: 128, LEG_R_BROKEN: 256, JAW: 512 } as const\n\n/**\n * The type traits: the special moves of a type, read in the game's order. A type without a trait does not have the move. Every number is the game's\n * (`jogo.js` G 67180-67430, the Bestiário table 3.1 and 12.7).\n */\nexport type CrowdTraits = {\n /** Jumps a low obstacle in the way while chasing (car, yard wall) up to `maxHeight` m (runner, leaper). */\n readonly vaultsLow?: { readonly maxHeight: number; readonly minRise: number; readonly clearance: number; readonly speedFactor: number }\n /** Pounce from `min` to `max` m in line of sight: cooldown, flight time, speed cap, the vertical speeds and the knock-down on landing (leaper). */\n readonly pounce?: { readonly min: number; readonly max: number; readonly cooldown: number; readonly time: number; readonly speedCap: number; readonly lift: number; readonly liftHigh: number; readonly highAbove: number; readonly landRange: number; readonly knock: number }\n /** A heavy swing: chance per attack, wind-up, reach and knock-down (brute). */\n readonly heavySwing?: { readonly chance: number; readonly windUp: number; readonly range: number; readonly knock: number }\n /** Multiplies the damage on doors (brute 3). */\n readonly doorDamage?: number\n /** Seconds stunned by a heavy hit (default `numbers.hitStun`; brute 0.25). */\n readonly hitStun?: number\n /** Only hears: goes to the source of a sound and hits whatever it meets on the way, other agents too (blind). */\n readonly soundSeeker?: { readonly arrive: number; readonly loseChase: number; readonly hitRadius2: number }\n /** Calls the crowd: wind-up, radius, cooldown, the boost it gives the target, and running from the fight afterwards (screamer). */\n readonly caller?: { readonly range: number; readonly windUp: number; readonly radius: number; readonly cooldown: number; readonly boost: number; readonly fleeAbove: number; readonly fleeRange: number }\n /** Sets the target on fire on a hit (charred). */\n readonly burns?: { readonly seconds: number }\n /** Loses a share of its health the first time it enters water (charred 0.7). */\n readonly waterWeak?: { readonly keep: number; readonly cloud: number }\n /** Waits under water and pulls the target down (drowned). */\n readonly submerged?: { readonly depth: number; readonly wake: number; readonly swim: number; readonly surface: number }\n /** Plays dead and wakes close or behind the target, then sprints for a while (stalker). */\n readonly ambush?: { readonly chance: number; readonly wake: number; readonly wakeBehind: number; readonly behindCos: number; readonly sprint: number; readonly sprintSeconds: number; readonly slow: number }\n /** Swells and bursts close to the target: blinds and marks it with a scent (bloater). */\n readonly burst?: { readonly range: number; readonly swell: number; readonly radius: number; readonly blind: number; readonly scent: number; readonly noiseNear: number; readonly noise: number; readonly cloudColor: number; readonly bloodColor: number; readonly bloodDry: number }\n /** Eats corpses: search radius, reach, seconds, how many, what it gains (devourer). */\n readonly eatsCorpses?: { readonly max: number; readonly search: number; readonly reach: number; readonly seconds: number; readonly grabRange: number; readonly health: number; readonly grow: number; readonly rest: number; readonly retry: number; readonly defend: number; readonly approach: number }\n /** Follows the target's blood trail and leads agents of the type `leads` along (sniffer). */\n readonly tracker?: { readonly range: number; readonly leads: string; readonly max: number; readonly leadRadius: number }\n /** Never older than this age index (runner: recent at most). */\n readonly maxAge?: number\n /** The groan sound id (runner `runner_groan`; default `groan`). */\n readonly voice?: string\n /** How much it adds to the target's panic (runner 2.5). */\n readonly panicWeight?: number\n /** Pulls the target into water when it grabs there (drowned). */\n readonly drownGrab?: boolean\n /** Body colour and skin override at birth (charred, drowned). */\n readonly color?: number\n readonly skin?: number\n}\n\n/** One type of agent (a zombie type, a cow, a civilian). The undead pack (`undeadCrowdTypes`) gives the 13 types of the game. */\nexport type CrowdType = {\n readonly id: string\n /** Weight in the draw of an agent without a forced type (0: never drawn). */\n readonly weight: number\n readonly health: number\n readonly speed: { readonly wander: number; readonly chase: number }\n readonly damage: number\n /** Chance per attack to grab (and bite). */\n readonly bite: number\n readonly multipliers: { readonly head: number; readonly torso: number; readonly arms: number; readonly legs: number }\n /** Metres. */\n readonly perception: { readonly sight: number; readonly hearing: number; readonly smell: number }\n readonly crawls?: boolean\n /** Height multiplier (brute 1.42). */\n readonly scale?: number\n /** Build multiplier (bloater 1.35; a scaled type without one is 1.3). */\n readonly build?: number\n /** Body variants of the type for the renderer (walker 4, runner 3, crawler and brute 2, others 1). */\n readonly variants?: number\n readonly eye?: number\n readonly traits?: CrowdTraits\n}\n\n/** The age of a body (G IDADES): its share, and what it does to speed, health, limbs and senses. */\nexport type CrowdAge = { readonly id: string; readonly p: number; readonly speed: number; readonly health: number; readonly limb: number; readonly sight: number; readonly hearing: number; readonly blood: number; readonly bloodColor: number; readonly dryColor: number }\n/** What a body wears (G ROUPAS): its share, the vest against pistol and rifle classes, a helmet, a limb factor and the colour. */\nexport type CrowdOutfit = { readonly id: string; readonly p: number; readonly vest?: { readonly pistol: number; readonly rifle: number }; readonly helmet?: boolean; readonly limb?: number; readonly color: number | null }\n\n/** Everything the crowd draws a body from. */\nexport type CrowdPack = {\n readonly types: readonly CrowdType[]\n readonly ages: readonly CrowdAge[]\n readonly outfits: readonly CrowdOutfit[]\n /** Hit points of the segments, only for dismembering (G `SEG`). */\n readonly segments: { readonly head: number; readonly arm: number; readonly leg: number }\n /** Clothes colours of the outfits without one (G `CIVIL_COR`). */\n readonly palette: readonly number[]\n}\n\n/** The calibre of a projectile hit: its class (pistol or rifle, for vests and helmets), the skull distance (1: any) and an id. */\nexport type CrowdCaliber = { readonly id: string; readonly class: 'pistol' | 'rifle'; readonly skull: number }\nexport type CrowdHit = { readonly region: Region; readonly amount: number; readonly distance: number; readonly cut?: number; readonly caliber?: CrowdCaliber | null }\nexport type CrowdDamageResult = { readonly died: boolean; readonly headshot?: boolean }\n\n/**\n * Who the crowd hunts. `game-player`'s `Player` is one as it is; a game with its own player writes a small object with the same names.\n * Reads: `state`. Writes: the verbs, and `state.burnTimer`, `state.blind`, `state.scentTimer`, `state.screamBoost`.\n */\nexport interface CrowdTarget {\n readonly state: {\n x: number\n z: number\n y: number\n floor: number\n alive: boolean\n turned: boolean\n crouch: boolean\n bleeding: number\n scentTimer: number\n screamBoost: number\n grabbedBy: number\n blind: number\n burnTimer: number\n /** The body's yaw; the view looks the other way (`yaw - π`). */\n yaw: number\n }\n grab(by: number, noJaw?: boolean, drown?: boolean): void\n hurt(amount: number, by?: number): void\n knock(seconds: number): void\n release(): void\n}\n\nexport type CrowdSoundId = 'groan' | 'runner_groan' | 'scream_hoarse' | 'step' | 'impact' | 'flesh' | 'wood' | (string & {})\nexport type CrowdEffectId = 'spark' | 'blood' | 'limb' | 'cloud' | 'dust' | (string & {})\nexport type CrowdMessageId = 'called' | 'burst_hit' | 'swing_knock' | 'pounce_knock' | 'migration' | 'door_broken' | (string & {})\n\nexport type CrowdEventMap = {\n sound: { sound: CrowdSoundId; volume: number; position: [number, number, number]; distance: number }\n effect: { effect: CrowdEffectId; point: [number, number, number]; agent?: number; region?: number; severed?: boolean; radius?: number; color?: number; amount?: number; died?: boolean; age?: number }\n message: { id: CrowdMessageId; seconds: number; type?: string }\n spawn: { agent: number; type: string }\n alert: { agent: number }\n kill: { agent: number; type: string; headshot: boolean; x: number; z: number }\n remove: { agent: number; moved: number }\n scream: { agent: number; x: number; z: number }\n}\nexport type CrowdEventName = keyof CrowdEventMap\n","import type { Crowd } from '../crowd'\nimport { STATE } from '../types'\n\n/** A building the civilians walk between: its rectangle, whether it is a house (it has a gate), and the side its front faces (-1: toward -z). */\nexport type CivilianBuilding = { readonly x: number; readonly z: number; readonly w: number; readonly d: number; readonly house?: boolean; readonly front: -1 | 1 }\n\nexport type CivilianSpec = {\n readonly id: string\n /** The building name it lives in. */\n readonly home: string\n readonly child?: boolean\n readonly color?: number\n /** `[hour, building]`: from that hour, for one hour, it walks to that building. */\n readonly routine?: readonly (readonly [number, string])[]\n /** In a group it follows this civilian when that one is in the group too, else the target. */\n readonly leader?: string\n /** How close it keeps to whom it follows (2.2 m; the game's child keeps 1.2). */\n readonly followDistance?: number\n}\n\nexport type CivilianState = 'home' | 'walking' | 'group' | 'fleeing' | 'gone' | 'dead' | 'undead'\n\nexport type Civilian = {\n readonly id: string\n readonly spec: CivilianSpec\n readonly k: number\n x: number\n z: number\n yaw: number\n phase: number\n vx: number\n vz: number\n hp: number\n state: CivilianState\n path: [number, number][]\n pathIndex: number\n /** Seconds left to turn after a bite (0: not bitten). */\n biteTimer: number\n attackTimer: number\n fear: number\n /** The building it is going to (or is at). */\n goal: string\n stuckTimer: number\n /** The agent it turned into. */\n agent: number\n}\n\nexport type CivilianNumbers = {\n readonly hpAdult: number\n readonly hpChild: number\n readonly childOffset: number\n readonly sightSquared: number\n readonly leaveDistance: number\n readonly attackRange: number\n readonly attackEvery: number\n readonly biteFactor: number\n readonly biteSeconds: number\n readonly fearAfterHit: number\n readonly nearMessage: number\n readonly fearRange: number\n readonly fearSpeed: number\n readonly walkSpeed: number\n readonly childSpeed: number\n readonly bittenSpeed: number\n readonly groupRunBeyond: number\n readonly groupRunSpeed: number\n readonly fleeSpeed: number\n readonly childFleeFactor: number\n readonly stuckSeconds: number\n readonly arrive: number\n readonly probe: number\n readonly whiskers: readonly number[]\n readonly doorProbe: number\n readonly steer: number\n readonly bodyHeight: number\n readonly patrolChance: number\n readonly childHeight: number\n readonly childBuild: number\n readonly cadenceBase: number\n readonly cadencePerSpeed: number\n readonly inside: number\n readonly doorInside: number\n readonly doorOutside: number\n readonly gate: number\n readonly sidewalk: number\n readonly houseOffset: number\n}\n\n/** The game's numbers (`jogo.js` G 69960-70175). */\nexport const CIVILIAN_DEFAULTS: CivilianNumbers = {\n hpAdult: 100,\n hpChild: 40,\n childOffset: 0.6,\n sightSquared: 100,\n leaveDistance: 18,\n attackRange: 1.0,\n attackEvery: 1.5,\n biteFactor: 1.5,\n biteSeconds: 120,\n fearAfterHit: 10,\n nearMessage: 30,\n fearRange: 6,\n fearSpeed: 3.4,\n walkSpeed: 1.3,\n childSpeed: 0.85,\n bittenSpeed: 0.8,\n groupRunBeyond: 6,\n groupRunSpeed: 3.6,\n fleeSpeed: 2.6,\n childFleeFactor: 1.1,\n stuckSeconds: 8,\n arrive: 0.25,\n probe: 0.45,\n whiskers: [0, 0.7, -0.7, 1.4, -1.4],\n doorProbe: 0.6,\n steer: 8,\n bodyHeight: 0.4,\n patrolChance: 0.2,\n childHeight: 0.65,\n childBuild: 0.7,\n cadenceBase: 0.5,\n cadencePerSpeed: 0.3,\n inside: 0.8,\n doorInside: 0.8,\n doorOutside: 0.9,\n gate: 7.6,\n sidewalk: 6,\n houseOffset: 0.8,\n}\n\nexport type CivilianEventMap = {\n bitten: { id: string; near: boolean }\n died: { id: string; cause: 'attacked' }\n turned: { id: string; agent: number }\n gone: { id: string }\n}\nexport type CivilianEventName = keyof CivilianEventMap\n\nexport type CivilianOptions = {\n readonly people: readonly CivilianSpec[]\n readonly buildings: Readonly<Record<string, CivilianBuilding>>\n /** The hour of the day now (0-24), for the routines. */\n readonly hour?: () => number\n /** The crowd type a bitten civilian turns into (default the first type). */\n readonly turnInto?: number\n /** The waypoints of a building (G 69967 `pontos`): inside, the door from inside and outside, the gate of a house, the sidewalk. */\n readonly waypoints?: (building: CivilianBuilding) => [number, number][]\n readonly numbers?: Partial<CivilianNumbers>\n}\n\nexport type Civilians = {\n readonly list: readonly Civilian[]\n get(id: string): Civilian | undefined\n /** Moves the civilians, lets the agents hunt them, bites, deaths and turning (G 70144 `npcUpdate`, G 70042 `npcZombies`). */\n update(dt: number): void\n /** Joins the target's group: follows its leader or the target. */\n join(id: string): void\n /** Leaves along a path of points; at the end it is `gone`. */\n flee(id: string, path: readonly (readonly [number, number])[]): void\n /** The route between two buildings (G 69974 `rota`): the points of one, the street crossing, the points of the other reversed. */\n route(from: string, to: string): [number, number][]\n on<K extends CivilianEventName>(event: K, listener: (event: CivilianEventMap[K]) => void): () => void\n}\n\n/**\n * Civilians on a crowd: a literal port of the team game's survivors on the block (`jogo.js` G 69960-70175: `pontos`, `rota`, `npcZombies`,\n * `zChaseNpc`, `npcMorre`, `npcVira`, `npcMove`, `npcUpdate`). They keep a routine by the hour, run home when an agent is near, follow a leader in a\n * group, leave along a path, open doors on the way; agents within 10 m that are closer to them than to the target hunt them, bite, and a bitten one\n * turns after `biteSeconds`. No names, lines, radio or diary: those are the game's, through the events.\n */\nexport function createCivilians(crowd: Crowd, options: CivilianOptions): Civilians {\n const N: CivilianNumbers = { ...CIVILIAN_DEFAULTS, ...options.numbers }\n const Z = crowd.store\n const grid = crowd.grid\n const doors = crowd.doors\n const hourNow = options.hour ?? (() => 12)\n const turnInto = options.turnInto ?? 0\n const listeners = new Map<CivilianEventName, Set<(event: never) => void>>()\n const emit = <K extends CivilianEventName>(event: K, payload: CivilianEventMap[K]): void => {\n for (const listener of listeners.get(event) ?? []) (listener as (event: CivilianEventMap[K]) => void)(payload)\n }\n const random = crowd.random\n const R = random\n const lerp = (a: number, b: number, t: number): number => a + (b - a) * t\n const casaDe = (name: string): CivilianBuilding | undefined => options.buildings[name]\n const pontos =\n options.waypoints ??\n ((b: CivilianBuilding): [number, number][] => {\n const casa = !!b.house\n const side = b.front\n const front = side < 0 ? b.z + b.d : b.z\n const back = side < 0 ? b.z : b.z + b.d\n const cx = b.x + b.w / 2\n const inw = side < 0 ? -1 : 1\n const calc = side < 0 ? -N.sidewalk : N.sidewalk\n const pts: [number, number][] = [\n [cx + (casa ? N.houseOffset : 0), (front + (front + back) / 2) / 2],\n [cx, front + inw * N.doorInside],\n [cx, front - inw * N.doorOutside],\n ]\n if (casa) pts.push([cx, side < 0 ? -N.gate : N.gate])\n pts.push([cx, calc])\n return pts\n })\n const rota = (bA: CivilianBuilding, bB: CivilianBuilding): [number, number][] => {\n const a = pontos(bA)\n const b = pontos(bB).reverse()\n const out = a.slice()\n if (Math.sign(a[a.length - 1]![1]) !== Math.sign(b[0]![1])) out.push([a[a.length - 1]![0], b[0]![1]]) // crosses the street\n return out.concat(b)\n }\n const list: Civilian[] = options.people.map((spec, k) => {\n const b = casaDe(spec.home)!\n const p = pontos(b)[0]!\n return {\n id: spec.id,\n spec,\n k,\n x: p[0] + (spec.child ? N.childOffset : 0),\n z: p[1],\n yaw: 0,\n phase: 0,\n vx: 0,\n vz: 0,\n hp: spec.child ? N.hpChild : N.hpAdult,\n state: 'home',\n path: [],\n pathIndex: 0,\n biteTimer: 0,\n attackTimer: 0,\n fear: 0,\n goal: spec.home,\n stuckTimer: 0,\n agent: -1,\n }\n })\n const byId = new Map(list.map((c) => [c.id, c]))\n const exposed = (n: Civilian): boolean => n.state !== 'dead' && n.state !== 'undead' && n.state !== 'gone'\n const target = () => crowd.target?.state ?? null\n const distToTarget = (x: number, z: number): number => {\n const t = target()\n return t ? Math.hypot(x - t.x, z - t.z) : 0\n }\n\n const turn = (n: Civilian): void => {\n n.state = 'undead'\n const i = crowd.spawn(n.x, n.z, turnInto)\n if (i >= 0) {\n Z.color[i] = n.spec.color ?? Z.color[i]!\n Z.named[i] = n.k\n Z.height[i] = n.spec.child ? N.childHeight : Z.height[i]!\n Z.build[i] = n.spec.child ? N.childBuild : Z.build[i]!\n Z.age[i] = 0\n Z.state[i] = STATE.CHASE\n n.agent = i\n }\n emit('turned', { id: n.id, agent: i })\n }\n const die = (n: Civilian): void => {\n if (n.biteTimer > 0) return turn(n)\n n.state = 'dead'\n n.vx = n.vz = 0\n // the body with what it carried (the game's own item stays with the game)\n crowd.corpses.add({\n x: n.x,\n z: n.z,\n yaw: n.yaw,\n height: n.spec.child ? N.childHeight : 1,\n build: n.spec.child ? N.childBuild : 1,\n missing: 0,\n color: n.spec.color ?? 0,\n variant: -1,\n skin: 0.4,\n seed: R() * 10,\n named: n.k,\n })\n crowd.effect({ effect: 'blood', point: [n.x, 1, n.z], age: 0, amount: 300, died: true })\n emit('died', { id: n.id, cause: 'attacked' })\n }\n\n // ----- the agents against the civilians (G 70042 npcZombies) -----\n const agentsAgainst = (dt: number): void => {\n const t = target()\n for (let i = 0; i < Z.n; i++) {\n if (Z.band[i]! > 1) continue\n const k = Z.hunts[i]!\n if (k >= 0) {\n const n = list[k]!\n if (!exposed(n)) {\n Z.hunts[i] = -1\n continue\n }\n const dx = n.x - Z.x[i]!\n const dz = n.z - Z.z[i]!\n const d = Math.hypot(dx, dz)\n if (d > N.leaveDistance) {\n Z.hunts[i] = -1\n continue\n }\n if (d < N.attackRange) {\n Z.attackTimer[i]! -= dt\n if (Z.attackTimer[i]! <= 0) {\n Z.attackTimer[i] = N.attackEvery\n const C = crowd.pack.types[Z.type[i]!]!\n n.hp -= C.damage\n n.fear = N.fearAfterHit\n crowd.sound('flesh', 0.7, n.x, 1, n.z, distToTarget(n.x, n.z))\n crowd.effect({ effect: 'blood', point: [n.x, 1.2, n.z], age: 0, amount: 30, died: false })\n if (n.biteTimer <= 0 && R() < C.bite * N.biteFactor) {\n n.biteTimer = N.biteSeconds\n emit('bitten', { id: n.id, near: distToTarget(n.x, n.z) < N.nearMessage })\n }\n if (n.hp <= 0) die(n)\n }\n }\n } else if (Z.state[i]! <= 1) {\n for (const n of list) {\n if (!exposed(n) || n.state === 'home') continue\n const dx = n.x - Z.x[i]!\n const dz = n.z - Z.z[i]!\n const d2 = dx * dx + dz * dz\n const dp = t ? (t.x - Z.x[i]!) ** 2 + (t.z - Z.z[i]!) ** 2 : Infinity\n if (d2 < N.sightSquared && d2 < dp && grid.losClear(Z.x[i]!, Z.z[i]!, n.x, n.z)) {\n Z.hunts[i] = n.k\n Z.state[i] = STATE.CHASE\n break\n }\n }\n }\n }\n }\n // the crowd calls it: an agent hunting a civilian goes straight at it (G 70073 zChaseNpc)\n crowd.setHunt((i) => {\n const n = list[Z.hunts[i]!]\n if (!n) return false\n const dx = n.x - Z.x[i]!\n const dz = n.z - Z.z[i]!\n const d = Math.hypot(dx, dz) || 1\n const sp = d < 1 ? 0 : crowd.chaseSpeed(i)\n Z.vx[i] = (dx / d) * sp\n Z.vz[i] = (dz / d) * sp\n Z.yaw[i] = Math.atan2(dx, dz)\n return true\n })\n\n // ----- moving (G 70125 npcMove) -----\n const move = (n: Civilian, dt: number, tx: number, tz: number, sp: number): boolean => {\n const dx = tx - n.x\n const dz = tz - n.z\n const d = Math.hypot(dx, dz)\n if (d < N.arrive) {\n n.vx = n.vz = 0\n return true\n }\n let ax = dx / d\n let az = dz / d\n // round a wall: tries 0, ±40°, ±80°\n for (const a of N.whiskers) {\n const c = Math.cos(a)\n const s = Math.sin(a)\n const bx = ax * c - az * s\n const bz = ax * s + az * c\n if (!grid.solidAt(n.x + bx * N.probe, n.z + bz * N.probe, N.bodyHeight)) {\n ax = bx\n az = bz\n break\n }\n }\n // a closed door ahead: opens it\n const c = grid.cellOf(n.x + ax * N.doorProbe, n.z + az * N.doorProbe)\n const di = doors.at(c)\n if (c >= 0 && di >= 0) {\n const D = doors.list[di]!\n if (!D.open && !D.broken && !D.planks) {\n doors.set(di, true)\n crowd.sound('wood', 0.3, D.x, 1, D.z, distToTarget(D.x, D.z))\n }\n }\n n.vx = lerp(n.vx, ax * sp, Math.min(1, dt * N.steer))\n n.vz = lerp(n.vz, az * sp, Math.min(1, dt * N.steer))\n const nx = n.x + n.vx * dt\n const nz = n.z + n.vz * dt\n if (!grid.solidAt(nx, n.z, N.bodyHeight)) n.x = nx\n if (!grid.solidAt(n.x, nz, N.bodyHeight)) n.z = nz\n n.yaw = Math.atan2(n.vx, n.vz)\n return false\n }\n\n const update = (dt: number): void => {\n agentsAgainst(dt)\n const h = hourNow()\n const t = target()\n for (const n of list) {\n if (n.state === 'dead' || n.state === 'undead' || n.state === 'gone') continue\n if (n.biteTimer > 0) {\n n.biteTimer -= dt\n if (n.biteTimer <= 0) {\n turn(n)\n continue\n }\n }\n // fear: an agent near sends it home (or close to its leader in a group)\n let perto = 99\n for (let i = 0; i < Z.n; i++) {\n if (Z.band[i]) continue\n const d = Math.hypot(Z.x[i]! - n.x, Z.z[i]! - n.z)\n if (d < perto) perto = d\n }\n const sp = (perto < N.fearRange ? N.fearSpeed : N.walkSpeed) * (n.spec.child ? N.childSpeed : 1) * (n.biteTimer > 0 ? N.bittenSpeed : 1)\n if (n.state === 'group') {\n const leaderCivilian = n.spec.leader ? byId.get(n.spec.leader) : undefined\n const lider = leaderCivilian && leaderCivilian.state === 'group' ? leaderCivilian : t\n if (lider) {\n const dd = Math.hypot(lider.x - n.x, lider.z - n.z)\n if (dd > (n.spec.followDistance ?? 2.2)) move(n, dt, lider.x, lider.z, dd > N.groupRunBeyond ? N.groupRunSpeed : sp)\n else {\n n.vx *= 0.8\n n.vz *= 0.8\n }\n }\n } else if (n.state === 'fleeing') {\n const p = n.path[n.pathIndex]\n if (!p) {\n n.state = 'gone'\n emit('gone', { id: n.id })\n continue\n }\n n.stuckTimer += dt\n if (move(n, dt, p[0], p[1], N.fleeSpeed * (n.spec.child ? N.childFleeFactor : 1)) || n.stuckTimer > N.stuckSeconds) {\n n.pathIndex++\n n.stuckTimer = 0\n }\n } else if (n.spec.routine) {\n // the routine by hour: walks to the building of the hour\n let alvo = n.spec.home\n for (const [hh, onde] of n.spec.routine) if (h >= hh && h < hh + 1) alvo = onde\n if (perto < N.fearRange) alvo = n.spec.home\n if (alvo !== n.goal) {\n const home = casaDe(n.spec.home)!\n n.path = rota(casaDe(n.goal) ?? home, casaDe(alvo) ?? home)\n n.pathIndex = 0\n n.goal = alvo\n n.state = 'walking'\n }\n if (n.state === 'walking') {\n const p = n.path[n.pathIndex]\n n.stuckTimer += dt\n if (!p) n.state = 'home'\n else if (move(n, dt, p[0], p[1], sp) || n.stuckTimer > N.stuckSeconds) {\n n.pathIndex++\n n.stuckTimer = 0\n }\n } else {\n n.vx *= 0.8\n n.vz *= 0.8\n }\n } else {\n n.vx *= 0.8\n n.vz *= 0.8\n }\n {\n const v = Math.hypot(n.vx, n.vz)\n n.phase += dt * (v < 0.05 ? 0 : N.cadenceBase + N.cadencePerSpeed * v)\n }\n }\n // a named agent: walks the street of its old routine slowly while it sees nobody\n for (let i = 0; i < Z.n; i++)\n if (Z.named[i]! >= 0 && Z.state[i] === STATE.WANDER && R() < dt * N.patrolChance) {\n const n = list[Z.named[i]!]\n if (!n) continue\n const p = pontos(casaDe(n.spec.home)!)\n const q = p[Math.floor(R() * p.length)]!\n Z.wx[i] = q[0]\n Z.wz[i] = q[1]\n }\n }\n\n return {\n list,\n get: (id) => byId.get(id),\n update,\n join(id) {\n const n = byId.get(id)\n if (n && exposed(n)) n.state = 'group'\n },\n flee(id, path) {\n const n = byId.get(id)\n if (!n || !exposed(n)) return\n n.state = 'fleeing'\n n.path = path.map(([x, z]) => [x, z])\n n.pathIndex = 0\n },\n route(from, to) {\n return rota(casaDe(from)!, casaDe(to)!)\n },\n on(event, listener) {\n let set = listeners.get(event)\n if (!set) listeners.set(event, (set = new Set()))\n set.add(listener as (event: never) => void)\n return () => void set.delete(listener as (event: never) => void)\n },\n }\n}\n","import type { Crowd } from '../crowd'\nimport { STATE } from '../types'\n\n/** What an animal does besides wandering and fleeing; each is optional, an animal without one only wanders and flees. */\nexport type HerdRole = {\n /** Wanders within this many metres of home (8). */\n readonly range?: number\n /** Flees from the target closer than this and from agents closer than `fear·1.5 + 2` (5; 0 never flees). */\n readonly fear?: number\n /** Calls when it flees (the hen): sound, noise radius, cooldown. */\n readonly fleeCall?: { readonly sound: string; readonly noise: number; readonly cooldown: number }\n /** Alarm when the target comes within `range` (the lapwing): flies for `fly` s. */\n readonly alarm?: { readonly range: number; readonly sound: string; readonly noise: number; readonly cooldown: number; readonly fly: number }\n /** Now and then calls loud (the cow): chance per second, sound, noise, cooldown. */\n readonly call?: { readonly chance: number; readonly sound: string; readonly noise: number; readonly cooldown: number }\n /** Barks at agents within `bark` m and growls at agents within `growl` m when it is the target's companion (the dog). */\n readonly guard?: { readonly bark: number; readonly barkNoise: number; readonly barkCooldown: number; readonly growl: number; readonly growlCooldown: number; readonly sound: string }\n}\n\nexport type HerdAnimalSpec = HerdRole & {\n /** The species id (any registry: `game-animals-species` has the 13 of the deliveries). */\n readonly species: string\n readonly x: number\n readonly z: number\n /** The species' gait rates and its size (`game-animals` `quadrupedLayout(body).size`, `birdSize(body)`). */\n readonly walkHz: number\n readonly runHz: number\n readonly size: number\n /** Follows 2.2 m behind the target (the companion dog). */\n readonly companion?: boolean\n /** A carcass: it does not move (the vultures circle it). */\n readonly dead?: boolean\n /** A bird of the sky (the vulture): only the flock moves it. */\n readonly sky?: boolean\n}\n\nexport type HerdAnimal = {\n readonly index: number\n readonly spec: HerdAnimalSpec\n x: number\n z: number\n yaw: number\n homeX: number\n homeZ: number\n range: number\n fear: number\n clip: 'idle' | 'walk' | 'run'\n timer: number\n targetX: number\n targetZ: number\n fly: number\n cooldown: number\n walkSpeed: number\n runSpeed: number\n companion: boolean\n dead: boolean\n /** The nearest agent seen in the last look (index and distance), refreshed about a quarter of the time. */\n near: readonly [number, number] | null | undefined\n}\n\nexport type HerdEventMap = {\n sound: { sound: string; volume: number; position: [number, number, number]; distance: number; animal: number }\n noise: { x: number; z: number; radius: number; animal: number }\n message: { id: 'alarm' | 'bark' | 'growl'; seconds: number; animal: number; distance?: number }\n}\nexport type HerdEventName = keyof HerdEventMap\n\nexport type HerdNumbers = {\n readonly range: number\n readonly fear: number\n readonly walkFactor: number\n readonly walkBase: number\n readonly runFactor: number\n readonly runBase: number\n readonly activeDistance: number\n readonly companionBehind: number\n readonly companionRun: number\n readonly companionStop: number\n readonly retargetTries: number\n readonly restBase: number\n readonly restRandom: number\n readonly lookEvery: number\n readonly lookShare: number\n readonly lookRadius: number\n readonly fearAgentFactor: number\n readonly fearAgentBase: number\n readonly fleeStep: number\n readonly arrive: number\n readonly bodyHeight: number\n readonly turn: number\n readonly freeHeight: number\n readonly worldMargin: number\n}\n\n/** The game's numbers (`jogo.js` G 66592-66700 `bichoNovo`, `bichoLivre`, `bichosUpdate`). */\nexport const HERD_DEFAULTS: HerdNumbers = {\n range: 8,\n fear: 5,\n walkFactor: 1.05,\n walkBase: 0.25,\n runFactor: 2.2,\n runBase: 0.8,\n activeDistance: 70,\n companionBehind: 2.2,\n companionRun: 6,\n companionStop: 0.8,\n retargetTries: 6,\n restBase: 4,\n restRandom: 7,\n lookEvery: 7,\n lookShare: 0.25,\n lookRadius: 40,\n fearAgentFactor: 1.5,\n fearAgentBase: 2,\n fleeStep: 6,\n arrive: 0.3,\n bodyHeight: 0.3,\n turn: 6,\n freeHeight: 0.6,\n worldMargin: 4,\n}\n\n/**\n * The roles of the animals of the deliveries, by `game-animals-species` id: what `bichosPovoar` gives each one (`jogo.js` G 66607-66623) and the\n * calls of `bichosUpdate` (hen 30 m every 6 s; lapwing 12 m, 40 m, flies 4 s; cow 80 m, 2% a second, every 30 s; dog barks under 12 m, 60 m, every\n * 3 s, growls under 40 m every 10 s). A game passes its own or changes one.\n */\nexport const HERD_ROLES: Readonly<Record<string, HerdRole & { readonly sky?: boolean }>> = {\n dog: { range: 6, fear: 0, guard: { bark: 12, barkNoise: 60, barkCooldown: 3, growl: 40, growlCooldown: 10, sound: 'bark' } },\n cat: { range: 6, fear: 5 },\n chicken: { range: 5, fear: 4, fleeCall: { sound: 'cluck', noise: 30, cooldown: 6 } },\n southern_lapwing: { range: 5, fear: 0, alarm: { range: 12, sound: 'lapwing', noise: 40, cooldown: 8, fly: 4 } },\n cow: { range: 10, fear: 6, call: { chance: 0.02, sound: 'moo', noise: 80, cooldown: 30 } },\n horse: { range: 10, fear: 7 },\n pig: { range: 5, fear: 3 },\n capybara: { range: 8, fear: 15 },\n vulture: { sky: true },\n}\n\nexport type HerdOptions = {\n /** Where the camera is: animals farther than 70 m rest, and sounds carry their distance from here. Default: the target. */\n readonly view?: () => { readonly x: number; readonly z: number }\n /** A spot an animal must not wander into (inside a building). */\n readonly blocked?: (x: number, z: number) => boolean\n readonly numbers?: Partial<HerdNumbers>\n}\n\nexport type Herd = {\n readonly list: readonly HerdAnimal[]\n /** Adds an animal (draws its heading and its first rest, as the game does). */\n add(spec: HerdAnimalSpec): HerdAnimal\n /** A free spot `r0` to `r1` m from (x, z), or null (G 66601 `bichoLivre`). */\n free(x: number, z: number, r0: number, r1: number, tries?: number): [number, number] | null\n /** Wander, flee, follow, call (G 66648 `bichosUpdate`, without the drawing). */\n update(dt: number): void\n /** The time the herd has run (the flock reads it). */\n readonly time: number\n setCompanion(index: number, on: boolean): void\n on<K extends HerdEventName>(event: K, listener: (event: HerdEventMap[K]) => void): () => void\n}\n\n/**\n * Animals on a crowd: a literal port of the team game's animals (`jogo.js` G 66592-66700). Each wanders around home and rests 4 to 11 s, flees\n * from the target and from the crowd's agents, and may call, raise an alarm or guard the target as its companion. The calls are noises the crowd\n * hears. The drawing and the bones are the game's (`game-animals-three`).\n */\nexport function createHerd(crowd: Crowd, options: HerdOptions = {}): Herd {\n const N: HerdNumbers = { ...HERD_DEFAULTS, ...options.numbers }\n const R = crowd.random\n const Z = crowd.store\n const grid = crowd.grid\n const list: HerdAnimal[] = []\n let time = 0\n const listeners = new Map<HerdEventName, Set<(event: never) => void>>()\n const emit = <K extends HerdEventName>(event: K, payload: HerdEventMap[K]): void => {\n for (const listener of listeners.get(event) ?? []) (listener as (event: HerdEventMap[K]) => void)(payload)\n }\n const view = options.view ?? (() => crowd.target?.state ?? { x: 0, z: 0 })\n const free = (x0: number, z0: number, r0: number, r1: number, tries = 40): [number, number] | null => {\n for (let k = 0; k < tries; k++) {\n const a = R() * 6.28\n const r = r0 + R() * (r1 - r0)\n const x = x0 + Math.cos(a) * r\n const z = z0 + Math.sin(a) * r\n if (Math.abs(x) < grid.half - N.worldMargin && Math.abs(z) < grid.half - N.worldMargin && !grid.solidAt(x, z, N.freeHeight) && !options.blocked?.(x, z)) return [x, z]\n }\n return null\n }\n // the nearest live agent (the crowd's grid is costly for this; the fauna is small, so it sweeps all)\n const nearestAgent = (x: number, z: number, r: number): [number, number] | null => {\n let best = -1\n let bd = r * r\n for (let i = 0; i < Z.n; i++) {\n if (Z.state[i] === STATE.DORMANT) continue\n const dx = Z.x[i]! - x\n const dz = Z.z[i]! - z\n const d = dx * dx + dz * dz\n if (d < bd) {\n bd = d\n best = i\n }\n }\n return best < 0 ? null : [best, Math.sqrt(bd)]\n }\n const call = (E: HerdAnimal, sound: string, noise: number, dc: number): void => {\n crowd.emitNoise(E.x, E.z, noise)\n emit('noise', { x: E.x, z: E.z, radius: noise, animal: E.index })\n emit('sound', { sound, volume: 1, position: [E.x, 0.5, E.z], distance: dc, animal: E.index })\n }\n const update = (dt: number): void => {\n time += dt\n const t = crowd.target?.state\n const px = t?.x ?? 0\n const pz = t?.z ?? 0\n const v = view()\n for (const E of list) {\n if (E.spec.sky) continue\n const dc = Math.hypot(E.x - v.x, E.z - v.z)\n if (dc >= N.activeDistance || E.dead) continue\n E.timer -= dt\n E.cooldown -= dt\n let alvoX = E.targetX\n let alvoZ = E.targetZ\n let corre = false\n const dp = t ? Math.hypot(E.x - px, E.z - pz) : Infinity\n if (E.companion && t) {\n // follows 2.2 m behind the target\n const bx = px - Math.sin(t.yaw) * N.companionBehind\n const bz = pz - Math.cos(t.yaw) * N.companionBehind\n alvoX = bx\n alvoZ = bz\n corre = dp > N.companionRun\n if (Math.hypot(bx - E.x, bz - E.z) < N.companionStop) {\n alvoX = E.x\n alvoZ = E.z\n }\n } else if (E.timer <= 0) {\n const q = free(E.homeX, E.homeZ, 0, E.range, N.retargetTries)\n if (q) {\n E.targetX = q[0]\n E.targetZ = q[1]\n }\n E.timer = N.restBase + R() * N.restRandom\n alvoX = E.targetX\n alvoZ = E.targetZ\n }\n // fear: flees from the target (not the companion) and from agents\n const zp = (time * N.lookEvery + E.x) % 1 < N.lookShare || E.near === undefined ? (E.near = nearestAgent(E.x, E.z, N.lookRadius)) : E.near\n let fx = 0\n let fz = 0\n if (E.fear && !E.companion && dp < E.fear) {\n fx += E.x - px\n fz += E.z - pz\n }\n if (E.fear && zp && zp[1] < E.fear * N.fearAgentFactor + N.fearAgentBase) {\n fx += E.x - Z.x[zp[0]]!\n fz += E.z - Z.z[zp[0]]!\n }\n if (fx || fz) {\n const l = Math.hypot(fx, fz) || 1\n alvoX = E.x + (fx / l) * N.fleeStep\n alvoZ = E.z + (fz / l) * N.fleeStep\n corre = true\n const fc = E.spec.fleeCall\n if (fc && E.cooldown <= 0) {\n E.cooldown = fc.cooldown\n call(E, fc.sound, fc.noise, dc)\n }\n }\n // alarms\n const al = E.spec.alarm\n if (al && dp < al.range && E.cooldown <= 0) {\n E.cooldown = al.cooldown\n E.fly = al.fly\n call(E, al.sound, al.noise, dc)\n emit('message', { id: 'alarm', seconds: 2.5, animal: E.index })\n }\n const cl = E.spec.call\n if (cl && E.cooldown <= 0 && R() < dt * cl.chance) {\n E.cooldown = cl.cooldown\n call(E, cl.sound, cl.noise, dc)\n }\n const g = E.spec.guard\n if (g && zp && E.cooldown <= 0) {\n if (zp[1] < g.bark) {\n E.cooldown = g.barkCooldown\n call(E, g.sound, g.barkNoise, dc)\n if (E.companion) emit('message', { id: 'bark', seconds: 1.5, animal: E.index, distance: Math.round(zp[1]) })\n } else if (E.companion && zp[1] < g.growl) {\n E.cooldown = g.growlCooldown\n emit('message', { id: 'growl', seconds: 2.5, animal: E.index, distance: Math.round(zp[1]) })\n }\n }\n // walks\n const ax = alvoX - E.x\n const az = alvoZ - E.z\n const ad = Math.hypot(ax, az)\n let sp = 0\n if (E.fly > 0) {\n E.fly -= dt\n E.clip = 'run'\n } else if (ad > N.arrive) {\n sp = corre ? E.runSpeed : E.walkSpeed\n E.clip = corre ? 