@adatechnology/game-crowd 0.2.6 → 0.4.0

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.
@@ -22,27 +22,54 @@ var GameCrowd = (() => {
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  var index_exports = {};
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  __export(index_exports, {
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  AGENT_FIELDS: () => AGENT_FIELDS,
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+ BALANCE: () => BALANCE,
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  CELL: () => CELL,
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  CIVILIAN_DEFAULTS: () => CIVILIAN_DEFAULTS,
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  CROWD_DEFAULTS: () => CROWD_DEFAULTS,
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+ CROWD_PHYSICS_DEFAULTS: () => CROWD_PHYSICS_DEFAULTS,
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  DOOR_DEFAULTS: () => DOOR_DEFAULTS,
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+ FALL_CAUSE: () => FALL_CAUSE,
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  HERD_DEFAULTS: () => HERD_DEFAULTS,
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  HERD_ROLES: () => HERD_ROLES,
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  MISSING: () => MISSING,
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  STATE: () => STATE,
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+ attachPhysicsWorker: () => attachPhysicsWorker,
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  bindInfection: () => bindInfection,
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  carrionCenter: () => carrionCenter,
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+ contactStep: () => contactStep,
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  createCivilians: () => createCivilians,
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+ createContactView: () => createContactView,
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  createCrowd: () => createCrowd,
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  createDoors: () => createDoors,
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  createFlock: () => createFlock,
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  createHerd: () => createHerd,
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  createNavGrid: () => createNavGrid,
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  createRng: () => createRng,
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- createStore: () => createStore
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+ createStore: () => createStore,
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+ identityOf: () => identityOf,
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+ mix32: () => mix32,
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+ resolvePhysics: () => resolvePhysics,
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+ unit: () => unit
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  });
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54
 
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  // ../game-contracts/dist/index.js
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+ var DEFAULT_BLAST_SHOVE = { coupling: 0.02, maxSpeed: 20, lift: 0.3, minSpeed: 0.3, falloffPower: 2 };
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+ function blastShove(blast, target, options = {}) {
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+ const o = { ...DEFAULT_BLAST_SHOVE, ...options };
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+ const dx = target.position[0] - blast.point[0];
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+ const dy = target.position[1] - blast.point[1];
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+ const dz = target.position[2] - blast.point[2];
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+ const distance = Math.hypot(dx, dy, dz);
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+ if (!(blast.radius > 0) || distance > blast.radius) return void 0;
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+ const falloff = (1 - distance / blast.radius) ** o.falloffPower;
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+ const mass = Math.max(target.mass, 0.05);
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+ const speed = Math.min(o.maxSpeed, Math.sqrt(2 * blast.energy * (blast.reach ?? 1) * o.coupling / mass)) * falloff;
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+ if (!(speed >= o.minSpeed)) return void 0;
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+ const direction = distance > 1e-4 ? [dx / distance, dy / distance + o.lift, dz / distance] : [0, 1, 0];
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+ const length = Math.hypot(direction[0], direction[1], direction[2]);
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+ return { speed, direction: [direction[0] / length, direction[1] / length, direction[2] / length], distance, falloff };
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+ }
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+ var DEFAULT_COST_ALLOCATION_BYTES = 1024 * 1024;
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  var MISSING_BITS = {
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  head: 1,
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  armL: 2,
@@ -55,6 +82,54 @@ var GameCrowd = (() => {
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  legRBroken: 256,
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  jaw: 512
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  };
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+ var DEFERRED_QUEUE_ID = {
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+ DESTRUCTION_EVENTS: "destruction.events",
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+ BREACH_PAINT: "floorplan.breach-paint",
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+ AUDIO_VOICES: "audio.voices",
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+ VEHICLE_CREASE: "vehicles.crease"
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+ };
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+ var DEFERRED_PRIORITY = {
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+ [DEFERRED_QUEUE_ID.DESTRUCTION_EVENTS]: { priority: 300, phase: "present" },
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+ [DEFERRED_QUEUE_ID.BREACH_PAINT]: { priority: 250, phase: "present" },
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+ [DEFERRED_QUEUE_ID.AUDIO_VOICES]: { priority: 200, phase: "idle", reserveMs: 1 },
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+ [DEFERRED_QUEUE_ID.VEHICLE_CREASE]: { priority: 100, phase: "idle" }
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+ };
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+ var SURFACE_IDS = ["concrete", "asphalt", "wood", "tile", "dirt", "grass", "gravel", "sand", "metal", "water", "glass", "carpet"];
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+ var GAIT_IDS = ["walk", "run"];
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+ var LANDING_IDS = ["light", "heavy"];
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+ var BODY_SOUND_IDS = [
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+ "jump",
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+ "cloth_rustle",
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+ "body_fall",
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+ "fall_damage",
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+ "player_hurt",
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+ "player_breath_run",
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+ "player_death",
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+ "bite",
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+ "grab",
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+ "punch_swing",
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+ "punch_hit_body",
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+ "punch_hit_face",
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+ "punch_hit_object",
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+ "kick_swing",
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+ "kick_hit",
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+ "kick_hit_object",
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+ "shove_two_hands",
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+ "knife_swing",
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+ "knife_stab",
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+ "knife_slash",
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+ "knife_hit_object",
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+ "blunt_swing",
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+ "blunt_hit",
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+ "blunt_hit_object",
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+ "axe_swing",
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+ "axe_chop",
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+ "axe_hit_object"
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+ ];
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+ var footstepSoundId = (surface, gait) => `footstep_${surface}_${gait}`;
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+ var FOOTSTEP_SOUND_IDS = SURFACE_IDS.flatMap((surface) => GAIT_IDS.map((gait) => footstepSoundId(surface, gait)));
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+ var LAND_SOUND_IDS = SURFACE_IDS.flatMap((surface) => LANDING_IDS.map((landing) => `land_${surface}_${landing}`));
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+ var BODY_FOLEY_IDS = [...FOOTSTEP_SOUND_IDS, ...LAND_SOUND_IDS, ...BODY_SOUND_IDS];
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  // ../game-characters/dist/index.js
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  var __defProp2 = Object.defineProperty;
@@ -1527,6 +1602,11 @@ var GameCrowd = (() => {
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1602
 
1528
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  // src/grid.ts
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1604
  var CELL = { FREE: 0, SOLID: 1, LOW_WALL: 2, OPEN_DOOR: 3, GLASS: 4, CLOSED_DOOR: 5 };
1605
+ var createCellOf = (half, cell, n) => (x, z) => {
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+ const gx = Math.floor((x + half) / cell);
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+ const gz = Math.floor((z + half) / cell);
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+ return gx < 0 || gz < 0 || gx >= n || gz >= n ? -1 : gz * n + gx;
1609
+ };
1530
1610
  var BORDER_WIDTH = 1;
1531
1611
  var BORDER_HEIGHT = 50;
1532
1612
  var LOS_STEP = 0.5;
@@ -1538,11 +1618,7 @@ var GameCrowd = (() => {
1538
1618
  const n = size / cell;
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  const occ = new Uint8Array(n * n);
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1620
  const occH = new Float32Array(n * n);
1541
- const cellOf = (x, z) => {
1542
- const gx = Math.floor((x + half) / cell);
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- const gz = Math.floor((z + half) / cell);
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- return gx < 0 || gz < 0 || gx >= n || gz >= n ? -1 : gz * n + gx;
1545
- };
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+ const cellOf = createCellOf(half, cell, n);
1546
1622
  const solidAt = (x, z, y = 0.5) => {
1547
1623
  const c = cellOf(x, z);
1548
1624
  return c < 0 || occ[c] !== 0 && occ[c] !== 3 && occH[c] > y;
@@ -1596,6 +1672,1864 @@ var GameCrowd = (() => {
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1672
  };
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1673
  }
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1674
 
1675
+ // src/identity.ts
1676
+ var mix32 = (value) => {
1677
+ let hash = value >>> 0;
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+ hash ^= hash >>> 16;
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+ hash = Math.imul(hash, 2246822507);
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+ hash ^= hash >>> 13;
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+ hash = Math.imul(hash, 3266489909);
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+ hash ^= hash >>> 16;
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+ return hash >>> 0;
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+ };
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+ var unit = (identity, step, salt) => (mix32(mix32(identity ^ salt) + Math.imul(step + 1, 2654435769) >>> 0) >>> 0) / 4294967296;
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+ var identityOf = (seed, serial) => mix32(seed ^ mix32(serial));
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+ var SALT = {
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+ FALL: 62481,
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+ TRIP: 29209,
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+ LIMB: 110848,
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+ REGION: 189968,
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+ JAW: 239536,
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+ CORPSE: 311518,
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+ SPIN: 364922,
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+ SPEED: 413981,
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+ REACTION: 466972,
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+ STABILITY: 569886,
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+ TRIP_FACTOR: 605021,
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+ DRIVE: 655571,
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+ CADENCE: 728142,
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+ AGGRESSION: 797335,
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+ IDLE: 867848,
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+ GAIT: 937753
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+ };
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+
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+ // src/types.ts
1707
+ var STATE = {
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+ WANDER: 0,
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+ CHASE: 1,
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+ GRAB: 2,
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+ STUNNED: 3,
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+ CALLING: 4,
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+ AIRBORNE: 5,
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+ DORMANT: 6,
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+ SWELLING: 7,
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+ SWING: 8,
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+ EATING: 9,
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+ PILE_STEP: 10,
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+ SEEKING_SOUND: 12
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+ };
1721
+ var BALANCE = { STANDING: 0, STAGGERING: 1, FALLEN: 2, GETTING_UP: 3, THROWN: 4 };
1722
+ var FALL_CAUSE = { NONE: 0, PRESSURE: 1, SHOVE: 2, TRIP: 3, LANDING: 4, COLLAPSE: 5, BLAST: 6 };
