@adatechnology/game-destruction 0.13.0 → 0.13.2

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@@ -2984,6 +2984,7 @@ var GameDestruction = (() => {
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  var CHIP_ENERGY = 200;
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  var CHIP_SPLASH = 0.5;
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  var CRATER_SPENT = 0.6;
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+ var EDGE_REACH = 1.5;
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  var BAR_BOW = 0.08;
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  var BULLET_JOINT_SPAN = 0.3;
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  var CUT_SLICE = 1;
@@ -4357,6 +4358,9 @@ var GameDestruction = (() => {
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  const lo = cell.center[a] - cell.size[a] / 2 + w / 2, hi = cell.center[a] + cell.size[a] / 2 - w / 2;
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  size[a] = w;
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  center[a] = clamp2(lp[a], lo, hi);
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+ const [from, to] = tornToEdge({ p, cell, a, b: a === u ? v : u, at: lp[a], crater: [center[a] - w / 2, center[a] + w / 2], reach: w * EDGE_REACH, gone: (k) => worn[k] === -1 });
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+ size[a] = to - from;
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+ center[a] = (from + to) / 2;
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  }
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  const taken2 = (cut[i] ?? 0) + size[u] * size[v];
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  if (taken2 >= cell.size[u] * cell.size[v] * CRATER_SPENT) {
@@ -4394,6 +4398,19 @@ var GameDestruction = (() => {
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  collapseCheck(o, src);
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  }
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  };
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+ const tornToEdge = (o) => {
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+ const { p, cell, a, b, at, crater: crater2, reach, gone } = o;
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+ const half = p.dims[a] / 2;
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+ const lo = cell.center[a] - cell.size[a] / 2, hi = cell.center[a] + cell.size[a] / 2;
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+ const free = (side, sign) => {
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+ if (sign > 0 ? side >= half - 1e-6 : side <= -half + 1e-6) return sign > 0 || a !== planeAxes(p.thin)[1];
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+ const probe = side + sign * 1e-3;
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+ return gridOf(p).some((c, k) => gone(k) && Math.abs(probe - c.center[a]) <= c.size[a] / 2 && Math.abs(cell.center[b] - c.center[b]) <= c.size[b] / 2);
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+ };
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+ if (at - lo <= reach && free(lo, -1)) return [lo, Math.max(crater2[1], lo)];
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+ if (hi - at <= reach && free(hi, 1)) return [Math.min(crater2[0], hi), hi];
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+ return crater2;
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+ };
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  const craterAcross = (energy) => clamp2(0.03 + 12e-4 * Math.sqrt(Math.max(0, energy)), 0.03, 0.14);
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  const craterFragments = (o, p, cell, dir, speed, mass, tag) => {
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  const { c, q } = partXf(o, p);