'run' : 'walk'\n } else E.clip = 'idle'\n if (sp) {\n const k = Math.min(1, (sp * dt) / ad)\n const nx = E.x + ax * k\n const nz = E.z + az * k\n if (!grid.solidAt(nx, nz, N.bodyHeight)) {\n E.x = nx\n E.z = nz\n } else E.timer = 0\n let dy = Math.atan2(ax, az) - E.yaw\n dy -= Math.round(dy / 6.2832) * 6.2832\n E.yaw += dy * Math.min(1, dt * N.turn)\n }\n }\n }\n return {\n list,\n add(spec) {\n const E: HerdAnimal = {\n index: list.length,\n spec,\n x: spec.x,\n z: spec.z,\n yaw: R() * 6.28,\n homeX: spec.x,\n homeZ: spec.z,\n range: spec.range ?? N.range,\n clip: 'idle',\n timer: R() * 4,\n targetX: spec.x,\n targetZ: spec.z,\n fear: spec.fear ?? N.fear,\n fly: 0,\n cooldown: 0,\n walkSpeed: spec.walkHz * spec.size * N.walkFactor + N.walkBase,\n runSpeed: spec.runHz * spec.size * N.runFactor + N.runBase,\n companion: !!spec.companion,\n dead: !!spec.dead,\n near: undefined,\n }\n list.push(E)\n return E\n },\n free,\n update,\n get time() {\n return time\n },\n setCompanion(index, on) {\n const E = list[index]\n if (!E) return\n E.companion = on\n E.homeX = E.x\n E.homeZ = E.z\n },\n on(event, listener) {\n let set = listeners.get(event)\n if (!set) listeners.set(event, (set = new Set()))\n set.add(listener as (event: never) => void)\n return () => void set.delete(listener as (event: never) => void)\n },\n }\n}\n","/** One bird of a flock this frame: where it is, its heading and its roll, its wing phase, and whether it is close enough to draw. */\nexport type FlockBird = { x: number; y: number; z: number; yaw: number; roll: number; wing: number; visible: boolean }\n\nexport type FlockMode =\n /** The vultures (G 66700-66708): circle the centre of the bodies on the ground, each at its own speed, radius and height. */\n | 'carrion'\n /** The birds of the live map (Bancada de Hordas G 53609-53615): a loose ring that rises and falls. */\n | 'orbit'\n\nexport type FlockOptions = {\n readonly count: number\n readonly mode: FlockMode\n /** Visible within this distance of the view (carrion 260 m; orbit always). */\n readonly visibleWithin?: number\n}\n\nexport type Flock = {\n readonly birds: readonly FlockBird[]\n /** Moves the flock to time `t` (seconds) around `center`; `view` decides what is visible. */\n update(t: number, dt: number, center: readonly [number, number], view?: readonly [number, number]): void\n}\n\n/** The centre the vultures circle: the mean of the bodies on the ground when there are three or more, else `fallback` (a carcass). */\nexport const carrionCenter = (corpses: readonly { readonly x: number; readonly z: number }[], fallback: readonly [number, number] | null): [number, number] => {\n let ux = 0\n let uz = 0\n let un = 0\n for (const c of corpses) {\n ux += c.x\n uz += c.z\n un++\n }\n if (un >= 3) return [ux / un, uz / un]\n // as in the game: with one or two bodies and no carcass the sums stay (G 66702)\n return fallback ? [fallback[0], fallback[1]] : [ux, uz]\n}\n\n/** A flock of birds by formula: the game's vultures or the live map's ring (literal formulas from the deliveries). */\nexport function createFlock(options: FlockOptions): Flock {\n const birds: FlockBird[] = Array.from({ length: options.count }, () => ({ x: 0, y: 0, z: 0, yaw: 0, roll: 0, wing: 0, visible: true }))\n const within = options.visibleWithin ?? (options.mode === 'carrion' ? 260 : Infinity)\n return {\n birds,\n update(t, dt, [cx, cz], view) {\n birds.forEach((U, i) => {\n if (options.mode === 'carrion') {\n const a = t * (0.18 + i * 0.04) + i * 2.1\n const r = 7 + i * 2\n U.x = cx + Math.cos(a) * r\n U.y = 16 + i * 2.5\n U.z = cz + Math.sin(a) * r\n U.yaw = -a\n U.roll = 0.35\n U.visible = !view || Math.hypot(cx - view[0], cz - view[1]) < within\n if (U.visible) U.wing += dt * 1.2 * 2 * Math.PI\n } else {\n const a = t * 0.3 + i * 0.4\n const r = 20 + (i % 7) * 4\n U.x = cx + Math.cos(a) * r\n U.y = 25 + Math.sin(t + i) * 2\n U.z = cz + Math.sin(a) * r\n U.yaw = -a\n U.roll = 0\n U.visible = !view || Math.hypot(cx - view[0], cz - view[1]) < within\n }\n })\n },\n }\n}\n","import type { Crowd } from '../crowd'\nimport type { Civilians } from './civilians'\n\n/** What the crowd needs of a region model: `game-infection`'s `Infection` is one as it is. */\nexport type InfectionModelLike = {\n materialize(region: string, n: number): { state: 'active' | 'contained' | 'removed'; seed: number }[]\n giveBack(region: string, batch: { state: 'active' | 'contained' | 'removed'; seed: number }[]): void\n infect(region: string, n?: number, hoursElapsed?: number): void\n}\n\nexport type InfectionBindingOptions = {\n /** Where the k-th agent of a batch is born in the region, from its seed; null skips it (it goes straight back). */\n readonly place: (region: string, seed: number, k: number) => readonly [number, number] | null\n /** The crowd type of an agent (default: drawn by the pack's weights). */\n readonly typeFor?: (agent: { readonly state: 'active' | 'contained' | 'removed'; readonly seed: number }, region: string) => number\n /** The relevance band from which an agent goes back to the model (default 3: farther than 400 m). */\n readonly giveBackBand?: number\n /** Civilians whose bites the model hears about (`infect`), in the region `regionOf` gives. */\n readonly civilians?: Civilians\n readonly regionOf?: (x: number, z: number) => string | null\n}\n\nexport type InfectionBinding = {\n /** Brings up to `n` infected of `region` out of the model into the crowd. Returns the agents born. */\n materialize(region: string, n: number): number[]\n /** Gives back to the model the agents of `region` (all regions when left out) that are in the far band, or all of them with `all`. */\n giveBack(region?: string, options?: { readonly all?: boolean }): number\n /** The region of a materialised agent, or null. */\n regionOf(agent: number): string | null\n unbind(): void\n}\n\n/**\n * Ties a crowd to a region model (`game-infection`): `materialize` turns the model's numbers into agents near the player, a kill of one of them\n * goes back to its region as removed, the far ones go back with `giveBack`, and a civilian's bite is an `infect`. No team code exists for this bridge\n * (decision P12 of the spec); the model's own API is used as it is.\n */\nexport function bindInfection(crowd: Crowd, model: InfectionModelLike, options: InfectionBindingOptions): InfectionBinding {\n const tracked = new Map<number, { region: string; state: 'active' | 'contained' | 'removed'; seed: number }>()\n const band = options.giveBackBand ?? 3\n const offKill = crowd.on('kill', ({ agent }) => {\n const entry = tracked.get(agent)\n if (!entry) return\n // it left the numbers when it was materialised: it goes back as removed (a `remove` would take one more active from the model)\n model.giveBack(entry.region, [{ state: 'removed', seed: entry.seed }])\n tracked.delete(agent)\n })\n const offRemove = crowd.on('remove', ({ agent, moved }) => {\n tracked.delete(agent)\n if (moved < 0) return\n const entry = tracked.get(moved)\n if (!entry) return\n tracked.delete(moved)\n tracked.set(agent, entry)\n })\n const offBite = options.civilians?.on('bitten', ({ id }) => {\n const n = options.civilians?.get(id)\n const region = n && options.regionOf?.(n.x, n.z)\n if (region) model.infect(region, 1, 0)\n })\n return {\n materialize(region, n) {\n const batch = model.materialize(region, n)\n const born: number[] = []\n const back: typeof batch = []\n batch.forEach((agent, k) => {\n const at = options.place(region, agent.seed, k)\n const i = at ? crowd.spawn(at[0], at[1], options.typeFor?.(agent, region) ?? -1) : -1\n if (i < 0) {\n back.push(agent)\n return\n }\n tracked.set(i, { region, state: agent.state, seed: agent.seed })\n born.push(i)\n })\n if (back.length) model.giveBack(region, back)\n return born\n },\n giveBack(region, opts = {}) {\n const byRegion = new Map<string, { state: 'active' | 'contained' | 'removed'; seed: number }[]>()\n const indices = [...tracked.keys()].sort((a, b) => b - a)\n for (const i of indices) {\n const entry = tracked.get(i)\n if (!entry || (region !== undefined && entry.region !== region)) continue\n if (!opts.all && crowd.store.band[i]! < band) continue\n let list = byRegion.get(entry.region)\n if (!list) byRegion.set(entry.region, (list = []))\n list.push({ state: entry.state, seed: entry.seed })\n tracked.delete(i)\n crowd.remove(i)\n }\n let count = 0\n for (const [r, list] of byRegion) {\n model.giveBack(r, list)\n count += list.length\n }\n return count\n },\n regionOf: (agent) => tracked.get(agent)?.region ?? null,\n unbind() {\n offKill()\n offRemove()\n offBite?.()\n tracked.clear()\n },\n 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+
{"version":3,"sources":["../src/crowd.ts","../src/data/defaults.json","../src/doors.ts","../src/grid.ts","../src/identity.ts","../src/types.ts","../src/physics/balance.ts","../src/physics/blast.ts","../src/physics/contact.ts","../src/physics/context.ts","../src/physics/density.ts","../src/physics/mound.ts","../src/physics/offload/default-worker.ts","../src/physics/offload/frame.ts","../src/physics/offload/offload.ts","../src/physics/pressure.ts","../src/physics/offload/kernel.ts","../src/physics/offload/worker-host.ts","../src/physics/offload/runner.ts","../src/physics/player-pressure.ts","../src/physics/thrown.ts","../src/physics/engine.ts","../src/physics/pile-column.ts","../src/personality.ts","../src/physics/seat.ts","../src/physics/options.ts","../src/rng.ts","../src/store.ts","../src/behaviours/civilians.ts","../src/behaviours/herd.ts","../src/behaviours/flock.ts","../src/behaviours/infection.ts"],"sourcesContent":["import { createCorpseLedger } from '@adatechnology/game-characters'\nimport type { CorpseLedger } from '@adatechnology/game-characters'\n\nimport defaults from './data/defaults.json'\nimport { createDoors } from './doors'\nimport type { Doors } from './doors'\nimport { createNavGrid } from './grid'\nimport type { NavGrid } from './grid'\nimport { unit, SALT } from './identity'\nimport { createPhysics } from './physics/engine'\nimport { COLLAPSE_MARK, collapsePileColumns } from './physics/pile-column'\nimport type { PileColumn } from './physics/pile-column'\nimport { seatPhysics } from './physics/seat'\nimport { DETERMINISTIC_FLOW_CELLS, resolvePhysics } from './physics/options'\nimport type { CrowdPhysicsOptions } from './physics/options'\nimport { createPhysicsStats } from './physics/context'\nimport type { PhysicsStats } from './physics/context'\nimport type { ThrownPool } from './physics/thrown'\nimport { createRng } from './rng'\nimport { AGENT_FIELDS, createStore } from './store'\nimport type { CrowdStore } from './store'\nimport { BALANCE, STATE } from './types'\nimport type { Corpse, CrowdBlast, CrowdDamageResult, CrowdEventMap, CrowdEventName, CrowdHit, CrowdPack, CrowdTraits, CrowdTarget, CrowdType } from './types'\n\nexport type CrowdNumbers = typeof defaults.numbers\nexport type CrowdBand = { readonly max: number; readonly dt: number }\n/** The game's numbers; `bands[3].max` is `Infinity` (JSON keeps it as null). */\nexport const CROWD_DEFAULTS: { readonly sources: Readonly<Record<string, string>>; readonly bands: readonly CrowdBand[]; readonly numbers: CrowdNumbers } = {\n sources: defaults.sources,\n bands: defaults.bands.map((band) => ({ max: band.max ?? Infinity, dt: band.dt })),\n numbers: defaults.numbers,\n}\n\nexport type { Corpse } from './types'\n/** A custom move: runs on every decision tick after the timed states and before the moves on the target; `true` means it took care of the movement. */\nexport type CrowdPlugin = {\n readonly id: string\n ability?(crowd: Crowd, i: number, context: { d: number; dx: number; dz: number; tdt: number; band: number; alive: boolean }): boolean\n}\n\n/** A migration: `count` agents every `every` s (the first after `numbers.migrationFirst`), born in the box at (x, z) and walking to `goal`. */\nexport type MigrationOptions = { readonly every: number; readonly count: number; readonly x: number; readonly z: number; readonly width: number; readonly depth: number; readonly goal: readonly [number, number] }\nexport type CrowdOptions = {\n readonly pack: CrowdPack\n readonly random?: () => number\n readonly seed?: number\n readonly capacity?: number\n readonly grid?: NavGrid\n readonly doors?: Doors\n /** Water at (x, z): the drowned swim, the charred lose health (the game's `POOL`). */\n readonly water?: (x: number, z: number) => boolean\n readonly numbers?: Partial<CrowdNumbers>\n readonly bands?: readonly CrowdBand[]\n /** Flow field: half window in cells (192), and the clock its time budget reads (default `performance.now`; pass `() => 0` to finish every field in one frame). */\n readonly flow?: { readonly radius?: number; readonly clock?: () => number; /** Flow budget in cells per step instead of the clock: the same field at any frame rate (`physics.deterministic` sets 20000). */ readonly cellsPerStep?: number }\n readonly plugins?: readonly CrowdPlugin[]\n readonly target?: CrowdTarget | null\n /** Contact, pressure, balance, mounds, thrown bodies and personality: all off by default, and then the horde is the game's, bit for bit. */\n readonly physics?: CrowdPhysicsOptions\n}\nexport type CrowdView = { readonly x: number; readonly z: number; readonly yaw: number; readonly far: number }\n\nexport type CrowdUpdateContext = {\n readonly target?: CrowdTarget | null\n /** 0 day, 1 night: sight drops by 40% at night. */\n readonly nightFactor?: number\n /** Where the flow field converges (the target by default; the foot of a ladder when the target is on a roof). */\n readonly flowTarget?: readonly [number, number]\n /** Where the viewer looks (yaw: forward is `(-sin, -cos)`); the stalker wakes when the target turns its back. Default: the target's view. */\n readonly viewYaw?: number\n /** Centre of the relevance bands, for scenes without a player near the agents (tests, benches, cutscenes). Default: the target, or `flowTarget` without one. */\n readonly bandCentre?: readonly [number, number]\n}\n\nexport type Crowd = {\n readonly store: CrowdStore\n readonly pack: CrowdPack\n readonly grid: NavGrid\n readonly doors: Doors\n readonly corpses: CorpseLedger<Corpse>\n readonly numbers: CrowdNumbers\n readonly stats: { bands: [number, number, number, number]; slots: number; kills: number; heads: number; physics: PhysicsStats }\n /** Height of the bodies piled per grid cell. */\n readonly pile: Float32Array\n /** Millimetres of lying bodies per navigation cell, recomputed every fixed step (empty with `physics.mound` off). */\n readonly mound: Uint16Array\n /** The thrown bodies of a blast, simulated here and only drawn by the renderer (empty with `physics.thrown` off). */\n readonly thrown: ThrownPool\n /** A blast: queued, and resolved at the start of the next step in one pass over the agents. Without `physics` it only hurts, kills and stuns. */\n blast(blast: CrowdBlast): void\n /** How many agents are steps of a pile now. */\n pileCount(): number\n readonly trail: { x: number; z: number; t: number }[]\n /** Global variant index of each type's variants (G 67079 `ZVAR_OF`). */\n readonly variantsOf: readonly (readonly number[])[]\n target: CrowdTarget | null\n /** The stream every draw takes (the behaviours share it, in the game's order). */\n readonly random: () => number\n /** Emits a `sound` event, as the crowd's own (for the behaviours). */\n sound(id: string, volume: number, x: number, y: number, z: number, distance: number): void\n /** Emits an `effect` event, as the crowd's own (for the behaviours). */\n effect(payload: CrowdEventMap['effect']): void\n typeIndex(id: string): number\n spawn(x: number, z: number, type?: number): number\n remove(i: number): void\n update(dt: number, context?: CrowdUpdateContext): void\n dispose(): void\n emitNoise(x: number, z: number, radius: number): void\n damage(i: number, hit: CrowdHit): CrowdDamageResult\n kill(i: number, headshot?: boolean): void\n /** The blood trail of the target, for the trackers (G 67238 `trailUpdate`). */\n updateTrail(dt: number, target?: CrowdTarget | null): void\n updateCorpses(dt: number): void\n /** Keeps the count near `target` from the edge, removes the excess out of sight and sends a migration now and then (G 67158). */\n updatePopulation(dt: number, view: CrowdView, options?: { readonly target?: number; readonly migration?: MigrationOptions | null }): void\n /** Spawns one agent `minD` to `maxD` m from the target, out of the view (G 67141 `spawnAway`). */\n spawnAway(minD: number, maxD: number, view: CrowdView): number\n /** A blast at the base of a pile undoes it (G 67227 `pileBlast`). */\n pileBlast(x: number, z: number, radius: number): void\n /** The agent hunts something else than the target (a civilian): `game-crowd` civilians set it. */\n setHunt(hunt: ((i: number, tdt: number) => boolean) | null): void\n /** The chase speed of agent `i` now (the stalker's sprint, the drowned in water; G 67343 `zChaseSpeed`). */\n chaseSpeed(i: number): number\n /** The interface `game-player` uses to push, cut and be held by the agents. */\n asPlayerCrowd(): PlayerCrowdLike\n on<K extends CrowdEventName>(event: K, listener: (event: CrowdEventMap[K]) => void): () => void\n}\n\n/** The same shape as `game-player`'s `PlayerCrowd` (structural, no dependency). */\nexport type PlayerCrowdLike = {\n count(): number\n active(i: number): boolean\n x(i: number): number\n z(i: number): number\n y(i: number): number\n floor(i: number): number\n chasing(i: number): boolean\n down(i: number): boolean\n panicWeight(i: number): number\n hold(i: number, x: number, z: number, k: number, lookX: number, lookZ: number): void\n stun(i: number, seconds: number, vx: number, vz: number): void\n chase(i: number, cooldown: number): void\n damage(i: number, hit: { region: number; amount: number; distance: number; cut: number }): void\n}\n\nconst clamp = (v: number, a: number, b: number): number => (v < a ? a : v > b ? b : v)\n// one shared empty set: the update loop reads the traits of every agent every frame\nconst NO_TRAITS: CrowdTraits = {}\nconst TAU_APPROX = 6.2832\nconst TURN = 6.28\n\n/**\n * The crowd: a literal port of the team game's horde (`jogo.js` G 66714-67430). One struct of arrays, relevance bands R0-R3 with hysteresis, perception\n * by sight, hearing and smell, the sliced flow field, the spatial hash, separation, six attack slots, chain alerts, doors, piles against walls, the\n * abilities as type traits, corpses, the blood trail and the population. Every draw on `random` is in the game's order.\n */\nexport function createCrowd(options: CrowdOptions): Crowd {\n const random = options.random ?? createRng(options.seed ?? 1)\n const R = random\n const pack = options.pack\n const types: readonly CrowdType[] = pack.types\n const N: CrowdNumbers = { ...CROWD_DEFAULTS.numbers, ...options.numbers }\n const BANDS = options.bands ?? CROWD_DEFAULTS.bands\n const HYST = N.hysteresis\n const grid = options.grid ?? createNavGrid()\n const doors = options.doors ?? createDoors(grid, { random })\n const water = options.water ?? (() => false)\n const plugins = options.plugins ?? []\n const clock = options.flow?.clock ?? (() => (typeof performance === 'undefined' ? Date.now() : performance.now()))\n const FLOW_R = options.flow?.radius ?? N.flowRadius\n const Z = createStore(options.capacity ?? N.capacity)\n const { occ, occH, cellOf, solidAt } = grid\n const HALF = grid.half\n const GC = grid.cell\n const FW = grid.n\n const physics = resolvePhysics(options.physics)\n const flowCells = options.flow?.cellsPerStep ?? (physics.deterministic ? DETERMINISTIC_FLOW_CELLS : undefined)\n const seed32 = (options.seed ?? 1) >>> 0\n let serial = 0\n const moundHeight = new Uint16Array(physics.mound ? FW * FW : 0)\n const moundOn = physics.mound !== null\n const balanceOn = physics.balance !== null\n const staggerSpeed = physics.pressure?.staggerSpeed ?? 1\n const separationMax = physics.contact?.separationMax ?? Infinity\n const RESERVED_SLOTS = 2\n const WALK_DOWN = 0.6\n // the attack pose by distance with hysteresis (in at 1.6 m, out at 2.2 m), squared: the renderer drew it, the simulation reads it\n const ATTACK_ENTER = 2.56\n const ATTACK_LEAVE = 4.84\n const HC = N.hashCell\n const HN = Math.floor(grid.size / HC)\n const hHead = new Int32Array(HN * HN).fill(-1)\n const hNext = new Int32Array(Z.capacity)\n const hashTouched = new Int32Array(Z.capacity)\n let hashTouchedN = 0\n const pile = new Float32Array(FW * FW)\n let pileN = 0\n const flow = {\n dir: new Int8Array(FW * FW * 2),\n back: new Int8Array(FW * FW * 2),\n dist: new Float32Array(FW * FW),\n q: new Int32Array((2 * FLOW_R + 1) ** 2 * 2),\n phase: 0,\n qh: 0,\n qt: 0,\n c: 0,\n t: 0,\n cell: -1,\n ms: 0,\n win: [0, 0, -1, -1],\n winB: [0, 0, -1, -1],\n }\n const catTable: number[] = []\n types.forEach((c, i) => {\n for (let k = 0; k < c.weight; k++) catTable.push(i)\n })\n const variantsOf: number[][] = []\n {\n let next = 0\n types.forEach((type) => {\n const list: number[] = []\n for (let v = 0; v < (type.variants ?? 1); v++) list.push(next++)\n variantsOf.push(list)\n })\n }\n const typeIndexById = new Map(types.map((type, index) => [type.id, index]))\n const noises: { x: number; z: number; r: number }[] = []\n const stats: Crowd['stats'] = { bands: [0, 0, 0, 0], slots: 0, kills: 0, heads: 0, physics: createPhysicsStats() }\n const corpses = createCorpseLedger<Corpse>({ max: N.corpsesMax, seconds: N.corpseSeconds })\n const trail: { x: number; z: number; t: number }[] = []\n let trailLast = { x: 1e9, z: 1e9 }\n const killQ: number[] = []\n let groanBudget = 0\n let migrateT = N.migrationFirst\n let hunt: ((i: number, tdt: number) => boolean) | null = null\n let target: CrowdTarget | null = options.target ?? null\n let nightF = 0\n let viewYaw = 0\n const listeners = new Map<CrowdEventName, Set<(event: never) => void>>()\n const emit = <K extends CrowdEventName>(event: K, payload: CrowdEventMap[K]): void => {\n const set = listeners.get(event)\n if (set) for (const listener of set) (listener as (event: CrowdEventMap[K]) => void)(payload)\n }\n const emitNoise = (x: number, z: number, r: number): void => void noises.push({ x, z, r })\n doors.on('noise', (e) => emitNoise(e.x, e.z, e.radius))\n doors.on('sound', (e) => emit('sound', { ...e, distance: target ? Math.hypot(e.position[0] - target.state.x, e.position[2] - target.state.z) : 0 }))\n doors.on('effect', (e) => emit('effect', e))\n doors.on('broken', (e) => {\n const d = doors.list[e.door]!\n if (target && Math.hypot(d.x - target.state.x, d.z - target.state.z) < N.doorMessageDistance) emit('message', { id: 'door_broken', seconds: 2 })\n })\n const sound = (id: string, volume: number, x: number, y: number, z: number, d: number): void => emit('sound', { sound: id, volume, position: [x, y, z], distance: d })\n const pick = <T extends { p: number }>(list: readonly T[]): T => {\n const r = R()\n let acc = 0\n for (const it of list) {\n acc += it.p\n if (r < acc) return it\n }\n return list[0]!\n }\n const T = (i: number): CrowdType => types[Z.type[i]!]!\n const traits = (i: number): CrowdTraits => T(i).traits ?? NO_TRAITS\n\n // ----- spawn and removal -----\n const special = (i: number): void => {\n const tr = traits(i)\n Z.y[i] = 0\n Z.floor[i] = 0\n Z.floorLocked[i] = 0\n Z.vy[i] = 0\n Z.abilityTimer[i] = 0\n Z.eaten[i] = 0\n Z.stuck[i] = 0\n Z.stepCell[i] = -1\n Z.burn[i] = 0\n Z.hunts[i] = -1\n Z.named[i] = -1\n if (tr.color !== undefined && !tr.submerged) {\n Z.color[i] = tr.color\n if (tr.skin !== undefined) Z.skin[i] = tr.skin\n }\n if (tr.ambush && R() < tr.ambush.chance) {\n Z.state[i] = STATE.DORMANT\n Z.yaw[i] = R() * TURN\n }\n if (tr.submerged) {\n Z.state[i] = STATE.DORMANT\n Z.y[i] = tr.submerged.depth\n if (tr.color !== undefined) Z.color[i] = tr.color\n }\n }\n\n const spawn = (x: number, z: number, catForce = -1): number => {\n if (Z.n >= Z.capacity) return -1\n const i = Z.n++\n const c = catForce >= 0 ? catForce : catTable[Math.floor(R() * catTable.length)]!\n const C = types[c]!\n const ai = pack.ages.indexOf(pick(pack.ages))\n const maxAge = C.traits?.maxAge\n const A = pack.ages[maxAge !== undefined ? Math.min(ai, maxAge) : ai]!\n const ri = pack.outfits.indexOf(pick(pack.outfits))\n const RO = pack.outfits[ri]!\n Z.x[i] = x\n Z.z[i] = z\n Z.vx[i] = Z.vz[i] = 0\n Z.type[i] = c\n Z.age[i] = pack.ages.indexOf(A)\n Z.outfit[i] = ri\n const g = (R() + R() + R() - 1.5) * 0.09\n Z.height[i] = clamp(1 + g, 0.9, 1.1) * (C.scale || 1)\n const bb = R()\n Z.build[i] = (bb < 0.3 ? 0.85 + R() * 0.1 : bb < 0.8 ? 0.95 + R() * 0.13 : 1.08 + R() * 0.17) * (C.build || (C.scale ? 1.3 : 1))\n const heavy = bb >= 0.8\n const thin = bb < 0.3\n Z.chaseSpeed[i] = C.speed.chase * A.speed * (thin ? 1.05 : heavy ? 0.9 : 1) * (0.92 + R() * 0.16)\n Z.wanderSpeed[i] = C.speed.wander * A.speed * (0.8 + R() * 0.4)\n Z.hpMax[i] = Z.hp[i] = C.health * A.health * (thin ? 0.9 : heavy ? 1.15 : 1)\n Z.headHp[i] = pack.segments.head\n Z.armHp[i * 2] = Z.armHp[i * 2 + 1] = pack.segments.arm\n Z.legHp[i * 2] = Z.legHp[i * 2 + 1] = pack.segments.leg\n Z.missing[i] = 0\n Z.helmet[i] = RO.helmet ? 1 : 0\n Z.crawl[i] = C.crawls ? 1 : 0\n Z.limp[i] = 0\n Z.state[i] = 0\n Z.stateTimer[i] = 0\n Z.lost[i] = 0\n Z.attackTimer[i] = R()\n Z.alertIn[i] = 0\n Z.cooldown[i] = 0\n {\n const vs = variantsOf[c]!\n Z.variant[i] = vs[Math.floor(R() * vs.length)]!\n }\n Z.yaw[i] = Z.renderYaw[i] = R() * TURN\n Z.renderSpeed[i] = 0\n Z.steering[i] = 0\n Z.pause[i] = 0\n Z.attackPose[i] = 0\n Z.arms[i] = 0\n Z.phase[i] = R() * 10\n Z.band[i] = 3\n Z.next[i] = R() * 0.05\n Z.wx[i] = x\n Z.wz[i] = z\n Z.color[i] = RO.color || pack.palette[Math.floor(R() * pack.palette.length)]!\n Z.skin[i] = R()\n seatPhysics(Z, i, { seed: seed32, serial: serial++, baseMass: physics.contact?.baseMass ?? 70, personality: physics.personality })\n special(i)\n emit('spawn', { agent: i, type: C.id })\n return i\n }\n\n const remove = (i: number): void => {\n if (Z.state[i] === STATE.PILE_STEP) {\n if (engine.active) releasePileStep(i)\n else stepRelease(i)\n }\n const j = --Z.n\n engine.remap(i, j)\n if (i === j) {\n emit('remove', { agent: i, moved: -1 })\n return\n }\n for (const k of AGENT_FIELDS) (Z[k] as { [index: number]: number })[i] = (Z[k] as { [index: number]: number })[j]!\n Z.armHp[i * 2] = Z.armHp[j * 2]!\n Z.armHp[i * 2 + 1] = Z.armHp[j * 2 + 1]!\n Z.legHp[i * 2] = Z.legHp[j * 2]!\n Z.legHp[i * 2 + 1] = Z.legHp[j * 2 + 1]!\n if (target) {\n if (target.state.grabbedBy === j) target.state.grabbedBy = i\n else if (target.state.grabbedBy === i) target.state.grabbedBy = -1\n }\n emit('remove', { agent: i, moved: j })\n }\n\n // ----- the sliced flow field (no spike) -----\n const flowStart = (x: number, z: number): void => {\n const gx = clamp(Math.floor((x + HALF) / GC), 0, FW - 1)\n const gz = clamp(Math.floor((z + HALF) / GC), 0, FW - 1)\n const W = flow.winB\n W[0] = Math.max(0, gx - FLOW_R)\n W[1] = Math.max(0, gz - FLOW_R)\n W[2] = Math.min(FW - 1, gx + FLOW_R)\n W[3] = Math.min(FW - 1, gz + FLOW_R)\n for (let r = W[1]; r <= W[3]; r++) flow.dist.fill(1e9, r * FW + W[0], r * FW + W[2] + 1)\n const s = gz * FW + gx\n flow.dist[s] = 0\n flow.q[0] = s\n flow.qh = 0\n flow.qt = 1\n flow.phase = 1\n flow.c = 0\n flow.t = 0\n }\n const flowStep = (budget: number, cellsPerStep?: number): void => {\n if (!flow.phase) return\n const t0 = clock()\n let cellsLeft = cellsPerStep ?? Infinity\n const D = flow.dist\n const Q = flow.q\n const F = flow.back\n const W = flow.winB\n let n = 0\n while (flow.phase === 1) {\n if (flow.qh >= flow.qt) {\n flow.phase = 2\n break\n }\n if (--cellsLeft < 0) return\n const c = Q[flow.qh++]!\n const cx = c % FW\n const cz = (c / FW) | 0\n const dc = D[c]!\n for (let dz = -1; dz <= 1; dz++)\n for (let dx = -1; dx <= 1; dx++) {\n if (!dx && !dz) continue\n const nx = cx + dx\n const nz = cz + dz\n if (nx < W[0]! || nz < W[1]! || nx > W[2]! || nz > W[3]!) continue\n const k = nz * FW + nx\n if (occ[k] && occ[k]! < 3) continue\n if (dx && dz && ((occ[cz * FW + nx] && occ[cz * FW + nx]! < 3) || (occ[nz * FW + cx] && occ[nz * FW + cx]! < 3))) continue\n const nd = dc + (dx && dz ? 1.414 : 1)\n if (nd < D[k]! - 1e-3) {\n D[k] = nd\n if (flow.qt < Q.length) Q[flow.qt++] = k\n }\n }\n if (cellsPerStep === undefined && (++n & 2047) === 0 && clock() - t0 > budget) {\n flow.t += clock() - t0\n return\n }\n }\n const ww = W[2]! - W[0]! + 1\n while (flow.phase === 2) {\n if (--cellsLeft < 0) return\n const j = flow.c++\n if (j >= ww * (W[3]! - W[1]! + 1)) {\n const tmp = flow.dir\n flow.dir = F\n flow.back = tmp\n const tw = flow.win\n flow.win = W\n flow.winB = tw\n flow.phase = 0\n flow.ms = flow.t + clock() - t0\n return\n }\n const cx = W[0]! + (j % ww)\n const cz = W[1]! + ((j / ww) | 0)\n const c = cz * FW + cx\n if (occ[c] && occ[c]! < 3) {\n F[c * 2] = F[c * 2 + 1] = 0\n continue\n }\n let best = D[c]!\n let bx = 0\n let bz = 0\n for (let dz = -1; dz <= 1; dz++)\n for (let dx = -1; dx <= 1; dx++) {\n const nx = cx + dx\n const nz = cz + dz\n if (nx < W[0]! || nz < W[1]! || nx > W[2]! || nz > W[3]!) continue\n const d = D[nz * FW + nx]!\n if (d < best) {\n best = d\n bx = dx\n bz = dz\n }\n }\n F[c * 2] = bx\n F[c * 2 + 1] = bz\n if (cellsPerStep === undefined && (j & 8191) === 0 && clock() - t0 > budget) {\n flow.t += clock() - t0\n return\n }\n }\n }\n const losClear = grid.losClear\n\n // ----- piles against walls -----\n const groundAt = (c: number, _y: number): number => {\n if (c < 0) return 0\n const k = occ[c]\n if (k === 2 || (k === 1 && occH[c]! <= _y + 0.05)) return occH[c]!\n return moundOn ? pile[c]! + moundHeight[c]! / 1000 : pile[c]!\n }\n const blockedAt = (i: number, x: number, z: number): boolean => {\n const c = cellOf(x, z)\n if (c < 0) return true\n const k = occ[c]\n const y = Z.y[i]!\n if (k === 0 || k === 3) return (moundOn ? pile[c]! + moundHeight[c]! / 1000 : pile[c]!) > y + 0.5 && Z.state[i] !== STATE.AIRBORNE\n if (k === 2 && y + 0.5 >= occH[c]!) return false\n if (Z.state[i] === STATE.AIRBORNE && occH[c]! <= y) return false\n return true\n }\n const tryStep = (i: number, hitCell: number): boolean => {\n if (pileN >= N.pileMax) return false\n const c = cellOf(Z.x[i]!, Z.z[i]!)\n if (c < 0 || occ[c] !== 0) return false\n const dir = hitCell - c\n const w = c + dir\n const back = c - dir\n const h = pile[c]! + N.pileStep\n if (h > N.pileTop) return false\n const cap = occ[w] === 2 ? (back >= 0 ? pile[back]! : 0) + 1.0 : pile[w]!\n if (h > cap + 1e-3) return false\n pile[c] = h\n pileN++\n Z.state[i] = STATE.PILE_STEP\n Z.stepCell[i] = c\n Z.stepDir[i] = dir\n Z.vx[i] = Z.vz[i] = 0\n Z.y[i] = h - N.pileStep\n Z.stateTimer[i] = 6 + R() * 6\n return true\n }\n function stepRelease(i: number): void {\n const c = Z.stepCell[i]!\n if (c >= 0) {\n pile[c] = Math.max(0, pile[c]! - N.pileStep)\n pileN = Math.max(0, pileN - 1)\n }\n Z.stepCell[i] = -1\n Z.state[i] = STATE.CHASE\n Z.stuck[i] = 0\n }\n const pileBlast = (x: number, z: number, r: number): void => {\n for (let i = 0; i < Z.n; i++)\n if (Z.state[i] === STATE.PILE_STEP && (Z.x[i]! - x) ** 2 + (Z.z[i]! - z) ** 2 < r * r) {\n stepRelease(i)\n Z.state[i] = STATE.STUNNED\n Z.stateTimer[i] = 1.2\n }\n }\n\n // a pile step that falls, flies or dies takes the steps behind it in its column down with it (the pile is not a wall that stays up without them)\n const pileColumns: PileColumn[] = []\n const releasePileStep = (i: number): void => {\n if (Z.stepCell[i]! >= 0) pileColumns.push({ cell: Z.stepCell[i]!, dir: Z.stepDir[i]! })\n stepRelease(i)\n }\n // ----- alerts -----\n const voice = (i: number): string => traits(i).voice ?? 'groan'\n const groan = (i: number, d: number): void => {\n // chain alert: 8 m, 0.2-0.6 s per hop\n const r2 = N.alertRadius * N.alertRadius\n for (let j = 0; j < Z.n; j++) {\n if (Z.state[j] !== 0 || Z.alertIn[j]! > 0) continue\n const ex = Z.x[j]! - Z.x[i]!\n const ez = Z.z[j]! - Z.z[i]!\n if (ex * ex + ez * ez < r2) Z.alertIn[j] = N.alertDelay + R() * N.alertDelayRandom\n }\n emit('alert', { agent: i })\n if (d < N.voiceDistance && groanBudget <= 0) {\n sound(voice(i), 1, Z.x[i]!, Z.height[i]! * 1.6, Z.z[i]!, d)\n groanBudget = N.voiceEvery\n }\n }\n const screamAt = (i: number, x: number, z: number): void => {\n const tr = traits(i).caller!\n sound('scream_hoarse', 1, x, 1.6, z, target ? Math.hypot(x - target.state.x, z - target.state.z) : 0)\n for (let j = 0; j < Z.n; j++) {\n const ex = Z.x[j]! - x\n const ez = Z.z[j]! - z\n if (ex * ex + ez * ez < tr.radius * tr.radius) {\n Z.state[j] = STATE.CHASE\n Z.lost[j] = 0\n }\n }\n if (target) target.state.screamBoost = tr.boost\n emit('message', { id: 'called', seconds: 3, type: T(i).id })\n emit('scream', { agent: i, x, z })\n }\n\n // ----- attack on the target -----\n const attack = (i: number, d: number, tdt: number): void => {\n Z.attackTimer[i]! -= tdt\n if (Z.attackTimer[i]! > 0) return\n Z.attackTimer[i] = N.attackEvery / Z.aggression[i]!\n const C = T(i)\n const tr = C.traits ?? NO_TRAITS\n if (tr.heavySwing && R() < tr.heavySwing.chance) {\n Z.state[i] = STATE.SWING\n Z.stateTimer[i] = tr.heavySwing.windUp\n return\n }\n const noJaw = Z.missing[i]! & 512\n const noArms = (Z.missing[i]! & 6) === 6\n const P = target!\n if (P.state.grabbedBy < 0 && !noArms && !Z.crawl[i] && R() < C.bite * (P.state.crouch ? N.crouchBite : 1) * Z.aggression[i]!) {\n P.grab(i, !!noJaw, !!tr.drownGrab && water(P.state.x, P.state.z))\n Z.state[i] = STATE.GRAB\n } else {\n P.hurt(C.damage * (Z.crawl[i] ? N.crawlDamage : 1), i)\n if (tr.burns && Z.abilityTimer[i]! >= 0) P.state.burnTimer = tr.burns.seconds\n }\n void d\n }\n\n // ----- damage (G 67010 zDamage) -----\n const effect = (payload: CrowdEventMap['effect']): void => emit('effect', payload)\n const blood = (x: number, y: number, z: number, age: number, amount: number, died: boolean, agent?: number): void => effect({ effect: 'blood', point: [x, y, z], age, amount, died, ...(agent === undefined ? {} : { agent }) })\n /** `draw` is the source of the jaw draw (and of the corpse seed of a death); a death waits for the end of the step when `deferDeath` is on. */\n const damageWith = (i: number, hit: CrowdHit, draw: () => number, deferDeath = false): CrowdDamageResult => {\n const C = T(i)\n const A = pack.ages[Z.age[i]!]!\n const RO = pack.outfits[Z.outfit[i]!]!\n const cal = hit.caliber ?? null\n const proj = !!cal\n const dano = hit.amount\n const dist = hit.distance\n const corte = hit.cut ?? 0\n const regiao = hit.region\n let morreu = false\n let headshot = false\n if (regiao === 0) {\n if (proj && Z.helmet[i] && cal!.class === 'pistol') {\n Z.helmet[i] = 0\n effect({ effect: 'spark', point: [Z.x[i]!, Z.height[i]! * 1.75, Z.z[i]!], agent: i })\n sound('impact', 1, Z.x[i]!, Z.height[i]! * 1.75, Z.z[i]!, dist)\n return { died: false }\n }\n const mata = proj ? (cal!.skull === 1 || dist <= cal!.skull) && dano >= N.skullMinDamage : dano * 3 >= Z.headHp[i]!\n if (mata) {\n morreu = true\n headshot = true\n if (dano > N.skullTakeDamage || (cal && N.skullTakeWithin[cal.id as keyof typeof N.skullTakeWithin] !