1723
+ var 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 };
1724
+
1725
+ // src/physics/balance.ts
1726
+ var GRAVITY_FORCE = 9.8;
1727
+ var GROUND_MASS_FACTOR = 3;
1728
+ var TRIP_MIN_SPEED = 0.5;
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+ var TRIP_REFERENCE_SPEED = 1.4;
1730
+ var TRIP_MOUND = 150;
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+ var TRIP_CLEARANCE = 0.1;
1732
+ var COLLAPSE_STAGGER = 0.6;
1733
+ var COLLAPSE_FALL = 1;
1734
+ var CAUSE_ORDER = [FALL_CAUSE.PRESSURE, FALL_CAUSE.SHOVE, FALL_CAUSE.TRIP, FALL_CAUSE.LANDING, FALL_CAUSE.COLLAPSE, FALL_CAUSE.BLAST];
1735
+ var CHAIN_WINDOW_STEPS = 240;
1736
+ var CARRY_STEPS = 24;
1737
+ var isCarried = (cause) => cause !== FALL_CAUSE.PRESSURE && cause !== FALL_CAUSE.TRIP;
1738
+ function createBalance(ctx) {
1739
+ const { store } = ctx;
1740
+ const requests = [];
1741
+ const balanceOptions = () => ctx.options.balance;
1742
+ const stabilityOf = (i) => (ctx.typeOf(i).balance?.stability ?? 1) * store.stability[i];
1743
+ const canFall = (i) => ctx.typeOf(i).balance?.canFall !== false;
1744
+ const criticalOf = (i) => balanceOptions().criticalFactor * store.mass[i] * GRAVITY_FORCE * stabilityOf(i);
1745
+ const requestFall = (i, cause, score) => {
1746
+ if (!canFall(i)) return;
1747
+ requests.push({ index: i, identity: store.identity[i], cause, score, born: ctx.step });
1748
+ };
1749
+ const stagger = (i) => {
1750
+ if (store.balance[i] !== BALANCE.STANDING || !canFall(i)) return;
1751
+ store.balance[i] = BALANCE.STAGGERING;
1752
+ store.balanceTimer[i] = 0;
1753
+ };
1754
+ const shove = (i, speed, cause) => {
1755
+ const options = balanceOptions();
1756
+ const knockSpeed = options.shoveFall * stabilityOf(i);
1757
+ if (store.balance[i] !== BALANCE.STANDING && store.balance[i] !== BALANCE.STAGGERING) return;
1758
+ if (speed > knockSpeed) requestFall(i, cause, speed / knockSpeed);
1759
+ else if (speed > options.shoveStagger) stagger(i);
1760
+ };
1761
+ const countsAsChainFall = (i, cause) => {
1762
+ if (cause === FALL_CAUSE.PRESSURE || cause === FALL_CAUSE.BLAST) return false;
1763
+ if (ctx.step - ctx.lastBlastStep > CHAIN_WINDOW_STEPS) return false;
1764
+ const direct = store.blastStep[i] === ctx.lastBlastStep ? store.directShove[i] : 0;
1765
+ return direct < balanceOptions().shoveStagger;
1766
+ };
1767
+ const goDown = (i, cause) => {
1768
+ ctx.stats.falls[CAUSE_ORDER.indexOf(cause)]++;
1769
+ if (countsAsChainFall(i, cause)) ctx.stats.fallsBeyondBlast++;
1770
+ if (store.state[i] === STATE.PILE_STEP) ctx.releasePileStep(i);
1771
+ store.balance[i] = BALANCE.FALLEN;
1772
+ store.balanceTimer[i] = 0;
1773
+ store.fallCause[i] = cause;
1774
+ store.vx[i] = store.vz[i] = 0;
1775
+ store.pushX[i] /= GROUND_MASS_FACTOR;
1776
+ store.pushZ[i] /= GROUND_MASS_FACTOR;
1777
+ store.aimX[i] = store.aimZ[i] = 0;
1778
+ const target = ctx.target();
1779
+ if (target && target.state.grabbedBy === i) target.release();
1780
+ ctx.emit("fall", { agent: i, cause, x: store.x[i], z: store.z[i], identity: store.identity[i] });
1781
+ };
1782
+ const flush = () => {
1783
+ if (!requests.length) return;
1784
+ const options = balanceOptions();
1785
+ requests.sort((a, b) => b.score - a.score || a.identity - b.identity);
1786
+ let fallen = ctx.stats.fallen;
1787
+ let fallsLeft = options.maxFallsPerStep;
1788
+ const waiting = [];
1789
+ for (const request of requests) {
1790
+ const i = request.index;
1791
+ if (i >= store.n || store.identity[i] !== request.identity) continue;
1792
+ const balance = store.balance[i];
1793
+ if (balance !== BALANCE.STANDING && balance !== BALANCE.STAGGERING) continue;
1794
+ if (fallsLeft > 0 && fallen < options.maxFallen) {
1795
+ goDown(i, request.cause);
1796
+ fallsLeft--;
1797
+ fallen++;
1798
+ continue;
1799
+ }
1800
+ stagger(i);
1801
+ if (isCarried(request.cause) && ctx.step - request.born < CARRY_STEPS) waiting.push(request);
1802
+ }
1803
+ requests.length = 0;
1804
+ requests.push(...waiting);
1805
+ };
1806
+ const hasBodyOnTop = (i) => {
1807
+ const cell = ctx.grid.cellOf(store.x[i], store.z[i]);
1808
+ if (cell < 0) return false;
1809
+ const options = ctx.options.mound;
1810
+ if (!options) return false;
1811
+ const top = store.y[i] + options.bodyThickness * store.build[i];
1812
+ return ctx.moundAt(cell) / 1e3 > top + 0.05 || ctx.weightOn(i) > 0;
1813
+ };
1814
+ const stepStanding = (i, ratio, contactShove, options) => {
1815
+ if (contactShove > options.shoveFall * stabilityOf(i)) return requestFall(i, FALL_CAUSE.SHOVE, contactShove / (options.shoveFall * stabilityOf(i)));
1816
+ if (ratio > options.staggerEnter || contactShove > options.shoveStagger) stagger(i);
1817
+ else tryTrip(i);
1818
+ };
1819
+ const tryTrip = (i) => {
1820
+ const cell = ctx.grid.cellOf(store.x[i], store.z[i]);
1821
+ if (cell < 0 || cell === ctx.grid.cellOf(store.prevX[i], store.prevZ[i])) return;
1822
+ const mound = ctx.moundAt(cell);
1823
+ if (mound < TRIP_MOUND || store.y[i] >= mound / 1e3 - TRIP_CLEARANCE) return;
1824
+ const speed = Math.hypot(store.vx[i] + store.pushX[i], store.vz[i] + store.pushZ[i]);
1825
+ if (speed <= TRIP_MIN_SPEED) return;
1826
+ const chance = (ctx.typeOf(i).balance?.trip ?? 0.04) * store.tripFactor[i] * (speed / TRIP_REFERENCE_SPEED);
1827
+ if (unit(store.identity[i], ctx.step, SALT.TRIP) < chance) requestFall(i, FALL_CAUSE.TRIP, 1);
1828
+ };
1829
+ const stepStaggering = (i, ratio, contactShove, options) => {
1830
+ store.balanceTimer[i] += ctx.h;
1831
+ if (contactShove > options.shoveFall * stabilityOf(i)) return requestFall(i, FALL_CAUSE.SHOVE, contactShove / (options.shoveFall * stabilityOf(i)));
1832
+ 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);
1833
+ if (ratio < options.staggerLeave && store.balanceTimer[i] >= options.staggerMin) {
1834
+ store.balance[i] = BALANCE.STANDING;
1835
+ store.balanceTimer[i] = 0;
1836
+ }
1837
+ };
1838
+ const stepFallen = (i, ratio, options) => {
1839
+ store.balanceTimer[i] += ctx.h;
1840
+ if (store.balanceTimer[i] < options.fallenMin + store.reaction[i] || ratio >= options.releaseFactor || hasBodyOnTop(i)) return;
1841
+ store.balance[i] = BALANCE.GETTING_UP;
1842
+ store.balanceTimer[i] = 0;
1843
+ };
1844
+ const step = (options, contactShove) => {
1845
+ const smoothing = 1 - Math.exp(-ctx.h / options.pressureTau);
1846
+ let fallen = 0;
1847
+ let staggering = 0;
1848
+ for (let i = 0; i < store.n; i++) {
1849
+ const state = store.balance[i];
1850
+ if (state === BALANCE.THROWN) continue;
1851
+ store.pressure[i] += (store.field[i] - store.pressure[i]) * smoothing;
1852
+ const ratio = store.pressure[i] / criticalOf(i);
1853
+ if (state === BALANCE.STANDING) stepStanding(i, ratio, contactShove[i], options);
1854
+ else if (state === BALANCE.STAGGERING) stepStaggering(i, ratio, contactShove[i], options);
1855
+ else if (state === BALANCE.FALLEN) stepFallen(i, ratio, options);
1856
+ else if ((store.balanceTimer[i] += ctx.h) >= options.getUpSeconds) {
1857
+ store.balance[i] = BALANCE.STANDING;
1858
+ store.balanceTimer[i] = 0;
1859
+ }
1860
+ if (store.balance[i] === BALANCE.STAGGERING) staggering++;
1861
+ else if (store.balance[i] === BALANCE.FALLEN || store.balance[i] === BALANCE.GETTING_UP) fallen++;
1862
+ }
1863
+ ctx.stats.fallen = fallen;
1864
+ ctx.stats.staggering = staggering;
1865
+ };
1866
+ const landed = (i, height) => {
1867
+ if (store.balance[i] !== BALANCE.STANDING && store.balance[i] !== BALANCE.STAGGERING) return;
1868
+ if (height > COLLAPSE_FALL) requestFall(i, FALL_CAUSE.COLLAPSE, height / COLLAPSE_FALL);
1869
+ else if (height > COLLAPSE_STAGGER) stagger(i);
1870
+ };
1871
+ return { requestFall, stagger, shove, step, flush, landed, pending: () => requests.length };
1872
+ }
1873
+
1874
+ // src/physics/blast.ts
1875
+ var CENTRE_HEIGHT = 1;
1876
+ var SHELTERED = 0.5;
1877
+ var DISMEMBER_SHARE = 0.5;
1878
+ var LIMB_CHANCE = 0.5;
1879
+ var STUN_BASE = 0.45;
1880
+ var BLOOD_PER_BODY = 60;
1881
+ var LIMBS = [
1882
+ { bit: MISSING.ARM_L, region: 2 },
1883
+ { bit: MISSING.ARM_R, region: 3 },
1884
+ { bit: MISSING.LEG_L, region: 4 },
1885
+ { bit: MISSING.LEG_R, region: 5 }
1886
+ ];
1887
+ function createBlasts(ctx, hooks) {
1888
+ const { store } = ctx;
1889
+ const options = ctx.options.blast;
1890
+ const queue = [];
1891
+ const emitLimb = (tally, i, region) => {
1892
+ if (tally.limbEffects++ >= options.limbEffectsPerBlast) return;
1893
+ ctx.emit("effect", { effect: "limb", point: [store.x[i], store.height[i] * 0.9, store.z[i]], agent: i, region, severed: true });
1894
+ };
1895
+ const emitBlood = (tally, i) => {
1896
+ if (tally.bloodEffects++ >= options.bloodEffectsPerBlast) {
1897
+ tally.bloodSum += BLOOD_PER_BODY;
1898
+ return;
1899
+ }
1900
+ 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 });
1901
+ };
1902
+ const kill = (i, blast, distance, tally) => {
1903
+ tally.killed++;
1904
+ store.hp[i] = 0;
1905
+ if (blast.lethalRadius !== void 0 && distance < DISMEMBER_SHARE * blast.lethalRadius) {
1906
+ for (let k = 0; k < LIMBS.length; k++) {
1907
+ if (unit(store.identity[i], ctx.step, SALT.LIMB + k) >= LIMB_CHANCE) continue;
1908
+ store.missing[i] |= LIMBS[k].bit;
1909
+ emitLimb(tally, i, LIMBS[k].region);
1910
+ }
1911
+ }
1912
+ emitBlood(tally, i);
1913
+ ctx.deferKill(i);
1914
+ };
1915
+ const hurt = (i, blast, distance, index, reach = 1) => {
1916
+ const falloff = (1 - distance / blast.radius) ** 2 * reach;
1917
+ const amount = blast.energy / 1e3 * options.pointsPerKilojoule * falloff;
1918
+ const draw = (salt) => () => unit(store.identity[i], ctx.step, salt);
1919
+ if (ctx.damage(i, { region: 1, amount, distance, cut: falloff }, draw(SALT.JAW + index)).died) return true;
1920
+ const region = Math.floor(unit(store.identity[i], ctx.step, SALT.REGION + index) * 6);
1921
+ return ctx.damage(i, { region, amount: amount / 2, distance, cut: falloff }, draw(SALT.JAW + 8 + index)).died;
1922
+ };
1923
+ const shoveOf = (i, blasts, reaches) => {
1924
+ const position = [store.x[i], store.y[i] + CENTRE_HEIGHT * store.height[i], store.z[i]];
1925
+ let vx = 0;
1926
+ let vy = 0;
1927
+ let vz = 0;
1928
+ let falloff = 0;
1929
+ for (let b = 0; b < blasts.length; b++) {
1930
+ const blast = blasts[b];
1931
+ const shove = blastShove({ point: blast.point, energy: blast.energy, radius: blast.radius, reach: reaches?.[b] ?? 1 }, { position, mass: store.mass[i] }, options.shove);
1932
+ if (!shove) continue;
1933
+ vx += shove.speed * shove.direction[0];
1934
+ vy += shove.speed * shove.direction[1];
1935
+ vz += shove.speed * shove.direction[2];
1936
+ falloff = Math.max(falloff, shove.falloff);
1937
+ }
1938
+ return vx || vy || vz ? { vx, vy, vz, falloff } : void 0;
1939
+ };
1940
+ const distanceTo = (i, blast) => 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]);
1941
+ const applyShove = (i, shove, candidates, tallies, blasts) => {
1942
+ const horizontal = Math.hypot(shove.vx, shove.vz);
1943
+ const speed = Math.hypot(horizontal, shove.vy);
1944
+ store.directShove[i] = horizontal;
1945
+ store.blastStep[i] = ctx.step;
1946
+ const { balance, thrown } = hooks;
1947
+ if (thrown && speed >= options.throwSpeed && (store.x[i] - ctx.centre.x) ** 2 + (store.z[i] - ctx.centre.z) ** 2 <= ctx.options.thrown.radius ** 2) {
1948
+ 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) });
1949
+ return;
1950
+ }
1951
+ if (store.hp[i] <= 0) return;
1952
+ if (!balance) {
1953
+ store.state[i] = STATE.STUNNED;
1954
+ store.stateTimer[i] = STUN_BASE + shove.falloff;
1955
+ store.vx[i] = shove.vx;
1956
+ store.vz[i] = shove.vz;
1957
+ return;
1958
+ }
1959
+ store.pushX[i] += shove.vx;
1960
+ store.pushZ[i] += shove.vz;
1961
+ balance.shove(i, horizontal, FALL_CAUSE.BLAST);
1962
+ for (let b = 0; b < blasts.length; b++) if (distanceTo(i, blasts[b]) <= blasts[b].radius && horizontal > ctx.options.balance.shoveFall) tallies[b].fallen++;
1963
+ };
1964
+ const affect = (i, blasts, tallies, candidates) => {
1965
+ let dead = store.hp[i] <= 0;
1966
+ const reaches = blasts.map(
1967
+ (blast) => blast.reach && distanceTo(i, blast) <= blast.radius ? blast.reach([store.x[i], store.y[i] + CENTRE_HEIGHT * store.height[i], store.z[i]]) : 1
1968
+ );
1969
+ for (let b = 0; b < blasts.length && !dead; b++) {
1970
+ const blast = blasts[b];
1971
+ const distance = distanceTo(i, blast);
1972
+ if (distance > blast.radius) continue;
1973
+ tallies[b].reached++;
1974
+ if (blast.lethalRadius !== void 0 && distance < blast.lethalRadius && reaches[b] >= SHELTERED) kill(i, blast, distance, tallies[b]);
1975
+ else if (hurt(i, blast, distance, b, reaches[b])) tallies[b].killed++;
1976
+ dead = store.hp[i] <= 0 || dead;
1977
+ }
1978
+ const shove = shoveOf(i, blasts, reaches);
1979
+ if (shove) applyShove(i, shove, candidates, tallies, blasts);
1980
+ };
1981
+ const resolve = () => {
1982
+ if (!queue.length) return;
1983
+ const blasts = queue.splice(0, options.maxBlastsPerStep);
1984
+ const tallies = blasts.map(() => ({ reached: 0, killed: 0, fallen: 0, limbEffects: 0, bloodEffects: 0, bloodSum: 0 }));
1985
+ const candidates = [];
1986
+ ctx.lastBlastStep = ctx.step;
1987
+ ctx.stats.blastChecks = store.n * blasts.length;
1988
+ for (let i = 0; i < store.n; i++) if (store.balance[i] !== BALANCE.THROWN) affect(i, blasts, tallies, candidates);
1989
+ const thrown = hooks.thrown?.assign(candidates) ?? 0;
1990
+ blasts.forEach((blast, b) => {
1991
+ const tally = tallies[b];
1992
+ if (tally.bloodSum > 0) ctx.emit("effect", { effect: "blood", point: [blast.point[0], blast.point[1], blast.point[2]], amount: tally.bloodSum, died: true });
1993
+ hooks.pileBlast(blast.point[0], blast.point[2], blast.radius);
1994
+ ctx.emit("blasted", {
1995
+ point: [blast.point[0], blast.point[1], blast.point[2]],
1996
+ radius: blast.radius,
1997
+ reached: tally.reached,
1998
+ killed: tally.killed,
1999
+ thrown: b === 0 ? thrown : 0,
2000
+ fallen: tally.fallen,
2001
+ ...blast.chain === void 0 ? {} : { chain: blast.chain }
2002
+ });
2003
+ if (blast.chain !== void 0) ctx.stats.chainLinks++;
2004
+ });
2005
+ };
2006
+ return { enqueue: (blast) => void queue.push(blast), resolve, pending: () => queue.length };
2007
+ }
2008
+
2009
+ // src/physics/contact.ts
2010
+ var GROUND_MASS_FACTOR2 = 3;
2011
+ var PAIR_MARGIN = 0.15;
2012
+ var MAX_LEVEL_GAP = 0.15;
2013
+ var PAIRS_PER_AGENT = 12;
2014
+ var MIN_DISTANCE = 1e-6;
2015
+ var createContactWorkspace = (capacity, grid) => ({
2016
+ head: new Int32Array(Math.floor(grid.size) ** 2).fill(-1),
2017
+ next: new Int32Array(capacity),
2018
+ touched: new Int32Array(capacity),
2019
+ touchedCount: 0,
2020
+ pairI: new Int32Array(capacity * PAIRS_PER_AGENT),
2021
+ pairJ: new Int32Array(capacity * PAIRS_PER_AGENT),
2022
+ pairCount: 0,
2023
+ deltaX: new Float32Array(capacity),
2024
+ deltaZ: new Float32Array(capacity),
2025
+ count: new Uint8Array(capacity),
2026
+ pushBeforeX: new Float32Array(capacity),
2027
+ pushBeforeZ: new Float32Array(capacity),
2028
+ shove: new Float32Array(capacity),
2029
+ takesPart: new Uint8Array(capacity),
2030
+ radiusOf: new Float64Array(capacity),