== undefined && dist < N.skullTakeWithin[cal.id as keyof typeof N.skullTakeWithin]!)) Z.missing[i]! |= 1\n } else {\n Z.hp[i]! -= dano * 3\n Z.headHp[i]! -= dano\n if (dano > N.jawDamage && draw() < N.jawChance) Z.missing[i]! |= 512\n }\n } else if (regiao === 1) {\n let m = C.multipliers.torso\n if (RO.vest && proj) m *= cal!.class === 'pistol' ? RO.vest.pistol : RO.vest.rifle\n Z.hp[i]! -= dano * m\n } else {\n const perna = regiao >= 4\n const lado = regiao & 1\n const mm = (perna ? C.multipliers.legs : C.multipliers.arms) * A.limb * (RO.limb || 1)\n const segArr = perna ? Z.legHp : Z.armHp\n const k = i * 2 + (perna ? lado : regiao === 3 ? 1 : 0)\n segArr[k]! -= dano * mm\n Z.hp[i]! -= dano * mm * 0.5\n const max = perna ? pack.segments.leg : pack.segments.arm\n if (perna && segArr[k]! <= max * 0.5) Z.limp[i] = 1\n if (segArr[k]! <= 0) {\n const arranca = corte >= 0.5 || dano * mm > max * 0.9\n if (perna) {\n Z.crawl[i] = 1\n if (arranca) Z.missing[i]! |= lado ? 16 : 8\n else Z.missing[i]! |= lado ? 256 : 128\n } else if (arranca) Z.missing[i]! |= regiao === 3 ? 4 : 2\n else Z.missing[i]! |= regiao === 3 ? 64 : 32\n effect({ effect: 'limb', point: [Z.x[i]!, Z.height[i]! * (perna ? 0.5 : 1.2), Z.z[i]!], agent: i, region: regiao, severed: arranca })\n }\n }\n if (Z.hp[i]! <= 0) morreu = true\n blood(Z.x[i]!, regiao === 0 ? Z.height[i]! * 1.65 : regiao === 1 ? Z.height[i]! * 1.2 : Z.height[i]! * 0.7, Z.z[i]!, Z.age[i]!, regiao === 0 ? 120 : 30, morreu, i)\n if (morreu) {\n if (deferDeath) deferKill(i)\n else kill(i, headshot, draw)\n return { died: morreu, headshot }\n }\n const st = Z.state[i]\n if (dano >= N.hitStunDamage && st !== STATE.GRAB && st !== STATE.PILE_STEP && st !== STATE.AIRBORNE) {\n Z.state[i] = STATE.STUNNED\n Z.stateTimer[i] = C.traits?.hitStun ?? N.hitStun\n }\n const st2 = Z.state[i]\n if (st2 === 0 || st2 === STATE.DORMANT || st2 === STATE.EATING || st2 === STATE.SEEKING_SOUND) {\n Z.state[i] = STATE.CHASE\n Z.lost[i] = 0\n const sub = C.traits?.submerged\n if (sub) Z.y[i] = Math.max(Z.y[i]!, sub.surface)\n }\n return { died: morreu }\n }\n const damage = (i: number, hit: CrowdHit): CrowdDamageResult => damageWith(i, hit, R)\n function kill(i: number, headshot = false, draw: () => number = R): void {\n stats.kills++\n if (headshot) stats.heads++\n const tr = traits(i)\n if (tr.burst) burstAt(i, Z.x[i]!, Z.z[i]!)\n const C = T(i)\n emit('kill', { agent: i, type: C.id, headshot, x: Z.x[i]!, z: Z.z[i]! })\n if (Z.balance[i] !== BALANCE.THROWN) corpseAdd(i, draw)\n if (target && target.state.grabbedBy === i) target.release()\n remove(i)\n }\n const burstAt = (i: number, x: number, z: number): void => {\n const b = traits(i).burst!\n effect({ effect: 'cloud', point: [x, 0, z], radius: 4, color: b.cloudColor, amount: 8 })\n effect({ effect: 'blood', point: [x, 1.0, z], amount: 1500, died: true, color: b.bloodColor })\n if (target) {\n const d = Math.hypot(x - target.state.x, z - target.state.z)\n if (d < b.radius) {\n target.state.blind = b.blind\n target.state.scentTimer = b.scent\n emit('message', { id: 'burst_hit', seconds: 2.5, type: T(i).id })\n emitNoise(target.state.x, target.state.z, b.noiseNear)\n }\n }\n emitNoise(x, z, b.noise)\n }\n\n // ----- corpses -----\n const corpseOf = (i: number, seed: number): Corpse => ({\n x: Z.x[i]!,\n z: Z.z[i]!,\n yaw: Z.renderYaw[i]!,\n height: Z.height[i]!,\n build: Z.build[i]!,\n named: Z.named[i]!,\n missing: Z.missing[i]!,\n color: Z.color[i]!,\n variant: Z.variant[i]!,\n skin: Z.skin[i]!,\n seed,\n })\n const corpseAdd = (i: number, draw: () => number = R): void => void corpses.add(corpseOf(i, draw() * 10))\n\n // ----- abilities (G 67265 zAbility). true: it took care of the movement -----\n const ability = (i: number, d: number, dx: number, dz: number, tdt: number, b: number, alive: boolean): boolean => {\n const C = T(i)\n const tr = C.traits ?? NO_TRAITS\n const st = Z.state[i]\n const P = target\n // dormant: the stalker wakes under 3 m or with the target's back turned within 10 m; the drowned rises at 5 m\n if (st === STATE.DORMANT) {\n Z.vx[i] = Z.vz[i] = 0\n if (!alive || b > 1) return true\n if (tr.submerged) {\n if (d < tr.submerged.wake) {\n Z.state[i] = STATE.CHASE\n groan(i, d)\n sound('step', 2, Z.x[i]!, 0, Z.z[i]!, d)\n }\n return true\n }\n const am = tr.ambush\n const wake = am?.wake ?? N.dormantWake\n const behind = am?.wakeBehind ?? N.dormantWakeBehind\n const fx = -Math.sin(viewYaw)\n const fz = -Math.cos(viewYaw)\n const costas = (dx * fx + dz * fz) / (d || 1) < (am?.behindCos ?? -0.3)\n if (d < wake || (costas && d < behind)) {\n Z.state[i] = STATE.CHASE\n Z.abilityTimer[i] = am?.sprintSeconds ?? 3\n Z.lost[i] = 0\n sound('runner_groan', 1, Z.x[i]!, 1.6, Z.z[i]!, d)\n }\n return true\n }\n if (st === STATE.AIRBORNE || st === STATE.PILE_STEP) return true\n if (st === STATE.SWELLING) {\n Z.vx[i] = Z.vz[i] = 0\n return true\n }\n if (st === STATE.SWING) {\n Z.vx[i] = Z.vz[i] = 0\n Z.stateTimer[i]! -= tdt\n if (Z.stateTimer[i]! <= 0) {\n const hs = tr.heavySwing!\n Z.state[i] = STATE.CHASE\n Z.attackTimer[i] = 2\n sound('impact', 1.4, Z.x[i]!, 1, Z.z[i]!, d)\n if (d < hs.range && alive && P) {\n P.hurt(C.damage, i)\n P.knock(hs.knock)\n emit('message', { id: 'swing_knock', seconds: 1.5, type: C.id })\n }\n }\n return true\n }\n if (st === STATE.EATING) {\n const ec = tr.eatsCorpses!\n Z.vx[i] = Z.vz[i] = 0\n Z.stateTimer[i]! -= tdt\n if (alive && d < ec.defend) {\n Z.state[i] = STATE.CHASE\n Z.lost[i] = 0\n groan(i, d)\n return false\n } // defends the food\n if (Z.stateTimer[i]! <= 0) {\n let best = -1\n let bd = ec.grabRange\n const list = corpses.entries\n for (let k = 0; k < list.length; k++) {\n const e = Math.hypot(list[k]!.data.x - Z.x[i]!, list[k]!.data.z - Z.z[i]!)\n if (e < bd) {\n bd = e\n best = k\n }\n }\n if (best >= 0) {\n corpses.remove(best)\n Z.hp[i]! += ec.health\n Z.hpMax[i]! += ec.health\n Z.height[i]! *= ec.grow\n Z.build[i]! *= ec.grow\n Z.eaten[i]!++\n }\n Z.state[i] = 0\n Z.abilityTimer[i] = ec.rest\n }\n return true\n }\n if (st === STATE.SEEKING_SOUND) {\n const ss = tr.soundSeeker ?? { arrive: 1, loseChase: 3, hitRadius2: 1.1 }\n if (alive && d < 2.5) {\n Z.state[i] = STATE.CHASE\n return false\n }\n const wx = Z.wx[i]! - Z.x[i]!\n const wz = Z.wz[i]! - Z.z[i]!\n const wl = Math.hypot(wx, wz)\n if (wl < ss.arrive) {\n Z.state[i] = 0\n return false\n }\n Z.vx[i] = (wx / wl) * Z.chaseSpeed[i]!\n Z.vz[i] = (wz / wl) * Z.chaseSpeed[i]!\n Z.yaw[i] = Math.atan2(wx, wz)\n // hits whatever it meets on the way, other agents too\n if (b === 0) {\n Z.attackTimer[i]! -= tdt\n if (Z.attackTimer[i]! <= 0) {\n const hx = Math.floor(Z.x[i]! + HALF)\n const hz = Math.floor(Z.z[i]! + HALF)\n if (hx >= 0 && hz >= 0 && hx < HN && hz < HN)\n for (let j = hHead[hz * HN + hx]!; j !== -1; j = hNext[j]!) {\n if (j !== i && (Z.x[j]! - Z.x[i]!) ** 2 + (Z.z[j]! - Z.z[i]!) ** 2 < ss.hitRadius2) {\n Z.attackTimer[i] = N.attackEvery\n hurtOther(j, C.damage)\n break\n }\n }\n }\n }\n return true\n }\n // custom moves (none in the game): after the timed states, before the moves on the target, with or without a target\n for (const plugin of plugins) if (plugin.ability?.(crowd, i, { d, dx, dz, tdt, band: b, alive })) return true\n if (!alive) return false\n if (Z.hunts[i]! >= 0 && st <= 1 && hunt) return hunt(i, tdt)\n // the blind one does not follow the target across the map: it only goes where it heard\n if (tr.soundSeeker && st === STATE.CHASE && d > tr.soundSeeker.loseChase) {\n Z.state[i] = STATE.SEEKING_SOUND\n Z.wx[i] = P!.state.x\n Z.wz[i] = P!.state.z\n return false\n }\n // pounce up to 6 m, 5 s cooldown\n const po = tr.pounce\n if (po && st === STATE.CHASE && Z.cooldown[i]! <= 0 && d > po.min && d < po.max && b === 0 && losClear(Z.x[i]!, Z.z[i]!, P!.state.x, P!.state.z)) {\n const sp = Math.min(po.speedCap, d / po.time)\n Z.state[i] = STATE.AIRBORNE\n Z.vy[i] = P!.state.y > po.highAbove ? po.liftHigh : po.lift\n Z.vx[i] = (-dx / d) * sp\n Z.vz[i] = (-dz / d) * sp\n Z.yaw[i] = Math.atan2(-dx, -dz)\n Z.cooldown[i] = po.cooldown\n Z.abilityTimer[i] = 1\n sound('runner_groan', 1, Z.x[i]!, 1.6, Z.z[i]!, d)\n return true\n }\n // the bloater swells 0.5 s and bursts when close\n if (tr.burst && st === STATE.CHASE && d < tr.burst.range) {\n Z.state[i] = STATE.SWELLING\n Z.stateTimer[i] = tr.burst.swell\n sound('flesh', 1.2, Z.x[i]!, 1, Z.z[i]!, d)\n return true\n }\n // the devourer looks for corpses (up to 3)\n const ec = tr.eatsCorpses\n if (ec && st === 0 && Z.eaten[i]! < ec.max && Z.abilityTimer[i]! <= 0 && corpses.count) {\n let best = -1\n let bd = ec.search\n const list = corpses.entries\n for (let k = 0; k < list.length; k++) {\n const e = Math.hypot(list[k]!.data.x - Z.x[i]!, list[k]!.data.z - Z.z[i]!)\n if (e < bd) {\n bd = e\n best = k\n }\n }\n if (best >= 0) {\n if (bd < ec.reach) {\n Z.state[i] = STATE.EATING\n Z.stateTimer[i] = ec.seconds\n Z.vx[i] = Z.vz[i] = 0\n return true\n }\n const cp = list[best]!.data\n const ex = cp.x - Z.x[i]!\n const ez = cp.z - Z.z[i]!\n const sp = Z.wanderSpeed[i]! * ec.approach\n Z.vx[i] = (ex / bd) * sp\n Z.vz[i] = (ez / bd) * sp\n Z.yaw[i] = Math.atan2(ex, ez)\n Z.wx[i] = cp.x\n Z.wz[i] = cp.z\n return true\n } else Z.abilityTimer[i] = ec.retry\n }\n // the tracker follows the blood trail and leads up to 8 of its kind\n const tk = tr.tracker\n if (tk && st === 0 && trail.length) {\n let best: { x: number; z: number } | null = null\n for (let k = trail.length - 1; k >= 0; k--) {\n const p = trail[k]!\n if ((p.x - Z.x[i]!) ** 2 + (p.z - Z.z[i]!) ** 2 < tk.range * tk.range) {\n best = p\n break\n }\n }\n if (best) {\n Z.wx[i] = best.x\n Z.wz[i] = best.z\n let led = 0\n const leads = typeIndexById.get(tk.leads) ?? -1\n for (let j = 0; j < Z.n && led < tk.max; j++)\n if (Z.type[j] === leads && Z.state[j] === 0 && (Z.x[j]! - Z.x[i]!) ** 2 + (Z.z[j]! - Z.z[i]!) ** 2 < tk.leadRadius * tk.leadRadius) {\n Z.wx[j] = Z.x[i]!\n Z.wz[j] = Z.z[i]!\n led++\n }\n }\n }\n return false\n }\n const chaseSpeed = (i: number): number => {\n const tr = traits(i)\n if (tr.ambush) return Z.abilityTimer[i]! > 0 ? tr.ambush.sprint : tr.ambush.slow\n if (tr.submerged && water(Z.x[i]!, Z.z[i]!)) return tr.submerged.swim\n return Z.chaseSpeed[i]!\n }\n /** The shared stream with the physics off (the game's order); a counter-based draw of the agent with it on. */\n const physicsDraw = (i: number, salt: number): (() => number) => (engine.active ? () => unit(Z.identity[i]!, engine.ctx.step, salt) : R)\n const hurtOther = (j: number, amount: number): void => {\n Z.hp[j]! -= amount\n blood(Z.x[j]!, Z.height[j]! * 1.2, Z.z[j]!, Z.age[j]!, 30, false, j)\n if (Z.hp[j]! <= 0) deferKill(j)\n }\n const deferKill = (j: number): void => {\n if (!killQ.includes(j)) killQ.push(j)\n }\n const killQFlush = (): void => {\n if (!killQ.length) return\n killQ.sort((a, b) => b - a)\n for (const j of killQ) if (j < Z.n) kill(j, false, physicsDraw(j, SALT.CORPSE))\n killQ.length = 0\n }\n\n // ----- per frame: height (pile, wall, jump), timed states (G 67377 zFrame) -----\n const frame = (i: number, dt: number, d: number, alive: boolean): void => {\n const st = Z.state[i]\n const tr = traits(i)\n if (st === STATE.PILE_STEP) {\n // a step: lets go when the target is gone\n Z.stateTimer[i]! -= dt\n if (!alive || d > N.pileReleaseDistance || Z.stateTimer[i]! <= 0) stepRelease(i)\n return\n }\n if (st === STATE.SWELLING) {\n Z.stateTimer[i]! -= dt\n if (Z.stateTimer[i]! <= 0) deferKill(i)\n return\n }\n if (tr.ambush && Z.abilityTimer[i]! > 0) Z.abilityTimer[i]! -= dt\n if (tr.eatsCorpses && Z.abilityTimer[i]! > 0 && st === 0) Z.abilityTimer[i]! -= dt\n if (tr.waterWeak && Z.abilityTimer[i] === 0 && water(Z.x[i]!, Z.z[i]!)) {\n Z.abilityTimer[i] = -1\n Z.hp[i]! *= tr.waterWeak.keep\n effect({ effect: 'cloud', point: [Z.x[i]!, 0, Z.z[i]!], radius: 1.5, color: tr.waterWeak.cloud, amount: 3, agent: i })\n }\n if (engine.active && (Z.balance[i] === BALANCE.FALLEN || Z.balance[i] === BALANCE.GETTING_UP)) return\n const c = cellOf(Z.x[i]!, Z.z[i]!)\n const gy = groundAt(c, Z.y[i]!)\n if (st === STATE.DORMANT || Z.floorLocked[i]) return\n if (engine.active && st !== STATE.AIRBORNE && Z.vy[i] === 0 && Z.y[i]! > gy + 0.02 && Z.y[i]! - gy <= WALK_DOWN) {\n // down a step of a mound is a walk, not a fall: only a drop above this height (a base that goes) is a fall\n Z.y[i] = Math.max(gy, Z.y[i]! - N.climbSpeed * dt)\n return\n }\n if (st === STATE.AIRBORNE || Z.y[i]! > gy + 0.02 || Z.vy[i]! > 0) {\n Z.vy[i]! -= N.gravity * dt\n Z.y[i]! += Z.vy[i]! * dt\n if (Z.y[i]! <= gy) {\n const fall = -Z.vy[i]!\n Z.y[i] = gy\n Z.vy[i] = 0\n const collapsed = st === STATE.AIRBORNE && Z.stateTimer[i] === COLLAPSE_MARK\n if (collapsed) Z.stateTimer[i] = 0\n if (engine.active && balanceOn && (st !== STATE.AIRBORNE || collapsed)) engine.balance!.landed(i, (fall * fall) / (2 * N.gravity))\n if (st === STATE.AIRBORNE) {\n Z.state[i] = STATE.CHASE\n if (tr.pounce && alive && d < tr.pounce.landRange && target) {\n target.knock(tr.pounce.knock)\n target.hurt(T(i).damage, i)\n emit('message', { id: 'pounce_knock', seconds: 1.5, type: T(i).id })\n }\n } else if (fall > N.fallStun && Z.state[i]! <= 1) {\n Z.state[i] = STATE.STUNNED\n Z.stateTimer[i] = 0.9\n }\n }\n } else if (gy > Z.y[i]!) Z.y[i] = Math.min(gy, Z.y[i]! + N.climbSpeed * dt)\n }\n\n // ----- the horde update (G 66835 hordeUpdate) -----\n const update = (dt: number, context: CrowdUpdateContext = {}): void => {\n if (context.target !== undefined) target = context.target\n groanBudget -= dt\n nightF = context.nightFactor ?? 0\n const P = target\n const px = P ? P.state.x : (context.flowTarget?.[0] ?? 0)\n const pz = P ? P.state.z : (context.flowTarget?.[1] ?? 0)\n const alive = !!P && P.state.alive && !P.state.turned\n viewYaw = context.viewYaw ?? (P ? P.state.yaw - Math.PI : 0)\n const bandX = context.bandCentre?.[0] ?? px\n const bandZ = context.bandCentre?.[1] ?? pz\n engine.beginStep(dt, { x: bandX, z: bandZ })\n const fx0 = context.flowTarget?.[0] ?? px\n const fz0 = context.flowTarget?.[1] ?? pz\n const pc = cellOf(fx0, fz0)\n if (flow.cell < 0) {\n flowStart(fx0, fz0)\n flowStep(1e9)\n flow.cell = pc\n } else if (pc !== flow.cell && !flow.phase) {\n flowStart(fx0, fz0)\n flow.cell = pc\n }\n flowStep(N.flowBudgetMs, flowCells)\n // spatial hash for R0\n if (engine.active) {\n for (let k = 0; k < hashTouchedN; k++) hHead[hashTouched[k]!] = -1\n hashTouchedN = 0\n } else hHead.fill(-1)\n for (let i = 0; i < Z.n; i++) {\n if (Z.band[i] !== 0 || (engine.active && Z.balance[i] === BALANCE.THROWN)) continue\n const hx = Math.floor(Z.x[i]! + HALF)\n const hz = Math.floor(Z.z[i]! + HALF)\n if (hx < 0 || hz < 0 || hx >= HN || hz >= HN) continue\n const h = hz * HN + hx\n if (engine.active && hHead[h] === -1) hashTouched[hashTouchedN++] = h\n hNext[i] = hHead[h]!\n hHead[h] = i\n }\n const B = stats.bands\n B[0] = B[1] = B[2] = B[3] = 0\n let slots = 0\n const F = flow.dir\n for (let i = 0; i < Z.n; i++) {\n const dx = Z.x[i]! - px\n const dz = Z.z[i]! - pz\n const d = Math.sqrt(dx * dx + dz * dz)\n const bandD = context.bandCentre ? Math.hypot(Z.x[i]! - bandX, Z.z[i]! - bandZ) : d\n let b = Z.band[i]!\n while (b > 0 && bandD < BANDS[b - 1]!.max - HYST) b--\n while (b < 3 && bandD > BANDS[b]!.max + HYST) b++\n Z.band[i] = b\n B[b as 0 | 1 | 2 | 3]++\n if (engine.active && Z.balance[i] === BALANCE.THROWN) continue\n const grounded = engine.active && balanceOn && (Z.balance[i] === BALANCE.FALLEN || Z.balance[i] === BALANCE.GETTING_UP)\n const C = T(i)\n const tr = C.traits ?? NO_TRAITS\n if (Z.state[i] === STATE.STUNNED) {\n Z.stateTimer[i]! -= dt\n if (Z.stateTimer[i]! <= 0) Z.state[i] = STATE.CHASE\n Z.vx[i]! *= 0.9\n Z.vz[i]! *= 0.9\n }\n if (Z.state[i] === STATE.CALLING) {\n Z.stateTimer[i]! -= dt\n Z.vx[i] = Z.vz[i] = 0\n if (Z.stateTimer[i]! <= 0) {\n Z.state[i] = STATE.CHASE\n screamAt(i, Z.x[i]!, Z.z[i]!)\n Z.cooldown[i] = tr.caller!.cooldown\n }\n }\n Z.cooldown[i]! -= dt\n if (Z.alertIn[i]! > 0) {\n Z.alertIn[i]! -= dt\n if (Z.alertIn[i]! <= 0 && Z.state[i] === 0 && !tr.soundSeeker) {\n Z.state[i] = STATE.CHASE\n Z.lost[i] = 0\n }\n }\n if (!grounded) Z.next[i]! -= dt\n else {\n Z.vx[i] = Z.vz[i] = Z.dvx[i] = Z.dvz[i] = Z.aimX[i] = Z.aimZ[i] = 0\n Z.steering[i] = 0\n }\n if (Z.next[i]! <= 0 && !grounded) {\n const tdt = BANDS[b]!.dt\n Z.next[i]! += tdt\n // perception (R0 and R1 only)\n if (alive && b <= 1 && Z.state[i]! <= 1) {\n let sees = false\n const A = pack.ages[Z.age[i]!]!\n const vis = C.perception.sight * (1 - N.nightSight * nightF) * (P!.state.crouch ? N.crouchSight : 1) * A.sight\n if (d < vis) {\n const fx = Math.sin(Z.yaw[i]!)\n const fz = Math.cos(Z.yaw[i]!)\n const cone = (-dx * fx - dz * fz) / (d || 1)\n if ((cone > N.sightCone || d < N.sightNear) && (Z.floor[i] === P!.state.floor || d < 5) && (Z.floor[i] || P!.state.floor || losClear(Z.x[i]!, Z.z[i]!, px, pz))) sees = true\n }\n if (C.perception.smell && d < C.perception.smell * (P!.state.bleeding || P!.state.scentTimer > 0 ? 2 : 1)) sees = true // smell\n if (sees) {\n if (Z.state[i] === 0) groan(i, d)\n Z.state[i] = STATE.CHASE\n Z.lost[i] = 0\n } else if (Z.state[i] === STATE.CHASE) {\n Z.lost[i]! += tdt\n if (Z.lost[i]! > N.loseAfter) {\n Z.state[i] = 0\n Z.wx[i] = px\n Z.wz[i] = pz\n }\n }\n }\n for (let k = 0; k < noises.length && (Z.state[i] === 0 || Z.state[i] === STATE.SEEKING_SOUND); k++) {\n const Nz = noises[k]!\n const hear = Nz.r * (C.perception.hearing / N.hearingBase) * pack.ages[Z.age[i]!]!.hearing\n if ((Z.x[i]! - Nz.x) ** 2 + (Z.z[i]! - Nz.z) ** 2 < hear * hear) {\n if (tr.soundSeeker) {\n Z.state[i] = STATE.SEEKING_SOUND\n Z.wx[i] = Nz.x\n Z.wz[i] = Nz.z\n break\n } // straight to the source\n Z.state[i] = STATE.CHASE\n Z.lost[i] = N.heardLost\n groan(i, d)\n }\n }\n // the caller winds up 1.5 s and calls the crowd within 150 m\n if (tr.caller && Z.state[i] === STATE.CHASE && d < tr.caller.range && Z.cooldown[i]! <= 0) {\n Z.state[i] = STATE.CALLING\n Z.stateTimer[i] = tr.caller.windUp\n }\n Z.steering[i] = 0\n Z.aimX[i] = Z.aimZ[i] = 0\n if (!ability(i, d, dx, dz, tdt, b, alive)) {\n // where it wants to go\n let tx = 0\n let tz = 0\n let sp = 0\n if (Z.state[i] === STATE.CHASE || Z.state[i] === STATE.GRAB) {\n const c = cellOf(Z.x[i]!, Z.z[i]!)\n const sameL = !P || Z.floor[i] === P.state.floor\n if (d < N.directRange && alive && sameL) {\n tx = -dx / (d || 1)\n tz = -dz / (d || 1)\n } else if (c >= 0 && b === 0 && d < N.pyramidRange && sameL && flow.dist[c]! < 1e8 && flow.dist[c]! * GC > d * 2 + 6 && losClear(Z.x[i]!, Z.z[i]!, px, pz)) {\n tx = -dx / d\n tz = -dz / d\n } // the path goes round: straight against the wall (pyramid)\n else if (c >= 0) {\n const W = flow.win\n const cx = c % FW\n const cz = (c / FW) | 0\n if (cx >= W[0]! && cx <= W[2]! && cz >= W[1]! && cz <= W[3]!) {\n tx = F[c * 2]!\n tz = F[c * 2 + 1]!\n } else {\n tx = -dx\n tz = -dz\n } // outside the window: straight at the target\n const l = Math.hypot(tx, tz) || 1\n tx /= l\n tz /= l\n }\n if (tr.caller && Z.cooldown[i]! > tr.caller.fleeAbove && d < tr.caller.fleeRange && alive) {\n tx = dx / (d || 1)\n tz = dz / (d || 1)\n } // runs from the fight after calling\n sp = chaseSpeed(i) * (P && P.state.screamBoost > 0 ? N.screamSpeed : 1)\n if (!alive) sp = Z.wanderSpeed[i]!\n if (d < N.attackRange && alive && Math.abs(P!.state.y - Z.y[i]!) < N.attackHeight) {\n sp = 0\n if (slots < N.attackSlots - (Z.aggression[i]! < 1 ? RESERVED_SLOTS : 0)) {\n slots++\n attack(i, d, tdt)\n }\n }\n } else if (Z.state[i] === 0) {\n const wx = Z.wx[i]! - Z.x[i]!\n const wz = Z.wz[i]! - Z.z[i]!\n const wl = Math.hypot(wx, wz)\n if (wl < 1 || R() < 0.01 * tdt * 60) {\n Z.wx[i] = clamp(Z.x[i]! + (R() - 0.5) * N.wanderSpan, -HALF + 2, HALF - 2)\n Z.wz[i] = clamp(Z.z[i]! + (R() - 0.5) * N.wanderSpan, -HALF + 2, HALF - 2)\n } else {\n tx = wx / wl\n tz = wz / wl\n Z.pause[i]! -= tdt\n if (Z.pause[i]! < -4 - R() * 6) Z.pause[i] = 1 + R() * 2.5\n sp = Z.pause[i]! > 0 ? 0 : Z.wanderSpeed[i]!\n } // pauses of 1 to 3.5 s between walks\n }\n if (Z.crawl[i]) sp = Math.min(sp, N.crawlSpeed)\n else if (Z.limp[i]) sp *= N.limpSpeed\n if (Z.balance[i] === BALANCE.STAGGERING) sp *= staggerSpeed\n // separation from the neighbours\n let sx = 0\n let sz = 0\n if (b === 0) {\n const hx = Math.floor(Z.x[i]! + HALF)\n const hz = Math.floor(Z.z[i]! + HALF)\n for (let oz = -1; oz <= 1; oz++)\n for (let ox = -1; ox <= 1; ox++) {\n const qx = hx + ox\n const qz = hz + oz\n if (qx < 0 || qz < 0 || qx >= HN || qz >= HN) continue\n for (let j = hHead[qz * HN + qx]!; j !== -1; j = hNext[j]!) {\n if (j === i || Z.state[j] === STATE.PILE_STEP || Z.state[j] === STATE.DORMANT || (balanceOn && (Z.balance[j] === BALANCE.FALLEN || Z.balance[j] === BALANCE.GETTING_UP))) continue\n const ex = Z.x[i]! - Z.x[j]!\n const ez = Z.z[i]! - Z.z[j]!\n const e2 = ex * ex + ez * ez\n const rr = N.separation * (Z.build[i]! + Z.build[j]!)\n if (e2 < rr * rr * 1.6 && e2 > 1e-6) {\n const e = Math.sqrt(e2)\n const w = (rr * 1.26 - e) / e\n sx += ex * w\n sz += ez * w\n }\n }\n }\n }\n if (Z.state[i]! <= 2) {\n if (separationMax !== Infinity) {\n const push = Math.hypot(sx, sz) * N.separationPush\n if (push > separationMax) {\n sx *= separationMax / push\n sz *= separationMax / push\n }\n }\n if (engine.active && sp > 0.05) {\n Z.aimX[i] = tx\n Z.aimZ[i] = tz\n }\n const slow = engine.densitySlowdown(i, b)\n Z.dvx[i] = (tx * sp + sx * N.separationPush) * slow\n Z.dvz[i] = (tz * sp + sz * N.separationPush) * slow\n Z.steering[i] = 1\n if (sp > 0.05) Z.yaw[i] = Math.atan2(tx, tz)\n else if (d < 3 && alive) Z.yaw[i] = Math.atan2(-dx, -dz)\n }\n }\n }\n // integrates every frame (the wanted speed arrives in ~0.15 s, no jerk)\n if (Z.steering[i] && Z.state[i]! <= 2) {\n const k = 1 - Math.exp(-dt * (b === 0 ? 9 : 5))\n Z.vx[i]! += (Z.dvx[i]! - Z.vx[i]!) * k\n Z.vz[i]! += (Z.dvz[i]! - Z.vz[i]!) * k\n }\n const nx = Z.x[i]! + (Z.vx[i]! + Z.pushX[i]!) * dt\n const nz = Z.z[i]! + (Z.vz[i]! + Z.pushZ[i]!) * dt\n let hitCell = -1\n if (!blockedAt(i, nx, Z.z[i]!)) Z.x[i] = nx\n else {\n if (Z.state[i] !== STATE.AIRBORNE) Z.vx[i] = Z.pushX[i] = 0\n hitCell = cellOf(nx, Z.z[i]!)\n }\n if (!blockedAt(i, Z.x[i]!, nz)) Z.z[i] = nz\n else {\n if (Z.state[i] !== STATE.AIRBORNE) Z.vz[i] = Z.pushZ[i] = 0\n hitCell = cellOf(Z.x[i]!, nz)\n }\n if (hitCell >= 0 && Z.state[i] === STATE.CHASE && b === 0) {\n // runners and leapers jump a low obstacle (car, yard wall)\n const vl = tr.vaultsLow\n if (vl && occ[hitCell] !== 5 && occH[hitCell]! <= vl.maxHeight && occH[hitCell]! > Z.y[i]! + vl.minRise) {\n Z.state[i] = STATE.AIRBORNE\n Z.vy[i] = Math.sqrt(2 * N.gravity * (occH[hitCell]! - Z.y[i]! + vl.clearance))\n const s2 = Z.chaseSpeed[i]! * vl.speedFactor\n Z.vx[i] = Math.sin(Z.yaw[i]!) * s2\n Z.vz[i] = Math.cos(Z.yaw[i]!) * s2\n } else if (occ[hitCell] === 2 || (occ[hitCell] === 0 && pile[hitCell]! > 0)) {\n // stuck on the wall or the pile: becomes a step of the pyramid\n Z.stuck[i]! += engine.active && balanceOn ? dt * (1 + engine.pressureRatio(i)) : dt\n if (Z.stuck[i]! > 0.35 + 0.5 * Z.skin[i]!) {\n Z.stuck[i] = 0\n tryStep(i, hitCell)\n }\n }\n } else if (Z.stuck[i]! > 0) Z.stuck[i]! -= dt\n // a closed door in the way: hits it (10 per blow every 1.5 s; brute x3)\n if (hitCell >= 0 && Z.state[i] === STATE.CHASE && doors.at(hitCell) >= 0) {\n Z.attackTimer[i]! -= dt\n if (Z.attackTimer[i]! <= 0) {\n Z.attackTimer[i] = N.attackEvery\n doors.hit(doors.at(hitCell), N.doorDamage * (tr.doorDamage ?? 1))\n }\n }\n frame(i, dt, d, alive)\n const spd = Math.hypot(Z.vx[i]!, Z.vz[i]!)\n Z.renderSpeed[i]! += (spd - Z.renderSpeed[i]!) * Math.min(1, dt * 6)\n // arms: up when it perceives someone; down against a wall so the hand does not go through\n if (Z.band[i]! <= 1) {\n const s = Z.state[i]\n let goal = s === STATE.CHASE || s === STATE.GRAB || s === STATE.PILE_STEP ? 1 : 0\n if (goal && solidAt(Z.x[i]! + Math.sin(Z.renderYaw[i]!) * 0.62, Z.z[i]! + Math.cos(Z.renderYaw[i]!) * 0.62, 1.0)) goal = 0.1\n Z.arms[i]! += (goal - Z.arms[i]!) * Math.min(1, dt * (goal > Z.arms[i]! ? 3 : 5))\n }\n Z.phase[i]! += dt * (Z.renderSpeed[i]! < 0.05 ? 0.15 : N.cadenceBase + N.cadencePerSpeed * Z.renderSpeed[i]!) * Z.cadenceFactor[i]!\n if (physics.deterministic) {\n const attacking = Z.state[i] === STATE.CHASE && alive\n Z.attackPose[i] = attacking && (Z.x[i]! - P!.state.x) ** 2 + (Z.z[i]! - P!.state.z) ** 2 < (Z.attackPose[i] ? ATTACK_LEAVE : ATTACK_ENTER) ? 1 : 0\n }\n // walking without attacking: the body points where it goes\n if (spd > 0.35 && Z.state[i]! <= 1 && !Z.attackPose[i]) Z.yaw[i] = Math.atan2(Z.vx[i]!, Z.vz[i]!)\n let dy = Z.yaw[i]! - Z.renderYaw[i]!\n dy -= Math.round(dy / TAU_APPROX) * TAU_APPROX\n Z.renderYaw[i]! += dy * Math.min(1, dt * (Z.state[i] === STATE.AIRBORNE ? 20 : 9))\n }\n engine.endStep()\n if (pileColumns.length) collapsePileColumns(Z, pileColumns, FW * FW, stepRelease)\n killQFlush()\n noises.length = 0\n stats.slots = slots\n }\n\n // ----- trail, corpses, population -----\n const updateTrail = (dt: number, who: CrowdTarget | null = target): void => {\n for (const p of trail) p.t += dt\n while (trail.length && trail[0]!.t > N.trailSeconds) trail.shift()\n if (!who) return\n const s = who.state\n if ((s.bleeding || s.scentTimer > 0) && s.alive && Math.hypot(s.x - trailLast.x, s.z - trailLast.z) > N.trailStep) {\n trail.push({ x: s.x, z: s.z, t: 0 })\n trailLast = { x: s.x, z: s.z }\n if (trail.length > N.trailMax) trail.shift()\n }\n }\n const spawnAway = (minD: number, maxD: number, view: CrowdView): number => {\n const ox = target ? target.state.x : view.x\n const oz = target ? target.state.z : view.z\n for (let t = 0; t < 30; t++) {\n const a = R() * TURN\n const r = minD + Math.sqrt(R()) * (maxD - minD) // denser away from home\n const x = ox + Math.cos(a) * r\n const z = oz + Math.sin(a) * r\n // never born in front of the camera inside the fog\n const vx = x - view.x\n const vz = z - view.z\n const vd = Math.hypot(vx, vz)\n if (vd < view.far && vx * -Math.sin(view.yaw) + vz * -Math.cos(view.yaw) > vd * 0.5) continue\n if (Math.abs(x) < HALF - 3 && Math.abs(z) < HALF - 3 && !grid.blocked(x, z)) return spawn(x, z)\n }\n return -1\n }\n const updatePopulation = (dt: number, view: CrowdView, opts: { readonly target?: number; readonly migration?: MigrationOptions | null } = {}): void => {\n const popTarget = opts.target ?? N.population\n let k = 0\n while (Z.n < popTarget && k++ < 20) spawnAway(N.refillMin, N.refillMax, view)\n // the excess fades away slowly, only far and out of sight\n if (Z.n > popTarget + 120)\n for (let t = 0, rm = 0; t < 40 && rm < 4; t++) {\n const i = Math.floor(R() * Z.n)\n if (Z.band[i]! < 2 || Z.named[i]! >= 0 || (target && i === target.state.grabbedBy)) continue\n const vx = Z.x[i]! - view.x\n const vz = Z.z[i]! - view.z\n const vd = Math.hypot(vx, vz)\n if (vd < view.far && vx * -Math.sin(view.yaw) + vz * -Math.cos(view.yaw) > -vd * 0.35) continue\n remove(i)\n rm++\n }\n const mg = opts.migration === undefined ? null : opts.migration\n if (!mg) return\n migrateT -= dt\n if (migrateT <= 0) {\n migrateT = mg.every\n let m = 0\n for (let q = 0; q < mg.count && Z.n < Z.capacity; q++) {\n const i = spawn(mg.x + (R() - 0.5) * mg.width, mg.z + R() * mg.depth)\n if (i >= 0) {\n Z.wx[i] = mg.goal[0]\n Z.wz[i] = mg.goal[1]\n m++\n }\n }\n if (m) emit('message', { id: 'migration', seconds: 4 })\n }\n }\n\n const engine = createPhysics(\n {\n store: Z,\n grid,\n doors,\n gravity: N.gravity,\n attackEvery: N.attackEvery,\n types,\n moundHeight,\n corpsesMax: N.corpsesMax,\n typeOf: T,\n target: () => target,\n emit,\n damage: (i, hit, draw) => damageWith(i, hit, draw, true),\n deferKill,\n releasePileStep,\n corpseOf,\n corpseList: () => corpses.entries,\n addCorpse: (corpse) => void corpses.add(corpse),\n groundAt,\n pileBlast,\n },\n physics,\n stats.physics,\n )\n\n const crowd: Crowd = {\n store: Z,\n pack,\n grid,\n doors,\n corpses,\n numbers: N,\n stats,\n pile,\n mound: moundHeight,\n thrown: engine.thrown,\n blast: (blast) => engine.blasts.enqueue(blast),\n pileCount: () => pileN,\n trail,\n variantsOf,\n get target() {\n return target\n },\n set target(next) {\n target = next\n },\n random,\n sound,\n effect,\n typeIndex: (id) => typeIndexById.get(id) ?? -1,\n spawn: (x, z, type = -1) => spawn(x, z, type),\n remove,\n update,\n dispose: () => engine.dispose(),\n emitNoise,\n damage,\n kill: (i, headshot = false) => kill(i, headshot),\n updateTrail,\n updateCorpses: (dt) => void corpses.update(dt),\n updatePopulation,\n spawnAway,\n pileBlast,\n setHunt(next) {\n hunt = next\n },\n chaseSpeed,\n asPlayerCrowd: () => ({\n count: () => Z.n,\n active: (i) => Z.band[i] === 0,\n x: (i) => Z.x[i]!,\n z: (i) => Z.z[i]!,\n y: (i) => Z.y[i]!,\n floor: (i) => Z.floor[i]!,\n chasing: (i) => Z.state[i] === STATE.CHASE,\n down: (i) => Z.crawl[i] !== 0 || Z.state[i] === STATE.STUNNED,\n panicWeight: (i) => traits(i).panicWeight ?? 1,\n hold(i, x, z, k, lookX, lookZ) {\n Z.x[i]! += (x - Z.x[i]!) * k\n Z.z[i]! += (z - Z.z[i]!) * k\n Z.vx[i] = Z.vz[i] = Z.dvx[i] = Z.dvz[i] = 0\n Z.yaw[i] = Math.atan2(lookX - Z.x[i]!, lookZ - Z.z[i]!)\n },\n stun(i, seconds, vx, vz) {\n Z.state[i] = STATE.STUNNED\n Z.stateTimer[i] = seconds\n Z.vx[i] = vx\n Z.vz[i] = vz\n },\n chase(i, cooldown) {\n Z.state[i] = STATE.CHASE\n Z.attackTimer[i] = cooldown\n },\n damage: (i, hit) => void damage(i, { region: hit.region as CrowdHit['region'], amount: hit.amount, distance: hit.distance, cut: hit.cut, caliber: null }),\n }),\n on(event, listener) {\n let set = listeners.get(event)\n if (!set) listeners.set(event, (set = new Set()))\n set.add(listener as (event: never) => void)\n return () => void set.delete(listener as (event: never) => void)\n },\n }\n return crowd\n}\n","{\n \"sources\": {\n \"store\": \"jogo.js G 66714-66734 (Z, ZMAX 6000, FIELDS)\",\n \"bands\": \"jogo.js G 62019-62020 (BANDS, HYST)\",\n \"flow\": \"jogo.js G 66735-66737, 66773-66825 (FLOW_R 192, flowStart, flowStep; budget 1 ms a frame, the first field in one go)\",\n \"update\": \"jogo.js G 66835-66977 hordeUpdate\",\n \"alerts\": \"jogo.js G 66978-66993 groan, screamAt\",\n \"attack\": \"jogo.js G 66996-67006 zAttack\",\n \"damage\": \"jogo.js G 67010-67045 zDamage\",\n \"kill\": \"jogo.js G 67046-67059 zKill, inchadoBurst\",\n \"corpses\": \"jogo.js G 62021 (CORPOS_MAX 400, CORPO_VIDA 900), 67062-67075 corpseAdd, corpsesUpdate\",\n \"population\": \"jogo.js G 67139-67177 spawnAway, populationUpdate (popTarget 1200, migration 120 every 90 s, the first after 60 s)\",\n \"pile\": \"jogo.js G 67184-67227 (PILE_STEP 0.48, PILE_TOP 3.7, PILE_MAX 160, groundAt, zBlockedAt, tryStep, stepRelease, pileBlast)\",\n \"trail\": \"jogo.js G 67238-67246 trailUpdate\",\n \"abilities\": \"jogo.js G 67266-67356 zAbility, zChaseSpeed, zHurtOther, killQ\",\n \"frame\": \"jogo.js G 67377-67402 zFrame\",\n \"cadence\": \"jogo.js G 65507 walkCad\"\n },\n \"bands\": [\n { \"max\": 35, \"dt\": 0.05 },\n { \"max\": 120, \"dt\": 0.2 },\n { \"max\": 400, \"dt\": 1 },\n { \"max\": null, \"dt\": 5 }\n ],\n \"numbers\": {\n \"capacity\": 6000,\n \"hysteresis\": 10,\n \"flowRadius\": 192,\n \"flowBudgetMs\": 1,\n \"hashCell\": 1,\n \"nightSight\": 0.4,\n \"crouchSight\": 0.6,\n \"sightCone\": 0.5,\n \"sightNear\": 2.5,\n \"loseAfter\": 15,\n \"hearingBase\": 40,\n \"heardLost\": 5,\n \"alertRadius\": 8,\n \"alertDelay\": 0.2,\n \"alertDelayRandom\": 0.4,\n \"voiceDistance\": 40,\n \"voiceEvery\": 0.25,\n \"directRange\": 4,\n \"pyramidRange\": 14,\n \"screamSpeed\": 1.2,\n \"attackRange\": 1.15,\n \"attackHeight\": 1.3,\n \"attackSlots\": 6,\n \"attackEvery\": 1.5,\n \"crouchBite\": 1.3,\n \"crawlDamage\": 0.6,\n \"wanderSpan\": 24,\n \"crawlSpeed\": 0.4,\n \"limpSpeed\": 0.5,\n \"separation\": 0.31,\n \"separationPush\": 2.2,\n \"doorDamage\": 10,\n \"doorMessageDistance\": 25,\n \"skullMinDamage\": 20,\n \"skullTakeDamage\": 60,\n \"skullTakeWithin\": { \"12ga\": 5 },\n \"jawDamage\": 25,\n \"jawChance\": 0.3,\n \"hitStunDamage\": 35,\n \"hitStun\": 0.45,\n \"dormantWake\": 3,\n \"dormantWakeBehind\": 10,\n \"pileStep\": 0.48,\n \"pileTop\": 3.7,\n \"pileMax\": 160,\n \"pileReleaseDistance\": 30,\n \"gravity\": 9.8,\n \"fallStun\": 3.2,\n \"climbSpeed\": 1.9,\n \"cadenceBase\": 0.5,\n \"cadencePerSpeed\": 0.3,\n \"corpsesMax\": 400,\n \"corpseSeconds\": 900,\n \"trailSeconds\": 120,\n \"trailStep\": 1.5,\n \"trailMax\": 200,\n \"population\": 1200,\n \"refillMin\": 70,\n \"refillMax\": 160,\n \"migrationFirst\": 60\n }\n}\n","import type { NavGrid } from './grid'\n\nexport type Door = {\n readonly x: number\n readonly z: number\n /** The leaf runs along `x` (front or back wall) or `z`. */\n readonly axis: 'x' | 'z'\n readonly width: number\n hp: number\n hpMax: number\n open: boolean\n broken: boolean\n planks: number\n readonly rect: readonly [number, number, number, number]\n /** Whatever the game hangs on it (the building it belongs to). */\n readonly data?: unknown\n}\n\nexport type DoorEventMap = {\n sound: { sound: 'wood'; volume: number; position: [number, number, number] }\n noise: { x: number; z: number; radius: number }\n effect: { effect: 'dust'; point: [number, number, number]; color: number }\n broken: { door: number }\n}\nexport type DoorEventName = keyof DoorEventMap\n\nexport type DoorNumbers = {\n /** Hit points of a door (G 63803 `PORTA_VIDA`). */\n readonly doorHp: number\n /** Hit points each plank adds (G 63803 `TABUA_VIDA`). */\n readonly plankHp: number\n readonly height: number\n readonly thickness: number\n readonly soundChance: number\n readonly soundVolume: number\n readonly breakVolume: number\n readonly breakNoise: number\n}\n\nexport const DOOR_DEFAULTS: DoorNumbers = { doorHp: 300, plankHp: 150, height: 2.2, thickness: 0.1, soundChance: 0.3, soundVolume: 0.8, breakVolume: 1.5, breakNoise: 30 }\n\nexport type Doors = {\n readonly list: readonly Door[]\n /** The door index at a grid cell, -1 for none. */\n at(cell: number): number\n add(x: number, z: number, axis: 'x' | 'z', width: number, data?: unknown): number\n /** Opens or closes: the cells become passable (3) or a closed door (5). A broken door stays open. */\n set(index: number, open: boolean): void\n /** An agent hits a closed door (G 64044 `doorHit`): the 30% knock, planks giving way, and the door breaking open. */\n hit(index: number, damage: number): void\n /** Nails a plank on (each adds `plankHp`). */\n plank(index: number): void\n on<K extends DoorEventName>(event: K, listener: (event: DoorEventMap[K]) => void): () => void\n}\n\n/** The doors of the game's buildings on a grid (G 63796-63816 `DOORS`, `doorAt`, `addDoor`, `setDoor`; G 64044 `doorHit`). */\nexport function createDoors(grid: NavGrid, options: { random: () => number; numbers?: Partial<DoorNumbers> }): Doors {\n const N: DoorNumbers = { ...DOOR_DEFAULTS, ...options.numbers }\n const random = options.random\n const list: Door[] = []\n const doorAt = new Int16Array(grid.n * grid.n).fill(-1)\n const listeners = new Map<DoorEventName, Set<(event: never) => void>>()\n const emit = <K extends DoorEventName>(event: K, payload: DoorEventMap[K]): void => {\n for (const listener of listeners.get(event) ?? []) (listener as (event: DoorEventMap[K]) => void)(payload)\n }\n const set = (index: number, open: boolean): void => {\n const d = list[index]\n if (!d) return\n d.open = open\n grid.fillRect(...d.rect, open || d.broken ? 3 : 5, N.height)\n }\n return {\n list,\n at: (cell) => (cell < 0 ? -1 : doorAt[cell]!),\n add(x, z, axis, width, data) {\n const i = list.length\n const t = N.thickness\n const x0 = axis === 'x' ? x - width / 2 : x - t\n const x1 = axis === 'x' ? x + width / 2 : x + t\n const z0 = axis === 'x' ? z - t : z - width / 2\n const z1 = axis === 'x' ? z + t : z + width / 2\n list.push({ x, z, axis, width, hp: N.doorHp, hpMax: N.doorHp, open: false, broken: false, planks: 0, rect: [x0, z0, x1, z1], data })\n grid.fillRect(x0, z0, x1, z1, 5, N.height)\n const a = Math.floor((x0 + grid.half) / grid.cell)\n const b = Math.ceil((x1 + grid.half) / grid.cell)\n const c = Math.floor((z0 + grid.half) / grid.cell)\n const e = Math.ceil((z1 + grid.half) / grid.cell)\n for (let gz = c; gz < e; gz++) for (let gx = a; gx < b; gx++) doorAt[gz * grid.n + gx] = i\n return i\n },\n set,\n hit(index, damage) {\n const d = list[index]\n if (!d || d.open || d.broken) return\n d.hp -= damage\n if (random() < N.soundChance) emit('sound', { sound: 'wood', volume: N.soundVolume, position: [d.x, 1, d.z] })\n if (d.planks && d.hp < d.hpMax - d.planks * N.plankHp + N.plankHp * (d.planks - 1)) d.planks = Math.max(0, d.planks - 1)\n if (d.hp <= 0) {\n d.broken = true\n d.planks = 0\n set(index, true)\n emit('noise', { x: d.x, z: d.z, radius: N.breakNoise })\n emit('sound', { sound: 'wood', volume: N.breakVolume, position: [d.x, 1, d.z] })\n emit('effect', { effect: 'dust', point: [d.x, 1, d.z], color: 0x8a6a4a })\n emit('broken', { door: index })\n }\n },\n plank(index) {\n const d = list[index]\n if (!d) return\n d.planks += 1\n d.hp += N.plankHp\n d.hpMax += N.plankHp\n },\n on(event, listener) {\n let set_ = listeners.get(event)\n if (!set_) listeners.set(event, (set_ = new Set()))\n set_.add(listener as (event: never) => void)\n return () => void set_.delete(listener as (event: never) => void)\n },\n }\n}\n","/** Occupancy codes of a grid cell (G 62162: 0 free, 1 solid, 2 low wall that can be climbed, 3 open door, 4 glass; 5 closed door, G 63816). */\nexport const CELL = { FREE: 0, SOLID: 1, LOW_WALL: 2, OPEN_DOOR: 3, GLASS: 4, CLOSED_DOOR: 5 } as const\n\nexport type NavGridOptions = {\n /** Side of the square world in metres, centred on the origin (default 768, the game's world). */\n readonly size?: number\n /** Cell side in metres (default 0.5). */\n readonly cell?: number\n /** Fill a solid border of `borderWidth` m and `borderHeight` m around the world, as the game does (default true). */\n readonly border?: boolean\n}\n\n/**\n * The navigation and collision grid of the game (G 62158-62170): a square world of cells with an occupancy code and a height. Agents, the player,\n * the flow field and line of sight all read it. Buildings write it with `fillRect`.\n */\nexport type NavGrid = {\n readonly size: number\n readonly half: number\n readonly cell: number\n /** Cells per side. */\n readonly n: number\n readonly occ: Uint8Array\n readonly occH: Float32Array\n cellOf(x: number, z: number): number\n /** Solid for a body at height `y` (default 0.5): outside the world, or an occupied cell that is not an open door and is taller than `y`. */\n solidAt(x: number, z: number, y?: number): boolean\n /** The occupancy code at (x, z), -1 outside. */\n cellKind(x: number, z: number): number\n fillRect(x0: number, z0: number, x1: number, z1: number, kind: number, height: number): void\n /** Blocked for a walking agent: outside, or anything but free and open door (G 66826 `zBlocked`). */\n blocked(x: number, z: number): boolean\n /** Nothing solid and taller than 1.5 m between the two points, sampled every 0.5 m (G 66828 `losClear`). */\n losClear(x0: number, z0: number, x1: number, z1: number): boolean\n}\n\n/** The cell index of a world position for a square grid of `n` cells of `cell` metres centred on the origin, -1 outside. */\nexport const createCellOf =\n (half: number, cell: number, n: number) =>\n (x: number, z: number): number => {\n const gx = Math.floor((x + half) / cell)\n const gz = Math.floor((z + half) / cell)\n return gx < 0 || gz < 0 || gx >= n || gz >= n ? -1 : gz * n + gx\n }\n\nconst BORDER_WIDTH = 1\nconst BORDER_HEIGHT = 50\nconst LOS_STEP = 0.5\nconst LOS_HEIGHT = 1.5\n\nexport function createNavGrid(options: NavGridOptions = {}): NavGrid {\n const size = options.size ?? 768\n const half = size / 2\n const cell = options.cell ?? 0.5\n const n = size / cell\n const occ = new Uint8Array(n * n)\n const occH = new Float32Array(n * n)\n const cellOf = createCellOf(half, cell, n)\n const solidAt = (x: number, z: number, y = 0.5): boolean => {\n const c = cellOf(x, z)\n return c < 0 || (occ[c] !== 0 && occ[c] !== 3 && occH[c]! > y)\n }\n const fillRect = (x0: number, z0: number, x1: number, z1: number, kind: number, h: number): void => {\n const a = Math.floor((x0 + half) / cell)\n const b = Math.ceil((x1 + half) / cell)\n const c = Math.floor((z0 + half) / cell)\n const d = Math.ceil((z1 + half) / cell)\n for (let gz = Math.max(0, c); gz < Math.min(n, d); gz++)\n for (let gx = Math.max(0, a); gx < Math.min(n, b); gx++) {\n const i = gz * n + gx\n occ[i] = kind\n occH[i] = h\n }\n }\n if (options.border ?? true) {\n fillRect(-half, -half, half, -half + BORDER_WIDTH, 1, BORDER_HEIGHT)\n fillRect(-half, half - BORDER_WIDTH, half, half, 1, BORDER_HEIGHT)\n fillRect(-half, -half, -half + BORDER_WIDTH, half, 1, BORDER_HEIGHT)\n fillRect(half - BORDER_WIDTH, -half, half, half, 1, BORDER_HEIGHT)\n }\n return {\n size,\n half,\n cell,\n n,\n occ,\n occH,\n cellOf,\n solidAt,\n cellKind: (x, z) => {\n const c = cellOf(x, z)\n return c < 0 ? -1 : occ[c]!\n },\n fillRect,\n blocked(x, z) {\n const c = cellOf(x, z)\n return c < 0 || (occ[c] !== 0 && occ[c] !== 3)\n },\n losClear(x0, z0, x1, z1) {\n const d = Math.hypot(x1 - x0, z1 - z0)\n const steps = Math.ceil(d / LOS_STEP)\n for (let k = 1; k < steps; k++) {\n const t = k / steps\n const c = cellOf(x0 + (x1 - x0) * t, z0 + (z1 - z0) * t)\n if (c < 0 || (occ[c] === 1 && occH[c]! > LOS_HEIGHT)) return false\n }\n return true\n },\n }\n}\n","/** murmur3 fmix32: a full avalanche of the 32 bits. */\nexport const mix32 = (value: number): number => {\n let hash = value >>> 0\n hash ^= hash >>> 16\n hash = Math.imul(hash, 0x85ebca6b)\n hash ^= hash >>> 13\n hash = Math.imul(hash, 0xc2b2ae35)\n hash ^= hash >>> 16\n return hash >>> 0\n}\n\n/**\n * 0..1 from an identity, a step and a salt: the counter-based draw every physics feature uses (never the shared `random` stream, whose order is the game's).\n * The salt goes in before the step so two different `(step, salt)` pairs never share an input.\n */\nexport const unit = (identity: number, step: number, salt: number): number => (mix32((mix32(identity ^ salt) + Math.imul(step + 1, 0x9e3779b9)) >>> 0) >>> 0) / 4294967296\n\n/** The identity of the `serial`-th agent born into a crowd seeded with `seed`. */\nexport const identityOf = (seed: number, serial: number): number => mix32(seed ^ mix32(serial))\n\n/** One salt per use, so draws of the same agent at the same step stay independent. */\nexport const SALT = {\n FALL: 0x0f411,\n TRIP: 0x07219,\n LIMB: 0x1b100,\n REGION: 0x2e610,\n JAW: 0x3a7b0,\n CORPSE: 0x4c0de,\n SPIN: 0x5917a,\n SPEED: 0x6511d,\n REACTION: 0x7201c,\n STABILITY: 0x8b21e,\n TRIP_FACTOR: 0x93b5d,\n DRIVE: 0xa00d3,\n CADENCE: 0xb1c4e,\n AGGRESSION: 0xc2a97,\n IDLE: 0xd3e08,\n GAIT: 0xe4f19,\n} as const\n","/** What an agent is doing (G 66724 and 67180-67183): the store keeps the number. */\nexport const STATE = {\n WANDER: 0,\n CHASE: 1,\n GRAB: 2,\n STUNNED: 3,\n CALLING: 4,\n AIRBORNE: 5,\n DORMANT: 6,\n SWELLING: 7,\n SWING: 8,\n EATING: 9,\n PILE_STEP: 10,\n SEEKING_SOUND: 12,\n} as const\n\n/** Balance of an agent (physics): a state machine of its own, apart from `STATE`, so the game's behaviour machine stays as it is. */\nexport const BALANCE = { STANDING: 0, STAGGERING: 1, FALLEN: 2, GETTING_UP: 3, THROWN: 4 } as const\n\n/** Why an agent went down (index `cause - 1` in `stats.physics.falls`). */\nexport const FALL_CAUSE = { NONE: 0, PRESSURE: 1, SHOVE: 2, TRIP: 3, LANDING: 4, COLLAPSE: 5, BLAST: 6 } as const\n\n/** Body regions of a hit (G 67012): 0 head, 1 torso, 2 left arm, 3 right arm, 4 left leg, 5 right leg. */\nexport type Region = 0 | 1 | 2 | 3 | 4 | 5\n\n/**\n * Missing parts as bits (G 67010-67045): 1 skull, 2 left arm off, 4 right arm off, 8 left leg off, 16 right leg off, 32 left arm broken, 64 right arm broken,\n * 128 left leg broken, 256 right leg broken, 512 jaw.\n */\nexport const MISSING = { SKULL: 1, ARM_L: 2, ARM_R: 4, LEG_L: 8, LEG_R: 16, ARM_L_BROKEN: 32, ARM_R_BROKEN: 64, LEG_L_BROKEN: 128, LEG_R_BROKEN: 256, JAW: 512 } as const\n\n/**\n * The type traits: the special moves of a type, read in the game's order. A type without a trait does not have the move. Every number is the game's\n * (`jogo.js` G 67180-67430, the Bestiário table 3.1 and 12.7).\n */\nexport type CrowdTraits = {\n /** Jumps a low obstacle in the way while chasing (car, yard wall) up to `maxHeight` m (runner, leaper). */\n readonly vaultsLow?: { readonly maxHeight: number; readonly minRise: number; readonly clearance: number; readonly speedFactor: number }\n /** Pounce from `min` to `max` m in line of sight: cooldown, flight time, speed cap, the vertical speeds and the knock-down on landing (leaper). */\n readonly pounce?: { readonly min: number; readonly max: number; readonly cooldown: number; readonly time: number; readonly speedCap: number; readonly lift: number; readonly liftHigh: number; readonly highAbove: number; readonly landRange: number; readonly knock: number }\n /** A heavy swing: chance per attack, wind-up, reach and knock-down (brute). */\n readonly heavySwing?: { readonly chance: number; readonly windUp: number; readonly range: number; readonly knock: number }\n /** Multiplies the damage on doors (brute 3). */\n readonly doorDamage?: number\n /** Seconds stunned by a heavy hit (default `numbers.hitStun`; brute 0.25). */\n readonly hitStun?: number\n /** Only hears: goes to the source of a sound and hits whatever it meets on the way, other agents too (blind). */\n readonly soundSeeker?: { readonly arrive: number; readonly loseChase: number; readonly hitRadius2: number }\n /** Calls the crowd: wind-up, radius, cooldown, the boost it gives the target, and running from the fight afterwards (screamer). */\n readonly caller?: { readonly range: number; readonly windUp: number; readonly radius: number; readonly cooldown: number; readonly boost: number; readonly fleeAbove: number; readonly fleeRange: number }\n /** Sets the target on fire on a hit (charred). */\n readonly burns?: { readonly seconds: number }\n /** Loses a share of its health the first time it enters water (charred 0.7). */\n readonly waterWeak?: { readonly keep: number; readonly cloud: number }\n /** Waits under water and pulls the target down (drowned). */\n readonly submerged?: { readonly depth: number; readonly wake: number; readonly swim: number; readonly surface: number }\n /** Plays dead and wakes close or behind the target, then sprints for a while (stalker). */\n readonly ambush?: { readonly chance: number; readonly wake: number; readonly wakeBehind: number; readonly behindCos: number; readonly sprint: number; readonly sprintSeconds: number; readonly slow: number }\n /** Swells and bursts close to the target: blinds and marks it with a scent (bloater). */\n readonly burst?: { readonly range: number; readonly swell: number; readonly radius: number; readonly blind: number; readonly scent: number; readonly noiseNear: number; readonly noise: number; readonly cloudColor: number; readonly bloodColor: number; readonly bloodDry: number }\n /** Eats corpses: search radius, reach, seconds, how many, what it gains (devourer). */\n readonly eatsCorpses?: { readonly max: number; readonly search: number; readonly reach: number; readonly seconds: number; readonly grabRange: number; readonly health: number; readonly grow: number; readonly rest: number; readonly retry: number; readonly defend: number; readonly approach: number }\n /** Follows the target's blood trail and leads agents of the type `leads` along (sniffer). */\n readonly tracker?: { readonly range: number; readonly leads: string; readonly max: number; readonly leadRadius: number }\n /** Never older than this age index (runner: recent at most). */\n readonly maxAge?: number\n /** The groan sound id (runner `runner_groan`; default `groan`). */\n readonly voice?: string\n /** How much it adds to the target's panic (runner 2.5). */\n readonly panicWeight?: number\n /** Pulls the target into water when it grabs there (drowned). */\n readonly drownGrab?: boolean\n /** Body colour and skin override at birth (charred, drowned). */\n readonly color?: number\n readonly skin?: number\n}\n\n/** One type of agent (a zombie type, a cow, a civilian). The undead pack (`undeadCrowdTypes`) gives the 13 types of the game. */\nexport type CrowdType = {\n readonly id: string\n /** Weight in the draw of an agent without a forced type (0: never drawn). */\n readonly weight: number\n readonly health: number\n readonly speed: { readonly wander: number; readonly chase: number }\n readonly damage: number\n /** Chance per attack to grab (and bite). */\n readonly bite: number\n readonly multipliers: { readonly head: number; readonly torso: number; readonly arms: number; readonly legs: number }\n /** Metres. */\n readonly perception: { readonly sight: number; readonly hearing: number; readonly smell: number }\n readonly crawls?: boolean\n /** Height multiplier (brute 1.42). */\n readonly scale?: number\n /** Build multiplier (bloater 1.35; a scaled type without one is 1.3). */\n readonly build?: number\n /** Body variants of the type for the renderer (walker 4, runner 3, crawler and brute 2, others 1). */\n readonly variants?: number\n readonly eye?: number\n readonly traits?: CrowdTraits\n /** How the body takes a push (physics only; a type without it uses the defaults). */\n readonly balance?: CrowdBalanceTraits\n}\n\nexport type CrowdBalanceTraits = {\n /** Multiplies the critical pressure (default 1). */\n readonly stability?: number\n /** Chance of tripping when entering a cell with a body (default 0.04). */\n readonly trip?: number\n /** Force of its will against what is in front, in N (default 250). */\n readonly driveForce?: number\n /** False: already on the ground (a crawler). */\n readonly canFall?: boolean\n}\n\n/** A blast as the crowd reads it. */\nexport type CrowdBlast = {\n readonly point: readonly [number, number, number]\n /** J. */\n readonly energy: number\n /** m, how far it hurts. */\n readonly radius: number\n /** m, everything inside dies. */\n readonly lethalRadius?: number\n readonly source?: string\n /** Id of the chain this blast belongs to (game-destruction `chain`), for the counters. */\n readonly chain?: string\n}\n\n/** The age of a body (G IDADES): its share, and what it does to speed, health, limbs and senses. */\nexport type CrowdAge = { readonly id: string; readonly p: number; readonly speed: number; readonly health: number; readonly limb: number; readonly sight: number; readonly hearing: number; readonly blood: number; readonly bloodColor: number; readonly dryColor: number }\n/** What a body wears (G ROUPAS): its share, the vest against pistol and rifle classes, a helmet, a limb factor and the colour. */\nexport type CrowdOutfit = { readonly id: string; readonly p: number; readonly vest?: { readonly pistol: number; readonly rifle: number }; readonly helmet?: boolean; readonly limb?: number; readonly color: number | null }\n\n/** Everything the crowd draws a body from. */\nexport type CrowdPack = {\n readonly types: readonly CrowdType[]\n readonly ages: readonly CrowdAge[]\n readonly outfits: readonly CrowdOutfit[]\n /** Hit points of the segments, only for dismembering (G `SEG`). */\n readonly segments: { readonly head: number; readonly arm: number; readonly leg: number }\n /** Clothes colours of the outfits without one (G `CIVIL_COR`). */\n readonly palette: readonly number[]\n}\n\n/** The calibre of a projectile hit: its class (pistol or rifle, for vests and helmets), the skull distance (1: any) and an id. */\nexport type CrowdCaliber = { readonly id: string; readonly class: 'pistol' | 'rifle'; readonly skull: number }\nexport type CrowdHit = { readonly region: Region; readonly amount: number; readonly distance: number; readonly cut?: number; readonly caliber?: CrowdCaliber | null }\nexport type CrowdDamageResult = { readonly died: boolean; readonly headshot?: boolean }\n\n/**\n * Who the crowd hunts. `game-player`'s `Player` is one as it is; a game with its own player writes a small object with the same names.\n * Reads: `state`. Writes: the verbs, and `state.burnTimer`, `state.blind`, `state.scentTimer`, `state.screamBoost`.\n */\nexport interface CrowdTarget {\n readonly state: {\n x: number\n z: number\n y: number\n floor: number\n alive: boolean\n turned: boolean\n crouch: boolean\n bleeding: number\n scentTimer: number\n screamBoost: number\n grabbedBy: number\n blind: number\n burnTimer: number\n /** The body's yaw; the view looks the other way (`yaw - π`). */\n yaw: number\n }\n grab(by: number, noJaw?: boolean, drown?: boolean): void\n hurt(amount: number, by?: number): void\n knock(seconds: number): void\n release(): void\n}\n\nexport type CrowdSoundId = 'groan' | 'runner_groan' | 'scream_hoarse' | 'step' | 'impact' | 'flesh' | 'wood' | (string & {})\nexport type CrowdEffectId = 'spark' | 'blood' | 'limb' | 'cloud' | 'dust' | (string & {})\nexport type CrowdMessageId = 'called' | 'burst_hit' | 'swing_knock' | 'pounce_knock' | 'migration' | 'door_broken' | (string & {})\n\nexport type CrowdEventMap = {\n sound: { sound: CrowdSoundId; volume: number; position: [number, number, number]; distance: number }\n effect: { effect: CrowdEffectId; point: [number, number, number]; agent?: number; region?: number; severed?: boolean; radius?: number; color?: number; amount?: number; died?: boolean; age?: number }\n message: { id: CrowdMessageId; seconds: number; type?: string }\n spawn: { agent: number; type: string }\n alert: { agent: number }\n kill: { agent: number; type: string; headshot: boolean; x: number; z: number }\n remove: { agent: number; moved: number }\n scream: { agent: number; x: number; z: number }\n fall: { agent: number; cause: number; x: number; z: number; identity: number }\n blasted: { point: [number, number, number]; radius: number; reached: number; killed: number; thrown: number; fallen: number; chain?: string }\n}\nexport type CrowdEventName = keyof CrowdEventMap\n\n/** A body on the ground (G 67062 `CP`). */\nexport type Corpse = {\n readonly x: number\n readonly z: number\n readonly yaw: number\n readonly height: number\n readonly build: number\n readonly missing: number\n readonly color: number\n /** Body variant of the renderer, -1 for a body that was not an agent (a civilian). */\n readonly variant: number\n readonly skin: number\n readonly seed: number\n readonly named: number\n}\n","import { SALT, unit } from '../identity'\nimport { BALANCE, FALL_CAUSE, STATE } from '../types'\nimport type { PhysicsContext } from './context'\nimport type { CrowdBalanceOptions } from './options'\n\nconst GRAVITY_FORCE = 9.8\nconst GROUND_MASS_FACTOR = 3\n/** Speed above which entering a cell with a body can trip (m/s), and the speed the trip chance is given for. */\nconst TRIP_MIN_SPEED = 0.5\nconst TRIP_REFERENCE_SPEED = 1.4\nconst TRIP_MOUND = 150\nconst TRIP_CLEARANCE = 0.1\n/** Drop height (m) that makes a body stagger, and that knocks it down (`design-chain-horde.md` §6, item 5). */\nconst COLLAPSE_STAGGER = 0.6\nconst COLLAPSE_FALL = 1\nconst CAUSE_ORDER = [FALL_CAUSE.PRESSURE, FALL_CAUSE.SHOVE, FALL_CAUSE.TRIP, FALL_CAUSE.LANDING, FALL_CAUSE.COLLAPSE, FALL_CAUSE.BLAST]\nconst CHAIN_WINDOW_STEPS = 240\n\n/** A fall that waited for its turn (the ceiling of falls per step) is dropped after this many steps. */\nconst CARRY_STEPS = 24\n/** Pressure and trip are drawn again every step; the rest (a shove, a landing, a collapse, a blast) is a fact and waits for its turn. */\nconst isCarried = (cause: number): boolean => cause !== FALL_CAUSE.PRESSURE && cause !== FALL_CAUSE.TRIP\n\ntype FallRequest = { index: number; identity: number; cause: number; score: number; born: number }\n\nexport type Balance = {\n /** Asks for agent `i` to go down; the ones with the highest `score` go first, up to the ceiling of the step. */\n requestFall(i: number, cause: number, score: number): void\n /** Agent `i` starts staggering if it stands. */\n stagger(i: number): void\n /** A push of `speed` m/s (an increment) on a standing agent: staggers it, or asks for the fall, by its stability. */\n shove(i: number, speed: number, cause: number): void\n step(options: Required<CrowdBalanceOptions>, contactShove: Float32Array): void\n /** Carries out the requests of the step, in the order of the score. */\n flush(): void\n /** A body landed after a drop of `height` m (a pile or a mound gave way). */\n landed(i: number, height: number): void\n /** Falls requested and not yet carried out. */\n pending(): number\n}\n\nexport function createBalance(ctx: PhysicsContext): Balance {\n const { store } = ctx\n const requests: FallRequest[] = []\n const balanceOptions = (): Required<CrowdBalanceOptions> => ctx.options.balance!\n\n const stabilityOf = (i: number): number => (ctx.typeOf(i).balance?.stability ?? 1) * store.stability[i]!\n const canFall = (i: number): boolean => ctx.typeOf(i).balance?.canFall !== false\n const criticalOf = (i: number): number => balanceOptions().criticalFactor * store.mass[i]! * GRAVITY_FORCE * stabilityOf(i)\n\n const requestFall = (i: number, cause: number, score: number): void => {\n if (!canFall(i)) return\n requests.push({ index: i, identity: store.identity[i]!, cause, score, born: ctx.step })\n }\n\n const stagger = (i: number): void => {\n if (store.balance[i] !== BALANCE.STANDING || !canFall(i)) return\n store.balance[i] = BALANCE.STAGGERING\n store.balanceTimer[i] = 0\n }\n\n const shove = (i: number, speed: number, cause: number): void => {\n const options = balanceOptions()\n const knockSpeed = options.shoveFall * stabilityOf(i)\n if (store.balance[i] !== BALANCE.STANDING && store.balance[i] !== BALANCE.STAGGERING) return\n if (speed > knockSpeed) requestFall(i, cause, speed / knockSpeed)\n else if (speed > options.shoveStagger) stagger(i)\n }\n\n const countsAsChainFall = (i: number, cause: number): boolean => {\n if (cause === FALL_CAUSE.PRESSURE || cause === FALL_CAUSE.BLAST) return false\n if (ctx.step - ctx.lastBlastStep > CHAIN_WINDOW_STEPS) return false\n const direct = store.blastStep[i] === ctx.lastBlastStep ? store.directShove[i]! : 0\n return direct < balanceOptions().shoveStagger\n }\n\n const goDown = (i: number, cause: number): void => {\n ctx.stats.falls[CAUSE_ORDER.indexOf(cause as (typeof CAUSE_ORDER)[number])]!++\n if (countsAsChainFall(i, cause)) ctx.stats.fallsBeyondBlast++\n if (store.state[i] === STATE.PILE_STEP) ctx.releasePileStep(i)\n store.balance[i] = BALANCE.FALLEN\n store.balanceTimer[i] = 0\n store.fallCause[i] = cause\n store.vx[i] = store.vz[i] = 0\n store.pushX[i]! /= GROUND_MASS_FACTOR\n store.pushZ[i]! /= GROUND_MASS_FACTOR\n store.aimX[i] = store.aimZ[i] = 0\n const target = ctx.target()\n if (target && target.state.grabbedBy === i) target.release()\n ctx.emit('fall', { agent: i, cause, x: store.x[i]!, z: store.z[i]!, identity: store.identity[i]! })\n }\n\n const flush = (): void => {\n if (!requests.length) return\n const options = balanceOptions()\n requests.sort((a, b) => b.score - a.score || a.identity - b.identity)\n let fallen = ctx.stats.fallen\n let fallsLeft = options.maxFallsPerStep\n const waiting: FallRequest[] = []\n for (const request of requests) {\n const i = request.index\n if (i >= store.n || store.identity[i] !== request.identity) continue\n const balance = store.balance[i]\n if (balance !== BALANCE.STANDING && balance !== BALANCE.STAGGERING) continue\n if (fallsLeft > 0 && fallen < options.maxFallen) {\n goDown(i, request.cause)\n fallsLeft--\n fallen++\n continue\n }\n stagger(i)\n if (isCarried(request.cause) && ctx.step - request.born < CARRY_STEPS) waiting.push(request)\n }\n requests.length = 0\n requests.push(...waiting)\n }\n\n const hasBodyOnTop = (i: number): boolean => {\n const cell = ctx.grid.cellOf(store.x[i]!, store.z[i]!)\n if (cell < 0) return false\n const options = ctx.options.mound\n if (!options) return false\n const top = store.y[i]! + options.bodyThickness * store.build[i]!\n return ctx.moundAt(cell) / 1000 > top + 0.05 || ctx.weightOn(i) > 0\n }\n\n const stepStanding = (i: number, ratio: number, contactShove: number, options: Required<CrowdBalanceOptions>): void => {\n if (contactShove > options.shoveFall * stabilityOf(i)) return requestFall(i, FALL_CAUSE.SHOVE, contactShove / (options.shoveFall * stabilityOf(i)))\n if (ratio > options.staggerEnter || contactShove > options.shoveStagger) stagger(i)\n else tryTrip(i)\n }\n\n const tryTrip = (i: number): void => {\n const cell = ctx.grid.cellOf(store.x[i]!, store.z[i]!)\n if (cell < 0 || cell === ctx.grid.cellOf(store.prevX[i]!, store.prevZ[i]!)) return\n const mound = ctx.moundAt(cell)\n if (mound < TRIP_MOUND || store.y[i]! >= mound / 1000 - TRIP_CLEARANCE) return\n const speed = Math.hypot(store.vx[i]! + store.pushX[i]!, store.vz[i]! + store.pushZ[i]!)\n if (speed <= TRIP_MIN_SPEED) return\n const chance = (ctx.typeOf(i).balance?.trip ?? 0.04) * store.tripFactor[i]! * (speed / TRIP_REFERENCE_SPEED)\n if (unit(store.identity[i]!, ctx.step, SALT.TRIP) < chance) requestFall(i, FALL_CAUSE.TRIP, 1)\n }\n\n const stepStaggering = (i: number, ratio: number, contactShove: number, options: Required<CrowdBalanceOptions>): void => {\n store.balanceTimer[i]! += ctx.h\n if (contactShove > options.shoveFall * stabilityOf(i)) return requestFall(i, FALL_CAUSE.SHOVE, contactShove / (options.shoveFall * stabilityOf(i)))\n if (ratio > 1 && unit(store.identity[i]!, ctx.step, SALT.FALL) < 1 - Math.exp(-options.fallRate * (ratio - 1) ** 2 * ctx.h)) return requestFall(i, FALL_CAUSE.PRESSURE, ratio)\n if (ratio < options.staggerLeave && store.balanceTimer[i]! >= options.staggerMin) {\n store.balance[i] = BALANCE.STANDING\n store.balanceTimer[i] = 0\n }\n }\n\n const stepFallen = (i: number, ratio: number, options: Required<CrowdBalanceOptions>): void => {\n store.balanceTimer[i]! += ctx.h\n if (store.balanceTimer[i]! < options.fallenMin + store.reaction[i]! || ratio >= options.releaseFactor || hasBodyOnTop(i)) return\n store.balance[i] = BALANCE.GETTING_UP\n store.balanceTimer[i] = 0\n }\n\n const step = (options: Required<CrowdBalanceOptions>, contactShove: Float32Array): void => {\n const smoothing = 1 - Math.exp(-ctx.h / options.pressureTau)\n let fallen = 0\n let staggering = 0\n for (let i = 0; i < store.n; i++) {\n const state = store.balance[i]!\n if (state === BALANCE.THROWN) continue\n store.pressure[i]! += (store.field[i]! - store.pressure[i]!) * smoothing\n const ratio = store.pressure[i]! / criticalOf(i)\n if (state === BALANCE.STANDING) stepStanding(i, ratio, contactShove[i]!, options)\n else if (state === BALANCE.STAGGERING) stepStaggering(i, ratio, contactShove[i]!, options)\n else if (state === BALANCE.FALLEN) stepFallen(i, ratio, options)\n else if ((store.balanceTimer[i]! += ctx.h) >= options.getUpSeconds) {\n store.balance[i] = BALANCE.STANDING\n store.balanceTimer[i] = 0\n }\n if (store.balance[i] === BALANCE.STAGGERING) staggering++\n else if (store.balance[i] === BALANCE.FALLEN || store.balance[i] === BALANCE.GETTING_UP) fallen++\n }\n ctx.stats.fallen = fallen\n ctx.stats.staggering = staggering\n }\n\n const landed = (i: number, height: number): void => {\n if (store.balance[i] !== BALANCE.STANDING && store.balance[i] !== BALANCE.STAGGERING) return\n if (height > COLLAPSE_FALL) requestFall(i, FALL_CAUSE.COLLAPSE, height / COLLAPSE_FALL)\n else if (height > COLLAPSE_STAGGER) stagger(i)\n }\n\n return { requestFall, stagger, shove, step, flush, landed, pending: () => requests.length }\n}\n","import { blastShove } from '@adatechnology/game-contracts'\n\nimport { SALT, unit } from '../identity'\nimport { BALANCE, FALL_CAUSE, MISSING, STATE } from '../types'\nimport type { CrowdBlast, Region } from '../types'\nimport type { Balance } from './balance'\nimport type { PhysicsContext } from './context'\nimport type { Thrown, ThrownCandidate } from './thrown'\n\nconst CENTRE_HEIGHT = 1\nconst DISMEMBER_SHARE = 0.5\nconst LIMB_CHANCE = 0.5\nconst STUN_BASE = 0.45\nconst BLOOD_PER_BODY = 60\nconst LIMBS = [\n { bit: MISSING.ARM_L, region: 2 },\n { bit: MISSING.ARM_R, region: 3 },\n { bit: MISSING.LEG_L, region: 4 },\n { bit: MISSING.LEG_R, region: 5 },\n] as const\n\nexport type Blasts = {\n enqueue(blast: CrowdBlast): void\n /** Resolves up to `maxBlastsPerStep` blasts in one linear pass over the agents; the rest waits for the next step. */\n resolve(): void\n pending(): number\n}\n\ntype BlastTally = { reached: number; killed: number; fallen: number; limbEffects: number; bloodEffects: number; bloodSum: number }\n\nexport type BlastHooks = {\n readonly balance: Balance | null\n readonly thrown: Thrown | null\n pileBlast(x: number, z: number, radius: number): void\n}\n\nexport function createBlasts(ctx: PhysicsContext, hooks: BlastHooks): Blasts {\n const { store } = ctx\n const options = ctx.options.blast\n const queue: CrowdBlast[] = []\n\n const emitLimb = (tally: BlastTally, i: number, region: number): void => {\n if (tally.limbEffects++ >= options.limbEffectsPerBlast) return\n ctx.emit('effect', { effect: 'limb', point: [store.x[i]!, store.height[i]! * 0.9, store.z[i]!], agent: i, region, severed: true })\n }\n\n const emitBlood = (tally: BlastTally, i: number): void => {\n if (tally.bloodEffects++ >= options.bloodEffectsPerBlast) {\n tally.bloodSum += BLOOD_PER_BODY\n return\n }\n ctx.emit('effect', { effect: 'blood', point: [store.x[i]!, store.height[i]! * 1.2, store.z[i]!], agent: i, amount: BLOOD_PER_BODY, died: true })\n }\n\n const kill = (i: number, blast: CrowdBlast, distance: number, tally: BlastTally): void => {\n tally.killed++\n store.hp[i] = 0\n if (blast.lethalRadius !== undefined && distance < DISMEMBER_SHARE * blast.lethalRadius) {\n for (let k = 0; k < LIMBS.length; k++) {\n if (unit(store.identity[i]!, ctx.step, SALT.LIMB + k) >= LIMB_CHANCE) continue\n store.missing[i]! |= LIMBS[k]!.bit\n emitLimb(tally, i, LIMBS[k]!.region)\n }\n }\n emitBlood(tally, i)\n ctx.deferKill(i)\n }\n\n /** Damage by the falloff, and a blow to a limb with half of it; returns true when the agent died. */\n const hurt = (i: number, blast: CrowdBlast, distance: number, index: number): boolean => {\n const falloff = (1 - distance / blast.radius) ** 2\n const amount = (blast.energy / 1000) * options.pointsPerKilojoule * falloff\n const draw = (salt: number) => () => unit(store.identity[i]!, ctx.step, salt)\n if (ctx.damage(i, { region: 1, amount, distance, cut: falloff }, draw(SALT.JAW + index)).died) return true\n const region = Math.floor(unit(store.identity[i]!, ctx.step, SALT.REGION + index) * 6) as Region\n return ctx.damage(i, { region, amount: amount / 2, distance, cut: falloff }, draw(SALT.JAW + 8 + index)).died\n }\n\n /** Sums the shove of every blast on the agent: `[vx, vy, vz]` of the body, or undefined when no blast moves it. */\n const shoveOf = (i: number, blasts: readonly CrowdBlast[]): { vx: number; vy: number; vz: number; falloff: number } | undefined => {\n const position: [number, number, number] = [store.x[i]!, store.y[i]! + CENTRE_HEIGHT * store.height[i]!, store.z[i]!]\n let vx = 0\n let vy = 0\n let vz = 0\n let falloff = 0\n for (const blast of blasts) {\n const shove = blastShove({ point: blast.point as [number, number, number], energy: blast.energy, radius: blast.radius }, { position, mass: store.mass[i]! }, options.shove)\n if (!shove) continue\n vx += shove.speed * shove.direction[0]\n vy += shove.speed * shove.direction[1]\n vz += shove.speed * shove.direction[2]\n falloff = Math.max(falloff, shove.falloff)\n }\n return vx || vy || vz ? { vx, vy, vz, falloff } : undefined\n }\n\n const distanceTo = (i: number, blast: CrowdBlast): number => Math.hypot(store.x[i]! - blast.point[0], store.y[i]! + CENTRE_HEIGHT * store.height[i]! - blast.point[1], store.z[i]! - blast.point[2])\n\n const applyShove = (i: number, shove: { vx: number; vy: number; vz: number; falloff: number }, candidates: ThrownCandidate[], tallies: BlastTally[], blasts: readonly CrowdBlast[]): void => {\n const horizontal = Math.hypot(shove.vx, shove.vz)\n const speed = Math.hypot(horizontal, shove.vy)\n store.directShove[i] = horizontal\n store.blastStep[i] = ctx.step\n const { balance, thrown } = hooks\n if (thrown && speed >= options.throwSpeed && (store.x[i]! - ctx.centre.x) ** 2 + (store.z[i]! - ctx.centre.z) ** 2 <= ctx.options.thrown!.radius ** 2) {\n candidates.push({ index: i, speed, vx: shove.vx, vy: shove.vy, vz: shove.vz, distance: Math.hypot(store.x[i]! - ctx.centre.x, store.z[i]! - ctx.centre.z) })\n return\n }\n if (store.hp[i]! <= 0) return\n if (!balance) {\n store.state[i] = STATE.STUNNED\n store.stateTimer[i] = STUN_BASE + shove.falloff\n store.vx[i] = shove.vx\n store.vz[i] = shove.vz\n return\n }\n store.pushX[i]! += shove.vx\n store.pushZ[i]! += shove.vz\n balance.shove(i, horizontal, FALL_CAUSE.BLAST)\n for (let b = 0; b < blasts.length; b++) if (distanceTo(i, blasts[b]!) <= blasts[b]!.radius && horizontal > ctx.options.balance!.shoveFall) tallies[b]!.fallen++\n }\n\n const affect = (i: number, blasts: readonly CrowdBlast[], tallies: BlastTally[], candidates: ThrownCandidate[]): void => {\n let dead = store.hp[i]! <= 0\n for (let b = 0; b < blasts.length && !dead; b++) {\n const blast = blasts[b]!\n const distance = distanceTo(i, blast)\n if (distance > blast.radius) continue\n tallies[b]!.reached++\n if (blast.lethalRadius !== undefined && distance < blast.lethalRadius) kill(i, blast, distance, tallies[b]!)\n else if (hurt(i, blast, distance, b)) tallies[b]!.killed++\n dead = store.hp[i]! <= 0 || dead\n }\n const shove = shoveOf(i, blasts)\n if (shove) applyShove(i, shove, candidates, tallies, blasts)\n }\n\n const resolve = (): void => {\n if (!queue.length) return\n const blasts = queue.splice(0, options.maxBlastsPerStep)\n const tallies: BlastTally[] = blasts.map(() => ({ reached: 0, killed: 0, fallen: 0, limbEffects: 0, bloodEffects: 0, bloodSum: 0 }))\n const candidates: ThrownCandidate[] = []\n ctx.lastBlastStep = ctx.step\n ctx.stats.blastChecks = store.n * blasts.length\n for (let i = 0; i < store.n; i++) if (store.balance[i] !== BALANCE.THROWN) affect(i, blasts, tallies, candidates)\n const thrown = hooks.thrown?.assign(candidates) ?? 0\n blasts.forEach((blast, b) => {\n const tally = tallies[b]!\n if (tally.bloodSum > 0) ctx.emit('effect', { effect: 'blood', point: [blast.point[0], blast.point[1], blast.point[2]], amount: tally.bloodSum, died: true })\n hooks.pileBlast(blast.point[0], blast.point[2], blast.radius)\n ctx.emit('blasted', {\n point: [blast.point[0], blast.point[1], blast.point[2]],\n radius: blast.radius,\n reached: tally.reached,\n killed: tally.killed,\n thrown: b === 0 ? thrown : 0,\n fallen: tally.fallen,\n ...(blast.chain === undefined ? {} : { chain: blast.chain }),\n })\n if (blast.chain !