2031
+ massOf: new Float64Array(capacity),
2032
+ pairReach: new Float64Array(capacity * PAIRS_PER_AGENT),
2033
+ pairDistance: new Float64Array(capacity * PAIRS_PER_AGENT),
2034
+ pairNormalX: new Float64Array(capacity * PAIRS_PER_AGENT),
2035
+ pairNormalZ: new Float64Array(capacity * PAIRS_PER_AGENT)
2036
+ });
2037
+ var createContactView = (store, grid) => ({ n: 0, store, grid, workspace: createContactWorkspace(store.x.length, grid) });
2038
+ var takesPartInContact = (store, i) => store.band[i] === 0 && store.balance[i] !== BALANCE.THROWN && store.state[i] !== STATE.PILE_STEP && store.state[i] !== STATE.DORMANT;
2039
+ var isOnGround = (store, i) => store.balance[i] === BALANCE.FALLEN || store.balance[i] === BALANCE.GETTING_UP;
2040
+ var effectiveMass = (store, i) => store.mass[i] * (isOnGround(store, i) ? GROUND_MASS_FACTOR2 : 1);
2041
+ var bodyRadius = (store, i, radius) => radius * store.build[i];
2042
+ function readBodies(view, radius) {
2043
+ const { store, workspace } = view;
2044
+ const { takesPart, radiusOf, massOf } = workspace;
2045
+ for (let i = 0; i < view.n; i++) {
2046
+ const takes = takesPartInContact(store, i);
2047
+ takesPart[i] = takes ? 1 : 0;
2048
+ radiusOf[i] = bodyRadius(store, i, radius);
2049
+ massOf[i] = effectiveMass(store, i);
2050
+ }
2051
+ }
2052
+ function rebuildHash(view) {
2053
+ const { store, grid, workspace } = view;
2054
+ const side = Math.floor(grid.size);
2055
+ for (let k = 0; k < workspace.touchedCount; k++) workspace.head[workspace.touched[k]] = -1;
2056
+ workspace.touchedCount = 0;
2057
+ for (let i = 0; i < view.n; i++) {
2058
+ if (!workspace.takesPart[i]) continue;
2059
+ const hx = Math.floor(store.x[i] + grid.half);
2060
+ const hz = Math.floor(store.z[i] + grid.half);
2061
+ if (hx < 0 || hz < 0 || hx >= side || hz >= side) continue;
2062
+ const cell = hz * side + hx;
2063
+ if (workspace.head[cell] === -1) workspace.touched[workspace.touchedCount++] = cell;
2064
+ workspace.next[i] = workspace.head[cell];
2065
+ workspace.head[cell] = i;
2066
+ }
2067
+ }
2068
+ var FORWARD_CELLS = [1, 0, -1, 1, 0, 1, 1, 1];
2069
+ function addPairsOfCell(view, i, cell, sameCell) {
2070
+ const { store, workspace } = view;
2071
+ const { head, next, radiusOf, pairI, pairJ } = workspace;
2072
+ const { x, z, y } = store;
2073
+ const xi = x[i];
2074
+ const zi = z[i];
2075
+ const yi = y[i];
2076
+ const reachBase = radiusOf[i] + PAIR_MARGIN;
2077
+ for (let j = head[cell]; j !== -1; j = next[j]) {
2078
+ if (sameCell && j <= i || Math.abs(yi - y[j]) > MAX_LEVEL_GAP) continue;
2079
+ const reach = reachBase + radiusOf[j];
2080
+ const ex = x[j] - xi;
2081
+ const ez = z[j] - zi;
2082
+ if (ex * ex + ez * ez >= reach * reach || workspace.pairCount >= pairI.length) continue;
2083
+ pairI[workspace.pairCount] = i;
2084
+ pairJ[workspace.pairCount++] = j;
2085
+ }
2086
+ }
2087
+ function collectPairs(view) {
2088
+ const { store, grid, workspace } = view;
2089
+ const side = Math.floor(grid.size);
2090
+ workspace.pairCount = 0;
2091
+ for (let i = 0; i < view.n; i++) {
2092
+ if (!workspace.takesPart[i]) continue;
2093
+ const hx = Math.floor(store.x[i] + grid.half);
2094
+ const hz = Math.floor(store.z[i] + grid.half);
2095
+ if (hx < 0 || hz < 0 || hx >= side || hz >= side) continue;
2096
+ addPairsOfCell(view, i, hz * side + hx, true);
2097
+ for (let k = 0; k < FORWARD_CELLS.length; k += 2) {
2098
+ const qx = hx + FORWARD_CELLS[k];
2099
+ const qz = hz + FORWARD_CELLS[k + 1];
2100
+ if (qx >= 0 && qz >= 0 && qx < side && qz < side) addPairsOfCell(view, i, qz * side + qx, false);
2101
+ }
2102
+ }
2103
+ }
2104
+ function measurePairs(view) {
2105
+ const { store, workspace } = view;
2106
+ const { pairI, pairJ, radiusOf, pairReach, pairDistance, pairNormalX, pairNormalZ } = workspace;
2107
+ const { x, z, identity } = store;
2108
+ for (let p = 0; p < workspace.pairCount; p++) {
2109
+ const i = pairI[p];
2110
+ const j = pairJ[p];
2111
+ const reach = radiusOf[i] + radiusOf[j];
2112
+ const ex = x[i] - x[j];
2113
+ const ez = z[i] - z[j];
2114
+ const distance = Math.sqrt(ex * ex + ez * ez);
2115
+ pairReach[p] = reach;
2116
+ pairDistance[p] = distance;
2117
+ if (distance >= reach) continue;
2118
+ if (distance > MIN_DISTANCE) {
2119
+ pairNormalX[p] = ex / distance;
2120
+ pairNormalZ[p] = ez / distance;
2121
+ continue;
2122
+ }
2123
+ const angle = 2 * Math.PI * unit(identity[i] ^ identity[j], 0, SALT.SPIN);
2124
+ pairNormalX[p] = Math.cos(angle);
2125
+ pairNormalZ[p] = Math.sin(angle);
2126
+ }
2127
+ }
2128
+ function solveImpulse(store, workspace, p) {
2129
+ if (workspace.pairDistance[p] >= workspace.pairReach[p]) return;
2130
+ const i = workspace.pairI[p];
2131
+ const j = workspace.pairJ[p];
2132
+ const nx = workspace.pairNormalX[p];
2133
+ const nz = workspace.pairNormalZ[p];
2134
+ const { vx, vz, pushX, pushZ } = store;
2135
+ const closing = (vx[i] + pushX[i] - vx[j] - pushX[j]) * nx + (vz[i] + pushZ[i] - vz[j] - pushZ[j]) * nz;
2136
+ if (closing >= 0) return;
2137
+ const massI = workspace.massOf[i];
2138
+ const massJ = workspace.massOf[j];
2139
+ const impulse = -closing * massI * massJ / (massI + massJ);
2140
+ pushX[i] += impulse * nx / massI;
2141
+ pushZ[i] += impulse * nz / massI;
2142
+ pushX[j] -= impulse * nx / massJ;
2143
+ pushZ[j] -= impulse * nz / massJ;
2144
+ }
2145
+ function accumulateCorrection(workspace, p, relaxation) {
2146
+ const distance = workspace.pairDistance[p];
2147
+ const reach = workspace.pairReach[p];
2148
+ if (distance >= reach) return;
2149
+ const i = workspace.pairI[p];
2150
+ const j = workspace.pairJ[p];
2151
+ const massI = workspace.massOf[i];
2152
+ const massJ = workspace.massOf[j];
2153
+ const move = relaxation * (reach - distance);
2154
+ const nx = workspace.pairNormalX[p];
2155
+ const nz = workspace.pairNormalZ[p];
2156
+ workspace.deltaX[i] += move * nx * (massJ / (massI + massJ));
2157
+ workspace.deltaZ[i] += move * nz * (massJ / (massI + massJ));
2158
+ workspace.deltaX[j] -= move * nx * (massI / (massI + massJ));
2159
+ workspace.deltaZ[j] -= move * nz * (massI / (massI + massJ));
2160
+ workspace.count[i]++;
2161
+ workspace.count[j]++;
2162
+ }
2163
+ var isOpen = (grid, x, z) => {
2164
+ const cell = grid.cellOf(x, z);
2165
+ return cell >= 0 && (grid.occ[cell] === 0 || grid.occ[cell] === 3);
2166
+ };
2167
+ function applyCorrection(view, agent, params) {
2168
+ const { store, grid, workspace } = view;
2169
+ const count = workspace.count[agent];
2170
+ if (!count) return;
2171
+ workspace.count[agent] = 0;
2172
+ const cap = params.maxCorrection;
2173
+ const dx = Math.max(-cap, Math.min(cap, workspace.deltaX[agent] / count));
2174
+ const dz = Math.max(-cap, Math.min(cap, workspace.deltaZ[agent] / count));
2175
+ if (isOpen(grid, store.x[agent] + dx, store.z[agent])) store.x[agent] += dx;
2176
+ if (isOpen(grid, store.x[agent], store.z[agent] + dz)) store.z[agent] += dz;
2177
+ }
2178
+ function resetCorrection(workspace, agent) {
2179
+ workspace.deltaX[agent] = 0;
2180
+ workspace.deltaZ[agent] = 0;
2181
+ workspace.count[agent] = 0;
2182
+ }
2183
+ function correctPositions(view, params) {
2184
+ const { workspace } = view;
2185
+ for (let p = 0; p < workspace.pairCount; p++) {
2186
+ resetCorrection(workspace, workspace.pairI[p]);
2187
+ resetCorrection(workspace, workspace.pairJ[p]);
2188
+ }
2189
+ for (let p = 0; p < workspace.pairCount; p++) accumulateCorrection(workspace, p, params.relaxation);
2190
+ for (let p = 0; p < workspace.pairCount; p++) {
2191
+ applyCorrection(view, workspace.pairI[p], params);
2192
+ applyCorrection(view, workspace.pairJ[p], params);
2193
+ }
2194
+ }
2195
+ function measureOverlaps(view, out) {
2196
+ const { store, workspace } = view;
2197
+ for (let p = 0; p < workspace.pairCount; p++) {
2198
+ const i = workspace.pairI[p];
2199
+ const j = workspace.pairJ[p];
2200
+ if (isOnGround(store, i) && isOnGround(store, j)) continue;
2201
+ const reach = workspace.radiusOf[i] + workspace.radiusOf[j];
2202
+ const overlap = reach - Math.hypot(store.x[i] - store.x[j], store.z[i] - store.z[j]);
2203
+ if (overlap <= 0) continue;
2204
+ out.contacts++;
2205
+ out.overlapSum += overlap;
2206
+ if (overlap > out.maxOverlap) out.maxOverlap = overlap;
2207
+ }
2208
+ }
2209
+ function dampPush(view, params) {
2210
+ const { store, workspace } = view;
2211
+ const lambda = Math.exp(-params.friction * params.h);
2212
+ for (let i = 0; i < view.n; i++) {
2213
+ workspace.shove[i] = Math.hypot(store.pushX[i] - workspace.pushBeforeX[i], store.pushZ[i] - workspace.pushBeforeZ[i]);
2214
+ store.pushX[i] *= lambda;
2215
+ store.pushZ[i] *= lambda;
2216
+ const speed = Math.hypot(store.pushX[i], store.pushZ[i]);
2217
+ if (speed <= params.maxPush) continue;
2218
+ store.pushX[i] *= params.maxPush / speed;
2219
+ store.pushZ[i] *= params.maxPush / speed;
2220
+ }
2221
+ }
2222
+ function prepareHash(view, radius) {
2223
+ readBodies(view, radius);
2224
+ rebuildHash(view);
2225
+ }
2226
+ function contactStep(view, params, out) {
2227
+ const { store, workspace } = view;
2228
+ out.contacts = 0;
2229
+ out.maxOverlap = 0;
2230
+ out.overlapSum = 0;
2231
+ for (let i = 0; i < view.n; i++) {
2232
+ workspace.pushBeforeX[i] = store.pushX[i];
2233
+ workspace.pushBeforeZ[i] = store.pushZ[i];
2234
+ }
2235
+ readBodies(view, params.radius);
2236
+ rebuildHash(view);
2237
+ collectPairs(view);
2238
+ for (let iteration = 0; iteration < params.iterations; iteration++) {
2239
+ measurePairs(view);
2240
+ for (let p = 0; p < workspace.pairCount; p++) solveImpulse(store, workspace, p);
2241
+ for (let p = workspace.pairCount - 1; p >= 0; p--) solveImpulse(store, workspace, p);
2242
+ correctPositions(view, params);
2243
+ }
2244
+ measureOverlaps(view, out);
2245
+ dampPush(view, params);
2246
+ }
2247
+
2248
+ // src/physics/context.ts
2249
+ var createPhysicsStats = () => ({
2250
+ contacts: 0,
2251
+ maxOverlap: 0,
2252
+ meanOverlap: 0,
2253
+ falls: [0, 0, 0, 0, 0, 0],
2254
+ fallsBeyondBlast: 0,
2255
+ fallen: 0,
2256
+ staggering: 0,
2257
+ climbers: 0,
2258
+ moundMax: 0,
2259
+ thrownActive: 0,
2260
+ thrownPeak: 0,
2261
+ blastChecks: 0,
2262
+ chainLinks: 0,
2263
+ fieldMax: 0,
2264
+ playerPressure: 0
2265
+ });
2266
+
2267
+ // src/physics/density.ts
2268
+ var DECISION_STEPS = 12;
2269
+ var FAR_BAND = 1;
2270
+ function createDensity(ctx, options) {
2271
+ const { store, grid } = ctx;
2272
+ const side = Math.ceil(grid.size / options.cell);
2273
+ const bodies = new Uint16Array(side * side);
2274
+ const touched = [];
2275
+ const half = grid.half;
2276
+ const cellOf = (i) => {
2277
+ const gx = Math.floor((store.x[i] + half) / options.cell);
2278
+ const gz = Math.floor((store.z[i] + half) / options.cell);
2279
+ return gx < 0 || gz < 0 || gx >= side || gz >= side ? -1 : gz * side + gx;
2280
+ };
2281
+ const isWalking = (i) => 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;
2282
+ const count = () => {
2283
+ for (let k = 0; k < touched.length; k++) bodies[touched[k]] = 0;
2284
+ touched.length = 0;
2285
+ for (let i = 0; i < store.n; i++) {
2286
+ if (!isWalking(i)) continue;
2287
+ const cell = cellOf(i);
2288
+ if (cell < 0) continue;
2289
+ if (bodies[cell] === 0) touched.push(cell);
2290
+ bodies[cell]++;
2291
+ }
2292
+ };
2293
+ const step = () => {
2294
+ if (ctx.step % DECISION_STEPS === 0) count();
2295
+ if (!touched.length) return;
2296
+ for (let i = 0; i < store.n; i++) {
2297
+ if (!isWalking(i)) continue;
2298
+ const cell = cellOf(i);
2299
+ const around = cell < 0 ? 0 : bodies[cell];
2300
+ store.field[i] = around > options.capacity ? (around - options.capacity) * options.pressurePerBody : 0;
2301
+ }
2302
+ };
2303
+ const bodiesAround = (i) => {
2304
+ const cell = cellOf(i);
2305
+ return cell < 0 ? 0 : bodies[cell];
2306
+ };
2307
+ const slowdown = (i, band) => {
2308
+ if (band !== FAR_BAND) return 1;
2309
+ const around = bodiesAround(i);
2310
+ return around > options.capacity ? options.capacity / around : 1;
2311
+ };
2312
+ return { step, slowdown, bodiesAround };
2313
+ }
2314
+
2315
+ // src/physics/mound.ts
2316
+ var CELLS_PER_BODY = 3;
2317
+ var BODY_PART_SPACING = 0.5;
2318
+ var CLIMB_HEIGHT = 0.25;
2319
+ var ELEVATED = 0.05;
2320
+ var NEUTRAL_MASS = 70;
2321
+ var NEIGHBOURS = [-1, 1, -1, 0, -1, -1, 0, -1, 0, 1, 1, -1, 1, 0, 1, 1];
2322
+ var BODY_IDENTITY_SCALE = 1e6;
2323
+ function createMound(ctx, extraBodies, height) {
2324
+ const { store, grid } = ctx;
2325
+ const options = ctx.options.mound;
2326
+ const balance = ctx.options.balance;
2327
+ const cellCount = grid.n * grid.n;
2328
+ const touched = new Int32Array((store.capacity + extraBodies) * CELLS_PER_BODY * 2);
2329
+ let touchedCount = 0;
2330
+ const entryCapacity = (store.capacity + extraBodies) * CELLS_PER_BODY;
2331
+ const entries = { count: 0, cell: new Int32Array(entryCapacity), thickness: new Uint16Array(entryCapacity), identity: new Uint32Array(entryCapacity), agent: new Int32Array(entryCapacity) };
2332
+ const standMass = new Float32Array(cellCount);
2333
+ const standTouched = new Int32Array(store.capacity);
2334
+ let standTouchedCount = 0;
2335
+ const maxMillimetres = Math.round(options.maxHeight * 1e3);
2336
+ const cells = [0, 0, 0];
2337
+ const cellsOfBody = (x, z, yaw) => {
2338
+ const sin = Math.sin(yaw);
2339
+ const cos = Math.cos(yaw);
2340
+ for (let part2 = 0; part2 < CELLS_PER_BODY; part2++) {
2341
+ const offset = (part2 - 1) * BODY_PART_SPACING;
2342
+ cells[part2] = grid.cellOf(x + sin * offset, z + cos * offset);
2343
+ }
2344
+ };
2345
+ const addBody = (x, z, yaw, millimetres, identity, agent) => {
2346
+ cellsOfBody(x, z, yaw);
2347
+ for (const cell of cells) {
2348
+ if (cell < 0) continue;
2349
+ if (height[cell] === 0) touched[touchedCount++] = cell;
2350
+ height[cell] += millimetres;
2351
+ const index = entries.count++;
2352
+ entries.cell[index] = cell;
2353
+ entries.thickness[index] = millimetres;
2354
+ entries.identity[index] = identity;
2355
+ entries.agent[index] = agent;
2356
+ }
2357
+ };
2358
+ const sumBodies = () => {
2359
+ for (let k = 0; k < touchedCount; k++) height[touched[k]] = 0;
2360
+ touchedCount = 0;
2361
+ entries.count = 0;
2362
+ for (let i = 0; i < store.n; i++) {
2363
+ const state = store.balance[i];
2364
+ if (store.band[i] !== 0 || state !== BALANCE.FALLEN && state !== BALANCE.GETTING_UP) continue;
2365
+ addBody(store.x[i], store.z[i], store.renderYaw[i], Math.round(options.bodyThickness * store.build[i] * 1e3), store.identity[i], i);
2366
+ }
2367
+ const reach = options.corpseRadius * options.corpseRadius;
2368
+ for (const { data } of ctx.corpseList()) {
2369
+ if ((data.x - ctx.centre.x) ** 2 + (data.z - ctx.centre.z) ** 2 > reach) continue;
2370
+ addBody(data.x, data.z, data.yaw, Math.round(options.corpseThickness * data.build * 1e3), mix32(Math.floor(data.seed * BODY_IDENTITY_SCALE)), -1);
2371
+ }
2372
+ };
2373
+ const isOpenCell = (cell) => grid.occ[cell] === 0 || grid.occ[cell] === 3;
2374
+ const lowestNeighbour = (cell, millimetres) => {
2375
+ const cx = cell % grid.n;
2376
+ const cz = Math.floor(cell / grid.n);
2377