== undefined) ctx.stats.chainLinks++\n })\n }\n\n return { enqueue: (blast) => void queue.push(blast), resolve, pending: () => queue.length }\n}\n","import type { NavGrid } from '../grid'\nimport { SALT, unit } from '../identity'\nimport type { CrowdStore } from '../store'\nimport { BALANCE, STATE } from '../types'\nimport type { CrowdContactOptions } from './options'\n\n/** A fallen body weighs as three standing ones against a push (it is on the ground, spread out). */\nconst GROUND_MASS_FACTOR = 3\nconst PAIR_MARGIN = 0.15\nconst MAX_LEVEL_GAP = 0.15\nconst PAIRS_PER_AGENT = 12\nconst MIN_DISTANCE = 1e-6\n\nexport type ContactParams = Required<CrowdContactOptions> & { readonly h: number }\nexport type ContactResult = { contacts: number; maxOverlap: number; overlapSum: number }\n\nexport type ContactWorkspace = {\n readonly head: Int32Array\n readonly next: Int32Array\n readonly touched: Int32Array\n touchedCount: number\n readonly pairI: Int32Array\n readonly pairJ: Int32Array\n pairCount: number\n readonly deltaX: Float32Array\n readonly deltaZ: Float32Array\n readonly count: Uint8Array\n readonly pushBeforeX: Float32Array\n readonly pushBeforeZ: Float32Array\n /** |Δpush| the contact gave to each agent in the last step. */\n readonly shove: Float32Array\n /** 1 for the agents that take part in the contact this step (`takesPartInContact`), read once. */\n readonly takesPart: Uint8Array\n /** The radius and the effective mass of each agent this step, in doubles: the balance does not change inside the contact step. */\n readonly radiusOf: Float64Array\n readonly massOf: Float64Array\n /** Per pair, valid for the positions of the current iteration: the reach, the distance, and the normal (only meaningful when the distance is under the reach) from `j` to `i`. */\n readonly pairReach: Float64Array\n readonly pairDistance: Float64Array\n readonly pairNormalX: Float64Array\n readonly pairNormalZ: Float64Array\n}\n\n/** The arrays the contact and the pressure read and write: the step needs no more of the store, so it can run over a copy of them (a worker). */\nexport type PhysicsStore = Pick<CrowdStore, 'x' | 'z' | 'y' | 'vx' | 'vz' | 'pushX' | 'pushZ' | 'mass' | 'build' | 'balance' | 'state' | 'band' | 'identity' | 'aimX' | 'aimZ' | 'field' | 'fieldPrev' | 'type' | 'driveFactor'>\nexport type PhysicsGrid = Pick<NavGrid, 'size' | 'half' | 'occ' | 'cellOf'>\n\nexport type ContactView = { n: number; readonly store: PhysicsStore; readonly grid: PhysicsGrid; readonly workspace: ContactWorkspace }\n\nexport const createContactWorkspace = (capacity: number, grid: PhysicsGrid): ContactWorkspace => ({\n head: new Int32Array(Math.floor(grid.size) ** 2).fill(-1),\n next: new Int32Array(capacity),\n touched: new Int32Array(capacity),\n touchedCount: 0,\n pairI: new Int32Array(capacity * PAIRS_PER_AGENT),\n pairJ: new Int32Array(capacity * PAIRS_PER_AGENT),\n pairCount: 0,\n deltaX: new Float32Array(capacity),\n deltaZ: new Float32Array(capacity),\n count: new Uint8Array(capacity),\n pushBeforeX: new Float32Array(capacity),\n pushBeforeZ: new Float32Array(capacity),\n shove: new Float32Array(capacity),\n takesPart: new Uint8Array(capacity),\n radiusOf: new Float64Array(capacity),\n massOf: new Float64Array(capacity),\n pairReach: new Float64Array(capacity * PAIRS_PER_AGENT),\n pairDistance: new Float64Array(capacity * PAIRS_PER_AGENT),\n pairNormalX: new Float64Array(capacity * PAIRS_PER_AGENT),\n pairNormalZ: new Float64Array(capacity * PAIRS_PER_AGENT),\n})\n\nexport const createContactView = (store: PhysicsStore, grid: PhysicsGrid): ContactView => ({ n: 0, store, grid, workspace: createContactWorkspace(store.x.length, grid) })\n\n/** In the contact: near the viewer, not a pile step, not asleep, not in the air as a thrown body. */\nexport const takesPartInContact = (store: PhysicsStore, i: number): boolean => store.band[i] === 0 && store.balance[i] !== BALANCE.THROWN && store.state[i] !== STATE.PILE_STEP && store.state[i] !== STATE.DORMANT\n\nconst isOnGround = (store: PhysicsStore, i: number): boolean => store.balance[i] === BALANCE.FALLEN || store.balance[i] === BALANCE.GETTING_UP\n\nconst effectiveMass = (store: PhysicsStore, i: number): number => store.mass[i]! * (isOnGround(store, i) ? GROUND_MASS_FACTOR : 1)\n\nconst bodyRadius = (store: PhysicsStore, i: number, radius: number): number => radius * store.build[i]!\n\n/** What each agent is for this step: in the contact or not, its radius and its effective mass. */\nfunction readBodies(view: ContactView, radius: number): void {\n const { store, workspace } = view\n const { takesPart, radiusOf, massOf } = workspace\n for (let i = 0; i < view.n; i++) {\n const takes = takesPartInContact(store, i)\n takesPart[i] = takes ? 1 : 0\n radiusOf[i] = bodyRadius(store, i, radius)\n massOf[i] = effectiveMass(store, i)\n }\n}\n\n/** The agents of band R0 into the 1 m hash, clearing only the cells the last step used. */\nexport function rebuildHash(view: ContactView): void {\n const { store, grid, workspace } = view\n const side = Math.floor(grid.size)\n for (let k = 0; k < workspace.touchedCount; k++) workspace.head[workspace.touched[k]!] = -1\n workspace.touchedCount = 0\n for (let i = 0; i < view.n; i++) {\n if (!workspace.takesPart[i]) continue\n const hx = Math.floor(store.x[i]! + grid.half)\n const hz = Math.floor(store.z[i]! + grid.half)\n if (hx < 0 || hz < 0 || hx >= side || hz >= side) continue\n const cell = hz * side + hx\n if (workspace.head[cell] === -1) workspace.touched[workspace.touchedCount++] = cell\n workspace.next[i] = workspace.head[cell]!\n workspace.head[cell] = i\n }\n}\n\n/** The cells scanned from a cell for pairs: itself (the agents after the first) and four neighbours, so that every pair of cells is looked at once, from one side. */\nconst FORWARD_CELLS = [1, 0, -1, 1, 0, 1, 1, 1] as const\n\nfunction addPairsOfCell(view: ContactView, i: number, cell: number, sameCell: boolean): void {\n const { store, workspace } = view\n const { head, next, radiusOf, pairI, pairJ } = workspace\n const { x, z, y } = store\n const xi = x[i]!\n const zi = z[i]!\n const yi = y[i]!\n const reachBase = radiusOf[i]! + PAIR_MARGIN\n for (let j = head[cell]!; j !== -1; j = next[j]!) {\n if ((sameCell && j <= i) || Math.abs(yi - y[j]!) > MAX_LEVEL_GAP) continue\n const reach = reachBase + radiusOf[j]!\n const ex = x[j]! - xi\n const ez = z[j]! - zi\n if (ex * ex + ez * ez >= reach * reach || workspace.pairCount >= pairI.length) continue\n pairI[workspace.pairCount] = i\n pairJ[workspace.pairCount++] = j\n }\n}\n\n/** The pairs `(i, j)` near enough to touch before the step ends, in the order of the agent that found them. The solver is symmetric in the two of a pair, so which one comes first does not matter. */\nfunction collectPairs(view: ContactView): void {\n const { store, grid, workspace } = view\n const side = Math.floor(grid.size)\n workspace.pairCount = 0\n for (let i = 0; i < view.n; i++) {\n if (!workspace.takesPart[i]) continue\n const hx = Math.floor(store.x[i]! + grid.half)\n const hz = Math.floor(store.z[i]! + grid.half)\n if (hx < 0 || hz < 0 || hx >= side || hz >= side) continue\n addPairsOfCell(view, i, hz * side + hx, true)\n for (let k = 0; k < FORWARD_CELLS.length; k += 2) {\n const qx = hx + FORWARD_CELLS[k]!\n const qz = hz + FORWARD_CELLS[k + 1]!\n if (qx >= 0 && qz >= 0 && qx < side && qz < side) addPairsOfCell(view, i, qz * side + qx, false)\n }\n }\n}\n\n/** The distance, reach and normal (from `j` to `i`) of every pair at the current positions; a pair on the same spot gets a direction from the two identities. */\nfunction measurePairs(view: ContactView): void {\n const { store, workspace } = view\n const { pairI, pairJ, radiusOf, pairReach, pairDistance, pairNormalX, pairNormalZ } = workspace\n const { x, z, identity } = store\n for (let p = 0; p < workspace.pairCount; p++) {\n const i = pairI[p]!\n const j = pairJ[p]!\n const reach = radiusOf[i]! + radiusOf[j]!\n const ex = x[i]! - x[j]!\n const ez = z[i]! - z[j]!\n const distance = Math.sqrt(ex * ex + ez * ez)\n pairReach[p] = reach\n pairDistance[p] = distance\n if (distance >= reach) continue\n if (distance > MIN_DISTANCE) {\n pairNormalX[p] = ex / distance\n pairNormalZ[p] = ez / distance\n continue\n }\n const angle = 2 * Math.PI * unit(identity[i]! ^ identity[j]!, 0, SALT.SPIN)\n pairNormalX[p] = Math.cos(angle)\n pairNormalZ[p] = Math.sin(angle)\n }\n}\n\n/** One inelastic impulse along the normal: the closing speed of the two bodies goes to zero, never below (restitution 0). */\nfunction solveImpulse(store: PhysicsStore, workspace: ContactWorkspace, p: number): void {\n if (workspace.pairDistance[p]! >= workspace.pairReach[p]!) return\n const i = workspace.pairI[p]!\n const j = workspace.pairJ[p]!\n const nx = workspace.pairNormalX[p]!\n const nz = workspace.pairNormalZ[p]!\n const { vx, vz, pushX, pushZ } = store\n const closing = (vx[i]! + pushX[i]! - vx[j]! - pushX[j]!) * nx + (vz[i]! + pushZ[i]! - vz[j]! - pushZ[j]!) * nz\n if (closing >= 0) return\n const massI = workspace.massOf[i]!\n const massJ = workspace.massOf[j]!\n const impulse = (-closing * massI * massJ) / (massI + massJ)\n pushX[i]! += (impulse * nx) / massI\n pushZ[i]! += (impulse * nz) / massI\n pushX[j]! -= (impulse * nx) / massJ\n pushZ[j]! -= (impulse * nz) / massJ\n}\n\nfunction accumulateCorrection(workspace: ContactWorkspace, p: number, relaxation: number): void {\n const distance = workspace.pairDistance[p]!\n const reach = workspace.pairReach[p]!\n if (distance >= reach) return\n const i = workspace.pairI[p]!\n const j = workspace.pairJ[p]!\n const massI = workspace.massOf[i]!\n const massJ = workspace.massOf[j]!\n const move = relaxation * (reach - distance)\n const nx = workspace.pairNormalX[p]!\n const nz = workspace.pairNormalZ[p]!\n workspace.deltaX[i]! += move * nx * (massJ / (massI + massJ))\n workspace.deltaZ[i]! += move * nz * (massJ / (massI + massJ))\n workspace.deltaX[j]! -= move * nx * (massI / (massI + massJ))\n workspace.deltaZ[j]! -= move * nz * (massI / (massI + massJ))\n workspace.count[i]!++\n workspace.count[j]!++\n}\n\nconst isOpen = (grid: PhysicsGrid, x: number, z: number): boolean => {\n const cell = grid.cellOf(x, z)\n return cell >= 0 && (grid.occ[cell] === 0 || grid.occ[cell] === 3)\n}\n\n/** The mean of the corrections an agent got, capped, along each axis only if the grid lets it through. */\nfunction applyCorrection(view: ContactView, agent: number, params: ContactParams): void {\n const { store, grid, workspace } = view\n const count = workspace.count[agent]!\n if (!count) return\n workspace.count[agent] = 0\n const cap = params.maxCorrection\n const dx = Math.max(-cap, Math.min(cap, workspace.deltaX[agent]! / count))\n const dz = Math.max(-cap, Math.min(cap, workspace.deltaZ[agent]! / count))\n if (isOpen(grid, store.x[agent]! + dx, store.z[agent]!)) store.x[agent]! += dx\n if (isOpen(grid, store.x[agent]!, store.z[agent]! + dz)) store.z[agent]! += dz\n}\n\nfunction resetCorrection(workspace: ContactWorkspace, agent: number): void {\n workspace.deltaX[agent] = 0\n workspace.deltaZ[agent] = 0\n workspace.count[agent] = 0\n}\n\nfunction correctPositions(view: ContactView, params: ContactParams): void {\n const { workspace } = view\n for (let p = 0; p < workspace.pairCount; p++) {\n resetCorrection(workspace, workspace.pairI[p]!)\n resetCorrection(workspace, workspace.pairJ[p]!)\n }\n for (let p = 0; p < workspace.pairCount; p++) accumulateCorrection(workspace, p, params.relaxation)\n for (let p = 0; p < workspace.pairCount; p++) {\n applyCorrection(view, workspace.pairI[p]!, params)\n applyCorrection(view, workspace.pairJ[p]!, params)\n }\n}\n\nfunction measureOverlaps(view: ContactView, out: ContactResult): void {\n const { store, workspace } = view\n for (let p = 0; p < workspace.pairCount; p++) {\n const i = workspace.pairI[p]!\n const j = workspace.pairJ[p]!\n // two bodies lying on the ground are meant to lie on one another: that is the mound, not a failure of the contact\n if (isOnGround(store, i) && isOnGround(store, j)) continue\n const reach = workspace.radiusOf[i]! + workspace.radiusOf[j]!\n const overlap = reach - Math.hypot(store.x[i]! - store.x[j]!, store.z[i]! - store.z[j]!)\n if (overlap <= 0) continue\n out.contacts++\n out.overlapSum += overlap\n if (overlap > out.maxOverlap) out.maxOverlap = overlap\n }\n}\n\n/** The damping and the ceiling of the push, for every agent: a body out of band R0 keeps no push for long. */\nfunction dampPush(view: ContactView, params: ContactParams): void {\n const { store, workspace } = view\n const lambda = Math.exp(-params.friction * params.h)\n for (let i = 0; i < view.n; i++) {\n workspace.shove[i] = Math.hypot(store.pushX[i]! - workspace.pushBeforeX[i]!, store.pushZ[i]! - workspace.pushBeforeZ[i]!)\n store.pushX[i]! *= lambda\n store.pushZ[i]! *= lambda\n const speed = Math.hypot(store.pushX[i]!, store.pushZ[i]!)\n if (speed <= params.maxPush) continue\n store.pushX[i]! *= params.maxPush / speed\n store.pushZ[i]! *= params.maxPush / speed\n }\n}\n\n/** The 1 m hash of the agents in band R0 at their positions of now, for whoever looks at the neighbours (the landing of a thrown body) while the pairs are solved elsewhere. */\nexport function prepareHash(view: ContactView, radius: number): void {\n readBodies(view, radius)\n rebuildHash(view)\n}\n\n/**\n * One fixed step of contact in band R0 (`design-chain-horde.md` §4.3): `iterations` rounds of a symmetric Gauss-Seidel impulse (the pairs forward, then backward, so\n * a low index has no advantage) and a Jacobi position correction (the mean of what each agent was asked to move), then the damping of the push.\n * It resolves overlap and shock only: pressure is the field of `pressure.ts`. An inelastic impulse never adds energy, and the correction never touches the velocity.\n */\nexport function contactStep(view: ContactView, params: ContactParams, out: ContactResult): void {\n const { store, workspace } = view\n out.contacts = 0\n out.maxOverlap = 0\n out.overlapSum = 0\n for (let i = 0; i < view.n; i++) {\n workspace.pushBeforeX[i] = store.pushX[i]!\n workspace.pushBeforeZ[i] = store.pushZ[i]!\n }\n readBodies(view, params.radius)\n rebuildHash(view)\n collectPairs(view)\n for (let iteration = 0; iteration < params.iterations; iteration++) {\n measurePairs(view)\n for (let p = 0; p < workspace.pairCount; p++) solveImpulse(store, workspace, p)\n for (let p = workspace.pairCount - 1; p >= 0; p--) solveImpulse(store, workspace, p)\n correctPositions(view, params)\n }\n measureOverlaps(view, out)\n dampPush(view, params)\n}\n","import type { Doors } from '../doors'\nimport type { NavGrid } from '../grid'\nimport type { CrowdStore } from '../store'\nimport type { Corpse, CrowdDamageResult, CrowdEventMap, CrowdEventName, CrowdHit, CrowdTarget, CrowdType } from '../types'\nimport type { ResolvedPhysics } from './options'\n\n/** Counters of the physics, all zero with it off (`crowd.stats.physics`). */\nexport type PhysicsStats = {\n contacts: number\n maxOverlap: number\n meanOverlap: number\n /** Falls by cause: pressure, shove, trip, landing, collapse, blast. */\n falls: [pressure: number, shove: number, trip: number, landing: number, collapse: number, blast: number]\n /** Chain falls: shove, landing, collapse or trip within 240 steps of a blast, of an agent whose own direct shove from it was below `shoveStagger`. */\n fallsBeyondBlast: number\n fallen: number\n staggering: number\n climbers: number\n moundMax: number\n thrownActive: number\n thrownPeak: number\n blastChecks: number\n chainLinks: number\n /** The highest field of the step, N: the front of a column, or the funnel of a door. */\n fieldMax: number\n /** The pressure of the horde on the target, N (exponential mean). */\n playerPressure: number\n}\n\nexport const createPhysicsStats = (): PhysicsStats => ({\n contacts: 0,\n maxOverlap: 0,\n meanOverlap: 0,\n falls: [0, 0, 0, 0, 0, 0],\n fallsBeyondBlast: 0,\n fallen: 0,\n staggering: 0,\n climbers: 0,\n moundMax: 0,\n thrownActive: 0,\n thrownPeak: 0,\n blastChecks: 0,\n chainLinks: 0,\n fieldMax: 0,\n playerPressure: 0,\n})\n\n/** What the physics modules need from the crowd: the shared state and the few verbs they cannot do alone. */\nexport type PhysicsContext = {\n readonly store: CrowdStore\n readonly grid: NavGrid\n readonly doors: Doors\n readonly options: ResolvedPhysics\n readonly stats: PhysicsStats\n readonly gravity: number\n readonly attackEvery: number\n /** The fixed step being run, counted from 0: the counter of every `unit` draw. */\n step: number\n /** Seconds of the fixed step. */\n h: number\n /** Centre of the bands of this step. */\n centre: { x: number; z: number }\n /** Step of the last blast, -1000 before the first. */\n lastBlastStep: number\n typeOf(i: number): CrowdType\n target(): CrowdTarget | null\n emit<K extends CrowdEventName>(event: K, payload: CrowdEventMap[K]): void\n /** Damage with the draw handed in, so the shared stream stays where the game left it. A death is deferred to the end of the step. */\n damage(i: number, hit: CrowdHit, draw: () => number): CrowdDamageResult\n deferKill(i: number): void\n /** A pile step goes (falls, is thrown or dies): the steps behind it in the column come down. */\n releasePileStep(i: number): void\n corpseOf(i: number, seed: number): Corpse\n /** The bodies on the ground (the ledger), for the mound. */\n corpseList(): readonly { readonly data: Corpse }[]\n addCorpse(corpse: Corpse): void\n groundAt(cell: number, y: number): number\n /** Mound height in mm at a grid cell (0 with the mound off). */\n moundAt(cell: number): number\n /** Kilograms standing on the three cells of the lying body of agent `i` (0 with the mound off). */\n weightOn: (i: number) => number\n}\n","import { BALANCE, STATE } from '../types'\nimport type { PhysicsContext } from './context'\nimport type { CrowdDensityOptions } from './options'\n\n/** Fixed steps between two counts: the 5 Hz of the decision of band R1 at 60 Hz. */\nconst DECISION_STEPS = 12\nconst FAR_BAND = 1\n\nexport type Density = {\n /** Counts the walkers of band R1 per coarse cell (every 12th step) and writes the pressure that follows from it into their field. */\n step(): void\n /** What the speed of an agent of band `band` is multiplied by where the crowd is thick: `capacity / bodies` above `capacity` bodies in its cell, 1 elsewhere and in the other bands. */\n slowdown(i: number, band: number): number\n /** Bodies counted in the cell of an agent at the last count. */\n bodiesAround(i: number): number\n}\n\n/**\n * Band R1 without pairs (`design-chain-horde.md` §9): a coarse grid counts the standing walkers per cell; above `capacity` bodies the speed falls by `capacity / bodies` and the\n * field is `(bodies − capacity) · pressurePerBody` N, which the balance rule of band R0 reads as it reads any other field. Cost: one pass over the agents, no pairs.\n */\nexport function createDensity(ctx: PhysicsContext, options: Required<CrowdDensityOptions>): Density {\n const { store, grid } = ctx\n const side = Math.ceil(grid.size / options.cell)\n const bodies = new Uint16Array(side * side)\n const touched: number[] = []\n const half = grid.half\n\n const cellOf = (i: number): number => {\n const gx = Math.floor((store.x[i]! + half) / options.cell)\n const gz = Math.floor((store.z[i]! + half) / options.cell)\n return gx < 0 || gz < 0 || gx >= side || gz >= side ? -1 : gz * side + gx\n }\n\n const isWalking = (i: number): boolean => store.band[i] === FAR_BAND && (store.balance[i] === BALANCE.STANDING || store.balance[i] === BALANCE.STAGGERING) && store.state[i] !== STATE.PILE_STEP && store.state[i] !== STATE.DORMANT\n\n const count = (): void => {\n for (let k = 0; k < touched.length; k++) bodies[touched[k]!] = 0\n touched.length = 0\n for (let i = 0; i < store.n; i++) {\n if (!isWalking(i)) continue\n const cell = cellOf(i)\n if (cell < 0) continue\n if (bodies[cell] === 0) touched.push(cell)\n bodies[cell]!++\n }\n }\n\n const step = (): void => {\n if (ctx.step % DECISION_STEPS === 0) count()\n if (!touched.length) return\n for (let i = 0; i < store.n; i++) {\n if (!isWalking(i)) continue\n const cell = cellOf(i)\n const around = cell < 0 ? 0 : bodies[cell]!\n store.field[i] = around > options.capacity ? (around - options.capacity) * options.pressurePerBody : 0\n }\n }\n\n const bodiesAround = (i: number): number => {\n const cell = cellOf(i)\n return cell < 0 ? 0 : bodies[cell]!\n }\n\n const slowdown = (i: number, band: number): number => {\n if (band !== FAR_BAND) return 1\n const around = bodiesAround(i)\n return around > options.capacity ? options.capacity / around : 1\n }\n\n return { step, slowdown, bodiesAround }\n}\n","import { mix32 } from '../identity'\nimport { BALANCE, STATE } from '../types'\nimport type { PhysicsContext } from './context'\n\nconst CELLS_PER_BODY = 3\n/** Spacing of head, trunk and legs of a lying body along its yaw (m). */\nconst BODY_PART_SPACING = 0.5\nconst CLIMB_HEIGHT = 0.25\nconst ELEVATED = 0.05\nconst NEUTRAL_MASS = 70\nconst NEIGHBOURS = [-1, 1, -1, 0, -1, -1, 0, -1, 0, 1, 1, -1, 1, 0, 1, 1] as const\n\nexport type Mound = {\n /** Millimetres of lying bodies per navigation cell, recomputed every step. */\n readonly height: Uint16Array\n step(): void\n /** Kilograms of the agents that stand on the three cells of the lying body of agent `i`, as of the last step. */\n weightOn(i: number): number\n}\n\ntype Entries = { count: number; cell: Int32Array; thickness: Uint16Array; identity: Uint32Array; agent: Int32Array }\n\nconst BODY_IDENTITY_SCALE = 1e6\n\nexport function createMound(ctx: PhysicsContext, extraBodies: number, height: Uint16Array): Mound {\n const { store, grid } = ctx\n const options = ctx.options.mound!\n const balance = ctx.options.balance!\n const cellCount = grid.n * grid.n\n const touched = new Int32Array((store.capacity + extraBodies) * CELLS_PER_BODY * 2)\n let touchedCount = 0\n const entryCapacity = (store.capacity + extraBodies) * CELLS_PER_BODY\n const entries: Entries = { count: 0, cell: new Int32Array(entryCapacity), thickness: new Uint16Array(entryCapacity), identity: new Uint32Array(entryCapacity), agent: new Int32Array(entryCapacity) }\n const standMass = new Float32Array(cellCount)\n const standTouched = new Int32Array(store.capacity)\n let standTouchedCount = 0\n const maxMillimetres = Math.round(options.maxHeight * 1000)\n const cells: [number, number, number] = [0, 0, 0]\n\n const cellsOfBody = (x: number, z: number, yaw: number): void => {\n const sin = Math.sin(yaw)\n const cos = Math.cos(yaw)\n for (let part = 0; part < CELLS_PER_BODY; part++) {\n const offset = (part - 1) * BODY_PART_SPACING\n cells[part] = grid.cellOf(x + sin * offset, z + cos * offset)\n }\n }\n\n const addBody = (x: number, z: number, yaw: number, millimetres: number, identity: number, agent: number): void => {\n cellsOfBody(x, z, yaw)\n for (const cell of cells) {\n if (cell < 0) continue\n if (height[cell] === 0) touched[touchedCount++] = cell\n height[cell]! += millimetres\n const index = entries.count++\n entries.cell[index] = cell\n entries.thickness[index] = millimetres\n entries.identity[index] = identity\n entries.agent[index] = agent\n }\n }\n\n const sumBodies = (): void => {\n for (let k = 0; k < touchedCount; k++) height[touched[k]!] = 0\n touchedCount = 0\n entries.count = 0\n for (let i = 0; i < store.n; i++) {\n const state = store.balance[i]\n if (store.band[i] !== 0 || (state !== BALANCE.FALLEN && state !== BALANCE.GETTING_UP)) continue\n addBody(store.x[i]!, store.z[i]!, store.renderYaw[i]!, Math.round(options.bodyThickness * store.build[i]! * 1000), store.identity[i]!, i)\n }\n const reach = options.corpseRadius * options.corpseRadius\n for (const { data } of ctx.corpseList()) {\n if ((data.x - ctx.centre.x) ** 2 + (data.z - ctx.centre.z) ** 2 > reach) continue\n addBody(data.x, data.z, data.yaw, Math.round(options.corpseThickness * data.build * 1000), mix32(Math.floor(data.seed * BODY_IDENTITY_SCALE)), -1)\n }\n }\n\n const isOpenCell = (cell: number): boolean => grid.occ[cell] === 0 || grid.occ[cell] === 3\n\n /** The lowest of the 8 neighbours that is open and has room for `millimetres` more; -1 when none has. Ties go to the lowest cell number. */\n const lowestNeighbour = (cell: number, millimetres: number): number => {\n const cx = cell % grid.n\n const cz = Math.floor(cell / grid.n)\n let best = -1\n for (let k = 0; k < NEIGHBOURS.length; k += 2) {\n const nx = cx + NEIGHBOURS[k]!\n const nz = cz + NEIGHBOURS[k + 1]!\n if (nx < 0 || nz < 0 || nx >= grid.n || nz >= grid.n) continue\n const neighbour = nz * grid.n + nx\n if (!isOpenCell(neighbour) || height[neighbour]! + millimetres > maxMillimetres) continue\n if (best < 0 || height[neighbour]! < height[best]! || (height[neighbour] === height[best] && neighbour < best)) best = neighbour\n }\n return best\n }\n\n const slideEntry = (index: number): void => {\n const cell = entries.cell[index]!\n const target = lowestNeighbour(cell, entries.thickness[index]!)\n if (target < 0) return\n if (height[target] === 0) touched[touchedCount++] = target\n height[target]! += entries.thickness[index]!\n height[cell]! -= entries.thickness[index]!\n entries.cell[index] = target\n const agent = entries.agent[index]!\n if (agent < 0) return\n store.x[agent]! += ((target % grid.n) - (cell % grid.n)) * grid.cell\n store.z[agent]! += (Math.floor(target / grid.n) - Math.floor(cell / grid.n)) * grid.cell\n }\n\n /** The bodies of a cell above the ceiling, taken in the order of their identity, slide to a lower neighbour: the result depends on who is in the cell, not on who was added first. */\n const capHeights = (): void => {\n let over = false\n for (let k = 0; k < touchedCount && !over; k++) over = height[touched[k]!]! > maxMillimetres\n if (!over) return\n const order = Array.from({ length: entries.count }, (_, index) => index).sort((a, b) => entries.cell[a]! - entries.cell[b]! || entries.identity[a]! - entries.identity[b]! || a - b)\n let current = -1\n let running = 0\n for (const index of order) {\n const cell = entries.cell[index]!\n if (cell !== current) {\n current = cell\n running = 0\n }\n if (height[cell]! <= maxMillimetres) continue\n if (running + entries.thickness[index]! <= maxMillimetres) running += entries.thickness[index]!\n else slideEntry(index)\n }\n for (let k = 0; k < touchedCount; k++) if (height[touched[k]!]! > maxMillimetres) height[touched[k]!] = maxMillimetres\n }\n\n const seatFallen = (): void => {\n let top = 0\n for (let k = 0; k < touchedCount; k++) top = Math.max(top, height[touched[k]!]!)\n ctx.stats.moundMax = top / 1000\n for (let i = 0; i < store.n; i++) {\n const state = store.balance[i]\n if (store.band[i] !== 0 || (state !== BALANCE.FALLEN && state !== BALANCE.GETTING_UP)) continue\n const cell = grid.cellOf(store.x[i]!, store.z[i]!)\n if (cell >= 0) store.y[i] = Math.max(0, height[cell]! / 1000 - options.bodyThickness * store.build[i]!)\n }\n }\n\n const weighStanding = (): void => {\n for (let k = 0; k < standTouchedCount; k++) standMass[standTouched[k]!] = 0\n standTouchedCount = 0\n let climbers = 0\n for (let i = 0; i < store.n; i++) {\n const state = store.balance[i]\n if (store.band[i] !== 0 || store.state[i] === STATE.PILE_STEP || (state !== BALANCE.STANDING && state !== BALANCE.STAGGERING)) continue\n if (store.y[i]! >= CLIMB_HEIGHT) climbers++\n if (store.y[i]! <= ELEVATED) continue\n const cell = grid.cellOf(store.x[i]!, store.z[i]!)\n if (cell < 0) continue\n if (standMass[cell] === 0) standTouched[standTouchedCount++] = cell\n standMass[cell]! += store.mass[i]!\n }\n ctx.stats.climbers = climbers\n }\n\n /** Every lying body takes damage for the weight standing on its three cells (`trampleDps` per 70 kg); a death waits for the end of the step. */\n const trample = (): void => {\n if (!standTouchedCount) return\n for (let i = 0; i < store.n; i++) {\n const state = store.balance[i]\n if (store.band[i] !== 0 || (state !== BALANCE.FALLEN && state !== BALANCE.GETTING_UP)) continue\n const mass = weightOn(i)\n if (!mass) continue\n store.hp[i]! -= balance.trampleDps * (mass / NEUTRAL_MASS) * ctx.h\n if (store.hp[i]! <= 0) ctx.deferKill(i)\n }\n }\n\n const step = (): void => {\n sumBodies()\n capHeights()\n seatFallen()\n weighStanding()\n trample()\n }\n\n const weightOn = (i: number): number => {\n cellsOfBody(store.x[i]!, store.z[i]!, store.renderYaw[i]!)\n let mass = 0\n for (const cell of cells) if (cell >= 0) mass += standMass[cell]!\n return mass\n }\n\n return { height, step, weightOn }\n}\n","import type { PhysicsWorkerFactory } from './types'\n\n/** The browser worker that loads `physics-worker.js` from beside the bundle; `null` where there is no `Worker` or no `import.meta.url` (the iife build, node). */\nexport function createDefaultWorkerFactory(): PhysicsWorkerFactory | null {\n if (typeof Worker === 'undefined') return null\n let url: URL\n try {\n url = new URL('./physics-worker.js', import.meta.url)\n } catch {\n return null\n }\n return () => {\n const worker = new Worker(url, { type: 'module' })\n return {\n postMessage: (message, transfer) => worker.postMessage(message, transfer ?? []),\n onMessage: (listener) => worker.addEventListener('message', (event) => listener(event.data)),\n terminate: () => worker.terminate(),\n }\n }\n}\n","/**\n * The frame the physics step is handed to a worker in: one buffer holding every array the contact and the pressure read (the inputs), the deltas and fields they give back\n * (the outputs) and the grid occupancy. One layout for the shared buffer and for the transferred one, so the two paths run the same step over the same bytes.\n */\n\nconst F32_INPUTS = ['x', 'z', 'y', 'vx', 'vz', 'pushX', 'pushZ', 'mass', 'build', 'aimX', 'aimZ', 'driveFactor', 'fieldPrev'] as const\nconst U8_INPUTS = ['band', 'balance', 'state', 'type'] as const\nconst F32_OUTPUTS = ['deltaX', 'deltaZ', 'deltaPushX', 'deltaPushZ', 'deltaVx', 'deltaVz', 'field', 'shove', 'doorLoad'] as const\n\n/** Header slots (Float64): the step's inputs, then its results. */\nexport const HEADER = { n: 0, h: 1, playerOn: 2, playerX: 3, playerZ: 4, contacts: 5, maxOverlap: 6, overlapSum: 7, playerLoad: 8, drivers: 9, fieldMax: 10, size: 16 } as const\n\nexport type FrameShape = { readonly capacity: number; readonly cells: number }\n\nexport type PhysicsFrame = {\n readonly header: Float64Array\n readonly f32: { readonly [K in (typeof F32_INPUTS)[number] | (typeof F32_OUTPUTS)[number]]: Float32Array }\n readonly u8: { readonly [K in (typeof U8_INPUTS)[number]]: Uint8Array }\n readonly identity: Uint32Array\n readonly doorCell: Int32Array\n readonly occ: Uint8Array\n}\n\nconst align8 = (bytes: number): number => Math.ceil(bytes / 8) * 8\n\n/** Bytes of a frame; the arrays follow the header in the order of the lists above. */\nexport const frameBytes = ({ capacity, cells }: FrameShape): number => HEADER.size * 8 + (F32_INPUTS.length + F32_OUTPUTS.length + 2) * align8(capacity * 4) + U8_INPUTS.length * align8(capacity) + align8(cells)\n\nexport function createFrame(buffer: ArrayBufferLike, shape: FrameShape): PhysicsFrame {\n const { capacity, cells } = shape\n let offset = 0\n const take = <T>(make: (buffer: ArrayBufferLike, offset: number, length: number) => T, bytesPerElement: number, length: number): T => {\n const view = make(buffer, offset, length)\n offset += align8(length * bytesPerElement)\n return view\n }\n const f64 = (b: ArrayBufferLike, o: number, l: number): Float64Array => new Float64Array(b, o, l)\n const f32 = (b: ArrayBufferLike, o: number, l: number): Float32Array => new Float32Array(b, o, l)\n const u8 = (b: ArrayBufferLike, o: number, l: number): Uint8Array => new Uint8Array(b, o, l)\n const header = take(f64, 8, HEADER.size)\n const floats = {} as Record<string, Float32Array>\n for (const key of [...F32_INPUTS, ...F32_OUTPUTS]) floats[key] = take(f32, 4, capacity)\n const identity = take((b, o, l) => new Uint32Array(b, o, l), 4, capacity)\n const doorCell = take((b, o, l) => new Int32Array(b, o, l), 4, capacity)\n const bytes = {} as Record<string, Uint8Array>\n for (const key of U8_INPUTS) bytes[key] = take(u8, 1, capacity)\n const occ = take(u8, 1, cells)\n return { header, f32: floats as PhysicsFrame['f32'], u8: bytes as PhysicsFrame['u8'], identity, doorCell, occ }\n}\n\n/** The inputs of the step, by the name the store gives them. */\nexport const INPUT_KEYS = { f32: F32_INPUTS, u8: U8_INPUTS } as const\n","import type { NavGrid } from '../../grid'\nimport type { CrowdStore } from '../../store'\nimport type { ContactView } from '../contact'\nimport type { PhysicsStats } from '../context'\nimport { HEADER, INPUT_KEYS } from './frame'\nimport type { PhysicsFrame } from './frame'\nimport type { StepRunner } from './runner'\n\nexport type OffloadHost = {\n readonly store: CrowdStore\n readonly grid: NavGrid\n readonly stats: PhysicsStats\n readonly contact: ContactView\n /** The door at a grid cell took `load` N·s from the field (the door index is the host's to find). */\n addDoorLoad(cell: number, load: number): void\n}\n\nexport type OffloadStepResult = { playerLoad: number }\n\nexport type Offload = {\n /** Applies the result of the previous step, if it is back, then hands the state of this one to the runner. */\n step(h: number, player: { readonly x: number; readonly z: number } | undefined): OffloadStepResult\n /** The store moved agent `moved` into the place of `removed`: the result still in flight is read through it. */\n remap(removed: number, moved: number): void\n dispose(): void\n}\n\nconst isOpen = (grid: NavGrid, x: number, z: number): boolean => {\n const cell = grid.cellOf(x, z)\n return cell >= 0 && (grid.occ[cell] === 0 || grid.occ[cell] === 3)\n}\n\n/** The inputs of one step, copied from the store and the grid into the frame. */\nexport function writeSnapshot(frame: PhysicsFrame, source: { readonly store: CrowdStore; readonly grid: NavGrid }, h: number, player: { readonly x: number; readonly z: number } | undefined): void {\n const { store, grid } = source\n const n = store.n\n for (const key of INPUT_KEYS.f32) frame.f32[key].set(store[key].subarray(0, n))\n for (const key of INPUT_KEYS.u8) frame.u8[key].set(store[key].subarray(0, n))\n frame.identity.set(store.identity.subarray(0, n))\n frame.occ.set(grid.occ)\n frame.header[HEADER.n] = n\n frame.header[HEADER.h] = h\n frame.header[HEADER.playerOn] = player ? 1 : 0\n frame.header[HEADER.playerX] = player?.x ?? 0\n frame.header[HEADER.playerZ] = player?.z ?? 0\n}\n\n/**\n * The contact and the pressure one step behind: what the runner gives back was computed from the state at the end of the previous step, so it comes as deltas (position,\n * push, velocity) added to the state of now, and as fields that replace the old ones. With the same inputs per step it is the same result whichever thread computed it.\n */\nexport function createOffload(runner: StepRunner, host: OffloadHost, latency = 1): Offload {\n const { store, grid, stats, contact } = host\n type Pending = { count: number; origin: Int32Array | null; readonly originBuffer: Int32Array }\n const queue: Pending[] = []\n const spare: Pending[] = Array.from({ length: latency }, () => ({ count: 0, origin: null, originBuffer: new Int32Array(store.capacity) }))\n const result: OffloadStepResult = { playerLoad: 0 }\n\n const apply = (frame: PhysicsFrame, pending: Pending): void => {\n const { f32, header } = frame\n const { origin, count } = pending\n for (let agent = 0; agent < store.n; agent++) {\n const from = origin ? origin[agent]! : agent < count ? agent : -1\n if (from < 0) {\n contact.workspace.shove[agent] = 0\n continue\n }\n const dx = f32.deltaX[from]!\n const dz = f32.deltaZ[from]!\n if (dx !== 0 && isOpen(grid, store.x[agent]! + dx, store.z[agent]!)) store.x[agent]! += dx\n if (dz !== 0 && isOpen(grid, store.x[agent]!, store.z[agent]! + dz)) store.z[agent]! += dz\n store.pushX[agent]! += f32.deltaPushX[from]!\n store.pushZ[agent]! += f32.deltaPushZ[from]!\n store.vx[agent]! += f32.deltaVx[from]!\n store.vz[agent]! += f32.deltaVz[from]!\n store.field[agent] = f32.field[from]!\n store.fieldPrev[agent] = f32.field[from]!\n contact.workspace.shove[agent] = f32.shove[from]!\n const cell = frame.doorCell[from]!\n if (cell >= 0) host.addDoorLoad(cell, f32.doorLoad[from]!)\n }\n stats.contacts = header[HEADER.contacts]!\n stats.maxOverlap = header[HEADER.maxOverlap]!