+ let best = -1;
2378
+ for (let k = 0; k < NEIGHBOURS.length; k += 2) {
2379
+ const nx = cx + NEIGHBOURS[k];
2380
+ const nz = cz + NEIGHBOURS[k + 1];
2381
+ if (nx < 0 || nz < 0 || nx >= grid.n || nz >= grid.n) continue;
2382
+ const neighbour = nz * grid.n + nx;
2383
+ if (!isOpenCell(neighbour) || height[neighbour] + millimetres > maxMillimetres) continue;
2384
+ if (best < 0 || height[neighbour] < height[best] || height[neighbour] === height[best] && neighbour < best) best = neighbour;
2385
+ }
2386
+ return best;
2387
+ };
2388
+ const slideEntry = (index) => {
2389
+ const cell = entries.cell[index];
2390
+ const target = lowestNeighbour(cell, entries.thickness[index]);
2391
+ if (target < 0) return;
2392
+ if (height[target] === 0) touched[touchedCount++] = target;
2393
+ height[target] += entries.thickness[index];
2394
+ height[cell] -= entries.thickness[index];
2395
+ entries.cell[index] = target;
2396
+ const agent = entries.agent[index];
2397
+ if (agent < 0) return;
2398
+ store.x[agent] += (target % grid.n - cell % grid.n) * grid.cell;
2399
+ store.z[agent] += (Math.floor(target / grid.n) - Math.floor(cell / grid.n)) * grid.cell;
2400
+ };
2401
+ const capHeights = () => {
2402
+ let over = false;
2403
+ for (let k = 0; k < touchedCount && !over; k++) over = height[touched[k]] > maxMillimetres;
2404
+ if (!over) return;
2405
+ 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);
2406
+ let current = -1;
2407
+ let running = 0;
2408
+ for (const index of order) {
2409
+ const cell = entries.cell[index];
2410
+ if (cell !== current) {
2411
+ current = cell;
2412
+ running = 0;
2413
+ }
2414
+ if (height[cell] <= maxMillimetres) continue;
2415
+ if (running + entries.thickness[index] <= maxMillimetres) running += entries.thickness[index];
2416
+ else slideEntry(index);
2417
+ }
2418
+ for (let k = 0; k < touchedCount; k++) if (height[touched[k]] > maxMillimetres) height[touched[k]] = maxMillimetres;
2419
+ };
2420
+ const seatFallen = () => {
2421
+ let top = 0;
2422
+ for (let k = 0; k < touchedCount; k++) top = Math.max(top, height[touched[k]]);
2423
+ ctx.stats.moundMax = top / 1e3;
2424
+ for (let i = 0; i < store.n; i++) {
2425
+ const state = store.balance[i];
2426
+ if (store.band[i] !== 0 || state !== BALANCE.FALLEN && state !== BALANCE.GETTING_UP) continue;
2427
+ const cell = grid.cellOf(store.x[i], store.z[i]);
2428
+ if (cell >= 0) store.y[i] = Math.max(0, height[cell] / 1e3 - options.bodyThickness * store.build[i]);
2429
+ }
2430
+ };
2431
+ const weighStanding = () => {
2432
+ for (let k = 0; k < standTouchedCount; k++) standMass[standTouched[k]] = 0;
2433
+ standTouchedCount = 0;
2434
+ let climbers = 0;
2435
+ for (let i = 0; i < store.n; i++) {
2436
+ const state = store.balance[i];
2437
+ if (store.band[i] !== 0 || store.state[i] === STATE.PILE_STEP || state !== BALANCE.STANDING && state !== BALANCE.STAGGERING) continue;
2438
+ if (store.y[i] >= CLIMB_HEIGHT) climbers++;
2439
+ if (store.y[i] <= ELEVATED) continue;
2440
+ const cell = grid.cellOf(store.x[i], store.z[i]);
2441
+ if (cell < 0) continue;
2442
+ if (standMass[cell] === 0) standTouched[standTouchedCount++] = cell;
2443
+ standMass[cell] += store.mass[i];
2444
+ }
2445
+ ctx.stats.climbers = climbers;
2446
+ };
2447
+ const trample = () => {
2448
+ if (!standTouchedCount) return;
2449
+ for (let i = 0; i < store.n; i++) {
2450
+ const state = store.balance[i];
2451
+ if (store.band[i] !== 0 || state !== BALANCE.FALLEN && state !== BALANCE.GETTING_UP) continue;
2452
+ const mass = weightOn(i);
2453
+ if (!mass) continue;
2454
+ store.hp[i] -= balance.trampleDps * (mass / NEUTRAL_MASS) * ctx.h;
2455
+ if (store.hp[i] <= 0) ctx.deferKill(i);
2456
+ }
2457
+ };
2458
+ const step = () => {
2459
+ sumBodies();
2460
+ capHeights();
2461
+ seatFallen();
2462
+ weighStanding();
2463
+ trample();
2464
+ };
2465
+ const weightOn = (i) => {
2466
+ cellsOfBody(store.x[i], store.z[i], store.renderYaw[i]);
2467
+ let mass = 0;
2468
+ for (const cell of cells) if (cell >= 0) mass += standMass[cell];
2469
+ return mass;
2470
+ };
2471
+ return { height, step, weightOn };
2472
+ }
2473
+
2474
+ // src/physics/offload/default-worker.ts
2475
+ var import_meta = {};
2476
+ function createDefaultWorkerFactory() {
2477
+ if (typeof Worker === "undefined") return null;
2478
+ let url;
2479
+ try {
2480
+ url = new URL("./physics-worker.js", import_meta.url);
2481
+ } catch {
2482
+ return null;
2483
+ }
2484
+ return () => {
2485
+ const worker = new Worker(url, { type: "module" });
2486
+ return {
2487
+ postMessage: (message, transfer) => worker.postMessage(message, transfer ?? []),
2488
+ onMessage: (listener) => worker.addEventListener("message", (event) => listener(event.data)),
2489
+ terminate: () => worker.terminate()
2490
+ };
2491
+ };
2492
+ }
2493
+
2494
+ // src/physics/offload/frame.ts
2495
+ var F32_INPUTS = ["x", "z", "y", "vx", "vz", "pushX", "pushZ", "mass", "build", "aimX", "aimZ", "driveFactor", "fieldPrev"];
2496
+ var U8_INPUTS = ["band", "balance", "state", "type"];
2497
+ var F32_OUTPUTS = ["deltaX", "deltaZ", "deltaPushX", "deltaPushZ", "deltaVx", "deltaVz", "field", "shove", "doorLoad"];
2498
+ var 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 };
2499
+ var align8 = (bytes) => Math.ceil(bytes / 8) * 8;
2500
+ var frameBytes = ({ capacity, cells }) => HEADER.size * 8 + (F32_INPUTS.length + F32_OUTPUTS.length + 2) * align8(capacity * 4) + U8_INPUTS.length * align8(capacity) + align8(cells);
2501
+ function createFrame(buffer, shape) {
2502
+ const { capacity, cells } = shape;
2503
+ let offset = 0;
2504
+ const take = (make, bytesPerElement, length) => {
2505
+ const view = make(buffer, offset, length);
2506
+ offset += align8(length * bytesPerElement);
2507
+ return view;
2508
+ };
2509
+ const f64 = (b, o, l) => new Float64Array(b, o, l);
2510
+ const f32 = (b, o, l) => new Float32Array(b, o, l);
2511
+ const u8 = (b, o, l) => new Uint8Array(b, o, l);
2512
+ const header = take(f64, 8, HEADER.size);
2513
+ const floats = {};
2514
+ for (const key of [...F32_INPUTS, ...F32_OUTPUTS]) floats[key] = take(f32, 4, capacity);
2515
+ const identity = take((b, o, l) => new Uint32Array(b, o, l), 4, capacity);
2516
+ const doorCell = take((b, o, l) => new Int32Array(b, o, l), 4, capacity);
2517
+ const bytes = {};
2518
+ for (const key of U8_INPUTS) bytes[key] = take(u8, 1, capacity);
2519
+ const occ = take(u8, 1, cells);
2520
+ return { header, f32: floats, u8: bytes, identity, doorCell, occ };
2521
+ }
2522
+ var INPUT_KEYS = { f32: F32_INPUTS, u8: U8_INPUTS };
2523
+
2524
+ // src/physics/offload/offload.ts
2525
+ var isOpen2 = (grid, x, z) => {
2526
+ const cell = grid.cellOf(x, z);
2527
+ return cell >= 0 && (grid.occ[cell] === 0 || grid.occ[cell] === 3);
2528
+ };
2529
+ function writeSnapshot(frame, source, h, player) {
2530
+ const { store, grid } = source;
2531
+ const n = store.n;
2532
+ for (const key of INPUT_KEYS.f32) frame.f32[key].set(store[key].subarray(0, n));
2533
+ for (const key of INPUT_KEYS.u8) frame.u8[key].set(store[key].subarray(0, n));
2534
+ frame.identity.set(store.identity.subarray(0, n));
2535
+ frame.occ.set(grid.occ);
2536
+ frame.header[HEADER.n] = n;
2537
+ frame.header[HEADER.h] = h;
2538
+ frame.header[HEADER.playerOn] = player ? 1 : 0;
2539
+ frame.header[HEADER.playerX] = player?.x ?? 0;
2540
+ frame.header[HEADER.playerZ] = player?.z ?? 0;
2541
+ }
2542
+ function createOffload(runner, host, latency = 1) {
2543
+ const { store, grid, stats, contact } = host;
2544
+ const queue = [];
2545
+ const spare = Array.from({ length: latency }, () => ({ count: 0, origin: null, originBuffer: new Int32Array(store.capacity) }));
2546
+ const result = { playerLoad: 0 };
2547
+ const apply = (frame, pending) => {
2548
+ const { f32, header } = frame;
2549
+ const { origin, count } = pending;
2550
+ for (let agent = 0; agent < store.n; agent++) {
2551
+ const from = origin ? origin[agent] : agent < count ? agent : -1;
2552
+ if (from < 0) {
2553
+ contact.workspace.shove[agent] = 0;
2554
+ continue;
2555
+ }
2556
+ const dx = f32.deltaX[from];
2557
+ const dz = f32.deltaZ[from];
2558
+ if (dx !== 0 && isOpen2(grid, store.x[agent] + dx, store.z[agent])) store.x[agent] += dx;
2559
+ if (dz !== 0 && isOpen2(grid, store.x[agent], store.z[agent] + dz)) store.z[agent] += dz;
2560
+ store.pushX[agent] += f32.deltaPushX[from];
2561
+ store.pushZ[agent] += f32.deltaPushZ[from];
2562
+ store.vx[agent] += f32.deltaVx[from];
2563
+ store.vz[agent] += f32.deltaVz[from];
2564
+ store.field[agent] = f32.field[from];
2565
+ store.fieldPrev[agent] = f32.field[from];
2566
+ contact.workspace.shove[agent] = f32.shove[from];
2567
+ const cell = frame.doorCell[from];
2568
+ if (cell >= 0) host.addDoorLoad(cell, f32.doorLoad[from]);
2569
+ }
2570
+ stats.contacts = header[HEADER.contacts];
2571
+ stats.maxOverlap = header[HEADER.maxOverlap];
2572
+ stats.meanOverlap = header[HEADER.contacts] ? header[HEADER.overlapSum] / header[HEADER.contacts] : 0;
2573
+ stats.fieldMax = header[HEADER.fieldMax];
2574
+ result.playerLoad = header[HEADER.playerLoad];
2575
+ };
2576
+ const step = (h, player) => {
2577
+ result.playerLoad = 0;
2578
+ if (queue.length >= latency) {
2579
+ const frame2 = runner.settle();
2580
+ if (frame2) {
2581
+ const pending = queue.shift();
2582
+ apply(frame2, pending);
2583
+ pending.origin = null;
2584
+ spare.push(pending);
2585
+ }
2586
+ }
2587
+ const frame = runner.frame();
2588
+ if (frame && spare.length) {
2589
+ writeSnapshot(frame, { store, grid }, h, player);
2590
+ runner.submit();
2591
+ const pending = spare.shift();
2592
+ pending.count = store.n;
2593
+ queue.push(pending);
2594
+ }
2595
+ return result;
2596
+ };
2597
+ const remap = (removed, moved) => {
2598
+ queue.forEach((pending) => {
2599
+ if (!pending.origin) {
2600
+ pending.origin = pending.originBuffer.fill(-1);
2601
+ for (let agent = 0; agent < pending.count; agent++) pending.origin[agent] = agent;
2602
+ }
2603
+ pending.origin[removed] = removed === moved ? -1 : pending.origin[moved];
2604
+ if (removed !== moved) pending.origin[moved] = -1;
2605
+ });
2606
+ };
2607
+ return { step, remap, dispose: () => runner.dispose() };
2608
+ }
2609
+
2610
+ // src/physics/pressure.ts
2611
+ var TOUCH_SLACK = 0.08;
2612
+ var WALL_PROBE = 0.12;
2613
+ var PLAYER_REACH = 1.3;
2614
+ var PLAYER_RADIUS_SQUARED = PLAYER_REACH * PLAYER_REACH;
2615
+ var createPressureWorkspace = (capacity, pairCapacity) => ({
2616
+ weightSum: new Float32Array(capacity),
2617
+ pressing: new Uint8Array(capacity),
2618
+ wallKind: new Uint8Array(capacity),
2619
+ wallDoor: new Int32Array(capacity),
2620
+ playerWeight: new Float32Array(capacity),
2621
+ cutExcess: new Float32Array(capacity),
2622
+ cutX: new Float32Array(capacity),
2623
+ cutZ: new Float32Array(capacity),
2624
+ pairWeightForward: new Float32Array(pairCapacity),
2625
+ pairWeightBackward: new Float32Array(pairCapacity),
2626
+ canPress: new Uint8Array(capacity)
2627
+ });
2628
+ var isPressing = (store, i) => takesPartInContact(store, i) && (store.balance[i] === BALANCE.STANDING || store.balance[i] === BALANCE.STAGGERING);
2629
+ function readPressing(view, workspace) {
2630
+ for (let i = 0; i < view.n; i++) workspace.canPress[i] = isPressing(view.store, i) ? 1 : 0;
2631
+ }
2632
+ var frontWeight = (alignment, cone) => alignment > cone ? (alignment - cone) / (1 - cone) : 0;
2633
+ var hasAim = (store, i) => store.aimX[i] !== 0 || store.aimZ[i] !== 0;
2634
+ function noteCut(store, workspace, i, j, nx, nz) {
2635
+ const excess = (store.vx[i] - store.vx[j]) * nx + (store.vz[i] - store.vz[j]) * nz;
2636
+ if (excess <= workspace.cutExcess[i]) return;
2637
+ workspace.cutExcess[i] = excess;
2638
+ workspace.cutX[i] = nx;
2639
+ workspace.cutZ[i] = nz;
2640
+ }
2641
+ function weighPairs(view, workspace, params) {
2642
+ const { store } = view;
2643
+ for (let p = 0; p < view.workspace.pairCount; p++) {
2644
+ workspace.pairWeightForward[p] = 0;
2645
+ workspace.pairWeightBackward[p] = 0;
2646
+ const i = view.workspace.pairI[p];
2647
+ const j = view.workspace.pairJ[p];
2648
+ if (!workspace.canPress[i] || !workspace.canPress[j]) continue;
2649
+ const ex = store.x[j] - store.x[i];
2650
+ const ez = store.z[j] - store.z[i];
2651
+ const distance = Math.sqrt(ex * ex + ez * ez);
2652
+ if (distance < 1e-6 || distance > (store.build[i] + store.build[j]) * params.radius + TOUCH_SLACK) continue;
2653
+ const nx = ex / distance;
2654
+ const nz = ez / distance;
2655
+ const forward = frontWeight(store.aimX[i] * nx + store.aimZ[i] * nz, params.frontCone);
2656
+ const backward = frontWeight(-(store.aimX[j] * nx + store.aimZ[j] * nz), params.frontCone);
2657
+ if (forward > 0) {
2658
+ workspace.pressing[i] = 1;
2659
+ noteCut(store, workspace, i, j, nx, nz);
2660
+ }
2661
+ if (backward > 0) {
2662
+ workspace.pressing[j] = 1;
2663
+ noteCut(store, workspace, j, i, -nx, -nz);
2664
+ }
2665
+ if (forward > 0 && backward > 0) continue;
2666
+ workspace.pairWeightForward[p] = forward;
2667
+ workspace.pairWeightBackward[p] = backward;
2668
+ workspace.weightSum[i] += forward;
2669
+ workspace.weightSum[j] += backward;
2670
+ }
2671
+ }
2672
+ function weighWalls(view, workspace, params, doorAt) {
2673
+ const { store, grid } = view;
2674
+ for (let i = 0; i < view.n; i++) {
2675
+ if (!workspace.canPress[i] || !hasAim(store, i)) continue;
2676
+ const reach = store.build[i] * params.radius + WALL_PROBE;
2677
+ const cell = grid.cellOf(store.x[i] + store.aimX[i] * reach, store.z[i] + store.aimZ[i] * reach);
2678
+ if (cell >= 0 && (grid.occ[cell] === 0 || grid.occ[cell] === 3)) continue;
2679
+ workspace.wallKind[i] = 1;
2680
+ workspace.wallDoor[i] = cell >= 0 && grid.occ[cell] === 5 ? doorAt(cell) : -1;
2681
+ workspace.pressing[i] = 1;
2682
+ workspace.weightSum[i] += 1;
2683
+ }
2684
+ }
2685
+ function weighPlayer(view, workspace, params, player) {
2686
+ const { store } = view;
2687
+ for (let i = 0; i < view.n; i++) {
2688
+ if (!workspace.canPress[i]) continue;
2689
+ const ex = player.x - store.x[i];
2690
+ const ez = player.z - store.z[i];
2691
+ const squared = ex * ex + ez * ez;
2692
+ if (squared > PLAYER_RADIUS_SQUARED || squared < 1e-6) continue;
2693
+ const distance = Math.sqrt(squared);
2694
+ const weight = hasAim(store, i) ? frontWeight((store.aimX[i] * ex + store.aimZ[i] * ez) / distance, params.frontCone) : 1;
2695
+ workspace.playerWeight[i] = weight;
2696
+ if (weight > 0) workspace.pressing[i] = 1;
2697
+ workspace.weightSum[i] += weight;
2698
+ }
2699
+ }
2700
+ function clearWorkspace(view, workspace) {
2701
+ const { store } = view;
2702
+ for (let i = 0; i < view.n; i++) {
2703
+ workspace.weightSum[i] = 0;
2704
+ workspace.pressing[i] = 0;
2705
+ workspace.wallKind[i] = 0;
2706
+ workspace.playerWeight[i] = 0;
2707
+ workspace.cutExcess[i] = 0;
2708
+ store.field[i] = 0;
2709
+ }
2710
+ }
2711
+ function ownDrive(store, context, workspace, i) {
2712
+ if (!hasAim(store, i) || !workspace.pressing[i]) return 0;
2713
+ return context.driveForceOfType[store.type[i]] * store.driveFactor[i];
2714
+ }
2715
+ function spreadField(view, workspace, params, context, out) {
2716
+ const { store } = view;
2717
+ for (let i = 0; i < view.n; i++) {
2718
+ if (!workspace.canPress[i]) continue;
2719
+ store.field[i] = ownDrive(store, context, workspace, i);
2720
+ if (store.field[i] > 0) out.drivers++;
2721
+ }
2722
+ for (let p = 0; p < view.workspace.pairCount; p++) {
2723
+ const i = view.workspace.pairI[p];
2724
+ const j = view.workspace.pairJ[p];
2725
+ const forward = workspace.pairWeightForward[p];
2726
+ const backward = workspace.pairWeightBackward[p];
2727
+ if (forward > 0) store.field[j] += params.transmission * store.fieldPrev[i] * forward * forward / workspace.weightSum[i];
2728
+ if (backward > 0) store.field[i] += params.transmission * store.fieldPrev[j] * backward * backward / workspace.weightSum[j];
2729
+ }
2730
+ for (let i = 0; i < view.n; i++) {
2731
+ if (!workspace.canPress[i]) continue;
2732
+ const passed = params.transmission * store.fieldPrev[i] / (workspace.weightSum[i] || 1);
2733
+ if (workspace.wallKind[i] && workspace.wallDoor[i] >= 0) {
2734
+ if (context.doorOut) {
2735
+ context.doorOut.cell[i] = workspace.wallDoor[i];
2736
+ context.doorOut.load[i] = passed * params.h;
2737
+ } else context.doorLoad[workspace.wallDoor[i]] += passed * params.h;
2738
+ }
2739
+ if (workspace.playerWeight[i] > 0) out.playerLoad += passed * workspace.playerWeight[i] * workspace.playerWeight[i];
2740
+ if (store.field[i] > params.cap) store.field[i] = params.cap;
2741
+ }
2742
+ }
2743
+ function applyCuts(view, workspace) {
2744
+ const { store } = view;
2745
+ for (let i = 0; i < view.n; i++) {
2746
+ const excess = workspace.cutExcess[i];
2747
+ if (excess <= 0) continue;
2748
+ store.vx[i] -= excess * workspace.cutX[i];
2749
+ store.vz[i] -= excess * workspace.cutZ[i];
2750
+ }
2751
+ }
2752
+ function pressureStep(view, workspace, params, context, out) {
2753
+ out.playerLoad = 0;
2754
+ out.drivers = 0;
2755
+ clearWorkspace(view, workspace);
2756
+ readPressing(view, workspace);
2757
+ weighPairs(view, workspace, params);
2758
+ weighWalls(view, workspace, params, context.doorAt);
2759
+ if (context.player) weighPlayer(view, workspace, params, context.player);
2760
+ spreadField(view, workspace, params, context, out);
2761
+ applyCuts(view, workspace);
2762
+ for (let i = 0; i < view.n; i++) view.store.fieldPrev[i] = view.store.field[i];
2763
+ }
2764
+
2765
+ // src/physics/offload/kernel.ts
2766
+ var PAIRS_PER_AGENT2 = 12;
2767
+ var STORE_KEYS = ["x", "z", "y", "vx", "vz", "pushX", "pushZ", "mass", "build", "aimX", "aimZ", "driveFactor", "fieldPrev"];
2768
+ function createKernel(setup) {
2769
+ const { capacity } = setup;
2770
+ const side = Math.floor(setup.gridSize / setup.gridCell);
2771
+ const half = setup.gridSize / 2;
2772
+ 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) };
2773
+ const driveForceOfType = Float32Array.from(setup.driveForceOfType);
2774
+ const contactResult = { contacts: 0, maxOverlap: 0, overlapSum: 0 };
2775
+ const pressureResult = { playerLoad: 0, drivers: 0 };
2776
+ const workspace = setup.pressure ? createPressureWorkspace(capacity, capacity * PAIRS_PER_AGENT2) : null;
2777
+ const cellOf = createCellOf(half, setup.gridCell, side);
2778
+ const doorLoadUnused = new Float32Array(0);
2779
+ const store = {};
2780
+ const grid = { size: setup.gridSize, half, occ: new Uint8Array(0), cellOf };
2781
+ const view = { n: 0, store, grid, workspace: createContactWorkspace(capacity, grid) };
2782
+ const bind = (frame) => {
2783
+ Object.assign(store, frame.u8, { identity: frame.identity, field: frame.f32.field });
2784
+ for (const key of STORE_KEYS) store[key] = frame.f32[key];
2785
+ grid.occ = frame.occ;
2786
+ return view;
2787
+ };
2788
+ const run = (frame) => {
2789
+ const { header } = frame;
2790
+ const n = header[HEADER.n];
2791
+ const contact = bind(frame);
2792
+ contact.n = n;
2793
+ for (let i = 0; i < n; i++) {
2794
+ before.x[i] = frame.f32.x[i];
2795
+ before.z[i] = frame.f32.z[i];
2796
+ before.pushX[i] = frame.f32.pushX[i];
2797
+ before.pushZ[i] = frame.f32.pushZ[i];
2798
+ before.vx[i] = frame.f32.vx[i];
2799
+ before.vz[i] = frame.f32.vz[i];
2800
+ }
2801
+ const h = header[HEADER.h];
2802
+ const params = { ...setup.contact, h };
2803
+ contactStep(contact, params, contactResult);
2804
+ header[HEADER.contacts] = contactResult.contacts;
2805
+ header[HEADER.maxOverlap] = contactResult.maxOverlap;
2806
+ header[HEADER.overlapSum] = contactResult.overlapSum;
2807
+ frame.doorCell.fill(-1, 0, n);
2808
+ frame.f32.doorLoad.fill(0, 0, n);
2809
+ if (workspace && setup.pressure) {
2810
+ const player = header[HEADER.playerOn] ? { x: header[HEADER.playerX], z: header[HEADER.playerZ] } : void 0;
2811
+ const doorOut = { cell: frame.doorCell, load: frame.f32.doorLoad };
2812
+ pressureStep(contact, workspace, { ...setup.pressure, h, radius: setup.contact.radius }, { driveForceOfType, doorAt: (cell) => cell, doorLoad: doorLoadUnused, player, doorOut }, pressureResult);
2813
+ let top = 0;
2814
+ for (let i = 0; i < n; i++) top = Math.max(top, frame.f32.field[i]);
2815
+ header[HEADER.fieldMax] = top;
2816
+ } else header[HEADER.fieldMax] = 0;
2817
+ header[HEADER.playerLoad] = pressureResult.playerLoad;
2818
+ header[HEADER.drivers] = pressureResult.drivers;
2819
+ const { f32 } = frame;
2820
+ for (let i = 0; i < n; i++) {
2821
+ f32.deltaX[i] = f32.x[i] - before.x[i];
2822
+ f32.deltaZ[i] = f32.z[i] - before.z[i];
2823
+ f32.deltaPushX[i] = f32.pushX[i] - before.pushX[i];
2824
+ f32.deltaPushZ[i] = f32.pushZ[i] - before.pushZ[i];
2825
+ f32.deltaVx[i] = f32.vx[i] - before.vx[i];
2826
+ f32.deltaVz[i] = f32.vz[i] - before.vz[i];
2827
+ f32.shove[i] = contact.workspace.shove[i];
2828
+ }
2829
+ };
2830
+ return { run };
2831
+ }
2832
+
2833
+ // src/physics/offload/worker-host.ts
2834
+ var CONTROL = { IDLE: 0, SUBMITTED: 1, DONE: 2, STOP: 3 };
2835
+ function attachPhysicsWorker(port) {
2836
+ let kernel = null;
2837
+ let shape = null;
2838
+ port.onMessage((data) => {
2839
+ const message = data;
2840
+ if (message.type === "init") {
2841
+ kernel = createKernel(message.setup);
2842
+ shape = message.shape;
2843
+ if (message.frames && message.control) runShared(kernel, message.frames.map((buffer) => createFrame(buffer, message.shape)), new Int32Array(message.control));
2844
+ return;
2845
+ }
2846
+ if (!kernel || !shape) return;
2847
+ const frame = createFrame(message.buffer, shape);
2848
+ kernel.run(frame);
2849
+ port.postMessage({ type: "done", buffer: message.buffer }, [message.buffer]);
2850
+ });
2851
+ }
2852
+ function runShared(kernel, frames, control) {
2853
+ for (let turn = 0; ; turn++) {
2854
+ const slot = turn % frames.length;
2855
+ for (; ; ) {
2856
+ const state = Atomics.load(control, slot);
2857
+ if (state === CONTROL.STOP) return;
2858
+ if (state === CONTROL.SUBMITTED) break;
2859
+ Atomics.wait(control, slot, state);
2860
+ }
2861
+ kernel.run(frames[slot]);
2862
+ Atomics.store(control, slot, CONTROL.DONE);
2863
+ Atomics.notify(control, slot);
2864
+ }
2865
+ }
2866
+
2867
+ // src/physics/offload/runner.ts
2868
+ var WAIT_LIMIT_MS = 5e3;
2869
+ var canBlock = (() => {
2870
+ try {
2871
+ Atomics.wait(new Int32Array(new SharedArrayBuffer(4)), 0, 1, 0);
2872
+ return true;
2873
+ } catch {
2874
+ return false;
2875
+ }
2876
+ })();
2877
+ var isSharedAvailable = () => typeof SharedArrayBuffer !== "undefined" && globalThis.crossOriginIsolated !== false;
2878
+ function createInlineRunner(setup, shape, slots = 1) {
2879
+ const kernel = createKernel(setup);
2880
+ const frames = Array.from({ length: slots }, () => createFrame(new ArrayBuffer(frameBytes(shape)), shape));
2881
+ let submitted = 0;
2882
+ let settled = 0;
2883
+ const runner = {
2884
+ transport: "inline",
2885
+ get inFlight() {
2886
+ return submitted - settled;
2887
+ },
2888
+ frame: () => submitted - settled < slots ? frames[submitted % slots] : null,
2889
+ submit: () => kernel.run(frames[submitted++ % slots]),
2890
+ settle: () => submitted > settled ? frames[settled++ % slots] : null,
2891
+ dispose: () => void 0
2892
+ };
2893
+ return runner;
2894
+ }
2895
+ function createSharedRunner(setup, shape, factory, slots = 1) {
2896
+ const buffers = Array.from({ length: slots }, () => new SharedArrayBuffer(frameBytes(shape)));
2897
+ const control = new Int32Array(new SharedArrayBuffer(4 * slots));
2898
+ const frames = buffers.map((buffer) => createFrame(buffer, shape));
2899
+ const worker = factory();
2900
+ worker.postMessage({ type: "init", setup, shape, frames: buffers, control: control.buffer });
2901
+ let submitted = 0;
2902
+ let settled = 0;
2903
+ return {
2904
+ transport: "shared",
2905
+ get inFlight() {
2906
+ return submitted - settled;
2907
+ },
2908
+ frame: () => submitted - settled < slots ? frames[submitted % slots] : null,
2909
+ submit: () => {
2910
+ const slot = submitted++ % slots;
2911
+ Atomics.store(control, slot, CONTROL.SUBMITTED);
2912
+ Atomics.notify(control, slot);
2913
+ },
2914
+ settle: () => {
2915
+ if (submitted === settled) return null;
2916
+ const slot = settled++ % slots;
2917
+ const started = Date.now();
2918
+ while (Atomics.load(control, slot) !== CONTROL.DONE) {
2919
+ if (Date.now() - started > WAIT_LIMIT_MS) throw new Error("crowd physics worker did not answer");
2920
+ if (canBlock) Atomics.wait(control, slot, CONTROL.SUBMITTED, 50);
2921
+ }
2922
+ Atomics.store(control, slot, CONTROL.IDLE);
2923
+ return frames[slot];
2924
+ },
2925
+ dispose: () => {
2926
+ for (let slot = 0; slot < slots; slot++) {
2927
+ Atomics.store(control, slot, CONTROL.STOP);
2928
+ Atomics.notify(control, slot);
2929
+ }
2930
+ worker.terminate();
2931
+ }
2932
+ };
2933
+ }
2934
+ function createTransferRunner(setup, shape, factory, slots = 1) {
2935
+ const worker = factory();
2936
+ const free = Array.from({ length: slots }, () => new ArrayBuffer(frameBytes(shape)));
2937
+ const done = [];
2938
+ const views = /* @__PURE__ */ new WeakMap();
2939
+ const viewOf = (buffer) => {
2940
+ let view = views.get(buffer);
2941
+ if (!view) views.set(buffer, view = createFrame(buffer, shape));
2942
+ return view;
2943
+ };
2944
+ let inFlight = 0;
2945
+ worker.postMessage({ type: "init", setup, shape });
2946
+ worker.onMessage((data) => {
2947
+ const message = data;
2948
+ if (message.type === "done") done.push(message.buffer);
2949
+ });
2950
+ return {
2951
+ transport: "transfer",
2952
+ get inFlight() {
2953
+ return inFlight;
2954
+ },
2955
+ frame: () => free.length ? viewOf(free[0]) : null,
2956
+ submit: () => {
2957
+ const buffer = free.shift();
2958
+ if (!buffer) return;
2959
+ worker.postMessage({ type: "frame", buffer }, [buffer]);
2960
+ inFlight++;
2961
+ },
2962
+ settle: () => {
2963
+ const buffer = done.shift();
2964
+ if (!buffer) return null;
2965
+ inFlight--;
2966
+ free.push(buffer);
2967
+ return viewOf(buffer);
2968
+ },
2969
+ dispose: () => worker.terminate()
2970
+ };
2971
+ }
2972
+
2973
+ // src/physics/player-pressure.ts
2974
+ var KNOCK_SECONDS = 1.5;
2975
+ var KNOCK_COOLDOWN = 2;
2976
+ var CRUSH_BLOW_EVERY = 0.25;
2977
+ function createPlayerPressure(ctx) {
2978
+ const options = ctx.options.playerPressure;
2979
+ const tau = ctx.options.balance?.pressureTau ?? 0.3;
2980
+ let knockCooldown = 0;
2981
+ let crushed = 0;
2982
+ let crushClock = 0;
2983
+ const crush = (excess) => {
2984
+ crushed += options.crushDamagePerSecond * excess * ctx.h;
2985
+ crushClock += ctx.h;
2986
+ if (crushClock < CRUSH_BLOW_EVERY) return;
2987
+ crushClock = 0;
2988
+ if (crushed <= 0) return;
2989
+ ctx.target()?.hurt(crushed);
2990
+ crushed = 0;
2991
+ };
2992
+ const step = (load) => {
2993
+ ctx.stats.playerPressure += (load - ctx.stats.playerPressure) * (1 - Math.exp(-ctx.h / tau));
2994
+ if (!options.enabled) return;
2995
+ const target = ctx.target();
2996
+ knockCooldown = Math.max(0, knockCooldown - ctx.h);
2997
+ if (!target || !target.state.alive || ctx.stats.playerPressure <= options.knockThreshold) {
2998
+ crushed = 0;
2999
+ return;
3000
+ }
3001
+ if (knockCooldown === 0) {
3002
+ target.knock(KNOCK_SECONDS);
3003
+ knockCooldown = KNOCK_COOLDOWN;
3004
+ }
3005
+ crush(ctx.stats.playerPressure / options.knockThreshold - 1);
3006
+ };
3007
+ return { step };
3008
+ }
3009
+
3010
+ // src/physics/thrown.ts
3011
+ var FREE_SLOT = -2;
3012
+ var CARRIED_BODY = -1;
3013
+ var MAX_SPIN = 8;
3014
+ var SWEEP_DISTANCE = 0.25;
3015
+ var LANDING_DAMAGE_SPEED = 6;
3016
+ var CENTRE_HEIGHT2 = 1;
3017
+ var MAX_POOL = 127;
3018
+ var createThrownPool = (size) => {
3019
+ const f32 = () => new Float32Array(size);
3020
+ const pool = {
3021
+ size,
3022
+ agent: new Int32Array(size).fill(FREE_SLOT),
3023
+ identity: new Uint32Array(size),
3024
+ corpse: Array.from({ length: size }, () => null),
3025
+ x: f32(),
3026
+ y: f32(),
3027
+ z: f32(),
3028
+ prevX: f32(),
3029
+ prevY: f32(),
3030
+ prevZ: f32(),
3031
+ vx: f32(),
3032
+ vy: f32(),
3033
+ vz: f32(),
3034
+ pitch: f32(),
3035
+ roll: f32(),
3036
+ spinPitch: f32(),
3037
+ spinRoll: f32(),
3038
+ active: () => pool.agent.reduce((count, agent) => count + (agent === FREE_SLOT ? 0 : 1), 0)
3039
+ };
3040
+ return pool;
3041
+ };
3042
+ var byFastest = (a, b, identityOf2) => b.speed - a.speed || identityOf2(a.index) - identityOf2(b.index);
3043
+ var byNearest = (a, b, identityOf2) => a.distance - b.distance || identityOf2(a.index) - identityOf2(b.index);
3044
+ function chooseCandidates(candidates, free, options, identityOf2) {
3045
+ if (candidates.length <= free) return candidates;
3046
+ if (options.priority === "fastest") return candidates.sort((a, b) => byFastest(a, b, identityOf2)).slice(0, free);
3047
+ if (options.priority === "nearest") return candidates.sort((a, b) => byNearest(a, b, identityOf2)).slice(0, free);
3048
+ const fast = Math.round(free * options.mixedRatio);
3049
+ const sorted = candidates.sort((a, b) => byFastest(a, b, identityOf2));
3050
+ const rest = sorted.slice(fast).sort((a, b) => byNearest(a, b, identityOf2));
3051
+ return [...sorted.slice(0, fast), ...rest.slice(0, free - fast)];
3052
+ }
3053
+ function createThrown(ctx) {
3054
+ const { store, grid } = ctx;
3055
+ const options = ctx.options.thrown;
3056
+ const size = Math.min(MAX_POOL, options.pool);
3057
+ const pool = createThrownPool(size);
3058
+ const identityOf2 = (i) => store.identity[i];
3059
+ const assign = (candidates) => {
3060
+ let free = 0;
3061
+ for (let slot2 = 0; slot2 < size; slot2++) if (pool.agent[slot2] === FREE_SLOT) free++;
3062
+ const chosen = chooseCandidates(candidates, free, options, identityOf2);
3063
+ let slot = 0;
3064
+ for (const candidate of chosen) {
3065
+ while (pool.agent[slot] !== FREE_SLOT) slot++;
3066
+ const i = candidate.index;
3067
+ pool.agent[slot] = i;
3068
+ pool.identity[slot] = store.identity[i];
3069
+ pool.corpse[slot] = null;
3070
+ pool.x[slot] = pool.prevX[slot] = store.x[i];
3071
+ pool.y[slot] = pool.prevY[slot] = store.y[i] + CENTRE_HEIGHT2 * store.height[i];
3072
+ pool.z[slot] = pool.prevZ[slot] = store.z[i];
3073
+ pool.vx[slot] = candidate.vx;
3074
+ pool.vy[slot] = candidate.vy;
3075
+ pool.vz[slot] = candidate.vz;