\n stats.meanOverlap = header[HEADER.contacts]! ? header[HEADER.overlapSum]! / header[HEADER.contacts]! : 0\n stats.fieldMax = header[HEADER.fieldMax]!\n result.playerLoad = header[HEADER.playerLoad]!\n }\n\n const step = (h: number, player: { readonly x: number; readonly z: number } | undefined): OffloadStepResult => {\n result.playerLoad = 0\n if (queue.length >= latency) {\n const frame = runner.settle()\n if (frame) {\n const pending = queue.shift()!\n apply(frame, pending)\n pending.origin = null\n spare.push(pending)\n }\n }\n const frame = runner.frame()\n if (frame && spare.length) {\n writeSnapshot(frame, { store, grid }, h, player)\n runner.submit()\n const pending = spare.shift()!\n pending.count = store.n\n queue.push(pending)\n }\n return result\n }\n\n const remap = (removed: number, moved: number): void => {\n queue.forEach((pending) => {\n if (!pending.origin) {\n pending.origin = pending.originBuffer.fill(-1)\n for (let agent = 0; agent < pending.count; agent++) pending.origin[agent] = agent\n }\n pending.origin[removed] = removed === moved ? -1 : pending.origin[moved]!\n if (removed !== moved) pending.origin[moved] = -1\n })\n }\n\n return { step, remap, dispose: () => runner.dispose() }\n}\n","import { BALANCE } from '../types'\nimport { takesPartInContact } from './contact'\nimport type { ContactView, PhysicsStore } from './contact'\nimport type { CrowdPressureOptions } from './options'\n\n/** Two bodies count as touching up to this far past the sum of their radii. */\nconst TOUCH_SLACK = 0.08\n/** How far past its own radius an agent feels a wall in front of it. */\nconst WALL_PROBE = 0.12\n/** The agents that stand in front of the target and pass the field on to it (a little past the attack range). */\nconst PLAYER_REACH = 1.3\nconst PLAYER_RADIUS_SQUARED = PLAYER_REACH * PLAYER_REACH\n\nexport type PressureParams = Required<CrowdPressureOptions> & { readonly h: number; readonly radius: number }\n\nexport type PressureWorkspace = {\n readonly weightSum: Float32Array\n /** 1 when something stands in front of the agent that it presses on (a wall, a body, even one pressing back). */\n readonly pressing: Uint8Array\n readonly wallKind: Uint8Array\n readonly wallDoor: Int32Array\n readonly playerWeight: Float32Array\n readonly cutExcess: Float32Array\n readonly cutX: Float32Array\n readonly cutZ: Float32Array\n readonly pairWeightForward: Float32Array\n readonly pairWeightBackward: Float32Array\n /** 1 for the agents that press on what is in front of them (`isPressing`), read once per step. */\n readonly canPress: Uint8Array\n}\n\nexport type PressureContext = {\n /** Newtons of will of each type, by type index. */\n readonly driveForceOfType: Float32Array\n /** The door index of a grid cell, -1 for none. */\n readonly doorAt: (cell: number) => number\n /** N·s each door got from the field this step, added to. */\n readonly doorLoad: Float32Array\n /** The agent the horde presses on (position only); undefined: nothing to press on. */\n readonly player?: { readonly x: number; readonly z: number } | undefined\n /** When given, the load a door gets from each agent is recorded here (by agent, with the door \"index\" `doorAt` answered) instead of added to `doorLoad`: the caller adds it, in agent order. */\n readonly doorOut?: { readonly cell: Int32Array; readonly load: Float32Array } | undefined\n}\n\nexport type PressureResult = { playerLoad: number; drivers: number }\n\nexport const createPressureWorkspace = (capacity: number, pairCapacity: number): PressureWorkspace => ({\n weightSum: new Float32Array(capacity),\n pressing: new Uint8Array(capacity),\n wallKind: new Uint8Array(capacity),\n wallDoor: new Int32Array(capacity),\n playerWeight: new Float32Array(capacity),\n cutExcess: new Float32Array(capacity),\n cutX: new Float32Array(capacity),\n cutZ: new Float32Array(capacity),\n pairWeightForward: new Float32Array(pairCapacity),\n pairWeightBackward: new Float32Array(pairCapacity),\n canPress: new Uint8Array(capacity),\n})\n\nconst isPressing = (store: PhysicsStore, i: number): boolean => takesPartInContact(store, i) && (store.balance[i] === BALANCE.STANDING || store.balance[i] === BALANCE.STAGGERING)\n\n/** `isPressing` of every agent into `canPress`: the state does not change inside the pressure step. */\nfunction readPressing(view: ContactView, workspace: PressureWorkspace): void {\n for (let i = 0; i < view.n; i++) workspace.canPress[i] = isPressing(view.store, i) ? 1 : 0\n}\n\nconst frontWeight = (alignment: number, cone: number): number => (alignment > cone ? (alignment - cone) / (1 - cone) : 0)\n\nconst hasAim = (store: PhysicsStore, i: number): boolean => store.aimX[i] !== 0 || store.aimZ[i] !== 0\n\n/** The will of `i` against its front neighbour `j`: the part of its speed along the contact that the neighbour does not have is cut. */\nfunction noteCut(store: PhysicsStore, workspace: PressureWorkspace, i: number, j: number, nx: number, nz: number): void {\n const excess = (store.vx[i]! - store.vx[j]!) * nx + (store.vz[i]! - store.vz[j]!) * nz\n if (excess <= workspace.cutExcess[i]!) return\n workspace.cutExcess[i] = excess\n workspace.cutX[i] = nx\n workspace.cutZ[i] = nz\n}\n\n/** Pass A: the weight of each front contact between agents, per direction, and the cut of the will against it. */\nfunction weighPairs(view: ContactView, workspace: PressureWorkspace, params: PressureParams): void {\n const { store } = view\n for (let p = 0; p < view.workspace.pairCount; p++) {\n workspace.pairWeightForward[p] = 0\n workspace.pairWeightBackward[p] = 0\n const i = view.workspace.pairI[p]!\n const j = view.workspace.pairJ[p]!\n if (!workspace.canPress[i] || !workspace.canPress[j]) continue\n const ex = store.x[j]! - store.x[i]!\n const ez = store.z[j]! - store.z[i]!\n const distance = Math.sqrt(ex * ex + ez * ez)\n if (distance < 1e-6 || distance > (store.build[i]! + store.build[j]!) * params.radius + TOUCH_SLACK) continue\n const nx = ex / distance\n const nz = ez / distance\n const forward = frontWeight(store.aimX[i]! * nx + store.aimZ[i]! * nz, params.frontCone)\n const backward = frontWeight(-(store.aimX[j]! * nx + store.aimZ[j]! * nz), params.frontCone)\n if (forward > 0) {\n workspace.pressing[i] = 1\n noteCut(store, workspace, i, j, nx, nz)\n }\n if (backward > 0) {\n workspace.pressing[j] = 1\n noteCut(store, workspace, j, i, -nx, -nz)\n }\n // two agents pressing on each other (head on) feel their own drive and no more: passing the field both ways would feed it back on itself without a limit\n if (forward > 0 && backward > 0) continue\n workspace.pairWeightForward[p] = forward\n workspace.pairWeightBackward[p] = backward\n workspace.weightSum[i]! += forward\n workspace.weightSum[j]! += backward\n }\n}\n\n/** Pass B: a blocked grid cell in the direction of the will is a wall of weight 1 (a closed door too, and the door takes the load). */\nfunction weighWalls(view: ContactView, workspace: PressureWorkspace, params: PressureParams, doorAt: PressureContext['doorAt']): void {\n const { store, grid } = view\n for (let i = 0; i < view.n; i++) {\n if (!workspace.canPress[i] || !hasAim(store, i)) continue\n const reach = store.build[i]! * params.radius + WALL_PROBE\n const cell = grid.cellOf(store.x[i]! + store.aimX[i]! * reach, store.z[i]! + store.aimZ[i]! * reach)\n if (cell >= 0 && (grid.occ[cell] === 0 || grid.occ[cell] === 3)) continue\n workspace.wallKind[i] = 1\n workspace.wallDoor[i] = cell >= 0 && grid.occ[cell] === 5 ? doorAt(cell) : -1\n workspace.pressing[i] = 1\n workspace.weightSum[i]! += 1\n }\n}\n\n/** The agents at the target pass the field on to it: one that wants to go there by its cone weight, one that stopped to attack with weight 1. */\nfunction weighPlayer(view: ContactView, workspace: PressureWorkspace, params: PressureParams, player: { readonly x: number; readonly z: number }): void {\n const { store } = view\n for (let i = 0; i < view.n; i++) {\n if (!workspace.canPress[i]) continue\n const ex = player.x - store.x[i]!\n const ez = player.z - store.z[i]!\n const squared = ex * ex + ez * ez\n if (squared > PLAYER_RADIUS_SQUARED || squared < 1e-6) continue\n const distance = Math.sqrt(squared)\n const weight = hasAim(store, i) ? frontWeight((store.aimX[i]! * ex + store.aimZ[i]! * ez) / distance, params.frontCone) : 1\n workspace.playerWeight[i] = weight\n if (weight > 0) workspace.pressing[i] = 1\n workspace.weightSum[i]! += weight\n }\n}\n\nfunction clearWorkspace(view: ContactView, workspace: PressureWorkspace): void {\n const { store } = view\n for (let i = 0; i < view.n; i++) {\n workspace.weightSum[i] = 0\n workspace.pressing[i] = 0\n workspace.wallKind[i] = 0\n workspace.playerWeight[i] = 0\n workspace.cutExcess[i] = 0\n store.field[i] = 0\n }\n}\n\n/** What agent `i` adds to the field by itself: its drive, when it wants to go and has something in front. */\nfunction ownDrive(store: PhysicsStore, context: PressureContext, workspace: PressureWorkspace, i: number): number {\n if (!hasAim(store, i) || !workspace.pressing[i]) return 0\n return context.driveForceOfType[store.type[i]!]! * store.driveFactor[i]!\n}\n\n/** Pass C: each agent's field is its own drive plus what the agents behind it passed on, read from the previous step. */\nfunction spreadField(view: ContactView, workspace: PressureWorkspace, params: PressureParams, context: PressureContext, out: PressureResult): void {\n const { store } = view\n for (let i = 0; i < view.n; i++) {\n if (!workspace.canPress[i]) continue\n store.field[i] = ownDrive(store, context, workspace, i)\n if (store.field[i]! > 0) out.drivers++\n }\n for (let p = 0; p < view.workspace.pairCount; p++) {\n const i = view.workspace.pairI[p]!\n const j = view.workspace.pairJ[p]!\n const forward = workspace.pairWeightForward[p]!\n const backward = workspace.pairWeightBackward[p]!\n if (forward > 0) store.field[j]! += (params.transmission * store.fieldPrev[i]! * forward * forward) / workspace.weightSum[i]!\n if (backward > 0) store.field[i]! += (params.transmission * store.fieldPrev[j]! * backward * backward) / workspace.weightSum[j]!\n }\n for (let i = 0; i < view.n; i++) {\n if (!workspace.canPress[i]) continue\n const passed = (params.transmission * store.fieldPrev[i]!) / (workspace.weightSum[i]! || 1)\n if (workspace.wallKind[i] && workspace.wallDoor[i]! >= 0) {\n if (context.doorOut) {\n context.doorOut.cell[i] = workspace.wallDoor[i]!\n context.doorOut.load[i] = passed * params.h\n } else context.doorLoad[workspace.wallDoor[i]!]! += passed * params.h\n }\n if (workspace.playerWeight[i]! > 0) out.playerLoad += passed * workspace.playerWeight[i]! * workspace.playerWeight[i]!\n if (store.field[i]! > params.cap) store.field[i] = params.cap\n }\n}\n\nfunction applyCuts(view: ContactView, workspace: PressureWorkspace): void {\n const { store } = view\n for (let i = 0; i < view.n; i++) {\n const excess = workspace.cutExcess[i]!\n if (excess <= 0) continue\n store.vx[i]! -= excess * workspace.cutX[i]!\n store.vz[i]! -= excess * workspace.cutZ[i]!\n }\n}\n\n/**\n * One fixed step of the pressure field (`design-chain-horde.md` §4.5): the field moves one hop per step, each agent reading only the previous step of the others, so the\n * result does not depend on the order of the indices. A column of N pushing agents gives its front `D·(1 − τᴺ)/(1 − τ)`; a hexagonal block against a flat wall loses 29% per hop.\n */\nexport function pressureStep(view: ContactView, workspace: PressureWorkspace, params: PressureParams, context: PressureContext, out: PressureResult): void {\n out.playerLoad = 0\n out.drivers = 0\n clearWorkspace(view, workspace)\n readPressing(view, workspace)\n weighPairs(view, workspace, params)\n weighWalls(view, workspace, params, context.doorAt)\n if (context.player) weighPlayer(view, workspace, params, context.player)\n spreadField(view, workspace, params, context, out)\n applyCuts(view, workspace)\n for (let i = 0; i < view.n; i++) view.store.fieldPrev[i] = view.store.field[i]!\n}\n\n","import { createCellOf } from '../../grid'\nimport { contactStep, createContactWorkspace } from '../contact'\nimport type { ContactParams, ContactResult, ContactView, PhysicsGrid, PhysicsStore } from '../contact'\nimport type { CrowdContactOptions, CrowdPressureOptions } from '../options'\nimport { createPressureWorkspace, pressureStep } from '../pressure'\nimport type { PressureResult, PressureWorkspace } from '../pressure'\nimport { HEADER } from './frame'\nimport type { PhysicsFrame } from './frame'\n\nconst PAIRS_PER_AGENT = 12\n\n/** What the kernel needs once, to be built (it travels to the worker as a message). */\nexport type KernelSetup = {\n readonly capacity: number\n readonly gridSize: number\n readonly gridCell: number\n readonly contact: Required<CrowdContactOptions>\n readonly pressure: Required<CrowdPressureOptions> | null\n readonly driveForceOfType: readonly number[]\n}\n\nexport type PhysicsKernel = {\n /** The contact and the pressure over the arrays of the frame, the deltas and the fields written back into it. The same call runs on the main thread and in a worker. */\n run(frame: PhysicsFrame): void\n}\n\nconst STORE_KEYS = ['x', 'z', 'y', 'vx', 'vz', 'pushX', 'pushZ', 'mass', 'build', 'aimX', 'aimZ', 'driveFactor', 'fieldPrev'] as const\n\n/** The step as a pure function of one frame: no read of anything outside it, so a worker that gets the same bytes writes the same bytes. */\nexport function createKernel(setup: KernelSetup): PhysicsKernel {\n const { capacity } = setup\n const side = Math.floor(setup.gridSize / setup.gridCell)\n const half = setup.gridSize / 2\n const before = { x: new Float32Array(capacity), z: new Float32Array(capacity), pushX: new Float32Array(capacity), pushZ: new Float32Array(capacity), vx: new Float32Array(capacity), vz: new Float32Array(capacity) }\n const driveForceOfType = Float32Array.from(setup.driveForceOfType)\n const contactResult: ContactResult = { contacts: 0, maxOverlap: 0, overlapSum: 0 }\n const pressureResult: PressureResult = { playerLoad: 0, drivers: 0 }\n const workspace: PressureWorkspace | null = setup.pressure ? createPressureWorkspace(capacity, capacity * PAIRS_PER_AGENT) : null\n const cellOf = createCellOf(half, setup.gridCell, side)\n const doorLoadUnused = new Float32Array(0)\n // one store and one grid for the life of the kernel (the contact workspace is big): a new frame only points their arrays at its own bytes\n const store: Record<string, unknown> = {}\n const grid: { size: number; half: number; occ: Uint8Array<ArrayBufferLike>; cellOf: typeof cellOf } = { size: setup.gridSize, half, occ: new Uint8Array(0), cellOf }\n const view: ContactView = { n: 0, store: store as PhysicsStore, grid: grid as unknown as PhysicsGrid, workspace: createContactWorkspace(capacity, grid as unknown as PhysicsGrid) }\n\n const bind = (frame: PhysicsFrame): ContactView => {\n Object.assign(store, frame.u8, { identity: frame.identity, field: frame.f32.field })\n for (const key of STORE_KEYS) store[key] = frame.f32[key]\n grid.occ = frame.occ\n return view\n }\n\n const run = (frame: PhysicsFrame): void => {\n const { header } = frame\n const n = header[HEADER.n]!\n const contact = bind(frame)\n contact.n = n\n for (let i = 0; i < n; i++) {\n before.x[i] = frame.f32.x[i]!\n before.z[i] = frame.f32.z[i]!\n before.pushX[i] = frame.f32.pushX[i]!\n before.pushZ[i] = frame.f32.pushZ[i]!\n before.vx[i] = frame.f32.vx[i]!\n before.vz[i] = frame.f32.vz[i]!\n }\n const h = header[HEADER.h]!\n const params: ContactParams = { ...setup.contact, h }\n contactStep(contact, params, contactResult)\n header[HEADER.contacts] = contactResult.contacts\n header[HEADER.maxOverlap] = contactResult.maxOverlap\n header[HEADER.overlapSum] = contactResult.overlapSum\n frame.doorCell.fill(-1, 0, n)\n frame.f32.doorLoad.fill(0, 0, n)\n if (workspace && setup.pressure) {\n const player = header[HEADER.playerOn] ? { x: header[HEADER.playerX]!, z: header[HEADER.playerZ]! } : undefined\n const doorOut = { cell: frame.doorCell, load: frame.f32.doorLoad }\n pressureStep(contact, workspace, { ...setup.pressure, h, radius: setup.contact.radius }, { driveForceOfType, doorAt: (cell) => cell, doorLoad: doorLoadUnused, player, doorOut }, pressureResult)\n let top = 0\n for (let i = 0; i < n; i++) top = Math.max(top, frame.f32.field[i]!)\n header[HEADER.fieldMax] = top\n } else header[HEADER.fieldMax] = 0\n header[HEADER.playerLoad] = pressureResult.playerLoad\n header[HEADER.drivers] = pressureResult.drivers\n const { f32 } = frame\n for (let i = 0; i < n; i++) {\n f32.deltaX[i] = f32.x[i]! - before.x[i]!\n f32.deltaZ[i] = f32.z[i]! - before.z[i]!\n f32.deltaPushX[i] = f32.pushX[i]! - before.pushX[i]!\n f32.deltaPushZ[i] = f32.pushZ[i]! - before.pushZ[i]!\n f32.deltaVx[i] = f32.vx[i]! - before.vx[i]!\n f32.deltaVz[i] = f32.vz[i]! - before.vz[i]!\n f32.shove[i] = contact.workspace.shove[i]!\n }\n }\n\n return { run }\n}\n","import { createFrame } from './frame'\nimport type { FrameShape } from './frame'\nimport { createKernel } from './kernel'\nimport type { KernelSetup } from './kernel'\n\n/** The slot of the control word the two threads share. */\nexport const CONTROL = { IDLE: 0, SUBMITTED: 1, DONE: 2, STOP: 3 } as const\n\nexport type InitMessage = { readonly type: 'init'; readonly setup: KernelSetup; readonly shape: FrameShape; readonly frames?: readonly SharedArrayBuffer[]; readonly control?: SharedArrayBuffer }\nexport type FrameMessage = { readonly type: 'frame'; readonly buffer: ArrayBuffer }\nexport type DoneMessage = { readonly type: 'done'; readonly buffer: ArrayBuffer }\n\n/** What a worker thread has to offer: browsers and node give it different shapes, so the host adapts them. */\nexport type WorkerPort = {\n postMessage(message: unknown, transfer?: ArrayBuffer[]): void\n onMessage(listener: (data: unknown) => void): void\n}\n\n/**\n * The worker side: builds the kernel on `init`, then either loops on the shared control word (shared transport) or answers each transferred frame.\n * A host that loads the worker its own way (a bundler, node `worker_threads`) calls this with its port.\n */\nexport function attachPhysicsWorker(port: WorkerPort): void {\n let kernel: ReturnType<typeof createKernel> | null = null\n let shape: FrameShape | null = null\n port.onMessage((data) => {\n const message = data as InitMessage | FrameMessage\n if (message.type === 'init') {\n kernel = createKernel(message.setup)\n shape = message.shape\n if (message.frames && message.control) runShared(kernel, message.frames.map((buffer) => createFrame(buffer, message.shape)), new Int32Array(message.control))\n return\n }\n if (!kernel || !shape) return\n const frame = createFrame(message.buffer, shape)\n kernel.run(frame)\n port.postMessage({ type: 'done', buffer: message.buffer } satisfies DoneMessage, [message.buffer])\n })\n}\n\n/** The frames in order, each one when the main thread says it is submitted: the main thread takes them back in the same order. */\nfunction runShared(kernel: ReturnType<typeof createKernel>, frames: readonly ReturnType<typeof createFrame>[], control: Int32Array): void {\n for (let turn = 0; ; turn++) {\n const slot = turn % frames.length\n for (;;) {\n const state = Atomics.load(control, slot)\n if (state === CONTROL.STOP) return\n if (state === CONTROL.SUBMITTED) break\n Atomics.wait(control, slot, state)\n }\n kernel.run(frames[slot]!)\n Atomics.store(control, slot, CONTROL.DONE)\n Atomics.notify(control, slot)\n }\n}\n","import { createFrame, frameBytes } from './frame'\nimport type { FrameShape, PhysicsFrame } from './frame'\nimport { createKernel } from './kernel'\nimport type { KernelSetup } from './kernel'\nimport type { OffloadTransport, PhysicsWorkerFactory } from './types'\nimport { CONTROL } from './worker-host'\nimport type { DoneMessage, FrameMessage, InitMessage } from './worker-host'\n\n/** A ring of `slots` frames: the main thread writes the next step into a free one, submits it, and takes the oldest submitted one back when it is done. */\nexport type StepRunner = {\n readonly transport: OffloadTransport\n /** The frame to write the inputs of the next step into; `null` when every frame is out (all in flight, or with the worker in the transfer transport). */\n frame(): PhysicsFrame | null\n /** Sends the frame `frame()` gave. */\n submit(): void\n /** Frames submitted and not yet taken back. */\n readonly inFlight: number\n /**\n * The oldest submitted frame with its outputs, and it is free again for `frame()` once they are read; `null` when it is not back yet. The shared and inline transports wait for\n * it (the worker computes in step with the main thread, so the answer never depends on timing); the transfer transport cannot wait for an event, so it answers when it can.\n */\n settle(): PhysicsFrame | null\n dispose(): void\n}\n\nconst WAIT_LIMIT_MS = 5000\n\nconst canBlock = (() => {\n try {\n Atomics.wait(new Int32Array(new SharedArrayBuffer(4)), 0, 1, 0)\n return true\n } catch {\n return false\n }\n})()\n\nexport const isSharedAvailable = (): boolean => typeof SharedArrayBuffer !== 'undefined' && (globalThis as { crossOriginIsolated?: boolean }).crossOriginIsolated !== false\n\n/** The same protocol and the same kernel on the calling thread: the result is computed at `submit` and read at `settle`. */\nexport function createInlineRunner(setup: KernelSetup, shape: FrameShape, slots = 1): StepRunner {\n const kernel = createKernel(setup)\n const frames = Array.from({ length: slots }, () => createFrame(new ArrayBuffer(frameBytes(shape)), shape))\n let submitted = 0\n let settled = 0\n const runner = {\n transport: 'inline' as const,\n get inFlight() {\n return submitted - settled\n },\n frame: () => (submitted - settled < slots ? frames[submitted % slots]! : null),\n submit: () => kernel.run(frames[submitted++ % slots]!),\n settle: () => (submitted > settled ? frames[settled++ % slots]! : null),\n dispose: () => undefined,\n }\n return runner\n}\n\nexport function createSharedRunner(setup: KernelSetup, shape: FrameShape, factory: PhysicsWorkerFactory, slots = 1): StepRunner {\n const buffers = Array.from({ length: slots }, () => new SharedArrayBuffer(frameBytes(shape)))\n const control = new Int32Array(new SharedArrayBuffer(4 * slots))\n const frames = buffers.map((buffer) => createFrame(buffer, shape))\n const worker = factory()\n worker.postMessage({ type: 'init', setup, shape, frames: buffers, control: control.buffer as SharedArrayBuffer } satisfies InitMessage)\n let submitted = 0\n let settled = 0\n return {\n transport: 'shared',\n get inFlight() {\n return submitted - settled\n },\n frame: () => (submitted - settled < slots ? frames[submitted % slots]! : null),\n submit: () => {\n const slot = submitted++ % slots\n Atomics.store(control, slot, CONTROL.SUBMITTED)\n Atomics.notify(control, slot)\n },\n settle: () => {\n if (submitted === settled) return null\n const slot = settled++ % slots\n const started = Date.now()\n while (Atomics.load(control, slot) !== CONTROL.DONE) {\n if (Date.now() - started > WAIT_LIMIT_MS) throw new Error('crowd physics worker did not answer')\n if (canBlock) Atomics.wait(control, slot, CONTROL.SUBMITTED, 50)\n }\n Atomics.store(control, slot, CONTROL.IDLE)\n return frames[slot]!\n },\n dispose: () => {\n for (let slot = 0; slot < slots; slot++) {\n Atomics.store(control, slot, CONTROL.STOP)\n Atomics.notify(control, slot)\n }\n worker.terminate()\n },\n }\n}\n\nexport function createTransferRunner(setup: KernelSetup, shape: FrameShape, factory: PhysicsWorkerFactory, slots = 1): StepRunner {\n const worker = factory()\n const free: ArrayBuffer[] = Array.from({ length: slots }, () => new ArrayBuffer(frameBytes(shape)))\n const done: ArrayBuffer[] = []\n const views = new WeakMap<ArrayBuffer, PhysicsFrame>()\n const viewOf = (buffer: ArrayBuffer): PhysicsFrame => {\n let view = views.get(buffer)\n if (!view) views.set(buffer, (view = createFrame(buffer, shape)))\n return view\n }\n let inFlight = 0\n worker.postMessage({ type: 'init', setup, shape } satisfies InitMessage)\n worker.onMessage((data) => {\n const message = data as DoneMessage\n if (message.type === 'done') done.push(message.buffer)\n })\n return {\n transport: 'transfer',\n get inFlight() {\n return inFlight\n },\n frame: () => (free.length ? viewOf(free[0]!) : null),\n submit: () => {\n const buffer = free.shift()\n if (!buffer) return\n worker.postMessage({ type: 'frame', buffer } satisfies FrameMessage, [buffer])\n inFlight++\n },\n settle: () => {\n const buffer = done.shift()\n if (!buffer) return null\n inFlight--\n free.push(buffer)\n return viewOf(buffer)\n },\n dispose: () => worker.terminate(),\n }\n}\n","import type { PhysicsContext } from './context'\n\nconst KNOCK_SECONDS = 1.5\nconst KNOCK_COOLDOWN = 2\nconst CRUSH_BLOW_EVERY = 0.25\n\nexport type PlayerPressure = {\n /** `load` is the N the horde passed on to the target in this step. */\n step(load: number): void\n}\n\n/**\n * The pressure of the horde on the target (D13.2): the exponential mean of what the agents pass on to it; above `knockThreshold` it knocks the target down, and the excess\n * crushes at `crushDamagePerSecond` through the same `CrowdTarget` verbs the agents already use. Off, nothing is called.\n */\nexport function createPlayerPressure(ctx: PhysicsContext): PlayerPressure {\n const options = ctx.options.playerPressure\n const tau = ctx.options.balance?.pressureTau ?? 0.3\n let knockCooldown = 0\n let crushed = 0\n let crushClock = 0\n\n const crush = (excess: number): void => {\n crushed += options.crushDamagePerSecond * excess * ctx.h\n crushClock += ctx.h\n if (crushClock < CRUSH_BLOW_EVERY) return\n crushClock = 0\n if (crushed <= 0) return\n ctx.target()?.hurt(crushed)\n crushed = 0\n }\n\n const step = (load: number): void => {\n ctx.stats.playerPressure += (load - ctx.stats.playerPressure) * (1 - Math.exp(-ctx.h / tau))\n if (!options.enabled) return\n const target = ctx.target()\n knockCooldown = Math.max(0, knockCooldown - ctx.h)\n if (!target || !target.state.alive || ctx.stats.playerPressure <= options.knockThreshold) {\n crushed = 0\n return\n }\n if (knockCooldown === 0) {\n target.knock(KNOCK_SECONDS)\n knockCooldown = KNOCK_COOLDOWN\n }\n crush(ctx.stats.playerPressure / options.knockThreshold - 1)\n }\n\n return { step }\n}\n","import { SALT, unit } from '../identity'\nimport { BALANCE, FALL_CAUSE, STATE } from '../types'\nimport type { Corpse } from '../types'\nimport { takesPartInContact } from './contact'\nimport type { ContactView } from './contact'\nimport type { Balance } from './balance'\nimport type { PhysicsContext } from './context'\nimport type { CrowdThrownOptions } from './options'\n\nexport const FREE_SLOT = -2\nexport const CARRIED_BODY = -1\nconst MAX_SPIN = 8\n/** Past this distance per step the flight is swept cell by cell instead of tested at the new point. */\nconst SWEEP_DISTANCE = 0.25\nconst LANDING_DAMAGE_SPEED = 6\nconst CENTRE_HEIGHT = 1\nconst MAX_POOL = 127\n\n/** The thrown bodies, simulated here and only read by the renderer (`x`, `y`, `z` are the centre of the body, `prev*` the position of the step before). */\nexport type ThrownPool = {\n readonly size: number\n /** An agent index, `CARRIED_BODY` for a dead body carried until it lands, `FREE_SLOT` for an empty slot. */\n readonly agent: Int32Array\n readonly identity: Uint32Array\n readonly corpse: (Corpse | null)[]\n readonly x: Float32Array\n readonly y: Float32Array\n readonly z: Float32Array\n readonly prevX: Float32Array\n readonly prevY: Float32Array\n readonly prevZ: Float32Array\n readonly vx: Float32Array\n readonly vy: Float32Array\n readonly vz: Float32Array\n readonly pitch: Float32Array\n readonly roll: Float32Array\n readonly spinPitch: Float32Array\n readonly spinRoll: Float32Array\n active(): number\n}\n\nexport type ThrownCandidate = { readonly index: number; readonly speed: number; readonly vx: number; readonly vy: number; readonly vz: number; readonly distance: number }\n\nexport type Thrown = {\n readonly pool: ThrownPool\n /** Gives the slots to the candidates by the priority of the options; returns how many flew. */\n assign(candidates: ThrownCandidate[]): number\n step(contact: ContactView, balance: Balance): void\n /** The store removed agent `removed` and moved agent `moved` into its place (the same index when it was the last). */\n remap(removed: number, moved: number): void\n}\n\nexport const createThrownPool = (size: number): ThrownPool => {\n const f32 = (): Float32Array => new Float32Array(size)\n const pool: ThrownPool = {\n size,\n agent: new Int32Array(size).fill(FREE_SLOT),\n identity: new Uint32Array(size),\n corpse: Array.from({ length: size }, () => null),\n x: f32(),\n y: f32(),\n z: f32(),\n prevX: f32(),\n prevY: f32(),\n prevZ: f32(),\n vx: f32(),\n vy: f32(),\n vz: f32(),\n pitch: f32(),\n roll: f32(),\n spinPitch: f32(),\n spinRoll: f32(),\n active: () => pool.agent.reduce((count, agent) => count + (agent === FREE_SLOT ? 0 : 1), 0),\n }\n return pool\n}\n\nconst byFastest = (a: ThrownCandidate, b: ThrownCandidate, identityOf: (i: number) => number): number => b.speed - a.speed || identityOf(a.index) - identityOf(b.index)\nconst byNearest = (a: ThrownCandidate, b: ThrownCandidate, identityOf: (i: number) => number): number => a.distance - b.distance || identityOf(a.index) - identityOf(b.index)\n\n/** Who gets the free slots (`mixed`: `mixedRatio` of them to the fastest, the rest to the nearest of what is left). */\nexport function chooseCandidates(candidates: ThrownCandidate[], free: number, options: Required<CrowdThrownOptions>, identityOf: (i: number) => number): ThrownCandidate[] {\n if (candidates.length <= free) return candidates\n if (options.priority === 'fastest') return candidates.sort((a, b) => byFastest(a, b, identityOf)).slice(0, free)\n if (options.priority === 'nearest') return candidates.sort((a, b) => byNearest(a, b, identityOf)).slice(0, free)\n const fast = Math.round(free * options.mixedRatio)\n const sorted = candidates.sort((a, b) => byFastest(a, b, identityOf))\n const rest = sorted.slice(fast).sort((a, b) => byNearest(a, b, identityOf))\n return [...sorted.slice(0, fast), ...rest.slice(0, free - fast)]\n}\n\nexport function createThrown(ctx: PhysicsContext): Thrown {\n const { store, grid } = ctx\n const options = ctx.options.thrown!\n const size = Math.min(MAX_POOL, options.pool)\n const pool = createThrownPool(size)\n const identityOf = (i: number): number => store.identity[i]!\n\n const assign = (candidates: ThrownCandidate[]): number => {\n let free = 0\n for (let slot = 0; slot < size; slot++) if (pool.agent[slot] === FREE_SLOT) free++\n const chosen = chooseCandidates(candidates, free, options, identityOf)\n let slot = 0\n for (const candidate of chosen) {\n while (pool.agent[slot] !== FREE_SLOT) slot++\n const i = candidate.index\n pool.agent[slot] = i\n pool.identity[slot] = store.identity[i]!\n pool.corpse[slot] = null\n pool.x[slot] = pool.prevX[slot] = store.x[i]!\n pool.y[slot] = pool.prevY[slot] = store.y[i]! + CENTRE_HEIGHT * store.height[i]!\n pool.z[slot] = pool.prevZ[slot] = store.z[i]!\n pool.vx[slot] = candidate.vx\n pool.vy[slot] = candidate.vy\n pool.vz[slot] = candidate.vz\n pool.pitch[slot] = pool.roll[slot] = 0\n pool.spinPitch[slot] = (unit(store.identity[i]!, ctx.step, SALT.SPIN) * 2 - 1) * MAX_SPIN\n pool.spinRoll[slot] = (unit(store.identity[i]!, ctx.step, SALT.SPIN + 1) * 2 - 1) * MAX_SPIN\n if (store.state[i] === STATE.PILE_STEP) ctx.releasePileStep(i)\n store.balance[i] = BALANCE.THROWN\n store.thrown[i] = slot\n store.vx[i] = store.vz[i] = store.pushX[i] = store.pushZ[i] = 0\n store.aimX[i] = store.aimZ[i] = 0\n }\n return chosen.length\n }\n\n const remap = (removed: number, moved: number): void => {\n for (let slot = 0; slot < size; slot++) {\n const agent = pool.agent[slot]!\n if (agent === removed) {\n pool.corpse[slot] ??= ctx.corpseOf(removed, unit(pool.identity[slot]!, ctx.step, SALT.CORPSE) * 10)\n pool.agent[slot] = CARRIED_BODY\n } else if (agent === moved && moved !== removed) pool.agent[slot] = removed\n }\n }\n\n /** The first solid cell on the horizontal path of one step, by the grid traversal of Amanatides and Woo; undefined when the path is clear. */\n const sweepWall = (x0: number, z0: number, x1: number, z1: number, y: number): { x: number; z: number } | undefined => {\n const cell = grid.cell\n let gx = Math.floor((x0 + grid.half) / cell)\n let gz = Math.floor((z0 + grid.half) / cell)\n const dx = x1 - x0\n const dz = z1 - z0\n const stepX = dx > 0 ? 1 : -1\n const stepZ = dz > 0 ? 1 : -1\n const deltaX = dx === 0 ? Infinity : Math.abs(cell / dx)\n const deltaZ = dz === 0 ? Infinity : Math.abs(cell / dz)\n let nextX = dx === 0 ? Infinity : ((dx > 0 ? gx + 1 : gx) * cell - grid.half - x0) / dx\n let nextZ = dz === 0 ? Infinity : ((dz > 0 ? gz + 1 : gz) * cell - grid.half - z0) / dz\n let t = 0\n while (Math.min(nextX, nextZ) <= 1) {\n if (nextX < nextZ) {\n t = nextX\n nextX += deltaX\n gx += stepX\n } else {\n t = nextZ\n nextZ += deltaZ\n gz += stepZ\n }\n const hitX = x0 + dx * t\n const hitZ = z0 + dz * t\n if (grid.solidAt(hitX + Math.sign(dx) * 1e-4, hitZ + Math.sign(dz) * 1e-4, y)) return { x: x0 + dx * Math.max(0, t - 1e-3), z: z0 + dz * Math.max(0, t - 1e-3) }\n }\n return undefined\n }\n\n const fly = (slot: number): void => {\n pool.prevX[slot] = pool.x[slot]!\n pool.prevY[slot] = pool.y[slot]!\n pool.prevZ[slot] = pool.z[slot]!\n pool.vy[slot]! -= ctx.gravity * ctx.h\n pool.pitch[slot]! += pool.spinPitch[slot]! * ctx.h\n pool.roll[slot]! += pool.spinRoll[slot]! * ctx.h\n const nx = pool.x[slot]! + pool.vx[slot]! * ctx.h\n const nz = pool.z[slot]! + pool.vz[slot]! * ctx.h\n const ny = pool.y[slot]! + pool.vy[slot]! * ctx.h\n const speed = Math.hypot(pool.vx[slot]!, pool.vy[slot]!, pool.vz[slot]!)\n const wall = speed * ctx.h > SWEEP_DISTANCE ? sweepWall(pool.x[slot]!, pool.z[slot]!, nx, nz, ny) : grid.solidAt(nx, nz, ny) ? { x: pool.x[slot]!, z: pool.z[slot]! } : undefined\n pool.x[slot] = wall ? wall.x : nx\n pool.z[slot] = wall ? wall.z : nz\n pool.y[slot] = ny\n if (wall) pool.vx[slot] = pool.vz[slot] = 0\n }\n\n const massOf = (slot: number): number => {\n const agent = pool.agent[slot]!\n if (agent >= 0) return store.mass[agent]!\n const body = pool.corpse[slot]!\n return ctx.options.contact!.baseMass * body.height * body.build * body.build\n }\n\n const knockNeighbours = (contact: ContactView, balance: Balance, slot: number): void => {\n const side = Math.floor(grid.size)\n const x = pool.x[slot]!\n const z = pool.z[slot]!\n const hx = Math.floor(x + grid.half)\n const hz = Math.floor(z + grid.half)\n const mass = massOf(slot)\n const speed = Math.hypot(pool.vx[slot]!, pool.vz[slot]!)\n const reach = options.landingRadius * options.landingRadius\n for (let oz = -1; oz <= 1; oz++)\n for (let ox = -1; ox <= 1; ox++) {\n if (hx + ox < 0 || hz + oz < 0 || hx + ox >= side || hz + oz >= side) continue\n for (let j = contact.workspace.head[(hz + oz) * side + hx + ox]!; j !== -1; j = contact.workspace.next[j]!) {\n const ex = store.x[j]! - x\n const ez = store.z[j]! - z\n if (j === pool.agent[slot] || ex * ex + ez * ez > reach || !takesPartInContact(store, j)) continue\n const away = Math.hypot(ex, ez)\n const along = away > 1e-6 ? [ex / away, ez / away] : [pool.vx[slot]! / (speed || 1), pool.vz[slot]! / (speed || 1)]\n const delta = (mass / (mass + store.mass[j]!)) * speed\n store.pushX[j]! += delta * along[0]!\n store.pushZ[j]! += delta * along[1]!\n balance.shove(j, delta, FALL_CAUSE.LANDING)\n }\n }\n }\n\n const land = (contact: ContactView, balance: Balance, slot: number, ground: number): void => {\n knockNeighbours(contact, balance, slot)\n const x = pool.x[slot]!\n const z = pool.z[slot]!\n ctx.emit('sound', { sound: 'impact', volume: 1.2, position: [x, ground, z], distance: Math.hypot(x - ctx.centre.x, z - ctx.centre.z) })\n ctx.emit('effect', { effect: 'dust', point: [x, ground, z], color: 0x8a7a66 })\n const agent = pool.agent[slot]!\n if (agent >= 0) {\n store.balance[agent] = BALANCE.FALLEN\n store.balanceTimer[agent] = 0\n store.fallCause[agent] = FALL_CAUSE.BLAST\n store.x[agent] = x\n store.z[agent] = z\n store.y[agent] = ground\n store.vy[agent] = 0\n store.thrown[agent] = -1\n const amount = Math.max(0, -pool.vy[slot]! - LANDING_DAMAGE_SPEED) * options.fallDamage\n if (amount > 0) ctx.damage(agent, { region: 1, amount, distance: 0 }, () => unit(store.identity[agent]!, ctx.step, SALT.JAW))\n } else {\n ctx.emit('effect', { effect: 'blood', point: [x, ground + 0.1, z], amount: 30, died: true })\n ctx.addCorpse({ ...pool.corpse[slot]!, x, z })\n }\n pool.agent[slot] = FREE_SLOT\n pool.corpse[slot] = null\n }\n\n const step = (contact: ContactView, balance: Balance): void => {\n let active = 0\n for (let slot = 0; slot < size; slot++) {\n if (pool.agent[slot] === FREE_SLOT) continue\n fly(slot)\n const cell = grid.cellOf(pool.x[slot]!, pool.z[slot]!)\n const ground = cell < 0 ? 0 : ctx.groundAt(cell, pool.y[slot]!)\n const agent = pool.agent[slot]!\n if (pool.y[slot]! <= ground) {\n land(contact, balance, slot, ground)\n continue\n }\n active++\n if (agent < 0) continue\n store.x[agent] = pool.x[slot]!\n store.z[agent] = pool.z[slot]!\n store.y[agent] = Math.max(ground, pool.y[slot]! - CENTRE_HEIGHT * store.height[agent]!)\n }\n ctx.stats.thrownActive = active\n ctx.stats.thrownPeak = Math.max(ctx.stats.thrownPeak, active)\n }\n\n return { pool, assign, step, remap }\n}\n","import type { CrowdType } from '../types'\nimport { createBalance } from './balance'\nimport type { Balance } from './balance'\nimport { createBlasts } from './blast'\nimport type { Blasts } from './blast'\nimport { contactStep, createContactView, prepareHash } from './contact'\nimport type { ContactResult, ContactView } from './contact'\nimport { createPhysicsStats } from './context'\nimport type { PhysicsContext, PhysicsStats } from './context'\nimport { createDensity } from './density'\nimport type { Density } from './density'\nimport { createMound } from './mound'\nimport type { Mound } from './mound'\nimport type { ResolvedPhysics } from './options'\nimport { createDefaultWorkerFactory } from './offload/default-worker'\nimport { createOffload } from './offload/offload'\nimport type { Offload } from './offload/offload'\nimport { createInlineRunner, createSharedRunner, createTransferRunner, isSharedAvailable } from './offload/runner'\nimport type { StepRunner } from './offload/runner'\nimport { createPlayerPressure } from './player-pressure'\nimport type { PlayerPressure } from './player-pressure'\nimport { createPressureWorkspace, pressureStep } from './pressure'\nimport type { PressureResult, PressureWorkspace } from './pressure'\nimport { createThrown, createThrownPool } from './thrown'\nimport type { Thrown, ThrownPool } from './thrown'\n\n/** Newtons of will of a type that says nothing else (`design-chain-horde.md` §5.1). */\nexport const DEFAULT_DRIVE_FORCE = 250\nconst GRAVITY_FORCE = 9.8\nconst EXTRA_BODIES = 500\nconst PAIRS_PER_AGENT = 12\n\n/** What the crowd hands over: the shared state and the verbs only it can do. */\nexport type PhysicsBase = Omit<PhysicsContext, 'options' | 'stats' | 'step' | 'h' | 'centre' | 'lastBlastStep' | 'moundAt' | 'weightOn'> & {\n readonly types: readonly CrowdType[]\n readonly moundHeight: Uint16Array\n readonly corpsesMax: number\n pileBlast(x: number, z: number, radius: number): void\n}\n\nexport type PhysicsEngine = {\n readonly ctx: PhysicsContext\n /** True when the contact is on: the rest of the parts depend on it. */\n readonly active: boolean\n readonly stats: PhysicsStats\n readonly blasts: Blasts\n readonly thrown: ThrownPool\n readonly contact: ContactView | null\n readonly balance: Balance | null\n /** Starts the fixed step: keeps the positions, counts the step and resolves the blasts that arrived. */\n beginStep(h: number, centre: { readonly x: number; readonly z: number }): void\n /** Contact, pressure, balance, mound and thrown bodies, in the order of the design (§3, items 5 to 10). */\n endStep(): void\n /** The store removed agent `removed` and moved agent `moved` into its place. */\n remap(removed: number, moved: number): void\n /** Stops the worker, if there is one. */\n dispose(): void\n /** What the wanted speed of an agent of band `band` is multiplied by in a thick far crowd (1 with the density off or in any other band). */\n densitySlowdown(i: number, band: number): number\n /** `pressure / critical pressure` of an agent: how close it is to falling. */\n pressureRatio(i: number): number\n}\n\nexport function createPhysics(base: PhysicsBase, options: ResolvedPhysics, stats: PhysicsStats = createPhysicsStats()): PhysicsEngine {\n const moundOn = options.mound !== null\n const ctx: PhysicsContext = { ...base, options, stats, step: -1, h: 0, centre: { x: 0, z: 0 }, lastBlastStep: -1000, moundAt: (cell) => (moundOn ? base.moundHeight[cell]! : 0), weightOn: () => 0 }\n const { store, grid } = base\n const balance = options.balance ? createBalance(ctx) : null\n const thrown: Thrown | null = options.thrown ? createThrown(ctx) : null\n const contact = options.contact ? createContactView(store, grid) : null\n const pressure: PressureWorkspace | null = options.pressure && contact ? createPressureWorkspace(store.capacity, store.capacity * PAIRS_PER_AGENT) : null\n const mound: Mound | null = options.mound ? createMound(ctx, Math.max(EXTRA_BODIES, base.corpsesMax), base.moundHeight) : null\n if (mound) ctx.weightOn = mound.weightOn\n const density: Density | null = options.density && balance ? createDensity(ctx, options.density) : null\n const playerPressure: PlayerPressure | null = pressure ? createPlayerPressure(ctx) : null\n const blasts = createBlasts(ctx, { balance, thrown, pileBlast: base.pileBlast })\n const contactResult: ContactResult = { contacts: 0, maxOverlap: 0, overlapSum: 0 }\n const pressureResult: PressureResult = { playerLoad: 0, drivers: 0 }\n const driveForceOfType = Float32Array.from(base.types, (type) => type.balance?.driveForce ?? DEFAULT_DRIVE_FORCE)\n const offload: Offload | null = options.worker !== 'off' && contact ? createOffloadFor() : null\n let doorLoad = new Float32Array(0)\n let doorSince = new Float32Array(0)\n const keepPositions = options.contact !== null || options.deterministic\n\n function createRunner(): StepRunner | null {\n const gridCells = grid.occ.length\n const shape = { capacity: store.capacity, cells: gridCells }\n const setup = { capacity: store.capacity, gridSize: grid.size, gridCell: grid.cell, contact: options.contact!, pressure: options.pressure, driveForceOfType: Array.from(driveForceOfType) }\n const transport = options.workerTransport ?? (isSharedAvailable() ? 'shared' : 'transfer')\n const slots = options.workerLatency\n if (transport === 'inline') return createInlineRunner(setup, shape, slots)\n const factory = options.workerFactory ?? createDefaultWorkerFactory()\n if (!factory) {\n if (options.worker === 'on') throw new Error('crowd physics: worker \"on\" but no Worker can be made here (give physics.workerFactory)')\n return null\n }\n return transport === 'shared' ? createSharedRunner(setup, shape, factory, slots) : createTransferRunner(setup, shape, factory, slots)\n }\n\n function createOffloadFor(): Offload | null {\n const runner = createRunner()\n if (!runner) return null\n const host = {\n store,\n grid,\n stats,\n contact: contact!,\n addDoorLoad: (cell: number, load: number): void => {\n const door = ctx.doors.at(cell)\n if (door < 0) return\n growDoorArrays()\n doorLoad[door]! += load\n },\n }\n return createOffload(runner, host, options.workerLatency)\n }\n\n const beginStep = (h: number, centre: { readonly x: number; readonly z: number }): void => {\n ctx.step++\n ctx.h = h\n ctx.centre = { x: centre.x, z: centre.z }\n if (keepPositions) {\n for (let i = 0; i < store.n; i++) {\n store.prevX[i] = store.x[i]!\n store.prevZ[i] = store.z[i]!\n store.prevY[i] = store.y[i]!\n }\n }\n blasts.resolve()\n }\n\n /** The load the field passed to each door in the step; every `attackEvery` seconds it becomes one blow. */\n const hitDoors = (): void => {\n for (let door = 0; door < ctx.doors.list.length; door++) {\n if (doorLoad[door]! <= 0) continue\n doorSince[door]! += ctx.h\n if (doorSince[door]! < ctx.attackEvery) continue\n ctx.doors.hit(door, doorLoad[door]! * options.doorPressureDamage)\n doorLoad[door] = 0\n doorSince[door] = 0\n }\n }\n\n const growDoorArrays = (): void => {\n if (doorLoad.length >= ctx.doors.list.length) return\n const length = Math.max(64, ctx.doors.list.length * 2)\n doorLoad = Float32Array.from({ length }, (_, door) => doorLoad[door] ?? 0)\n doorSince = Float32Array.from({ length }, (_, door) => doorSince[door] ?? 0)\n }\n\n const runPressure = (view: ContactView, workspace: PressureWorkspace): void => {\n growDoorArrays()\n const target = ctx.target()\n const player = options.playerPressure.enabled && target && target.state.alive ? { x: target.state.x, z: target.state.z } : undefined\n pressureStep(view, workspace, { ...options.pressure!, h: ctx.h, radius: options.contact!.radius }, { driveForceOfType, doorAt: ctx.doors.at, doorLoad, player }, pressureResult)\n let top = 0\n for (let i = 0; i < store.n; i++) top = Math.max(top, store.field[i]!)\n stats.fieldMax = top\n hitDoors()\n }\n\n /** The contact and the pressure ran in the worker on the state of the previous step: apply them, hand over this step, and keep the hash for the thrown bodies. */\n const stepOffloaded = (running: Offload, view: ContactView): void => {\n growDoorArrays()\n const target = ctx.target()\n const player = options.playerPressure.enabled && target && target.state.alive ? { x: target.state.x, z: target.state.z } : undefined\n const result = running.step(ctx.h, player)\n pressureResult.playerLoad = result.playerLoad\n prepareHash(view, options.contact!.radius)\n if (pressure) hitDoors()\n }\n\n const measureLean = (): void => {\n const maxPush = options.contact!.maxPush\n for (let i = 0; i < store.n; i++) {\n store.leanX[i] = store.pushX[i]! / maxPush\n store.leanZ[i] = store.pushZ[i]! / maxPush\n }\n }\n\n const endStep = (): void => {\n if (!contact) return\n contact.n = store.n\n if (offload) stepOffloaded(offload, contact)\n else {\n contactStep(contact, { ...options.contact!, h: ctx.h }, contactResult)\n stats.contacts = contactResult.contacts\n stats.maxOverlap = contactResult.maxOverlap\n stats.meanOverlap = contactResult.contacts ? contactResult.overlapSum / contactResult.contacts : 0\n if (pressure) runPressure(contact, pressure)\n }\n density?.step()\n measureLean()\n balance?.step(options.balance!, contact.workspace.shove)\n mound?.step()\n thrown?.step(contact, balance!)\n balance?.flush()\n playerPressure?.step(pressureResult.playerLoad)\n }\n\n const criticalOf = (i: number): number => options.balance!.criticalFactor * store.mass[i]! * GRAVITY_FORCE * (base.typeOf(i).balance?.stability ?? 1) * store.stability[i]!\n\n return {\n ctx,\n active: contact !== null,\n stats,\n blasts,\n thrown: thrown?.pool ?? createThrownPool(0),\n contact,\n balance,\n beginStep,\n endStep,\n remap: (removed, moved) => {\n thrown?.remap(removed, moved)\n offload?.remap(removed, moved)\n },\n dispose: () => offload?.dispose(),\n densitySlowdown: (i, band) => density?.slowdown(i, band) ?? 1,\n pressureRatio: (i) => (options.balance ? store.pressure[i]! / criticalOf(i) : 0),\n }\n}\n","import type { CrowdStore } from '../store'\nimport { STATE } from '../types'\n\n/** What a falling pile step marks on the steps that come down with it, so the landing knows it was a collapse and not a jump. */\nexport const COLLAPSE_MARK = -7\n\nexport type PileColumn = { readonly cell: number; readonly dir: number }\n\n/**\n * The steps of the pile behind a step that went, in its column (`cell - dir`, `cell - 2 dir`, ...), come down with it: they let go of the pile and fall from where they are. The column stops\n * at the first cell with no step in it.\n */\nexport function collapsePileColumns(store: CrowdStore, columns: PileColumn[], cellCount: number, release: (i: number) => void): void {\n const owners = new Map<number, number>()\n for (let i = 0; i < store.n; i++) if (store.state[i] === STATE.PILE_STEP && store.stepCell[i]! >= 0) owners.set(store.stepCell[i]!, i)\n for (const column of columns.splice(0)) {\n if (column.dir === 0) continue\n for (let k = 1, cell = column.cell - column.dir; cell >= 0 && cell < cellCount; k++, cell = column.cell - column.dir * k) {\n const j = owners.get(cell)\n if (j === undefined) break\n owners.delete(cell)\n release(j)\n store.state[j] = STATE.AIRBORNE\n store.vy[j] = 0\n store.stateTimer[j] = COLLAPSE_MARK\n }\n }\n}\n","import { SALT, unit } from './identity'\nimport type { CrowdPersonalityOptions } from './physics/options'\nimport type { CrowdStore } from './store'\n\nconst GAIT_WEIGHTS = [6, 1, 1, 1, 1, 2] as const\n\n/** A triangular draw between the two ends of the range, from two independent counter-based draws of the agent. */\nconst triangular = (identity: number, salt: number, range: readonly [number, number]): number => range[0] + (range[1] - range[0]) * ((unit(identity, 0, salt) + unit(identity, 1, salt)) / 2)\n\nconst weighted = (identity: number, salt: number, weights: readonly number[]): number => {\n const total = weights.reduce((sum, weight) => sum + weight, 0)\n let pick = unit(identity, 0, salt) * total\n for (let index = 0; index < weights.length; index++) {\n pick -= weights[index]!\n if (pick < 0) return index\n }\n return weights.length - 1\n}\n\n/** No personality: every factor is neutral, so the maths of the game does not change. */\nexport function applyNeutralPersonality(store: CrowdStore, i: number): void {\n store.stability[i] = store.tripFactor[i] = store.driveFactor[i] = store.cadenceFactor[i] = store.aggression[i] = 1\n store.reaction[i] = 0\n store.idle[i] = 0\n store.gaitStyle[i] = 0\n}\n\n/**\n * The personality of an agent (T4b.8), all of it from its identity and never from the shared random stream: a speed factor that multiplies the chase and wander speeds,\n * a reaction time, the stability, trip and drive factors that move its thresholds of falling and climbing, the cadence of its walk, its aggression, a gait and an idle.\n */\nexport function applyPersonality(store: CrowdStore, i: number, options: Required<CrowdPersonalityOptions>): void {\n const identity = store.identity[i]!\n const speed = triangular(identity, SALT.SPEED, options.speed)\n store.chaseSpeed[i]! *= speed\n store.wanderSpeed[i]! *= speed\n store.reaction[i] = triangular(identity, SALT.REACTION, options.reaction)\n store.stability[i] = triangular(identity, SALT.STABILITY, options.stability)\n store.tripFactor[i] = triangular(identity, SALT.TRIP_FACTOR, options.trip)\n store.driveFactor[i] = triangular(identity, SALT.DRIVE, options.drive)\n store.cadenceFactor[i] = triangular(identity, SALT.CADENCE, options.cadence)\n store.aggression[i] = triangular(identity, SALT.AGGRESSION, options.aggression)\n store.idle[i] = weighted(identity, SALT.IDLE, options.idle)\n store.gaitStyle[i] = weighted(identity, SALT.GAIT, GAIT_WEIGHTS)\n}\n","import { identityOf } from '../identity'\nimport { applyNeutralPersonality, applyPersonality } from '../personality'\nimport type { CrowdStore } from '../store'\nimport { BALANCE } from '../types'\nimport type { CrowdPersonalityOptions } from './options'\n\n/** The fields of the physics of a newborn: identity, mass and personality, all without a draw from the shared stream. */\nexport function seatPhysics(store: CrowdStore, i: number, born: { readonly seed: number; readonly serial: number; readonly baseMass: number; readonly personality: Required<CrowdPersonalityOptions> | null }): void {\n store.identity[i] = identityOf(born.seed, born.serial)\n store.mass[i] = born.baseMass * store.height[i]! * store.build[i]! ** 2\n store.balance[i] = BALANCE.STANDING\n store.balanceTimer[i] = store.pushX[i] = store.pushZ[i] = store.pressure[i] = store.field[i] = store.fieldPrev[i] = store.aimX[i] = store.aimZ[i] = store.directShove[i] = store.leanX[i] = store.leanZ[i] = 0\n store.fallCause[i] = 0\n store.blastStep[i] = -1\n store.thrown[i] = -1\n store.wounds[i] = 0\n store.stepDir[i] = 0\n store.prevX[i] = store.x[i]!\n store.prevZ[i] = store.z[i]!\n store.prevY[i] = 0\n if (born.personality) applyPersonality(store, i, born.personality)\n else applyNeutralPersonality(store, i)\n}\n","import type { BlastShoveOptions } from '@adatechnology/game-contracts'\n\nimport type { OffloadTransport, PhysicsWorkerFactory } from './offload/types'\n\nexport type CrowdContactOptions = {\n /** Body radius over build (default 0.25 → 0.5 m between two average bodies; the separation keeps them at 0.78 m when it can). */\n readonly radius?: number\n /** Iterations per fixed step in band R0 (default 2; 3 is the ceiling). */\n readonly iterations?: 1 | 2 | 3\n /** Push velocity damping per second: push ← push·exp(−friction·h) (default 6 → λ = 0.905 at 60 Hz). */\n readonly friction?: number\n /** Ceiling of the push velocity, m/s (default 3). */\n readonly maxPush?: number\n /** Ceiling of the position correction of one agent in one iteration, m (default 0.1; the design started at 0.06). */\n readonly maxCorrection?: number\n /** Jacobi relaxation of the position correction (default 1; the design started at 0.5, which left 0.25 m overlaps in a crush of 800). */\n readonly relaxation?: number\n /** kg of a body of height 1 and build 1 (default 70). */\n readonly baseMass?: number\n /** Ceiling of the separation term `|Σ sep · separationPush|`, m/s (default 1.5). */\n readonly separationMax?: number\n}\n\nexport type CrowdPressureOptions = {\n /** Share kept per hop, τ (default 0.97). */\n readonly transmission?: number\n /** Ceiling of the field per agent, N (default 6000). */\n readonly cap?: number\n /** Cosine of the half angle that counts as \"in front\" (default 0.5 → 60°). */\n readonly frontCone?: number\n /** Share of the will speed of a staggering agent (default 0.35); the field keeps the full drive. */\n readonly staggerSpeed?: number\n}\n\nexport type CrowdBalanceOptions = {\n /** `P_crit = criticalFactor · m · g · stability` (default 2.0 → 1372 N for a walker). */\n readonly criticalFactor?: number\n /** P/P_crit to start staggering (default 0.7). */\n readonly staggerEnter?: number\n /** P/P_crit to stop, after `staggerMin` (default 0.4). */\n readonly staggerLeave?: number\n /** Seconds (default 0.5). */\n readonly staggerMin?: number\n /** 1/s, rate = fallRate·(P/P_crit − 1)² above 1 (default 1.5). */\n readonly fallRate?: number\n /** |Δpush| in one step that staggers, m/s (default 1.2). */\n readonly shoveStagger?: number\n /** |Δpush| that knocks down, m/s, times stability (default 2.5). */\n readonly shoveFall?: number\n /** Seconds on the ground before trying to get up (default 1.5, plus reaction). */\n readonly fallenMin?: number\n /** P/P_crit under which a fallen one may get up (default 0.3). */\n readonly releaseFactor?: number\n /** Default 1.2. */\n readonly getUpSeconds?: number\n /** Seconds of the exponential mean (default 0.3). */\n readonly pressureTau?: number\n /** Ceiling of new falls per fixed step (default 8). */\n readonly maxFallsPerStep?: number\n /** Ceiling of agents on the ground (default 300); above it a fall becomes a stagger. */\n readonly maxFallen?: number\n /** Damage per second to a fallen body per 70 kg standing on it (default 6). */\n readonly trampleDps?: number\n}\n\nexport type CrowdMoundOptions = {\n /** m per cell of a lying body, times build (default 0.28). */\n readonly bodyThickness?: number\n /** Default 0.25. */\n readonly corpseThickness?: number\n /** Ceiling of the mound per cell, m (default 1.6, about 5 or 6 bodies). */\n readonly maxHeight?: number\n /** Corpses within this distance of the band centre count (default 35, band R0). */\n readonly corpseRadius?: number\n}\n\nexport type CrowdThrownOptions = {\n /** Slots of the pool (default 32, at most 127). */\n readonly pool?: number\n /** Only within this distance of the band centre (default 30 m). */\n readonly radius?: number\n /** m around the landing point that is knocked (default 1.2: a body at 10 m/s knocks the ones within about two body widths; 0.7 left the chain beyond a grenade at 0 in 4 of 12 scenes). */\n readonly landingRadius?: number\n /** Damage per m/s of landing speed above 6 m/s (default 8). */\n readonly fallDamage?: number\n /** Who gets a slot when there are more candidates than slots: half the slots to the fastest and half to the nearest to the band centre (`'mixed'`, default), or only one criterion. */\n readonly priority?: 'mixed' | 'fastest' | 'nearest'\n /** Share of the slots that goes to the fastest in `'mixed'` (default 0.5). */\n readonly mixedRatio?: number\n}\n\nexport type CrowdBlastOptions = {\n /** Damage at the centre per kJ before falloff (default 0.6 → m67 120 points). */\n readonly pointsPerKilojoule?: number\n /** Shove speed from which a body flies, m/s (default 4). */\n readonly throwSpeed?: number\n /** Blasts resolved in one fixed step; more wait for the next one, in order (default 8). */\n readonly maxBlastsPerStep?: number\n /** `limb` effects per blast; the rest is summed into one blood effect (default 24). */\n readonly limbEffectsPerBlast?: number\n /** `blood` effects per blast (default 32). */\n readonly bloodEffectsPerBlast?: number\n /** The shove rule of `game-contracts`, the same numbers the host lends to the items and the furniture. */\n readonly shove?: BlastShoveOptions\n}\n\nexport type CrowdPersonalityOptions = {\n /** Chase and wander factor (default [0.9, 1.1]). */\n readonly speed?: readonly [number, number]\n /** Seconds added to getting up and to the alert hop (default [0.05, 0.35]). */\n readonly reaction?: readonly [number, number]\n readonly stability?: readonly [number, number]\n readonly trip?: readonly [number, number]\n /** Pushing will (default [0.7, 1.3]). */\n readonly drive?: readonly [number, number]\n /** Walk cadence factor (default [0.85, 1.15]). */\n readonly cadence?: readonly [number, number]\n /** Attack will (default [0.8, 1.2]): divides `attackEvery`, multiplies the bite chance and decides who gets the last attack slots. */\n readonly aggression?: readonly [number, number]\n /** Weights of sway, shuffle, head twitch, still (default [3, 2, 2, 1]). */\n readonly idle?: readonly number[]\n}\n\n/** Band R1, summarised (D10, `design-chain-horde.md` §9): no pairs, a coarse grid of bodies per cell. */\nexport type CrowdDensityOptions = {\n /** Side of a coarse cell, m (default 2). */\n readonly cell?: number\n /** Bodies per cell that walk freely (default 4, one per square metre); above it the speed is `capacity / bodies`. */\n readonly capacity?: number\n /** N of pressure per body above `capacity` (default 150). */\n readonly pressurePerBody?: number\n}\n\n/** Pressure of the horde on the target (D13.2): above `knockThreshold` N it knocks the target down; the excess crushes at `crushDamagePerSecond`. */\nexport type CrowdPlayerPressureOptions = {\n readonly enabled?: boolean\n readonly knockThreshold?: number\n readonly crushDamagePerSecond?: number\n}\n\nexport type CrowdPhysicsOptions = {\n readonly contact?: CrowdContactOptions | boolean\n /** Needs `contact`. */\n readonly pressure?: CrowdPressureOptions | boolean\n /** Needs `contact`. */\n readonly balance?: CrowdBalanceOptions | boolean\n /** Needs `balance`. */\n readonly mound?: CrowdMoundOptions | boolean\n /** Needs `balance`. */\n readonly thrown?: CrowdThrownOptions | boolean\n /** Needs `balance`. The far band without pairs: speed and pressure from the bodies per coarse cell. */\n readonly density?: CrowdDensityOptions | boolean\n readonly blast?: CrowdBlastOptions\n readonly personality?: CrowdPersonalityOptions | boolean\n readonly door?: { readonly pressureDamage?: number }\n /** Needs `pressure`. Off in the package; a game turns it on. */\n readonly playerPressure?: CrowdPlayerPressureOptions\n /** Flow budget in cells per step, `attackPose` in the simulation, positions kept for interpolation. */\n readonly deterministic?: boolean\n /**\n * Where the contact and the pressure run. `'off'` (default): in the step, exactly as before. `'on'`: in a worker, one step behind (the main thread applies what the worker\n * computed from the previous step), and an error when no worker can be made. `'auto'`: the same when a worker can be made, `'off'` when it cannot. Needs `contact`.\n */\n readonly worker?: 'off' | 'auto' | 'on'\n /** Makes the worker (default: a module worker that loads `physics-worker.js` next to the bundle). A host that bundles its own worker gives the factory and calls `attachPhysicsWorker` in it. */\n readonly workerFactory?: PhysicsWorkerFactory\n /** `'shared'` (a `SharedArrayBuffer`, deterministic, needs `crossOriginIsolated`), `'transfer'` (`postMessage`, any host, the answer is as late as the event loop makes it), `'inline'` (no worker: the same protocol on the main thread, the reference). Default: `'shared'` when it is available, else `'transfer'`. */\n readonly workerTransport?: OffloadTransport\n /** Steps between the state the worker is handed and the step that applies its answer (default 1). 2 gives the worker a whole step to finish in, so the main thread never waits for it, and costs one more step of lag in the contact. */\n readonly workerLatency?: 1 | 2\n}\n\nexport const CONTACT_DEFAULTS: Required<CrowdContactOptions> = { radius: 0.25, iterations: 2, friction: 6, maxPush: 3, maxCorrection: 0.1, relaxation: 1, baseMass: 70, separationMax: 1.5 }\nexport const PRESSURE_DEFAULTS: Required<CrowdPressureOptions> = { transmission: 0.97, cap: 6000, frontCone: 0.5, staggerSpeed: 0.35 }\nexport const BALANCE_DEFAULTS: Required<CrowdBalanceOptions> = {\n criticalFactor: 2,\n staggerEnter: 0.7,\n staggerLeave: 0.4,\n staggerMin: 0.5,\n fallRate: 1.5,\n shoveStagger: 1.2,\n shoveFall: 2.5,\n fallenMin: 1.5,\n releaseFactor: 0.3,\n getUpSeconds: 1.2,\n pressureTau: 0.3,\n maxFallsPerStep: 8,\n maxFallen: 300,\n trampleDps: 6,\n}\nexport const MOUND_DEFAULTS: Required<CrowdMoundOptions> = { bodyThickness: 0.28, corpseThickness: 0.25, maxHeight: 1.6, corpseRadius: 35 }\nexport const THROWN_DEFAULTS: Required<CrowdThrownOptions> = { pool: 32, radius: 30, landingRadius: 1.2, fallDamage: 8, priority: 'mixed', mixedRatio: 0.5 }\nexport const DENSITY_DEFAULTS: Required<CrowdDensityOptions> = { cell: 2, capacity: 4, pressurePerBody: 150 }\nexport const BLAST_DEFAULTS: Required<CrowdBlastOptions> = { pointsPerKilojoule: 0.6, throwSpeed: 4, maxBlastsPerStep: 8, limbEffectsPerBlast: 24, bloodEffectsPerBlast: 32, shove: {} }\nexport const PERSONALITY_DEFAULTS: Required<CrowdPersonalityOptions> = {\n speed: [0.9, 1.1],\n reaction: [0.05, 0.35],\n stability: [0.75, 1.25],\n trip: [0.5, 1.5],\n drive: [0.7, 1.3],\n cadence: [0.85, 1.15],\n aggression: [0.8, 1.2],\n idle: [3, 2, 2, 1],\n}\nexport const PLAYER_PRESSURE_DEFAULTS: Required<CrowdPlayerPressureOptions> = { enabled: false, knockThreshold: 1500, crushDamagePerSecond: 6 }\n/** Pressure damage per N·s on a door pushed by the horde (§6.5). */\nexport const DOOR_PRESSURE_DAMAGE = 0.004\n/** Flow cells per step in deterministic mode. */\nexport const DETERMINISTIC_FLOW_CELLS = 20000\n\n/** Everything on, deterministic, the numbers of the design (`design-chain-horde.md`); the player pressure stays off, a game turns it on. */\nexport const CROWD_PHYSICS_DEFAULTS: CrowdPhysicsOptions = {\n contact: CONTACT_DEFAULTS,\n pressure: PRESSURE_DEFAULTS,\n balance: BALANCE_DEFAULTS,\n mound: MOUND_DEFAULTS,\n thrown: THROWN_DEFAULTS,\n density: DENSITY_DEFAULTS,\n blast: BLAST_DEFAULTS,\n personality: PERSONALITY_DEFAULTS,\n door: { pressureDamage: DOOR_PRESSURE_DAMAGE },\n playerPressure: PLAYER_PRESSURE_DEFAULTS,\n deterministic: true,\n}\n\nexport type ResolvedPhysics = {\n readonly contact: Required<CrowdContactOptions> | null\n readonly pressure: Required<CrowdPressureOptions> | null\n readonly balance: Required<CrowdBalanceOptions> | null\n readonly mound: Required<CrowdMoundOptions> | null\n readonly thrown: Required<CrowdThrownOptions> | null\n readonly density: Required<CrowdDensityOptions> | null\n readonly blast: Required<CrowdBlastOptions>\n readonly personality: Required<CrowdPersonalityOptions> | null\n readonly doorPressureDamage: number\n readonly playerPressure: Required<CrowdPlayerPressureOptions>\n readonly deterministic: boolean\n readonly worker: 'off' | 'auto' | 'on'\n readonly workerFactory: PhysicsWorkerFactory | undefined\n readonly workerTransport: OffloadTransport | undefined\n readonly workerLatency: 1 | 2\n}\n\nconst part = <T extends object>(option: T | boolean | undefined, defaults: Required<T>): Required<T> | null => {\n if (option === undefined || option === false) return null\n return option === true ? defaults : { ...defaults, ...option }\n}\n\n/** Reads `CrowdOptions.physics`: the defaults filled in, and a thrown error that lists every part whose dependency is missing. */\nexport function resolvePhysics(physics: CrowdPhysicsOptions = {}): ResolvedPhysics {\n const contact = part(physics.contact, CONTACT_DEFAULTS)\n const pressure = part(physics.pressure, PRESSURE_DEFAULTS)\n const balance = part(physics.balance, BALANCE_DEFAULTS)\n const mound = part(physics.mound, MOUND_DEFAULTS)\n const thrown = part(physics.thrown, THROWN_DEFAULTS)\n const density = part(physics.density, DENSITY_DEFAULTS)\n const playerPressure = { ...PLAYER_PRESSURE_DEFAULTS, ...physics.playerPressure }\n const missing: string[] = []\n if (!contact && pressure) missing.push('pressure needs contact')\n if (!contact && balance) missing.push('balance needs contact')\n if (!balance && mound) missing.push('mound needs balance')\n if (!balance && thrown) missing.push('thrown needs balance')\n if (!balance && density) missing.push('density needs balance')\n if (!pressure && playerPressure.enabled) missing.push('playerPressure needs pressure')\n if (!contact && physics.worker === 'on') missing.push('worker needs contact')\n if (missing.length) throw new Error(`crowd physics: ${missing.join('; ')}`)\n return {\n contact,\n pressure,\n balance,\n mound,\n thrown,\n density,\n blast: { ...BLAST_DEFAULTS, ...physics.blast },\n personality: part(physics.personality, PERSONALITY_DEFAULTS),\n doorPressureDamage: physics.door?.pressureDamage ?? DOOR_PRESSURE_DAMAGE,\n playerPressure,\n deterministic: physics.deterministic ?? false,\n worker: physics.worker ?? 'off',\n workerFactory: physics.workerFactory,\n workerTransport: physics.workerTransport,\n workerLatency: physics.workerLatency ?? 1,\n }\n}\n","const FNV_OFFSET = 0x811c9dc5\nconst FNV_PRIME = 0x01000193\nconst MIX = 0x9e3779b1\n\n/** Deterministic mulberry32 generator; returns floats in [0, 1). */\nexport function createRng(seed: number): () => number {\n let state = seed >>> 0\n return () => {\n state = (state + 0x6d2b79f5) >>> 0\n let mixed = Math.imul(state ^ (state >>> 15), state | 1)\n mixed ^= mixed + Math.imul(mixed ^ (mixed >>> 7), mixed | 61)\n return ((mixed ^ (mixed >>> 14)) >>> 0) / 4294967296\n }\n}\n\n/** A seed for the stream called `name`: the same seed gives each name its own sequence, so lightning never shifts the schedule. */\nexport function streamSeed(seed: number, name: string): number {\n let hash = FNV_OFFSET\n for (let index = 0; index < name.length; index++) hash = Math.imul(hash ^ name.charCodeAt(index), FNV_PRIME) >>> 0\n return Math.imul((seed >>> 0) ^ hash, MIX) >>> 0\n}\n\nexport function createStream(seed: number, name: string): () => number {\n return createRng(streamSeed(seed, name))\n}\n\nexport function drawBetween(rng: () => number, range: readonly [min: number, max: number]): number {\n return range[0] + rng() * (range[1] - range[0])\n}\n","/**\n * The agents as a struct of arrays (G 66717 `Z`, ZMAX 6000): one typed array per field, the same types as the game so the floats round the same way.\n * The names are the game's in English; `armHp` and `legHp` hold two values per agent (left, right).