3076
+ pool.pitch[slot] = pool.roll[slot] = 0;
3077
+ pool.spinPitch[slot] = (unit(store.identity[i], ctx.step, SALT.SPIN) * 2 - 1) * MAX_SPIN;
3078
+ pool.spinRoll[slot] = (unit(store.identity[i], ctx.step, SALT.SPIN + 1) * 2 - 1) * MAX_SPIN;
3079
+ if (store.state[i] === STATE.PILE_STEP) ctx.releasePileStep(i);
3080
+ store.balance[i] = BALANCE.THROWN;
3081
+ store.thrown[i] = slot;
3082
+ store.vx[i] = store.vz[i] = store.pushX[i] = store.pushZ[i] = 0;
3083
+ store.aimX[i] = store.aimZ[i] = 0;
3084
+ }
3085
+ return chosen.length;
3086
+ };
3087
+ const remap = (removed, moved) => {
3088
+ var _a;
3089
+ for (let slot = 0; slot < size; slot++) {
3090
+ const agent = pool.agent[slot];
3091
+ if (agent === removed) {
3092
+ (_a = pool.corpse)[slot] ?? (_a[slot] = ctx.corpseOf(removed, unit(pool.identity[slot], ctx.step, SALT.CORPSE) * 10));
3093
+ pool.agent[slot] = CARRIED_BODY;
3094
+ } else if (agent === moved && moved !== removed) pool.agent[slot] = removed;
3095
+ }
3096
+ };
3097
+ const sweepWall = (x0, z0, x1, z1, y) => {
3098
+ const cell = grid.cell;
3099
+ let gx = Math.floor((x0 + grid.half) / cell);
3100
+ let gz = Math.floor((z0 + grid.half) / cell);
3101
+ const dx = x1 - x0;
3102
+ const dz = z1 - z0;
3103
+ const stepX = dx > 0 ? 1 : -1;
3104
+ const stepZ = dz > 0 ? 1 : -1;
3105
+ const deltaX = dx === 0 ? Infinity : Math.abs(cell / dx);
3106
+ const deltaZ = dz === 0 ? Infinity : Math.abs(cell / dz);
3107
+ let nextX = dx === 0 ? Infinity : ((dx > 0 ? gx + 1 : gx) * cell - grid.half - x0) / dx;
3108
+ let nextZ = dz === 0 ? Infinity : ((dz > 0 ? gz + 1 : gz) * cell - grid.half - z0) / dz;
3109
+ let t = 0;
3110
+ while (Math.min(nextX, nextZ) <= 1) {
3111
+ if (nextX < nextZ) {
3112
+ t = nextX;
3113
+ nextX += deltaX;
3114
+ gx += stepX;
3115
+ } else {
3116
+ t = nextZ;
3117
+ nextZ += deltaZ;
3118
+ gz += stepZ;
3119
+ }
3120
+ const hitX = x0 + dx * t;
3121
+ const hitZ = z0 + dz * t;
3122
+ 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) };
3123
+ }
3124
+ return void 0;
3125
+ };
3126
+ const fly = (slot) => {
3127
+ pool.prevX[slot] = pool.x[slot];
3128
+ pool.prevY[slot] = pool.y[slot];
3129
+ pool.prevZ[slot] = pool.z[slot];
3130
+ pool.vy[slot] -= ctx.gravity * ctx.h;
3131
+ pool.pitch[slot] += pool.spinPitch[slot] * ctx.h;
3132
+ pool.roll[slot] += pool.spinRoll[slot] * ctx.h;
3133
+ const nx = pool.x[slot] + pool.vx[slot] * ctx.h;
3134
+ const nz = pool.z[slot] + pool.vz[slot] * ctx.h;
3135
+ const ny = pool.y[slot] + pool.vy[slot] * ctx.h;
3136
+ const speed = Math.hypot(pool.vx[slot], pool.vy[slot], pool.vz[slot]);
3137
+ 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] } : void 0;
3138
+ pool.x[slot] = wall ? wall.x : nx;
3139
+ pool.z[slot] = wall ? wall.z : nz;
3140
+ pool.y[slot] = ny;
3141
+ if (wall) pool.vx[slot] = pool.vz[slot] = 0;
3142
+ };
3143
+ const massOf = (slot) => {
3144
+ const agent = pool.agent[slot];
3145
+ if (agent >= 0) return store.mass[agent];
3146
+ const body = pool.corpse[slot];
3147
+ return ctx.options.contact.baseMass * body.height * body.build * body.build;
3148
+ };
3149
+ const knockNeighbours = (contact, balance, slot) => {
3150
+ const side = Math.floor(grid.size);
3151
+ const x = pool.x[slot];
3152
+ const z = pool.z[slot];
3153
+ const hx = Math.floor(x + grid.half);
3154
+ const hz = Math.floor(z + grid.half);
3155
+ const mass = massOf(slot);
3156
+ const speed = Math.hypot(pool.vx[slot], pool.vz[slot]);
3157
+ const reach = options.landingRadius * options.landingRadius;
3158
+ for (let oz = -1; oz <= 1; oz++)
3159
+ for (let ox = -1; ox <= 1; ox++) {
3160
+ if (hx + ox < 0 || hz + oz < 0 || hx + ox >= side || hz + oz >= side) continue;
3161
+ for (let j = contact.workspace.head[(hz + oz) * side + hx + ox]; j !== -1; j = contact.workspace.next[j]) {
3162
+ const ex = store.x[j] - x;
3163
+ const ez = store.z[j] - z;
3164
+ if (j === pool.agent[slot] || ex * ex + ez * ez > reach || !takesPartInContact(store, j)) continue;
3165
+ const away = Math.hypot(ex, ez);
3166
+ const along = away > 1e-6 ? [ex / away, ez / away] : [pool.vx[slot] / (speed || 1), pool.vz[slot] / (speed || 1)];
3167
+ const delta = mass / (mass + store.mass[j]) * speed;
3168
+ store.pushX[j] += delta * along[0];
3169
+ store.pushZ[j] += delta * along[1];
3170
+ balance.shove(j, delta, FALL_CAUSE.LANDING);
3171
+ }
3172
+ }
3173
+ };
3174
+ const land = (contact, balance, slot, ground) => {
3175
+ knockNeighbours(contact, balance, slot);
3176
+ const x = pool.x[slot];
3177
+ const z = pool.z[slot];
3178
+ ctx.emit("sound", { sound: "impact", volume: 1.2, position: [x, ground, z], distance: Math.hypot(x - ctx.centre.x, z - ctx.centre.z) });
3179
+ ctx.emit("effect", { effect: "dust", point: [x, ground, z], color: 9075302 });
3180
+ const agent = pool.agent[slot];
3181
+ if (agent >= 0) {
3182
+ store.balance[agent] = BALANCE.FALLEN;
3183
+ store.balanceTimer[agent] = 0;
3184
+ store.fallCause[agent] = FALL_CAUSE.BLAST;
3185
+ store.x[agent] = x;
3186
+ store.z[agent] = z;
3187
+ store.y[agent] = ground;
3188
+ store.vy[agent] = 0;
3189
+ store.thrown[agent] = -1;
3190
+ const amount = Math.max(0, -pool.vy[slot] - LANDING_DAMAGE_SPEED) * options.fallDamage;
3191
+ if (amount > 0) ctx.damage(agent, { region: 1, amount, distance: 0 }, () => unit(store.identity[agent], ctx.step, SALT.JAW));
3192
+ } else {
3193
+ ctx.emit("effect", { effect: "blood", point: [x, ground + 0.1, z], amount: 30, died: true });
3194
+ ctx.addCorpse({ ...pool.corpse[slot], x, z });
3195
+ }
3196
+ pool.agent[slot] = FREE_SLOT;
3197
+ pool.corpse[slot] = null;
3198
+ };
3199
+ const step = (contact, balance) => {
3200
+ let active = 0;
3201
+ for (let slot = 0; slot < size; slot++) {
3202
+ if (pool.agent[slot] === FREE_SLOT) continue;
3203
+ fly(slot);
3204
+ const cell = grid.cellOf(pool.x[slot], pool.z[slot]);
3205
+ const ground = cell < 0 ? 0 : ctx.groundAt(cell, pool.y[slot]);
3206
+ const agent = pool.agent[slot];
3207
+ if (pool.y[slot] <= ground) {
3208
+ land(contact, balance, slot, ground);
3209
+ continue;
3210
+ }
3211
+ active++;
3212
+ if (agent < 0) continue;
3213
+ store.x[agent] = pool.x[slot];
3214
+ store.z[agent] = pool.z[slot];
3215
+ store.y[agent] = Math.max(ground, pool.y[slot] - CENTRE_HEIGHT2 * store.height[agent]);
3216
+ }
3217
+ ctx.stats.thrownActive = active;
3218
+ ctx.stats.thrownPeak = Math.max(ctx.stats.thrownPeak, active);
3219
+ };
3220
+ return { pool, assign, step, remap };
3221
+ }
3222
+
3223
+ // src/physics/engine.ts
3224
+ var DEFAULT_DRIVE_FORCE = 250;
3225
+ var GRAVITY_FORCE2 = 9.8;
3226
+ var EXTRA_BODIES = 500;
3227
+ var PAIRS_PER_AGENT3 = 12;
3228
+ function createPhysics(base, options, stats = createPhysicsStats()) {
3229
+ const moundOn = options.mound !== null;
3230
+ const ctx = { ...base, options, stats, step: -1, h: 0, centre: { x: 0, z: 0 }, lastBlastStep: -1e3, moundAt: (cell) => moundOn ? base.moundHeight[cell] : 0, weightOn: () => 0 };
3231
+ const { store, grid } = base;
3232
+ const balance = options.balance ? createBalance(ctx) : null;
3233
+ const thrown = options.thrown ? createThrown(ctx) : null;
3234
+ const contact = options.contact ? createContactView(store, grid) : null;
3235
+ const pressure = options.pressure && contact ? createPressureWorkspace(store.capacity, store.capacity * PAIRS_PER_AGENT3) : null;
3236
+ const mound = options.mound ? createMound(ctx, Math.max(EXTRA_BODIES, base.corpsesMax), base.moundHeight) : null;
3237
+ if (mound) ctx.weightOn = mound.weightOn;
3238
+ const density = options.density && balance ? createDensity(ctx, options.density) : null;
3239
+ const playerPressure = pressure ? createPlayerPressure(ctx) : null;
3240
+ const blasts = createBlasts(ctx, { balance, thrown, pileBlast: base.pileBlast });
3241
+ const contactResult = { contacts: 0, maxOverlap: 0, overlapSum: 0 };
3242
+ const pressureResult = { playerLoad: 0, drivers: 0 };
3243
+ const driveForceOfType = Float32Array.from(base.types, (type) => type.balance?.driveForce ?? DEFAULT_DRIVE_FORCE);
3244
+ const offload = options.worker !== "off" && contact ? createOffloadFor() : null;
3245
+ let doorLoad = new Float32Array(0);
3246
+ let doorSince = new Float32Array(0);
3247
+ const keepPositions = options.contact !== null || options.deterministic;
3248
+ function createRunner() {
3249
+ const gridCells = grid.occ.length;
3250
+ const shape = { capacity: store.capacity, cells: gridCells };
3251
+ const setup = { capacity: store.capacity, gridSize: grid.size, gridCell: grid.cell, contact: options.contact, pressure: options.pressure, driveForceOfType: Array.from(driveForceOfType) };
3252
+ const transport = options.workerTransport ?? (isSharedAvailable() ? "shared" : "transfer");
3253
+ const slots = options.workerLatency;
3254
+ if (transport === "inline") return createInlineRunner(setup, shape, slots);
3255
+ const factory = options.workerFactory ?? createDefaultWorkerFactory();
3256
+ if (!factory) {
3257
+ if (options.worker === "on") throw new Error('crowd physics: worker "on" but no Worker can be made here (give physics.workerFactory)');
3258
+ return null;
3259
+ }
3260
+ return transport === "shared" ? createSharedRunner(setup, shape, factory, slots) : createTransferRunner(setup, shape, factory, slots);
3261
+ }
3262
+ function createOffloadFor() {
3263
+ const runner = createRunner();
3264
+ if (!runner) return null;
3265
+ const host = {
3266
+ store,
3267
+ grid,
3268
+ stats,
3269
+ contact,
3270
+ addDoorLoad: (cell, load) => {
3271
+ const door = ctx.doors.at(cell);
3272
+ if (door < 0) return;
3273
+ growDoorArrays();
3274
+ doorLoad[door] += load;
3275
+ }
3276
+ };
3277
+ return createOffload(runner, host, options.workerLatency);
3278
+ }
3279
+ const beginStep = (h, centre) => {
3280
+ ctx.step++;
3281
+ ctx.h = h;
3282
+ ctx.centre = { x: centre.x, z: centre.z };
3283
+ if (keepPositions) {
3284
+ for (let i = 0; i < store.n; i++) {
3285
+ store.prevX[i] = store.x[i];
3286
+ store.prevZ[i] = store.z[i];
3287
+ store.prevY[i] = store.y[i];
3288
+ }
3289
+ }
3290
+ blasts.resolve();
3291
+ };
3292
+ const hitDoors = () => {
3293
+ for (let door = 0; door < ctx.doors.list.length; door++) {
3294
+ if (doorLoad[door] <= 0) continue;
3295
+ doorSince[door] += ctx.h;
3296
+ if (doorSince[door] < ctx.attackEvery) continue;
3297
+ ctx.doors.hit(door, doorLoad[door] * options.doorPressureDamage);
3298
+ doorLoad[door] = 0;
3299
+ doorSince[door] = 0;
3300
+ }
3301
+ };
3302
+ const growDoorArrays = () => {
3303
+ if (doorLoad.length >= ctx.doors.list.length) return;
3304
+ const length = Math.max(64, ctx.doors.list.length * 2);
3305
+ doorLoad = Float32Array.from({ length }, (_, door) => doorLoad[door] ?? 0);
3306
+ doorSince = Float32Array.from({ length }, (_, door) => doorSince[door] ?? 0);
3307
+ };
3308
+ const runPressure = (view, workspace) => {
3309
+ growDoorArrays();
3310
+ const target = ctx.target();
3311
+ const player = options.playerPressure.enabled && target && target.state.alive ? { x: target.state.x, z: target.state.z } : void 0;
3312
+ pressureStep(view, workspace, { ...options.pressure, h: ctx.h, radius: options.contact.radius }, { driveForceOfType, doorAt: ctx.doors.at, doorLoad, player }, pressureResult);
3313
+ let top = 0;
3314
+ for (let i = 0; i < store.n; i++) top = Math.max(top, store.field[i]);
3315
+ stats.fieldMax = top;
3316
+ hitDoors();
3317
+ };
3318
+ const stepOffloaded = (running, view) => {
3319
+ growDoorArrays();
3320
+ const target = ctx.target();
3321
+ const player = options.playerPressure.enabled && target && target.state.alive ? { x: target.state.x, z: target.state.z } : void 0;
3322
+ const result = running.step(ctx.h, player);
3323
+ pressureResult.playerLoad = result.playerLoad;
3324
+ prepareHash(view, options.contact.radius);
3325
+ if (pressure) hitDoors();
3326
+ };
3327
+ const measureLean = () => {
3328
+ const maxPush = options.contact.maxPush;
3329
+ for (let i = 0; i < store.n; i++) {
3330
+ store.leanX[i] = store.pushX[i] / maxPush;
3331
+ store.leanZ[i] = store.pushZ[i] / maxPush;
3332
+ }
3333
+ };
3334
+ const endStep = () => {
3335
+ if (!contact) return;
3336
+ contact.n = store.n;
3337
+ if (offload) stepOffloaded(offload, contact);
3338
+ else {
3339
+ contactStep(contact, { ...options.contact, h: ctx.h }, contactResult);
3340
+ stats.contacts = contactResult.contacts;
3341
+ stats.maxOverlap = contactResult.maxOverlap;
3342
+ stats.meanOverlap = contactResult.contacts ? contactResult.overlapSum / contactResult.contacts : 0;
3343
+ if (pressure) runPressure(contact, pressure);
3344
+ }
3345
+ density?.step();
3346
+ measureLean();
3347
+ balance?.step(options.balance, contact.workspace.shove);
3348
+ mound?.step();
3349
+ thrown?.step(contact, balance);
3350
+ balance?.flush();
3351
+ playerPressure?.step(pressureResult.playerLoad);
3352
+ };
3353
+ const criticalOf = (i) => options.balance.criticalFactor * store.mass[i] * GRAVITY_FORCE2 * (base.typeOf(i).balance?.stability ?? 1) * store.stability[i];
3354
+ return {
3355
+ ctx,
3356
+ active: contact !== null,
3357
+ stats,
3358
+ blasts,
3359
+ thrown: thrown?.pool ?? createThrownPool(0),
3360
+ contact,
3361
+ balance,
3362
+ beginStep,
3363
+ endStep,
3364
+ remap: (removed, moved) => {
3365
+ thrown?.remap(removed, moved);
3366
+ offload?.remap(removed, moved);
3367
+ },
3368
+ dispose: () => offload?.dispose(),
3369
+ densitySlowdown: (i, band) => density?.slowdown(i, band) ?? 1,
3370
+ pressureRatio: (i) => options.balance ? store.pressure[i] / criticalOf(i) : 0
3371
+ };
3372
+ }
3373
+
3374
+ // src/physics/pile-column.ts
3375
+ var COLLAPSE_MARK = -7;
3376
+ function collapsePileColumns(store, columns, cellCount, release) {
3377
+ const owners = /* @__PURE__ */ new Map();
3378
+ 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);
3379
+ for (const column of columns.splice(0)) {
3380
+ if (column.dir === 0) continue;
3381
+ for (let k = 1, cell = column.cell - column.dir; cell >= 0 && cell < cellCount; k++, cell = column.cell - column.dir * k) {
3382
+ const j = owners.get(cell);
3383
+ if (j === void 0) break;
3384
+ owners.delete(cell);
3385
+ release(j);
3386
+ store.state[j] = STATE.AIRBORNE;
3387
+ store.vy[j] = 0;
3388
+ store.stateTimer[j] = COLLAPSE_MARK;
3389
+ }
3390
+ }
3391
+ }
3392
+
3393
+ // src/personality.ts
3394
+ var GAIT_WEIGHTS = [6, 1, 1, 1, 1, 2];
3395
+ var triangular = (identity, salt, range) => range[0] + (range[1] - range[0]) * ((unit(identity, 0, salt) + unit(identity, 1, salt)) / 2);
3396
+ var weighted = (identity, salt, weights) => {
3397
+ const total = weights.reduce((sum, weight) => sum + weight, 0);
3398
+ let pick = unit(identity, 0, salt) * total;
3399
+ for (let index = 0; index < weights.length; index++) {
3400
+ pick -= weights[index];
3401
+ if (pick < 0) return index;
3402
+ }
3403
+ return weights.length - 1;
3404
+ };
3405
+ function applyNeutralPersonality(store, i) {
3406
+ store.stability[i] = store.tripFactor[i] = store.driveFactor[i] = store.cadenceFactor[i] = store.aggression[i] = 1;
3407
+ store.reaction[i] = 0;
3408
+ store.idle[i] = 0;
3409
+ store.gaitStyle[i] = 0;
3410
+ }
3411
+ function applyPersonality(store, i, options) {
3412
+ const identity = store.identity[i];
3413
+ const speed = triangular(identity, SALT.SPEED, options.speed);
3414
+ store.chaseSpeed[i] *= speed;
3415
+ store.wanderSpeed[i] *= speed;
3416
+ store.reaction[i] = triangular(identity, SALT.REACTION, options.reaction);
3417
+ store.stability[i] = triangular(identity, SALT.STABILITY, options.stability);
3418
+ store.tripFactor[i] = triangular(identity, SALT.TRIP_FACTOR, options.trip);
3419
+ store.driveFactor[i] = triangular(identity, SALT.DRIVE, options.drive);
3420
+ store.cadenceFactor[i] = triangular(identity, SALT.CADENCE, options.cadence);
3421
+ store.aggression[i] = triangular(identity, SALT.AGGRESSION, options.aggression);
3422
+ store.idle[i] = weighted(identity, SALT.IDLE, options.idle);
3423
+ store.gaitStyle[i] = weighted(identity, SALT.GAIT, GAIT_WEIGHTS);
3424
+ }
3425
+
3426
+ // src/physics/seat.ts
3427
+ function seatPhysics(store, i, born) {
3428
+ store.identity[i] = identityOf(born.seed, born.serial);
3429
+ store.mass[i] = born.baseMass * store.height[i] * store.build[i] ** 2;
3430
+ store.balance[i] = BALANCE.STANDING;
3431
+ 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;
3432
+ store.fallCause[i] = 0;
3433
+ store.blastStep[i] = -1;
3434
+ store.thrown[i] = -1;
3435
+ store.wounds[i] = 0;
3436
+ store.stepDir[i] = 0;
3437
+ store.prevX[i] = store.x[i];
3438
+ store.prevZ[i] = store.z[i];
3439
+ store.prevY[i] = 0;
3440
+ if (born.personality) applyPersonality(store, i, born.personality);
3441
+ else applyNeutralPersonality(store, i);
3442
+ }
3443
+
3444
+ // src/physics/options.ts
3445
+ var CONTACT_DEFAULTS = { radius: 0.25, iterations: 2, friction: 6, maxPush: 3, maxCorrection: 0.1, relaxation: 1, baseMass: 70, separationMax: 1.5 };
3446
+ var PRESSURE_DEFAULTS = { transmission: 0.97, cap: 6e3, frontCone: 0.5, staggerSpeed: 0.35 };
3447
+ var BALANCE_DEFAULTS = {
3448
+ criticalFactor: 2,
3449
+ staggerEnter: 0.7,
3450
+ staggerLeave: 0.4,
3451
+ staggerMin: 0.5,
3452
+ fallRate: 1.5,
3453
+ shoveStagger: 1.2,
3454
+ shoveFall: 2.5,
3455
+ fallenMin: 1.5,
3456
+ releaseFactor: 0.3,
3457
+ getUpSeconds: 1.2,
3458
+ pressureTau: 0.3,
3459
+ maxFallsPerStep: 8,
3460
+ maxFallen: 300,
3461
+ trampleDps: 6
3462
+ };
3463
+ var MOUND_DEFAULTS = { bodyThickness: 0.28, corpseThickness: 0.25, maxHeight: 1.6, corpseRadius: 35 };
3464
+ var THROWN_DEFAULTS = { pool: 32, radius: 30, landingRadius: 1.2, fallDamage: 8, priority: "mixed", mixedRatio: 0.5 };
3465
+ var DENSITY_DEFAULTS = { cell: 2, capacity: 4, pressurePerBody: 150 };
3466
+ var BLAST_DEFAULTS = { pointsPerKilojoule: 0.6, throwSpeed: 4, maxBlastsPerStep: 8, limbEffectsPerBlast: 24, bloodEffectsPerBlast: 32, shove: {} };
3467
+ var PERSONALITY_DEFAULTS = {
3468
+ speed: [0.9, 1.1],
3469
+ reaction: [0.05, 0.35],
3470
+ stability: [0.75, 1.25],
3471
+ trip: [0.5, 1.5],
3472
+ drive: [0.7, 1.3],
3473
+ cadence: [0.85, 1.15],
3474
+ aggression: [0.8, 1.2],
3475
+ idle: [3, 2, 2, 1]
3476
+ };
3477
+ var PLAYER_PRESSURE_DEFAULTS = { enabled: false, knockThreshold: 1500, crushDamagePerSecond: 6 };
3478
+ var DOOR_PRESSURE_DAMAGE = 4e-3;
3479
+ var DETERMINISTIC_FLOW_CELLS = 2e4;
3480
+ var CROWD_PHYSICS_DEFAULTS = {
3481
+ contact: CONTACT_DEFAULTS,
3482
+ pressure: PRESSURE_DEFAULTS,
3483
+ balance: BALANCE_DEFAULTS,
3484
+ mound: MOUND_DEFAULTS,
3485
+ thrown: THROWN_DEFAULTS,
3486
+ density: DENSITY_DEFAULTS,
3487
+ blast: BLAST_DEFAULTS,
3488
+ personality: PERSONALITY_DEFAULTS,
3489
+ door: { pressureDamage: DOOR_PRESSURE_DAMAGE },
3490
+ playerPressure: PLAYER_PRESSURE_DEFAULTS,
3491
+ deterministic: true
3492
+ };
3493
+ var part = (option, defaults) => {
3494
+ if (option === void 0 || option === false) return null;
3495
+ return option === true ? defaults : { ...defaults, ...option };
3496
+ };
3497
+ function resolvePhysics(physics = {}) {
3498
+ const contact = part(physics.contact, CONTACT_DEFAULTS);
3499
+ const pressure = part(physics.pressure, PRESSURE_DEFAULTS);
3500
+ const balance = part(physics.balance, BALANCE_DEFAULTS);
3501
+ const mound = part(physics.mound, MOUND_DEFAULTS);
3502
+ const thrown = part(physics.thrown, THROWN_DEFAULTS);
3503
+ const density = part(physics.density, DENSITY_DEFAULTS);
3504
+ const playerPressure = { ...PLAYER_PRESSURE_DEFAULTS, ...physics.playerPressure };
3505
+ const missing = [];
3506
+ if (!contact && pressure) missing.push("pressure needs contact");
3507
+ if (!contact && balance) missing.push("balance needs contact");
3508
+ if (!balance && mound) missing.push("mound needs balance");
3509
+ if (!balance && thrown) missing.push("thrown needs balance");
3510
+ if (!balance && density) missing.push("density needs balance");
3511
+ if (!pressure && playerPressure.enabled) missing.push("playerPressure needs pressure");
3512
+ if (!contact && physics.worker === "on") missing.push("worker needs contact");
3513
+ if (missing.length) throw new Error(`crowd physics: ${missing.join("; ")}`);
3514
+ return {
3515
+ contact,
3516
+ pressure,
3517
+ balance,
3518
+ mound,
3519
+ thrown,
3520
+ density,
3521
+ blast: { ...BLAST_DEFAULTS, ...physics.blast },
3522
+ personality: part(physics.personality, PERSONALITY_DEFAULTS),
3523
+ doorPressureDamage: physics.door?.pressureDamage ?? DOOR_PRESSURE_DAMAGE,
3524
+ playerPressure,
3525
+ deterministic: physics.deterministic ?? false,
3526
+ worker: physics.worker ?? "off",
3527
+ workerFactory: physics.workerFactory,
3528
+ workerTransport: physics.workerTransport,
3529
+ workerLatency: physics.workerLatency ?? 1
3530
+ };
3531
+ }
3532
+
1599
3533
  // src/rng.ts
1600
3534
  function createRng(seed) {
1601
3535
  let state = seed >>> 0;
@@ -1668,7 +3602,38 @@ var GameCrowd = (() => {
1668
3602
  lod: u8(),
1669
3603
  variant: u8(),
1670
3604
  attackPose: u8(),
1671
- arms: f32()
3605
+ arms: f32(),
3606
+ stepDir: new Int32Array(capacity),
3607
+ // physics (CrowdOptions.physics): they exist with it off, so the store keeps its shape; the game replays never read them
3608
+ pushX: f32(),
3609
+ pushZ: f32(),
3610
+ mass: f32(),
3611
+ pressure: f32(),
3612
+ field: f32(),
3613
+ fieldPrev: f32(),
3614
+ aimX: f32(),
3615
+ aimZ: f32(),
3616
+ directShove: f32(),
3617
+ blastStep: new Int32Array(capacity),
3618
+ balance: u8(),
3619
+ balanceTimer: f32(),
3620
+ fallCause: u8(),
3621
+ identity: new Uint32Array(capacity),
3622
+ stability: f32(),
3623
+ tripFactor: f32(),
3624
+ driveFactor: f32(),
3625
+ reaction: f32(),
3626
+ cadenceFactor: f32(),
3627
+ aggression: f32(),
3628
+ idle: u8(),
3629
+ gaitStyle: u8(),
3630
+ wounds: new Uint16Array(capacity),
3631
+ leanX: f32(),
3632
+ leanZ: f32(),
3633
+ thrown: new Int8Array(capacity),
3634
+ prevX: f32(),
3635
+ prevZ: f32(),
3636
+ prevY: f32()
1672
3637
  };
1673
3638
  };
1674
3639
  var AGENT_FIELDS = [
@@ -1724,26 +3689,39 @@ var GameCrowd = (() => {
1724
3689
  "lod",
1725
3690
  "variant",
1726
3691
  "attackPose",
1727
- "arms"
3692
+ "arms",
3693
+ "stepDir",
3694
+ "pushX",
3695
+ "pushZ",
3696
+ "mass",
3697
+ "pressure",
3698
+ "field",
3699
+ "fieldPrev",
3700
+ "aimX",
3701
+ "aimZ",
3702
+ "directShove",
3703
+ "blastStep",
3704
+ "balance",
3705
+ "balanceTimer",
3706
+ "fallCause",
3707
+ "identity",
3708
+ "stability",
3709
+ "tripFactor",
3710
+ "driveFactor",
3711
+ "reaction",
3712
+ "cadenceFactor",
3713
+ "aggression",
3714
+ "idle",
3715
+ "gaitStyle",
3716
+ "wounds",
3717
+ "leanX",
3718
+ "leanZ",
3719
+ "thrown",
3720
+ "prevX",
3721
+ "prevZ",
3722
+ "prevY"
1728
3723
  ];
1729
3724
 
1730
- // src/types.ts
1731
- var STATE = {
1732
- WANDER: 0,
1733
- CHASE: 1,
1734
- GRAB: 2,
1735
- STUNNED: 3,
1736
- CALLING: 4,
1737
- AIRBORNE: 5,
1738
- DORMANT: 6,
1739
- SWELLING: 7,
1740
- SWING: 8,
1741
- EATING: 9,
1742
- PILE_STEP: 10,
1743
- SEEKING_SOUND: 12
1744
- };
1745
- var 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 };
1746
-
1747
3725
  // src/crowd.ts
1748
3726
  var CROWD_DEFAULTS = {
1749
3727
  sources: defaults_default.sources,
@@ -1751,6 +3729,7 @@ var GameCrowd = (() => {
1751
3729
  numbers: defaults_default.numbers
1752
3730
  };
1753
3731
  var clamp = (v, a, b) => v < a ? a : v > b ? b : v;
3732
+ var NO_TRAITS = {};
1754
3733
  var TAU_APPROX = 6.2832;
1755
3734
  var TURN = 6.28;
1756
3735
  function createCrowd(options) {
@@ -1772,10 +3751,25 @@ var GameCrowd = (() => {
1772
3751
  const HALF = grid.half;
1773
3752
  const GC = grid.cell;
1774
3753
  const FW = grid.n;
3754
+ const physics = resolvePhysics(options.physics);
3755
+ const flowCells = options.flow?.cellsPerStep ?? (physics.deterministic ? DETERMINISTIC_FLOW_CELLS : void 0);
3756
+ const seed32 = (options.seed ?? 1) >>> 0;
3757
+ let serial = 0;
3758
+ const moundHeight = new Uint16Array(physics.mound ? FW * FW : 0);
3759
+ const moundOn = physics.mound !== null;
3760
+ const balanceOn = physics.balance !== null;
3761
+ const staggerSpeed = physics.pressure?.staggerSpeed ?? 1;
3762
+ const separationMax = physics.contact?.separationMax ?? Infinity;
3763
+ const RESERVED_SLOTS = 2;
3764
+ const WALK_DOWN = 0.6;
3765
+ const ATTACK_ENTER = 2.56;
3766
+ const ATTACK_LEAVE = 4.84;
1775
3767
  const HC = N.hashCell;
1776
3768
  const HN = Math.floor(grid.size / HC);
1777
- const hHead = new Int32Array(HN * HN);
3769
+ const hHead = new Int32Array(HN * HN).fill(-1);
1778
3770
  const hNext = new Int32Array(Z.capacity);
3771
+ const hashTouched = new Int32Array(Z.capacity);
3772
+ let hashTouchedN = 0;
1779
3773
  const pile = new Float32Array(FW * FW);
1780
3774
  let pileN = 0;
1781
3775
  const flow = {
@@ -1808,7 +3802,7 @@ var GameCrowd = (() => {
1808
3802
  }
1809
3803
  const typeIndexById = new Map(types.map((type, index) => [type.id, index]));
1810
3804
  const noises = [];
1811
- const stats = { bands: [0, 0, 0, 0], slots: 0, kills: 0, heads: 0 };
3805
+ const stats = { bands: [0, 0, 0, 0], slots: 0, kills: 0, heads: 0, physics: createPhysicsStats() };
1812
3806
  const corpses = createCorpseLedger({ max: N.corpsesMax, seconds: N.corpseSeconds });
1813
3807
  const trail = [];
1814
3808
  let trailLast = { x: 1e9, z: 1e9 };
@@ -1843,7 +3837,7 @@ var GameCrowd = (() => {
1843
3837
  return list[0];
1844
3838
  };
1845
3839
  const T = (i) => types[Z.type[i]];
1846
- const traits = (i) => T(i).traits ?? {};
3840
+ const traits = (i) => T(i).traits ?? NO_TRAITS;
1847
3841
  const special = (i) => {
1848
3842
  const tr = traits(i);
1849
3843
  Z.y[i] = 0;
@@ -1926,13 +3920,18 @@ var GameCrowd = (() => {
1926
3920
  Z.wz[i] = z;
1927
3921
  Z.color[i] = RO.color || pack.palette[Math.floor(R() * pack.palette.length)];
1928
3922
  Z.skin[i] = R();
3923
+ seatPhysics(Z, i, { seed: seed32, serial: serial++, baseMass: physics.contact?.baseMass ?? 70, personality: physics.personality });
1929
3924
  special(i);
1930
3925
  emit("spawn", { agent: i, type: C.id });
1931
3926
  return i;
1932
3927
  };
1933
3928
  const remove = (i) => {
1934
- if (Z.state[i] === STATE.PILE_STEP) stepRelease(i);
3929
+ if (Z.state[i] === STATE.PILE_STEP) {
3930
+ if (engine.active) releasePileStep(i);
3931
+ else stepRelease(i);
3932
+ }
1935
3933
  const j = --Z.n;
3934
+ engine.remap(i, j);
1936
3935
  if (i === j) {
1937
3936
  emit("remove", { agent: i, moved: -1 });
1938
3937
  return;
@@ -1966,9 +3965,10 @@ var GameCrowd = (() => {
1966
3965
  flow.c = 0;
1967
3966
  flow.t = 0;
1968
3967
  };
1969
- const flowStep = (budget) => {
3968
+ const flowStep = (budget, cellsPerStep) => {
1970
3969
  if (!flow.phase) return;
1971
3970
  const t0 = clock();
3971
+ let cellsLeft = cellsPerStep ?? Infinity;
1972
3972
  const D = flow.dist;
1973
3973
  const Q = flow.q;
1974
3974
  const F = flow.back;
@@ -1979,6 +3979,7 @@ var GameCrowd = (() => {
1979
3979
  flow.phase = 2;
1980
3980
  break;
1981
3981
  }
3982
+ if (--cellsLeft < 0) return;
1982
3983
  const c = Q[flow.qh++];
1983
3984
  const cx = c % FW;
1984
3985
  const cz = c / FW | 0;
@@ -1998,13 +3999,14 @@ var GameCrowd = (() => {
1998
3999
  if (flow.qt < Q.length) Q[flow.qt++] = k;
1999
4000
  }
2000
4001
  }
2001
- if ((++n & 2047) === 0 && clock() - t0 > budget) {
4002
+ if (cellsPerStep === void 0 && (++n & 2047) === 0 && clock() - t0 > budget) {
2002
4003
  flow.t += clock() - t0;
2003
4004
  return;
2004
4005
  }
2005
4006
  }
2006
4007
  const ww = W[2] - W[0] + 1;
2007
4008
  while (flow.phase === 2) {
4009
+ if (--cellsLeft < 0) return;
2008
4010
  const j = flow.c++;
2009
4011
  if (j >= ww * (W[3] - W[1] + 1)) {
2010
4012
  const tmp = flow.dir;
@@ -2041,7 +4043,7 @@ var GameCrowd = (() => {
2041
4043
  }
2042
4044
  F[c * 2] = bx;
2043
4045
  F[c * 2 + 1] = bz;
2044
- if ((j & 8191) === 0 && clock() - t0 > budget) {
4046
+ if (cellsPerStep === void 0 && (j & 8191) === 0 && clock() - t0 > budget) {
2045
4047
  flow.t += clock() - t0;
2046
4048
  return;
2047
4049
  }
@@ -2052,14 +4054,14 @@ var GameCrowd = (() => {
2052
4054
  if (c < 0) return 0;
2053
4055
  const k = occ[c];
2054
4056
  if (k === 2 || k === 1 && occH[c] <= _y + 0.05) return occH[c];
2055
- return pile[c];
4057
+ return moundOn ? pile[c] + moundHeight[c] / 1e3 : pile[c];
2056
4058
  };
2057
4059
  const blockedAt = (i, x, z) => {
2058
4060
  const c = cellOf(x, z);
2059
4061
  if (c < 0) return true;
2060
4062
  const k = occ[c];
2061
4063
  const y = Z.y[i];
2062
- if (k === 0 || k === 3) return pile[c] > y + 0.5 && Z.state[i] !== STATE.AIRBORNE;
4064
+ if (k === 0 || k === 3) return (moundOn ? pile[c] + moundHeight[c] / 1e3 : pile[c]) > y + 0.5 && Z.state[i] !== STATE.AIRBORNE;
2063
4065
  if (k === 2 && y + 0.5 >= occH[c]) return false;
2064
4066
  if (Z.state[i] === STATE.AIRBORNE && occH[c] <= y) return false;
2065
4067
  return true;
@@ -2079,6 +4081,7 @@ var GameCrowd = (() => {
2079
4081
  pileN++;
2080
4082
  Z.state[i] = STATE.PILE_STEP;
2081
4083
  Z.stepCell[i] = c;
4084
+ Z.stepDir[i] = dir;
2082
4085
  Z.vx[i] = Z.vz[i] = 0;
2083
4086
  Z.y[i] = h - N.pileStep;
2084
4087
  Z.stateTimer[i] = 6 + R() * 6;
@@ -2102,6 +4105,11 @@ var GameCrowd = (() => {
2102
4105
  Z.stateTimer[i] = 1.2;
2103
4106
  }
2104
4107
  };
4108
+ const pileColumns = [];
4109
+ const releasePileStep = (i) => {
4110
+ if (Z.stepCell[i] >= 0) pileColumns.push({ cell: Z.stepCell[i], dir: Z.stepDir[i] });
4111
+ stepRelease(i);
4112
+ };
2105
4113
  const voice = (i) => traits(i).voice ?? "groan";
2106
4114
  const groan = (i, d) => {
2107
4115
  const r2 = N.alertRadius * N.alertRadius;
@@ -2135,9 +4143,9 @@ var GameCrowd = (() => {
2135
4143
  const attack = (i, d, tdt) => {
2136
4144
  Z.attackTimer[i] -= tdt;
2137
4145
  if (Z.attackTimer[i] > 0) return;
2138
- Z.attackTimer[i] = N.attackEvery;
4146
+ Z.attackTimer[i] = N.attackEvery / Z.aggression[i];
2139
4147
  const C = T(i);
2140
- const tr = C.traits ?? {};
4148
+ const tr = C.traits ?? NO_TRAITS;
2141
4149
  if (tr.heavySwing && R() < tr.heavySwing.chance) {
2142
4150
  Z.state[i] = STATE.SWING;
2143
4151
  Z.stateTimer[i] = tr.heavySwing.windUp;
@@ -2146,7 +4154,7 @@ var GameCrowd = (() => {
2146
4154
  const noJaw = Z.missing[i] & 512;
2147
4155
  const noArms = (Z.missing[i] & 6) === 6;
2148
4156
  const P = target;