\n */\nexport const createStore = (capacity: number) => {\n const f32 = () => new Float32Array(capacity)\n const u8 = () => new Uint8Array(capacity)\n return {\n n: 0,\n capacity,\n x: f32(),\n z: f32(),\n vx: f32(),\n vz: f32(),\n yaw: f32(),\n phase: f32(),\n type: u8(),\n age: u8(),\n outfit: u8(),\n height: f32(),\n build: f32(),\n chaseSpeed: f32(),\n wanderSpeed: f32(),\n hp: f32(),\n hpMax: f32(),\n headHp: f32(),\n armHp: new Float32Array(capacity * 2),\n legHp: new Float32Array(capacity * 2),\n missing: new Uint16Array(capacity),\n helmet: u8(),\n state: u8(),\n stateTimer: f32(),\n lost: f32(),\n attackTimer: f32(),\n band: u8(),\n next: f32(),\n wx: f32(),\n wz: f32(),\n crawl: u8(),\n limp: u8(),\n color: new Uint32Array(capacity),\n skin: f32(),\n alertIn: f32(),\n cooldown: f32(),\n y: f32(),\n floor: u8(),\n floorLocked: u8(),\n vy: f32(),\n abilityTimer: f32(),\n eaten: u8(),\n stuck: f32(),\n stepCell: new Int32Array(capacity),\n burn: f32(),\n hunts: new Int8Array(capacity),\n named: new Int8Array(capacity),\n dvx: f32(),\n dvz: f32(),\n steering: u8(),\n renderYaw: f32(),\n renderSpeed: f32(),\n pause: f32(),\n lod: u8(),\n variant: u8(),\n attackPose: u8(),\n arms: f32(),\n stepDir: new Int32Array(capacity),\n // physics (CrowdOptions.physics): they exist with it off, so the store keeps its shape; the game replays never read them\n pushX: f32(),\n pushZ: f32(),\n mass: f32(),\n pressure: f32(),\n field: f32(),\n fieldPrev: f32(),\n aimX: f32(),\n aimZ: f32(),\n directShove: f32(),\n blastStep: new Int32Array(capacity),\n balance: u8(),\n balanceTimer: f32(),\n fallCause: u8(),\n identity: new Uint32Array(capacity),\n stability: f32(),\n tripFactor: f32(),\n driveFactor: f32(),\n reaction: f32(),\n cadenceFactor: f32(),\n aggression: f32(),\n idle: u8(),\n gaitStyle: u8(),\n wounds: new Uint16Array(capacity),\n leanX: f32(),\n leanZ: f32(),\n thrown: new Int8Array(capacity),\n prevX: f32(),\n prevZ: f32(),\n prevY: f32(),\n }\n}\nexport type CrowdStore = ReturnType<typeof createStore>\ntype Arrays = Omit<CrowdStore, 'n' | 'capacity' | 'armHp' | 'legHp'>\n/** The one-per-agent fields (G 66733 `FIELDS`): what a removal copies from the last agent. */\nexport const AGENT_FIELDS = [\n 'x', 'z', 'vx', 'vz', 'yaw', 'phase', 'type', 'age', 'outfit', 'height', 'build', 'chaseSpeed', 'wanderSpeed', 'hp', 'hpMax', 'headHp', 'missing', 'helmet', 'state', 'stateTimer', 'lost', 'attackTimer',\n 'band', 'next', 'wx', 'wz', 'crawl', 'limp', 'color', 'skin', 'alertIn', 'cooldown', 'y', 'floor', 'floorLocked', 'vy', 'abilityTimer', 'eaten', 'stuck', 'stepCell', 'burn', 'hunts', 'named', 'dvx', 'dvz',\n 'steering', 'renderYaw', 'renderSpeed', 'pause', 'lod', 'variant', 'attackPose', 'arms', 'stepDir',\n 'pushX', 'pushZ', 'mass', 'pressure', 'field', 'fieldPrev', 'aimX', 'aimZ', 'directShove', 'blastStep', 'balance', 'balanceTimer', 'fallCause', 'identity', 'stability', 'tripFactor', 'driveFactor', 'reaction',\n 'cadenceFactor', 'aggression', 'idle', 'gaitStyle', 'wounds', 'leanX', 'leanZ', 'thrown', 'prevX', 'prevZ', 'prevY',\n] as const satisfies readonly (keyof Arrays)[]\n","import type { Crowd } from '../crowd'\nimport { STATE } from '../types'\n\n/** A building the civilians walk between: its rectangle, whether it is a house (it has a gate), and the side its front faces (-1: toward -z). */\nexport type CivilianBuilding = { readonly x: number; readonly z: number; readonly w: number; readonly d: number; readonly house?: boolean; readonly front: -1 | 1 }\n\nexport type CivilianSpec = {\n readonly id: string\n /** The building name it lives in. */\n readonly home: string\n readonly child?: boolean\n readonly color?: number\n /** `[hour, building]`: from that hour, for one hour, it walks to that building. */\n readonly routine?: readonly (readonly [number, string])[]\n /** In a group it follows this civilian when that one is in the group too, else the target. */\n readonly leader?: string\n /** How close it keeps to whom it follows (2.2 m; the game's child keeps 1.2). */\n readonly followDistance?: number\n}\n\nexport type CivilianState = 'home' | 'walking' | 'group' | 'fleeing' | 'gone' | 'dead' | 'undead'\n\nexport type Civilian = {\n readonly id: string\n readonly spec: CivilianSpec\n readonly k: number\n x: number\n z: number\n yaw: number\n phase: number\n vx: number\n vz: number\n hp: number\n state: CivilianState\n path: [number, number][]\n pathIndex: number\n /** Seconds left to turn after a bite (0: not bitten). */\n biteTimer: number\n attackTimer: number\n fear: number\n /** The building it is going to (or is at). */\n goal: string\n stuckTimer: number\n /** The agent it turned into. */\n agent: number\n}\n\nexport type CivilianNumbers = {\n readonly hpAdult: number\n readonly hpChild: number\n readonly childOffset: number\n readonly sightSquared: number\n readonly leaveDistance: number\n readonly attackRange: number\n readonly attackEvery: number\n readonly biteFactor: number\n readonly biteSeconds: number\n readonly fearAfterHit: number\n readonly nearMessage: number\n readonly fearRange: number\n readonly fearSpeed: number\n readonly walkSpeed: number\n readonly childSpeed: number\n readonly bittenSpeed: number\n readonly groupRunBeyond: number\n readonly groupRunSpeed: number\n readonly fleeSpeed: number\n readonly childFleeFactor: number\n readonly stuckSeconds: number\n readonly arrive: number\n readonly probe: number\n readonly whiskers: readonly number[]\n readonly doorProbe: number\n readonly steer: number\n readonly bodyHeight: number\n readonly patrolChance: number\n readonly childHeight: number\n readonly childBuild: number\n readonly cadenceBase: number\n readonly cadencePerSpeed: number\n readonly inside: number\n readonly doorInside: number\n readonly doorOutside: number\n readonly gate: number\n readonly sidewalk: number\n readonly houseOffset: number\n}\n\n/** The game's numbers (`jogo.js` G 69960-70175). */\nexport const CIVILIAN_DEFAULTS: CivilianNumbers = {\n hpAdult: 100,\n hpChild: 40,\n childOffset: 0.6,\n sightSquared: 100,\n leaveDistance: 18,\n attackRange: 1.0,\n attackEvery: 1.5,\n biteFactor: 1.5,\n biteSeconds: 120,\n fearAfterHit: 10,\n nearMessage: 30,\n fearRange: 6,\n fearSpeed: 3.4,\n walkSpeed: 1.3,\n childSpeed: 0.85,\n bittenSpeed: 0.8,\n groupRunBeyond: 6,\n groupRunSpeed: 3.6,\n fleeSpeed: 2.6,\n childFleeFactor: 1.1,\n stuckSeconds: 8,\n arrive: 0.25,\n probe: 0.45,\n whiskers: [0, 0.7, -0.7, 1.4, -1.4],\n doorProbe: 0.6,\n steer: 8,\n bodyHeight: 0.4,\n patrolChance: 0.2,\n childHeight: 0.65,\n childBuild: 0.7,\n cadenceBase: 0.5,\n cadencePerSpeed: 0.3,\n inside: 0.8,\n doorInside: 0.8,\n doorOutside: 0.9,\n gate: 7.6,\n sidewalk: 6,\n houseOffset: 0.8,\n}\n\nexport type CivilianEventMap = {\n bitten: { id: string; near: boolean }\n died: { id: string; cause: 'attacked' }\n turned: { id: string; agent: number }\n gone: { id: string }\n}\nexport type CivilianEventName = keyof CivilianEventMap\n\nexport type CivilianOptions = {\n readonly people: readonly CivilianSpec[]\n readonly buildings: Readonly<Record<string, CivilianBuilding>>\n /** The hour of the day now (0-24), for the routines. */\n readonly hour?: () => number\n /** The crowd type a bitten civilian turns into (default the first type). */\n readonly turnInto?: number\n /** The waypoints of a building (G 69967 `pontos`): inside, the door from inside and outside, the gate of a house, the sidewalk. */\n readonly waypoints?: (building: CivilianBuilding) => [number, number][]\n readonly numbers?: Partial<CivilianNumbers>\n}\n\nexport type Civilians = {\n readonly list: readonly Civilian[]\n get(id: string): Civilian | undefined\n /** Moves the civilians, lets the agents hunt them, bites, deaths and turning (G 70144 `npcUpdate`, G 70042 `npcZombies`). */\n update(dt: number): void\n /** Joins the target's group: follows its leader or the target. */\n join(id: string): void\n /** Leaves along a path of points; at the end it is `gone`. */\n flee(id: string, path: readonly (readonly [number, number])[]): void\n /** The route between two buildings (G 69974 `rota`): the points of one, the street crossing, the points of the other reversed. */\n route(from: string, to: string): [number, number][]\n on<K extends CivilianEventName>(event: K, listener: (event: CivilianEventMap[K]) => void): () => void\n}\n\n/**\n * Civilians on a crowd: a literal port of the team game's survivors on the block (`jogo.js` G 69960-70175: `pontos`, `rota`, `npcZombies`,\n * `zChaseNpc`, `npcMorre`, `npcVira`, `npcMove`, `npcUpdate`). They keep a routine by the hour, run home when an agent is near, follow a leader in a\n * group, leave along a path, open doors on the way; agents within 10 m that are closer to them than to the target hunt them, bite, and a bitten one\n * turns after `biteSeconds`. No names, lines, radio or diary: those are the game's, through the events.\n */\nexport function createCivilians(crowd: Crowd, options: CivilianOptions): Civilians {\n const N: CivilianNumbers = { ...CIVILIAN_DEFAULTS, ...options.numbers }\n const Z = crowd.store\n const grid = crowd.grid\n const doors = crowd.doors\n const hourNow = options.hour ?? (() => 12)\n const turnInto = options.turnInto ?? 0\n const listeners = new Map<CivilianEventName, Set<(event: never) => void>>()\n const emit = <K extends CivilianEventName>(event: K, payload: CivilianEventMap[K]): void => {\n for (const listener of listeners.get(event) ?? []) (listener as (event: CivilianEventMap[K]) => void)(payload)\n }\n const random = crowd.random\n const R = random\n const lerp = (a: number, b: number, t: number): number => a + (b - a) * t\n const casaDe = (name: string): CivilianBuilding | undefined => options.buildings[name]\n const pontos =\n options.waypoints ??\n ((b: CivilianBuilding): [number, number][] => {\n const casa = !!b.house\n const side = b.front\n const front = side < 0 ? b.z + b.d : b.z\n const back = side < 0 ? b.z : b.z + b.d\n const cx = b.x + b.w / 2\n const inw = side < 0 ? -1 : 1\n const calc = side < 0 ? -N.sidewalk : N.sidewalk\n const pts: [number, number][] = [\n [cx + (casa ? N.houseOffset : 0), (front + (front + back) / 2) / 2],\n [cx, front + inw * N.doorInside],\n [cx, front - inw * N.doorOutside],\n ]\n if (casa) pts.push([cx, side < 0 ? -N.gate : N.gate])\n pts.push([cx, calc])\n return pts\n })\n const rota = (bA: CivilianBuilding, bB: CivilianBuilding): [number, number][] => {\n const a = pontos(bA)\n const b = pontos(bB).reverse()\n const out = a.slice()\n if (Math.sign(a[a.length - 1]![1]) !== Math.sign(b[0]![1])) out.push([a[a.length - 1]![0], b[0]![1]]) // crosses the street\n return out.concat(b)\n }\n const list: Civilian[] = options.people.map((spec, k) => {\n const b = casaDe(spec.home)!\n const p = pontos(b)[0]!\n return {\n id: spec.id,\n spec,\n k,\n x: p[0] + (spec.child ? N.childOffset : 0),\n z: p[1],\n yaw: 0,\n phase: 0,\n vx: 0,\n vz: 0,\n hp: spec.child ? N.hpChild : N.hpAdult,\n state: 'home',\n path: [],\n pathIndex: 0,\n biteTimer: 0,\n attackTimer: 0,\n fear: 0,\n goal: spec.home,\n stuckTimer: 0,\n agent: -1,\n }\n })\n const byId = new Map(list.map((c) => [c.id, c]))\n const exposed = (n: Civilian): boolean => n.state !== 'dead' && n.state !== 'undead' && n.state !== 'gone'\n const target = () => crowd.target?.state ?? null\n const distToTarget = (x: number, z: number): number => {\n const t = target()\n return t ? Math.hypot(x - t.x, z - t.z) : 0\n }\n\n const turn = (n: Civilian): void => {\n n.state = 'undead'\n const i = crowd.spawn(n.x, n.z, turnInto)\n if (i >= 0) {\n Z.color[i] = n.spec.color ?? Z.color[i]!\n Z.named[i] = n.k\n Z.height[i] = n.spec.child ? N.childHeight : Z.height[i]!\n Z.build[i] = n.spec.child ? N.childBuild : Z.build[i]!\n Z.age[i] = 0\n Z.state[i] = STATE.CHASE\n n.agent = i\n }\n emit('turned', { id: n.id, agent: i })\n }\n const die = (n: Civilian): void => {\n if (n.biteTimer > 0) return turn(n)\n n.state = 'dead'\n n.vx = n.vz = 0\n // the body with what it carried (the game's own item stays with the game)\n crowd.corpses.add({\n x: n.x,\n z: n.z,\n yaw: n.yaw,\n height: n.spec.child ? N.childHeight : 1,\n build: n.spec.child ? N.childBuild : 1,\n missing: 0,\n color: n.spec.color ?? 0,\n variant: -1,\n skin: 0.4,\n seed: R() * 10,\n named: n.k,\n })\n crowd.effect({ effect: 'blood', point: [n.x, 1, n.z], age: 0, amount: 300, died: true })\n emit('died', { id: n.id, cause: 'attacked' })\n }\n\n // ----- the agents against the civilians (G 70042 npcZombies) -----\n const agentsAgainst = (dt: number): void => {\n const t = target()\n for (let i = 0; i < Z.n; i++) {\n if (Z.band[i]! > 1) continue\n const k = Z.hunts[i]!\n if (k >= 0) {\n const n = list[k]!\n if (!exposed(n)) {\n Z.hunts[i] = -1\n continue\n }\n const dx = n.x - Z.x[i]!\n const dz = n.z - Z.z[i]!\n const d = Math.hypot(dx, dz)\n if (d > N.leaveDistance) {\n Z.hunts[i] = -1\n continue\n }\n if (d < N.attackRange) {\n Z.attackTimer[i]! -= dt\n if (Z.attackTimer[i]! <= 0) {\n Z.attackTimer[i] = N.attackEvery\n const C = crowd.pack.types[Z.type[i]!]!\n n.hp -= C.damage\n n.fear = N.fearAfterHit\n crowd.sound('flesh', 0.7, n.x, 1, n.z, distToTarget(n.x, n.z))\n crowd.effect({ effect: 'blood', point: [n.x, 1.2, n.z], age: 0, amount: 30, died: false })\n if (n.biteTimer <= 0 && R() < C.bite * N.biteFactor) {\n n.biteTimer = N.biteSeconds\n emit('bitten', { id: n.id, near: distToTarget(n.x, n.z) < N.nearMessage })\n }\n if (n.hp <= 0) die(n)\n }\n }\n } else if (Z.state[i]! <= 1) {\n for (const n of list) {\n if (!exposed(n) || n.state === 'home') continue\n const dx = n.x - Z.x[i]!\n const dz = n.z - Z.z[i]!\n const d2 = dx * dx + dz * dz\n const dp = t ? (t.x - Z.x[i]!) ** 2 + (t.z - Z.z[i]!) ** 2 : Infinity\n if (d2 < N.sightSquared && d2 < dp && grid.losClear(Z.x[i]!, Z.z[i]!, n.x, n.z)) {\n Z.hunts[i] = n.k\n Z.state[i] = STATE.CHASE\n break\n }\n }\n }\n }\n }\n // the crowd calls it: an agent hunting a civilian goes straight at it (G 70073 zChaseNpc)\n crowd.setHunt((i) => {\n const n = list[Z.hunts[i]!]\n if (!n) return false\n const dx = n.x - Z.x[i]!\n const dz = n.z - Z.z[i]!\n const d = Math.hypot(dx, dz) || 1\n const sp = d < 1 ? 0 : crowd.chaseSpeed(i)\n Z.vx[i] = (dx / d) * sp\n Z.vz[i] = (dz / d) * sp\n Z.yaw[i] = Math.atan2(dx, dz)\n return true\n })\n\n // ----- moving (G 70125 npcMove) -----\n const move = (n: Civilian, dt: number, tx: number, tz: number, sp: number): boolean => {\n const dx = tx - n.x\n const dz = tz - n.z\n const d = Math.hypot(dx, dz)\n if (d < N.arrive) {\n n.vx = n.vz = 0\n return true\n }\n let ax = dx / d\n let az = dz / d\n // round a wall: tries 0, ±40°, ±80°\n for (const a of N.whiskers) {\n const c = Math.cos(a)\n const s = Math.sin(a)\n const bx = ax * c - az * s\n const bz = ax * s + az * c\n if (!grid.solidAt(n.x + bx * N.probe, n.z + bz * N.probe, N.bodyHeight)) {\n ax = bx\n az = bz\n break\n }\n }\n // a closed door ahead: opens it\n const c = grid.cellOf(n.x + ax * N.doorProbe, n.z + az * N.doorProbe)\n const di = doors.at(c)\n if (c >= 0 && di >= 0) {\n const D = doors.list[di]!\n if (!D.open && !D.broken && !D.planks) {\n doors.set(di, true)\n crowd.sound('wood', 0.3, D.x, 1, D.z, distToTarget(D.x, D.z))\n }\n }\n n.vx = lerp(n.vx, ax * sp, Math.min(1, dt * N.steer))\n n.vz = lerp(n.vz, az * sp, Math.min(1, dt * N.steer))\n const nx = n.x + n.vx * dt\n const nz = n.z + n.vz * dt\n if (!grid.solidAt(nx, n.z, N.bodyHeight)) n.x = nx\n if (!grid.solidAt(n.x, nz, N.bodyHeight)) n.z = nz\n n.yaw = Math.atan2(n.vx, n.vz)\n return false\n }\n\n const update = (dt: number): void => {\n agentsAgainst(dt)\n const h = hourNow()\n const t = target()\n for (const n of list) {\n if (n.state === 'dead' || n.state === 'undead' || n.state === 'gone') continue\n if (n.biteTimer > 0) {\n n.biteTimer -= dt\n if (n.biteTimer <= 0) {\n turn(n)\n continue\n }\n }\n // fear: an agent near sends it home (or close to its leader in a group)\n let perto = 99\n for (let i = 0; i < Z.n; i++) {\n if (Z.band[i]) continue\n const d = Math.hypot(Z.x[i]! - n.x, Z.z[i]! - n.z)\n if (d < perto) perto = d\n }\n const sp = (perto < N.fearRange ? N.fearSpeed : N.walkSpeed) * (n.spec.child ? N.childSpeed : 1) * (n.biteTimer > 0 ? N.bittenSpeed : 1)\n if (n.state === 'group') {\n const leaderCivilian = n.spec.leader ? byId.get(n.spec.leader) : undefined\n const lider = leaderCivilian && leaderCivilian.state === 'group' ? leaderCivilian : t\n if (lider) {\n const dd = Math.hypot(lider.x - n.x, lider.z - n.z)\n if (dd > (n.spec.followDistance ?? 2.2)) move(n, dt, lider.x, lider.z, dd > N.groupRunBeyond ? N.groupRunSpeed : sp)\n else {\n n.vx *= 0.8\n n.vz *= 0.8\n }\n }\n } else if (n.state === 'fleeing') {\n const p = n.path[n.pathIndex]\n if (!p) {\n n.state = 'gone'\n emit('gone', { id: n.id })\n continue\n }\n n.stuckTimer += dt\n if (move(n, dt, p[0], p[1], N.fleeSpeed * (n.spec.child ? N.childFleeFactor : 1)) || n.stuckTimer > N.stuckSeconds) {\n n.pathIndex++\n n.stuckTimer = 0\n }\n } else if (n.spec.routine) {\n // the routine by hour: walks to the building of the hour\n let alvo = n.spec.home\n for (const [hh, onde] of n.spec.routine) if (h >= hh && h < hh + 1) alvo = onde\n if (perto < N.fearRange) alvo = n.spec.home\n if (alvo !== n.goal) {\n const home = casaDe(n.spec.home)!\n n.path = rota(casaDe(n.goal) ?? home, casaDe(alvo) ?? home)\n n.pathIndex = 0\n n.goal = alvo\n n.state = 'walking'\n }\n if (n.state === 'walking') {\n const p = n.path[n.pathIndex]\n n.stuckTimer += dt\n if (!p) n.state = 'home'\n else if (move(n, dt, p[0], p[1], sp) || n.stuckTimer > N.stuckSeconds) {\n n.pathIndex++\n n.stuckTimer = 0\n }\n } else {\n n.vx *= 0.8\n n.vz *= 0.8\n }\n } else {\n n.vx *= 0.8\n n.vz *= 0.8\n }\n {\n const v = Math.hypot(n.vx, n.vz)\n n.phase += dt * (v < 0.05 ? 0 : N.cadenceBase + N.cadencePerSpeed * v)\n }\n }\n // a named agent: walks the street of its old routine slowly while it sees nobody\n for (let i = 0; i < Z.n; i++)\n if (Z.named[i]! >= 0 && Z.state[i] === STATE.WANDER && R() < dt * N.patrolChance) {\n const n = list[Z.named[i]!]\n if (!n) continue\n const p = pontos(casaDe(n.spec.home)!)\n const q = p[Math.floor(R() * p.length)]!\n Z.wx[i] = q[0]\n Z.wz[i] = q[1]\n }\n }\n\n return {\n list,\n get: (id) => byId.get(id),\n update,\n join(id) {\n const n = byId.get(id)\n if (n && exposed(n)) n.state = 'group'\n },\n flee(id, path) {\n const n = byId.get(id)\n if (!n || !exposed(n)) return\n n.state = 'fleeing'\n n.path = path.map(([x, z]) => [x, z])\n n.pathIndex = 0\n },\n route(from, to) {\n return rota(casaDe(from)!, casaDe(to)!)\n },\n on(event, listener) {\n let set = listeners.get(event)\n if (!set) listeners.set(event, (set = new Set()))\n set.add(listener as (event: never) => void)\n return () => void set.delete(listener as (event: never) => void)\n },\n }\n}\n","import type { Crowd } from '../crowd'\nimport { STATE } from '../types'\n\n/** What an animal does besides wandering and fleeing; each is optional, an animal without one only wanders and flees. */\nexport type HerdRole = {\n /** Wanders within this many metres of home (8). */\n readonly range?: number\n /** Flees from the target closer than this and from agents closer than `fear·1.5 + 2` (5; 0 never flees). */\n readonly fear?: number\n /** Calls when it flees (the hen): sound, noise radius, cooldown. */\n readonly fleeCall?: { readonly sound: string; readonly noise: number; readonly cooldown: number }\n /** Alarm when the target comes within `range` (the lapwing): flies for `fly` s. */\n readonly alarm?: { readonly range: number; readonly sound: string; readonly noise: number; readonly cooldown: number; readonly fly: number }\n /** Now and then calls loud (the cow): chance per second, sound, noise, cooldown. */\n readonly call?: { readonly chance: number; readonly sound: string; readonly noise: number; readonly cooldown: number }\n /** Barks at agents within `bark` m and growls at agents within `growl` m when it is the target's companion (the dog). */\n readonly guard?: { readonly bark: number; readonly barkNoise: number; readonly barkCooldown: number; readonly growl: number; readonly growlCooldown: number; readonly sound: string }\n}\n\nexport type HerdAnimalSpec = HerdRole & {\n /** The species id (any registry: `game-animals-species` has the 13 of the deliveries). */\n readonly species: string\n readonly x: number\n readonly z: number\n /** The species' gait rates and its size (`game-animals` `quadrupedLayout(body).size`, `birdSize(body)`). */\n readonly walkHz: number\n readonly runHz: number\n readonly size: number\n /** Follows 2.2 m behind the target (the companion dog). */\n readonly companion?: boolean\n /** A carcass: it does not move (the vultures circle it). */\n readonly dead?: boolean\n /** A bird of the sky (the vulture): only the flock moves it. */\n readonly sky?: boolean\n}\n\nexport type HerdAnimal = {\n readonly index: number\n readonly spec: HerdAnimalSpec\n x: number\n z: number\n yaw: number\n homeX: number\n homeZ: number\n range: number\n fear: number\n clip: 'idle' | 'walk' | 'run'\n timer: number\n targetX: number\n targetZ: number\n fly: number\n cooldown: number\n walkSpeed: number\n runSpeed: number\n companion: boolean\n dead: boolean\n /** The nearest agent seen in the last look (index and distance), refreshed about a quarter of the time. */\n near: readonly [number, number] | null | undefined\n}\n\nexport type HerdEventMap = {\n sound: { sound: string; volume: number; position: [number, number, number]; distance: number; animal: number }\n noise: { x: number; z: number; radius: number; animal: number }\n message: { id: 'alarm' | 'bark' | 'growl'; seconds: number; animal: number; distance?: number }\n}\nexport type HerdEventName = keyof HerdEventMap\n\nexport type HerdNumbers = {\n readonly range: number\n readonly fear: number\n readonly walkFactor: number\n readonly walkBase: number\n readonly runFactor: number\n readonly runBase: number\n readonly activeDistance: number\n readonly companionBehind: number\n readonly companionRun: number\n readonly companionStop: number\n readonly retargetTries: number\n readonly restBase: number\n readonly restRandom: number\n readonly lookEvery: number\n readonly lookShare: number\n readonly lookRadius: number\n readonly fearAgentFactor: number\n readonly fearAgentBase: number\n readonly fleeStep: number\n readonly arrive: number\n readonly bodyHeight: number\n readonly turn: number\n readonly freeHeight: number\n readonly worldMargin: number\n}\n\n/** The game's numbers (`jogo.js` G 66592-66700 `bichoNovo`, `bichoLivre`, `bichosUpdate`). */\nexport const HERD_DEFAULTS: HerdNumbers = {\n range: 8,\n fear: 5,\n walkFactor: 1.05,\n walkBase: 0.25,\n runFactor: 2.2,\n runBase: 0.8,\n activeDistance: 70,\n companionBehind: 2.2,\n companionRun: 6,\n companionStop: 0.8,\n retargetTries: 6,\n restBase: 4,\n restRandom: 7,\n lookEvery: 7,\n lookShare: 0.25,\n lookRadius: 40,\n fearAgentFactor: 1.5,\n fearAgentBase: 2,\n fleeStep: 6,\n arrive: 0.3,\n bodyHeight: 0.3,\n turn: 6,\n freeHeight: 0.6,\n worldMargin: 4,\n}\n\n/**\n * The roles of the animals of the deliveries, by `game-animals-species` id: what `bichosPovoar` gives each one (`jogo.js` G 66607-66623) and the\n * calls of `bichosUpdate` (hen 30 m every 6 s; lapwing 12 m, 40 m, flies 4 s; cow 80 m, 2% a second, every 30 s; dog barks under 12 m, 60 m, every\n * 3 s, growls under 40 m every 10 s). A game passes its own or changes one.\n */\nexport const HERD_ROLES: Readonly<Record<string, HerdRole & { readonly sky?: boolean }>> = {\n dog: { range: 6, fear: 0, guard: { bark: 12, barkNoise: 60, barkCooldown: 3, growl: 40, growlCooldown: 10, sound: 'bark' } },\n cat: { range: 6, fear: 5 },\n chicken: { range: 5, fear: 4, fleeCall: { sound: 'cluck', noise: 30, cooldown: 6 } },\n southern_lapwing: { range: 5, fear: 0, alarm: { range: 12, sound: 'lapwing', noise: 40, cooldown: 8, fly: 4 } },\n cow: { range: 10, fear: 6, call: { chance: 0.02, sound: 'moo', noise: 80, cooldown: 30 } },\n horse: { range: 10, fear: 7 },\n pig: { range: 5, fear: 3 },\n capybara: { range: 8, fear: 15 },\n vulture: { sky: true },\n}\n\nexport type HerdOptions = {\n /** Where the camera is: animals farther than 70 m rest, and sounds carry their distance from here. Default: the target. */\n readonly view?: () => { readonly x: number; readonly z: number }\n /** A spot an animal must not wander into (inside a building). */\n readonly blocked?: (x: number, z: number) => boolean\n readonly numbers?: Partial<HerdNumbers>\n}\n\nexport type Herd = {\n readonly list: readonly HerdAnimal[]\n /** Adds an animal (draws its heading and its first rest, as the game does). */\n add(spec: HerdAnimalSpec): HerdAnimal\n /** A free spot `r0` to `r1` m from (x, z), or null (G 66601 `bichoLivre`). */\n free(x: number, z: number, r0: number, r1: number, tries?: number): [number, number] | null\n /** Wander, flee, follow, call (G 66648 `bichosUpdate`, without the drawing). */\n update(dt: number): void\n /** The time the herd has run (the flock reads it). */\n readonly time: number\n setCompanion(index: number, on: boolean): void\n on<K extends HerdEventName>(event: K, listener: (event: HerdEventMap[K]) => void): () => void\n}\n\n/**\n * Animals on a crowd: a literal port of the team game's animals (`jogo.js` G 66592-66700). Each wanders around home and rests 4 to 11 s, flees\n * from the target and from the crowd's agents, and may call, raise an alarm or guard the target as its companion. The calls are noises the crowd\n * hears. The drawing and the bones are the game's (`game-animals-three`).\n */\nexport function createHerd(crowd: Crowd, options: HerdOptions = {}): Herd {\n const N: HerdNumbers = { ...HERD_DEFAULTS, ...options.numbers }\n const R = crowd.random\n const Z = crowd.store\n const grid = crowd.grid\n const list: HerdAnimal[] = []\n let time = 0\n const listeners = new Map<HerdEventName, Set<(event: never) => void>>()\n const emit = <K extends HerdEventName>(event: K, payload: HerdEventMap[K]): void => {\n for (const listener of listeners.get(event) ?? []) (listener as (event: HerdEventMap[K]) => void)(payload)\n }\n const view = options.view ?? (() => crowd.target?.state ?? { x: 0, z: 0 })\n const free = (x0: number, z0: number, r0: number, r1: number, tries = 40): [number, number] | null => {\n for (let k = 0; k < tries; k++) {\n const a = R() * 6.28\n const r = r0 + R() * (r1 - r0)\n const x = x0 + Math.cos(a) * r\n const z = z0 + Math.sin(a) * r\n if (Math.abs(x) < grid.half - N.worldMargin && Math.abs(z) < grid.half - N.worldMargin && !grid.solidAt(x, z, N.freeHeight) && !options.blocked?.(x, z)) return [x, z]\n }\n return null\n }\n // the nearest live agent (the crowd's grid is costly for this; the fauna is small, so it sweeps all)\n const nearestAgent = (x: number, z: number, r: number): [number, number] | null => {\n let best = -1\n let bd = r * r\n for (let i = 0; i < Z.n; i++) {\n if (Z.state[i] === STATE.DORMANT) continue\n const dx = Z.x[i]! - x\n const dz = Z.z[i]! - z\n const d = dx * dx + dz * dz\n if (d < bd) {\n bd = d\n best = i\n }\n }\n return best < 0 ? null : [best, Math.sqrt(bd)]\n }\n const call = (E: HerdAnimal, sound: string, noise: number, dc: number): void => {\n crowd.emitNoise(E.x, E.z, noise)\n emit('noise', { x: E.x, z: E.z, radius: noise, animal: E.index })\n emit('sound', { sound, volume: 1, position: [E.x, 0.5, E.z], distance: dc, animal: E.index })\n }\n const update = (dt: number): void => {\n time += dt\n const t = crowd.target?.state\n const px = t?.x ?? 0\n const pz = t?.z ?? 0\n const v = view()\n for (const E of list) {\n if (E.spec.sky) continue\n const dc = Math.hypot(E.x - v.x, E.z - v.z)\n if (dc >= N.activeDistance || E.dead) continue\n E.timer -= dt\n E.cooldown -= dt\n let alvoX = E.targetX\n let alvoZ = E.targetZ\n let corre = false\n const dp = t ? Math.hypot(E.x - px, E.z - pz) : Infinity\n if (E.companion && t) {\n // follows 2.2 m behind the target\n const bx = px - Math.sin(t.yaw) * N.companionBehind\n const bz = pz - Math.cos(t.yaw) * N.companionBehind\n alvoX = bx\n alvoZ = bz\n corre = dp > N.companionRun\n if (Math.hypot(bx - E.x, bz - E.z) < N.companionStop) {\n alvoX = E.x\n alvoZ = E.z\n }\n } else if (E.timer <= 0) {\n const q = free(E.homeX, E.homeZ, 0, E.range, N.retargetTries)\n if (q) {\n E.targetX = q[0]\n E.targetZ = q[1]\n }\n E.timer = N.restBase + R() * N.restRandom\n alvoX = E.targetX\n alvoZ = E.targetZ\n }\n // fear: flees from the target (not the companion) and from agents\n const zp = (time * N.lookEvery + E.x) % 1 < N.lookShare || E.near === undefined ? (E.near = nearestAgent(E.x, E.z, N.lookRadius)) : E.near\n let fx = 0\n let fz = 0\n if (E.fear && !E.companion && dp < E.fear) {\n fx += E.x - px\n fz += E.z - pz\n }\n if (E.fear && zp && zp[1] < E.fear * N.fearAgentFactor + N.fearAgentBase) {\n fx += E.x - Z.x[zp[0]]!\n fz += E.z - Z.z[zp[0]]!\n }\n if (fx || fz) {\n const l = Math.hypot(fx, fz) || 1\n alvoX = E.x + (fx / l) * N.fleeStep\n alvoZ = E.z + (fz / l) * N.fleeStep\n corre = true\n const fc = E.spec.fleeCall\n if (fc && E.cooldown <= 0) {\n E.cooldown = fc.cooldown\n call(E, fc.sound, fc.noise, dc)\n }\n }\n // alarms\n const al = E.spec.alarm\n if (al && dp < al.range && E.cooldown <= 0) {\n E.cooldown = al.cooldown\n E.fly = al.fly\n call(E, al.sound, al.noise, dc)\n emit('message', { id: 'alarm', seconds: 2.5, animal: E.index })\n }\n const cl = E.spec.call\n if (cl && E.cooldown <= 0 && R() < dt * cl.chance) {\n E.cooldown = cl.cooldown\n call(E, cl.sound, cl.noise, dc)\n }\n const g = E.spec.guard\n if (g && zp && E.cooldown <= 0) {\n if (zp[1] < g.bark) {\n E.cooldown = g.barkCooldown\n call(E, g.sound, g.barkNoise, dc)\n if (E.companion) emit('message', { id: 'bark', seconds: 1.5, animal: E.index, distance: Math.round(zp[1]) })\n } else if (E.companion && zp[1] < g.growl) {\n E.cooldown = g.growlCooldown\n emit('message', { id: 'growl', seconds: 2.5, animal: E.index, distance: Math.round(zp[1]) })\n }\n }\n // walks\n const ax = alvoX - E.x\n const az = alvoZ - E.z\n const ad = Math.hypot(ax, az)\n let sp = 0\n if (E.fly > 0) {\n E.fly -= dt\n E.clip = 'run'\n } else if (ad > N.arrive) {\n sp = corre ? E.runSpeed : E.walkSpeed\n E.clip = corre ? 'run' : 'walk'\n } else E.clip = 'idle'\n if (sp) {\n const k = Math.min(1, (sp * dt) / ad)\n const nx = E.x + ax * k\n const nz = E.z + az * k\n if (!grid.solidAt(nx, nz, N.bodyHeight)) {\n E.x = nx\n E.z = nz\n } else E.timer = 0\n let dy = Math.atan2(ax, az) - E.yaw\n dy -= Math.round(dy / 6.2832) * 6.2832\n E.yaw += dy * Math.min(1, dt * N.turn)\n }\n }\n }\n return {\n list,\n add(spec) {\n const E: HerdAnimal = {\n index: list.length,\n spec,\n x: spec.x,\n z: spec.z,\n yaw: R() * 6.28,\n homeX: spec.x,\n homeZ: spec.z,\n range: spec.range ?? N.range,\n clip: 'idle',\n timer: R() * 4,\n targetX: spec.x,\n targetZ: spec.z,\n fear: spec.fear ?? N.fear,\n fly: 0,\n cooldown: 0,\n walkSpeed: spec.walkHz * spec.size * N.walkFactor + N.walkBase,\n runSpeed: spec.runHz * spec.size * N.runFactor + N.runBase,\n companion: !!spec.companion,\n dead: !!spec.dead,\n near: undefined,\n }\n list.push(E)\n return E\n },\n free,\n update,\n get time() {\n return time\n },\n setCompanion(index, on) {\n const E = list[index]\n if (!E) return\n E.companion = on\n E.homeX = E.x\n E.homeZ = E.z\n },\n on(event, listener) {\n let set = listeners.get(event)\n if (!set) listeners.set(event, (set = new Set()))\n set.add(listener as (event: never) => void)\n return () => void set.delete(listener as (event: never) => void)\n },\n }\n}\n","/** One bird of a flock this frame: where it is, its heading and its roll, its wing phase, and whether it is close enough to draw. */\nexport type FlockBird = { x: number; y: number; z: number; yaw: number; roll: number; wing: number; visible: boolean }\n\nexport type FlockMode =\n /** The vultures (G 66700-66708): circle the centre of the bodies on the ground, each at its own speed, radius and height. */\n | 'carrion'\n /** The birds of the live map (Bancada de Hordas G 53609-53615): a loose ring that rises and falls. */\n | 'orbit'\n\nexport type FlockOptions = {\n readonly count: number\n readonly mode: FlockMode\n /** Visible within this distance of the view (carrion 260 m; orbit always). */\n readonly visibleWithin?: number\n}\n\nexport type Flock = {\n readonly birds: readonly FlockBird[]\n /** Moves the flock to time `t` (seconds) around `center`; `view` decides what is visible. */\n update(t: number, dt: number, center: readonly [number, number], view?: readonly [number, number]): void\n}\n\n/** The centre the vultures circle: the mean of the bodies on the ground when there are three or more, else `fallback` (a carcass). */\nexport const carrionCenter = (corpses: readonly { readonly x: number; readonly z: number }[], fallback: readonly [number, number] | null): [number, number] => {\n let ux = 0\n let uz = 0\n let un = 0\n for (const c of corpses) {\n ux += c.x\n uz += c.z\n un++\n }\n if (un >= 3) return [ux / un, uz / un]\n // as in the game: with one or two bodies and no carcass the sums stay (G 66702)\n return fallback ? [fallback[0], fallback[1]] : [ux, uz]\n}\n\n/** A flock of birds by formula: the game's vultures or the live map's ring (literal formulas from the deliveries). */\nexport function createFlock(options: FlockOptions): Flock {\n const birds: FlockBird[] = Array.from({ length: options.count }, () => ({ x: 0, y: 0, z: 0, yaw: 0, roll: 0, wing: 0, visible: true }))\n const within = options.visibleWithin ?? (options.mode === 'carrion' ? 260 : Infinity)\n return {\n birds,\n update(t, dt, [cx, cz], view) {\n birds.forEach((U, i) => {\n if (options.mode === 'carrion') {\n const a = t * (0.18 + i * 0.04) + i * 2.1\n const r = 7 + i * 2\n U.x = cx + Math.cos(a) * r\n U.y = 16 + i * 2.5\n U.z = cz + Math.sin(a) * r\n U.yaw = -a\n U.roll = 0.35\n U.visible = !view || Math.hypot(cx - view[0], cz - view[1]) < within\n if (U.visible) U.wing += dt * 1.2 * 2 * Math.PI\n } else {\n const a = t * 0.3 + i * 0.4\n const r = 20 + (i % 7) * 4\n U.x = cx + Math.cos(a) * r\n U.y = 25 + Math.sin(t + i) * 2\n U.z = cz + Math.sin(a) * r\n U.yaw = -a\n U.roll = 0\n U.visible = !view || Math.hypot(cx - view[0], cz - view[1]) < within\n }\n })\n },\n }\n}\n","import type { Crowd } from '../crowd'\nimport type { Civilians } from './civilians'\n\n/** What the crowd needs of a region model: `game-infection`'s `Infection` is one as it is. */\nexport type InfectionModelLike = {\n materialize(region: string, n: number): { state: 'active' | 'contained' | 'removed'; seed: number }[]\n giveBack(region: string, batch: { state: 'active' | 'contained' | 'removed'; seed: number }[]): void\n infect(region: string, n?: number, hoursElapsed?: number): void\n}\n\nexport type InfectionBindingOptions = {\n /** Where the k-th agent of a batch is born in the region, from its seed; null skips it (it goes straight back). */\n readonly place: (region: string, seed: number, k: number) => readonly [number, number] | null\n /** The crowd type of an agent (default: drawn by the pack's weights). */\n readonly typeFor?: (agent: { readonly state: 'active' | 'contained' | 'removed'; readonly seed: number }, region: string) => number\n /** The relevance band from which an agent goes back to the model (default 3: farther than 400 m). */\n readonly giveBackBand?: number\n /** Civilians whose bites the model hears about (`infect`), in the region `regionOf` gives. */\n readonly civilians?: Civilians\n readonly regionOf?: (x: number, z: number) => string | null\n}\n\nexport type InfectionBinding = {\n /** Brings up to `n` infected of `region` out of the model into the crowd. Returns the agents born. */\n materialize(region: string, n: number): number[]\n /** Gives back to the model the agents of `region` (all regions when left out) that are in the far band, or all of them with `all`. */\n giveBack(region?: string, options?: { readonly all?: boolean }): number\n /** The region of a materialised agent, or null. */\n regionOf(agent: number): string | null\n unbind(): void\n}\n\n/**\n * Ties a crowd to a region model (`game-infection`): `materialize` turns the model's numbers into agents near the player, a kill of one of them\n * goes back to its region as removed, the far ones go back with `giveBack`, and a civilian's bite is an `infect`. No team code exists for this bridge\n * (decision P12 of the spec); the model's own API is used as it is.\n */\nexport function bindInfection(crowd: Crowd, model: InfectionModelLike, options: InfectionBindingOptions): InfectionBinding {\n const tracked = new Map<number, { region: string; state: 'active' | 'contained' | 'removed'; seed: number }>()\n const band = options.giveBackBand ?? 3\n const offKill = crowd.on('kill', ({ agent }) => {\n const entry = tracked.get(agent)\n if (!entry) return\n // it left the numbers when it was materialised: it goes back as removed (a `remove` would take one more active from the model)\n model.giveBack(entry.region, [{ state: 'removed', seed: entry.seed }])\n tracked.delete(agent)\n })\n const offRemove = crowd.on('remove', ({ agent, moved }) => {\n tracked.delete(agent)\n if (moved < 0) return\n const entry = tracked.get(moved)\n if (!entry) return\n tracked.delete(moved)\n tracked.set(agent, entry)\n })\n const offBite = options.civilians?.on('bitten', ({ id }) => {\n const n = options.civilians?.get(id)\n const region = n && options.regionOf?.(n.x, n.z)\n if (region) model.infect(region, 1, 0)\n })\n return {\n materialize(region, n) {\n const batch = model.materialize(region, n)\n const born: number[] = []\n const back: typeof batch = []\n batch.forEach((agent, k) => {\n const at = options.place(region, agent.seed, k)\n const i = at ? crowd.spawn(at[0], at[1], options.typeFor?.(agent, region) ?? -1) : -1\n if (i < 0) {\n back.push(agent)\n return\n }\n tracked.set(i, { region, state: agent.state, seed: agent.seed })\n born.push(i)\n })\n if (back.length) model.giveBack(region, back)\n return born\n },\n giveBack(region, opts = {}) {\n const byRegion = new Map<string, { state: 'active' | 'contained' | 'removed'; seed: number }[]>()\n const indices = [...tracked.keys()].sort((a, b) => b - a)\n for (const i of indices) {\n const entry = tracked.get(i)\n if (!entry || (region !== undefined && entry.region !== region)) continue\n if (!opts.all && crowd.store.band[i]! < band) continue\n let list = byRegion.get(entry.region)\n if (!list) byRegion.set(entry.region, (list = []))\n list.push({ state: entry.state, seed: entry.seed })\n tracked.delete(i)\n crowd.remove(i)\n }\n let count = 0\n for (const [r, list] of byRegion) {\n model.giveBack(r, list)\n count += list.length\n }\n return count\n },\n regionOf: (agent) => tracked.get(agent)?.region ?? null,\n unbind() {\n offKill()\n offRemove()\n offBite?.()\n tracked.clear()\n },\n 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