2149
- if (P.state.grabbedBy < 0 && !noArms && !Z.crawl[i] && R() < C.bite * (P.state.crouch ? N.crouchBite : 1)) {
4157
+ if (P.state.grabbedBy < 0 && !noArms && !Z.crawl[i] && R() < C.bite * (P.state.crouch ? N.crouchBite : 1) * Z.aggression[i]) {
2150
4158
  P.grab(i, !!noJaw, !!tr.drownGrab && water(P.state.x, P.state.z));
2151
4159
  Z.state[i] = STATE.GRAB;
2152
4160
  } else {
@@ -2157,7 +4165,7 @@ var GameCrowd = (() => {
2157
4165
  };
2158
4166
  const effect = (payload) => emit("effect", payload);
2159
4167
  const blood = (x, y, z, age, amount, died, agent) => effect({ effect: "blood", point: [x, y, z], age, amount, died, ...agent === void 0 ? {} : { agent } });
2160
- const damage = (i, hit) => {
4168
+ const damageWith = (i, hit, draw, deferDeath = false) => {
2161
4169
  const C = T(i);
2162
4170
  const A = pack.ages[Z.age[i]];
2163
4171
  const RO = pack.outfits[Z.outfit[i]];
@@ -2184,7 +4192,7 @@ var GameCrowd = (() => {
2184
4192
  } else {
2185
4193
  Z.hp[i] -= dano * 3;
2186
4194
  Z.headHp[i] -= dano;
2187
- if (dano > N.jawDamage && R() < N.jawChance) Z.missing[i] |= 512;
4195
+ if (dano > N.jawDamage && draw() < N.jawChance) Z.missing[i] |= 512;
2188
4196
  }
2189
4197
  } else if (regiao === 1) {
2190
4198
  let m = C.multipliers.torso;
@@ -2214,7 +4222,8 @@ var GameCrowd = (() => {
2214
4222
  if (Z.hp[i] <= 0) morreu = true;
2215
4223
  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);
2216
4224
  if (morreu) {
2217
- kill(i, headshot);
4225
+ if (deferDeath) deferKill(i);
4226
+ else kill(i, headshot, draw);
2218
4227
  return { died: morreu, headshot };
2219
4228
  }
2220
4229
  const st = Z.state[i];
@@ -2231,14 +4240,15 @@ var GameCrowd = (() => {
2231
4240
  }
2232
4241
  return { died: morreu };
2233
4242
  };
2234
- function kill(i, headshot = false) {
4243
+ const damage = (i, hit) => damageWith(i, hit, R);
4244
+ function kill(i, headshot = false, draw = R) {
2235
4245
  stats.kills++;
2236
4246
  if (headshot) stats.heads++;
2237
4247
  const tr = traits(i);
2238
4248
  if (tr.burst) burstAt(i, Z.x[i], Z.z[i]);
2239
4249
  const C = T(i);
2240
4250
  emit("kill", { agent: i, type: C.id, headshot, x: Z.x[i], z: Z.z[i] });
2241
- corpseAdd(i);
4251
+ if (Z.balance[i] !== BALANCE.THROWN) corpseAdd(i, draw);
2242
4252
  if (target && target.state.grabbedBy === i) target.release();
2243
4253
  remove(i);
2244
4254
  }
@@ -2257,24 +4267,23 @@ var GameCrowd = (() => {
2257
4267
  }
2258
4268
  emitNoise(x, z, b.noise);
2259
4269
  };
2260
- const corpseAdd = (i) => {
2261
- corpses.add({
2262
- x: Z.x[i],
2263
- z: Z.z[i],
2264
- yaw: Z.renderYaw[i],
2265
- height: Z.height[i],
2266
- build: Z.build[i],
2267
- named: Z.named[i],
2268
- missing: Z.missing[i],
2269
- color: Z.color[i],
2270
- variant: Z.variant[i],
2271
- skin: Z.skin[i],
2272
- seed: R() * 10
2273
- });
2274
- };
4270
+ const corpseOf = (i, seed) => ({
4271
+ x: Z.x[i],
4272
+ z: Z.z[i],
4273
+ yaw: Z.renderYaw[i],
4274
+ height: Z.height[i],
4275
+ build: Z.build[i],
4276
+ named: Z.named[i],
4277
+ missing: Z.missing[i],
4278
+ color: Z.color[i],
4279
+ variant: Z.variant[i],
4280
+ skin: Z.skin[i],
4281
+ seed
4282
+ });
4283
+ const corpseAdd = (i, draw = R) => void corpses.add(corpseOf(i, draw() * 10));
2275
4284
  const ability = (i, d, dx, dz, tdt, b, alive) => {
2276
4285
  const C = T(i);
2277
- const tr = C.traits ?? {};
4286
+ const tr = C.traits ?? NO_TRAITS;
2278
4287
  const st = Z.state[i];
2279
4288
  const P = target;
2280
4289
  if (st === STATE.DORMANT) {
@@ -2480,6 +4489,7 @@ var GameCrowd = (() => {
2480
4489
  if (tr.submerged && water(Z.x[i], Z.z[i])) return tr.submerged.swim;
2481
4490
  return Z.chaseSpeed[i];
2482
4491
  };
4492
+ const physicsDraw = (i, salt) => engine.active ? () => unit(Z.identity[i], engine.ctx.step, salt) : R;
2483
4493
  const hurtOther = (j, amount) => {
2484
4494
  Z.hp[j] -= amount;
2485
4495
  blood(Z.x[j], Z.height[j] * 1.2, Z.z[j], Z.age[j], 30, false, j);
@@ -2491,7 +4501,7 @@ var GameCrowd = (() => {
2491
4501
  const killQFlush = () => {
2492
4502
  if (!killQ.length) return;
2493
4503
  killQ.sort((a, b) => b - a);
2494
- for (const j of killQ) if (j < Z.n) kill(j, false);
4504
+ for (const j of killQ) if (j < Z.n) kill(j, false, physicsDraw(j, SALT.CORPSE));
2495
4505
  killQ.length = 0;
2496
4506
  };
2497
4507
  const frame = (i, dt, d, alive) => {
@@ -2514,9 +4524,14 @@ var GameCrowd = (() => {
2514
4524
  Z.hp[i] *= tr.waterWeak.keep;
2515
4525
  effect({ effect: "cloud", point: [Z.x[i], 0, Z.z[i]], radius: 1.5, color: tr.waterWeak.cloud, amount: 3, agent: i });
2516
4526
  }
4527
+ if (engine.active && (Z.balance[i] === BALANCE.FALLEN || Z.balance[i] === BALANCE.GETTING_UP)) return;
2517
4528
  const c = cellOf(Z.x[i], Z.z[i]);
2518
4529
  const gy = groundAt(c, Z.y[i]);
2519
4530
  if (st === STATE.DORMANT || Z.floorLocked[i]) return;
4531
+ if (engine.active && st !== STATE.AIRBORNE && Z.vy[i] === 0 && Z.y[i] > gy + 0.02 && Z.y[i] - gy <= WALK_DOWN) {
4532
+ Z.y[i] = Math.max(gy, Z.y[i] - N.climbSpeed * dt);
4533
+ return;
4534
+ }
2520
4535
  if (st === STATE.AIRBORNE || Z.y[i] > gy + 0.02 || Z.vy[i] > 0) {
2521
4536
  Z.vy[i] -= N.gravity * dt;
2522
4537
  Z.y[i] += Z.vy[i] * dt;
@@ -2524,6 +4539,9 @@ var GameCrowd = (() => {
2524
4539
  const fall = -Z.vy[i];
2525
4540
  Z.y[i] = gy;
2526
4541
  Z.vy[i] = 0;
4542
+ const collapsed = st === STATE.AIRBORNE && Z.stateTimer[i] === COLLAPSE_MARK;
4543
+ if (collapsed) Z.stateTimer[i] = 0;
4544
+ if (engine.active && balanceOn && (st !== STATE.AIRBORNE || collapsed)) engine.balance.landed(i, fall * fall / (2 * N.gravity));
2527
4545
  if (st === STATE.AIRBORNE) {
2528
4546
  Z.state[i] = STATE.CHASE;
2529
4547
  if (tr.pounce && alive && d < tr.pounce.landRange && target) {
@@ -2547,6 +4565,9 @@ var GameCrowd = (() => {
2547
4565
  const pz = P ? P.state.z : context.flowTarget?.[1] ?? 0;
2548
4566
  const alive = !!P && P.state.alive && !P.state.turned;
2549
4567
  viewYaw = context.viewYaw ?? (P ? P.state.yaw - Math.PI : 0);
4568
+ const bandX = context.bandCentre?.[0] ?? px;
4569
+ const bandZ = context.bandCentre?.[1] ?? pz;
4570
+ engine.beginStep(dt, { x: bandX, z: bandZ });
2550
4571
  const fx0 = context.flowTarget?.[0] ?? px;
2551
4572
  const fz0 = context.flowTarget?.[1] ?? pz;
2552
4573
  const pc = cellOf(fx0, fz0);
@@ -2558,14 +4579,18 @@ var GameCrowd = (() => {
2558
4579
  flowStart(fx0, fz0);
2559
4580
  flow.cell = pc;
2560
4581
  }
2561
- flowStep(N.flowBudgetMs);
2562
- hHead.fill(-1);
4582
+ flowStep(N.flowBudgetMs, flowCells);
4583
+ if (engine.active) {
4584
+ for (let k = 0; k < hashTouchedN; k++) hHead[hashTouched[k]] = -1;
4585
+ hashTouchedN = 0;
4586
+ } else hHead.fill(-1);
2563
4587
  for (let i = 0; i < Z.n; i++) {
2564
- if (Z.band[i] !== 0) continue;
4588
+ if (Z.band[i] !== 0 || engine.active && Z.balance[i] === BALANCE.THROWN) continue;
2565
4589
  const hx = Math.floor(Z.x[i] + HALF);
2566
4590
  const hz = Math.floor(Z.z[i] + HALF);
2567
4591
  if (hx < 0 || hz < 0 || hx >= HN || hz >= HN) continue;
2568
4592
  const h = hz * HN + hx;
4593
+ if (engine.active && hHead[h] === -1) hashTouched[hashTouchedN++] = h;
2569
4594
  hNext[i] = hHead[h];
2570
4595
  hHead[h] = i;
2571
4596
  }
@@ -2577,13 +4602,16 @@ var GameCrowd = (() => {
2577
4602
  const dx = Z.x[i] - px;
2578
4603
  const dz = Z.z[i] - pz;
2579
4604
  const d = Math.sqrt(dx * dx + dz * dz);
4605
+ const bandD = context.bandCentre ? Math.hypot(Z.x[i] - bandX, Z.z[i] - bandZ) : d;
2580
4606
  let b = Z.band[i];
2581
- while (b > 0 && d < BANDS[b - 1].max - HYST) b--;
2582
- while (b < 3 && d > BANDS[b].max + HYST) b++;
4607
+ while (b > 0 && bandD < BANDS[b - 1].max - HYST) b--;
4608
+ while (b < 3 && bandD > BANDS[b].max + HYST) b++;
2583
4609
  Z.band[i] = b;
2584
4610
  B[b]++;
4611
+ if (engine.active && Z.balance[i] === BALANCE.THROWN) continue;
4612
+ const grounded = engine.active && balanceOn && (Z.balance[i] === BALANCE.FALLEN || Z.balance[i] === BALANCE.GETTING_UP);
2585
4613
  const C = T(i);
2586
- const tr = C.traits ?? {};
4614
+ const tr = C.traits ?? NO_TRAITS;
2587
4615
  if (Z.state[i] === STATE.STUNNED) {
2588
4616
  Z.stateTimer[i] -= dt;
2589
4617
  if (Z.stateTimer[i] <= 0) Z.state[i] = STATE.CHASE;
@@ -2607,8 +4635,12 @@ var GameCrowd = (() => {
2607
4635
  Z.lost[i] = 0;
2608
4636
  }
2609
4637
  }
2610
- Z.next[i] -= dt;
2611
- if (Z.next[i] <= 0) {
4638
+ if (!grounded) Z.next[i] -= dt;
4639
+ else {
4640
+ Z.vx[i] = Z.vz[i] = Z.dvx[i] = Z.dvz[i] = Z.aimX[i] = Z.aimZ[i] = 0;
4641
+ Z.steering[i] = 0;
4642
+ }
4643
+ if (Z.next[i] <= 0 && !grounded) {
2612
4644
  const tdt = BANDS[b].dt;
2613
4645
  Z.next[i] += tdt;
2614
4646
  if (alive && b <= 1 && Z.state[i] <= 1) {
@@ -2655,6 +4687,7 @@ var GameCrowd = (() => {
2655
4687
  Z.stateTimer[i] = tr.caller.windUp;
2656
4688
  }
2657
4689
  Z.steering[i] = 0;
4690
+ Z.aimX[i] = Z.aimZ[i] = 0;
2658
4691
  if (!ability(i, d, dx, dz, tdt, b, alive)) {
2659
4692
  let tx = 0;
2660
4693
  let tz = 0;
@@ -2691,7 +4724,7 @@ var GameCrowd = (() => {
2691
4724
  if (!alive) sp = Z.wanderSpeed[i];
2692
4725
  if (d < N.attackRange && alive && Math.abs(P.state.y - Z.y[i]) < N.attackHeight) {
2693
4726
  sp = 0;
2694
- if (slots < N.attackSlots) {
4727
+ if (slots < N.attackSlots - (Z.aggression[i] < 1 ? RESERVED_SLOTS : 0)) {
2695
4728
  slots++;
2696
4729
  attack(i, d, tdt);
2697
4730
  }
@@ -2713,6 +4746,7 @@ var GameCrowd = (() => {
2713
4746
  }
2714
4747
  if (Z.crawl[i]) sp = Math.min(sp, N.crawlSpeed);
2715
4748
  else if (Z.limp[i]) sp *= N.limpSpeed;
4749
+ if (Z.balance[i] === BALANCE.STAGGERING) sp *= staggerSpeed;
2716
4750
  let sx = 0;
2717
4751
  let sz = 0;
2718
4752
  if (b === 0) {
@@ -2724,7 +4758,7 @@ var GameCrowd = (() => {
2724
4758
  const qz = hz + oz;
2725
4759
  if (qx < 0 || qz < 0 || qx >= HN || qz >= HN) continue;
2726
4760
  for (let j = hHead[qz * HN + qx]; j !== -1; j = hNext[j]) {
2727
- if (j === i || Z.state[j] === STATE.PILE_STEP || Z.state[j] === STATE.DORMANT) continue;
4761
+ 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;
2728
4762
  const ex = Z.x[i] - Z.x[j];
2729
4763
  const ez = Z.z[i] - Z.z[j];
2730
4764
  const e2 = ex * ex + ez * ez;
@@ -2739,8 +4773,20 @@ var GameCrowd = (() => {
2739
4773
  }
2740
4774
  }
2741
4775
  if (Z.state[i] <= 2) {
2742
- Z.dvx[i] = tx * sp + sx * N.separationPush;
2743
- Z.dvz[i] = tz * sp + sz * N.separationPush;
4776
+ if (separationMax !== Infinity) {
4777
+ const push = Math.hypot(sx, sz) * N.separationPush;
4778
+ if (push > separationMax) {
4779
+ sx *= separationMax / push;
4780
+ sz *= separationMax / push;
4781
+ }
4782
+ }
4783
+ if (engine.active && sp > 0.05) {
4784
+ Z.aimX[i] = tx;
4785
+ Z.aimZ[i] = tz;
4786
+ }
4787
+ const slow = engine.densitySlowdown(i, b);
4788
+ Z.dvx[i] = (tx * sp + sx * N.separationPush) * slow;
4789
+ Z.dvz[i] = (tz * sp + sz * N.separationPush) * slow;
2744
4790
  Z.steering[i] = 1;
2745
4791
  if (sp > 0.05) Z.yaw[i] = Math.atan2(tx, tz);
2746
4792
  else if (d < 3 && alive) Z.yaw[i] = Math.atan2(-dx, -dz);
@@ -2752,17 +4798,17 @@ var GameCrowd = (() => {
2752
4798
  Z.vx[i] += (Z.dvx[i] - Z.vx[i]) * k;
2753
4799
  Z.vz[i] += (Z.dvz[i] - Z.vz[i]) * k;
2754
4800
  }
2755
- const nx = Z.x[i] + Z.vx[i] * dt;
2756
- const nz = Z.z[i] + Z.vz[i] * dt;
4801
+ const nx = Z.x[i] + (Z.vx[i] + Z.pushX[i]) * dt;
4802
+ const nz = Z.z[i] + (Z.vz[i] + Z.pushZ[i]) * dt;
2757
4803
  let hitCell = -1;
2758
4804
  if (!blockedAt(i, nx, Z.z[i])) Z.x[i] = nx;
2759
4805
  else {
2760
- if (Z.state[i] !== STATE.AIRBORNE) Z.vx[i] = 0;
4806
+ if (Z.state[i] !== STATE.AIRBORNE) Z.vx[i] = Z.pushX[i] = 0;
2761
4807
  hitCell = cellOf(nx, Z.z[i]);
2762
4808
  }
2763
4809
  if (!blockedAt(i, Z.x[i], nz)) Z.z[i] = nz;
2764
4810
  else {
2765
- if (Z.state[i] !== STATE.AIRBORNE) Z.vz[i] = 0;
4811
+ if (Z.state[i] !== STATE.AIRBORNE) Z.vz[i] = Z.pushZ[i] = 0;
2766
4812
  hitCell = cellOf(Z.x[i], nz);
2767
4813
  }
2768
4814
  if (hitCell >= 0 && Z.state[i] === STATE.CHASE && b === 0) {
@@ -2774,7 +4820,7 @@ var GameCrowd = (() => {
2774
4820
  Z.vx[i] = Math.sin(Z.yaw[i]) * s2;
2775
4821
  Z.vz[i] = Math.cos(Z.yaw[i]) * s2;
2776
4822
  } else if (occ[hitCell] === 2 || occ[hitCell] === 0 && pile[hitCell] > 0) {
2777
- Z.stuck[i] += dt;
4823
+ Z.stuck[i] += engine.active && balanceOn ? dt * (1 + engine.pressureRatio(i)) : dt;
2778
4824
  if (Z.stuck[i] > 0.35 + 0.5 * Z.skin[i]) {
2779
4825
  Z.stuck[i] = 0;
2780
4826
  tryStep(i, hitCell);
@@ -2797,12 +4843,18 @@ var GameCrowd = (() => {
2797
4843
  if (goal && solidAt(Z.x[i] + Math.sin(Z.renderYaw[i]) * 0.62, Z.z[i] + Math.cos(Z.renderYaw[i]) * 0.62, 1)) goal = 0.1;
2798
4844
  Z.arms[i] += (goal - Z.arms[i]) * Math.min(1, dt * (goal > Z.arms[i] ? 3 : 5));
2799
4845
  }
2800
- Z.phase[i] += dt * (Z.renderSpeed[i] < 0.05 ? 0.15 : N.cadenceBase + N.cadencePerSpeed * Z.renderSpeed[i]);
4846
+ Z.phase[i] += dt * (Z.renderSpeed[i] < 0.05 ? 0.15 : N.cadenceBase + N.cadencePerSpeed * Z.renderSpeed[i]) * Z.cadenceFactor[i];
4847
+ if (physics.deterministic) {
4848
+ const attacking = Z.state[i] === STATE.CHASE && alive;
4849
+ 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;
4850
+ }
2801
4851
  if (spd > 0.35 && Z.state[i] <= 1 && !Z.attackPose[i]) Z.yaw[i] = Math.atan2(Z.vx[i], Z.vz[i]);
2802
4852
  let dy = Z.yaw[i] - Z.renderYaw[i];
2803
4853
  dy -= Math.round(dy / TAU_APPROX) * TAU_APPROX;
2804
4854
  Z.renderYaw[i] += dy * Math.min(1, dt * (Z.state[i] === STATE.AIRBORNE ? 20 : 9));
2805
4855
  }
4856
+ engine.endStep();
4857
+ if (pileColumns.length) collapsePileColumns(Z, pileColumns, FW * FW, stepRelease);
2806
4858
  killQFlush();
2807
4859
  noises.length = 0;
2808
4860
  stats.slots = slots;
@@ -2866,6 +4918,31 @@ var GameCrowd = (() => {
2866
4918
  if (m) emit("message", { id: "migration", seconds: 4 });
2867
4919
  }
2868
4920
  };
4921
+ const engine = createPhysics(
4922
+ {
4923
+ store: Z,
4924
+ grid,
4925
+ doors,
4926
+ gravity: N.gravity,
4927
+ attackEvery: N.attackEvery,
4928
+ types,
4929
+ moundHeight,
4930
+ corpsesMax: N.corpsesMax,
4931
+ typeOf: T,
4932
+ target: () => target,
4933
+ emit,
4934
+ damage: (i, hit, draw) => damageWith(i, hit, draw, true),
4935
+ deferKill,
4936
+ releasePileStep,
4937
+ corpseOf,
4938
+ corpseList: () => corpses.entries,
4939
+ addCorpse: (corpse) => void corpses.add(corpse),
4940
+ groundAt,
4941
+ pileBlast
4942
+ },
4943
+ physics,
4944
+ stats.physics
4945
+ );
2869
4946
  const crowd = {
2870
4947
  store: Z,
2871
4948
  pack,
@@ -2875,6 +4952,9 @@ var GameCrowd = (() => {
2875
4952
  numbers: N,
2876
4953
  stats,
2877
4954
  pile,
4955
+ mound: moundHeight,
4956
+ thrown: engine.thrown,
4957
+ blast: (blast) => engine.blasts.enqueue(blast),
2878
4958
  pileCount: () => pileN,
2879
4959
  trail,
2880
4960
  variantsOf,
@@ -2891,6 +4971,7 @@ var GameCrowd = (() => {
2891
4971
  spawn: (x, z, type = -1) => spawn(x, z, type),
2892
4972
  remove,
2893
4973
  update,
4974
+ dispose: () => engine.dispose(),
2894
4975
  emitNoise,
2895
4976
  damage,
2896
4977
  kill: (i, headshot = false) => kill(i, headshot),